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  • Lancer Forecast: Accentuation, Not Domination. Thoughts coming out of the Lancer pre-release tournament. by majshark, 05/19/01

  • Don't Forget Your Tough Dwarven Fuser. by majshark, 05/19/01

  • Rules Lawyering: Demand It! by majshark, 05/07/01

  • What's the Deal with Imps and Shades by Hiryu, 04/29/01

  • Women Of War: Nightblades and Amazon Blademistresses by majshark, 04/27/01

  • Memo to Collectible Game Players: Lighten Up! by majshark, 04/15/01

  • Amotep Gunner vs. Troll Artillerist? Which Is Better? by majshark, 04/06/01

  • Ignore My Deep Spawn? Ha! by majshark, 04/01/01


    Lancer Forecast: Accentuation, Not Domination.

    While the Lancer set is a fun one, expect Rebellion units to dominate.

    by majshark, May 20, 2001

    I had the privelige to attend the Lancer prerelease in the Florida panhandle. Upon playing and observing some of the games and examining the pieces, I came to the following realization.

    The Lancer set is a varied lot of cool and quality units that will forge new strategies and maybe some new army archetypes.

    It will not, however, take over the tournament scene from the Rebellion set.

    The proof was in the results. In the two prerelease games I participated in, two boosters of Lancers and one booster of Rebellion were had by each player to construct a 200 point army. In each case, despite only the one booster of Rebellion, it was the units from the initial set that proved the winning margins in each game.

    The Lancers were a factor and performed well in support. It was the Rebellion units that helped achieve victory.

    After having time to think about the new Lancer pieces, I have come to some conclusions about a few of the units.

    Technomancer. A quality piece to be sure, but it will not replace the magus by any stretch of the imagination. There are two key reasons why.

    ONE. Magus keeps its magic levitation for more than its inital slot.
    TWO: One cannot ignore the magus's 12" magic blast range.

    Still a major bargain at 68 points.

    Another Lancer myth: Goblin volunteer will replace the imp.

    This won't happen for the following three reasons.

    ONE. To get any kind of offensive use from the volunteer, you must waste a pair of actions (pushing it) to get it out of demoralization. Wasting two actions on a five point unit?
    TWO. The volunteer has battle fury and berserk, making it ineligible for capturing units.
    THREE. The imp has far better movement (flight and 10" for the standard and tough versions).

    The goblin volunteer will bring to the Orc Raiders what the weak woodland scout brings to the Elemental League; they are cheap fodder units with linited offensive potential used to keep formations together.

    I must also note the cavalry units. I am with the majority that believes that most are overpriced. The two cavalry units I pulled were the Martyr and the Ankhar Archer. Both are very cool units and have nifty abilities. However, it is hard justifying using the martyr for her medicore at best attack capability for 74 points or the ankhar archer's lack of damage dealing and clicks (toughness and battle armor notwithstanding) for 28.

    They were, however, a blast to play. Charge and bound are extremely useful abilities, even in the above cases. Using bound, my ankhar archer did hit a technomancer for a click of damage. It was only a click, but it did remove magic levitation.

    Last, but certainly not least...the arcane draconum. A truly nasty monstrosity. In a game I played against it, I used a 7 point imp to tie it up and squelch any though of an attack.

    202 points of army tied up by an imp; almost as good as killing it.

    All in all, I am looking forward to getting more boosters and obtaining more Lancers. I like how they play and they add to an already competitive and qualtiy game.

    But I wouldn't expect Rebellion units from disappearing from the tournament scene anytime soon.

    majshark believes the Lancer set is a solid accessory to Rebellion. E-mail your thoughts/comments about this article.


    Don't Forget Your Tough Dwarven Fuser.

    Why this unit should make its way into some armies.

    by majshark, May 19, 2001

    Here we go again.

    You face another army that features some level of magic blasting, from magus, magus draconum, demi-magus, chaos mage, amazon queen. And more ofthen than not, they are camping behind some blocking terrain, blasting anything that lumbers near.

    Sometimes, these units are accentuated by magic enhancing units, making the threat more lethal.

    Few effective units can advance against such firepower and survive, hoping to deal with such opposition.

    That is why I have given the tough dwarven fuser a chance.

    Not an army of them, mind you; just one or two--just enough to make life a little uncomfortable for the magi.

    Yes, he only move a grand total of six inches a turn. That is a drawback.

    The dwarven fuser, however, is immune to the effects of magic thanks to magic immunity. It can charge toward magic-blasting units perched behind barriers without worry.

    The fuser is also equipted with a modest 10" range, a decent attack rating (9) and deals two damage. Simply put, he doesn't have to get close to lay a hit on a unit. And two damage is usually enough to put a crimp in a magic-blaster's style.

    Even if you are not facing magical opposition, the 10" range can make for a decent ranged support troop. Since they are often unappreciated by the opposition (based on my experience), they have the tendency to be ignored or dismissed, granting the fuser an opporunity to capitalize.

    This unit is a quality one to throw into an army, especially if the army is predominantly Black Powder.

    majshark says give dwarves a chance. E-mail your thoughts/comments about this article.


    Rules Lawyering: Demand It!

    Why rules nitpicking is a very good thing.

    by majshark, May 7, 2001

    Some players are whiners. All they seem to do is complain about others who want to dissect certain rules to their smallest detail.

    These are the same players who argue whether or not shockwave does this or magic levitation does that. Their games usually get heated over such a rules disagreement, with one side caving to the other after a ongoing argument, and neither party wins because, at this point, the game is no longer fun. They will simply go through the motions to end the battle as quickly as possible.

    And I love how some accuse Magic: the Gathering players of such actions. Because really, there's nothing like stereotyping.

    For those of you who do overanalyze the rules--even you guilty M:tG folk--major kudos.

    Hooray for the rules lawyers.

    For straters, you won't see these players arguing over the rules, because THEY KNOW THE RULES. There is no gray matter. Some players even take advantage of certain loopholes in the rules to create or enhance a strategy (shockwaving mage spawn comes to mind). These players can get a leg up in gameplay.

    If there is a conflict of rules interpetation, these players will be armed with the knowledge and logic to (hopefully) squelch the issue.

    Ask yourself: Isn't it nice to have that one or two people who you can ask a question, who knows the rules well enough that their answers are virtually verbatim from the instructions/errata/special ability card (or other source of official ruling)?

    What it boils down to is this: These people only want to know how to play the game and to play it right. Now tell me...is that so wrong?

    majshark tries to keep informed. E-mail your thoughts/comments about this article.


    What's the Deal with Imps and Shades

    Hiryu's take on Mage Knights two most common fodder units.

    by Hiryu, April 29, 2001

    If you happen to be a frequent visitor to any respectable Mage Knight forum, like the one at Mkrealms.com, you will notice that one of the most common pieces of advice that is given out on how to improve an army is to add some imps and/or shades to it. Have you ever wondered why these two figures are so highly recommended? If you have, then let me try and explain why they are such a good addition to an army.

    First I think we should examine the imp. The low point cost of imps is one of the major things that they have going for them. The weak imp at 5 points is currently the cheapest unit in the game. The other feature that the imp has that makes it an effective figure is flight. Being cheap and very mobile makes imps great for blocking lines of fire, and tying up your opponent’s figures by coming into b2b (base to base) contact with them and making your opponent waste actions killing your imps. One nifty trick that you can perform with an imp is to fly it into b2b contact with an opposing figure and get one of your ranged units within striking distance of the opposing figure. If your opponent does not kill the imp on his turn all you have to do is break away with the imp on your turn, since the imp has such an easy break away roll due to flight, and then shoot the figure with your range unit. Also, even if your opponent does kill the imp on his turn you still get the same benefit of being able to shoot his figure first.

    Now lets take a look at the shade. The two main features that the shade has that makes it such a great piece are it’s movement of 12 inches and the special ability quickness. Being able to move a figure 12 inches and not spend an action point doing it due to quickness is a huge benefit for any army. Shades can be used for some of the same things as imps (blocking lines of fire, tying up figures, etc.), but the standard and tough shades, both with an attack of 9, are good figures to try and make capture attempts with. If you happen to get a captive with a shade you do not have to waste actions bring the captive back to your starting area since you get to share the shade’s quickness ability with the captive. Just like the imp the shade also has a cool trick that you can do with it. You can position a shade in an open area without terrain, so that you can come into b2b contact with an opponent’s figure with a 12 inch range, but make it impossible for the ranged figure to shoot at your shade. All you have to do is line up your shade’s front arc 12 inches away from the opposing figure’s front arc in a straight line. Since a range attack is measured dot to dot your shade is safely out of distance, but it can come into b2b contact since the front arcs of both the figures are 12 inches away. This trick is not as useful as the trick with the imp, but it is still worth knowing.

    Now you might be asking yourself are imps and shades the only figures that make good harrassers/cannon fodder for an army? Of course not, there are plenty of other figures that can be used such as Skeletons, Woodland Scouts, Khamsin Freelancers, and even Deep Spawns. I hope this article sheds some light on the reasons why shades and imps are so highly used and recommended. And remember the next time somebody tries to get your only shade or imp left to think twice before trading it off.

    Hiryu almost always incorporates shades and imps in his armies (I know this because I've played the man!). E-mail your thoughts/comments about this article.


    Women Of War: Nightblades and Amazon Blademistresses

    A look at how these units can be effective...with the right army and strategy.

    by majshark, April 27, 2001

    Nightblade. Considered by some as the worst piece the Necropolis Sect has to offer.

    Amazon Blademistress. Capable, but many feel that better units can be found for the point value.

    I say...wrong on both counts.

    Especially if the pieces are used in their proper settings and have a complimentary supporting cast.

    Take the Nightblade, for example. A piece in the 12-16 point range (depending on strength). Some will notice her lack of range, her ordinary damage dealing (two clicks), and with the exception of stealth, she has nothing else that is noteworthy.This may be true...if she acts by herself.

    Now...put her in the company of Nightstalkers, pieces notorious for quality attack ratings, decent range and damage (three) and they, too, have stealth.

    With the aid of hindering terrain, a formation of blades and stalkers can creep up on their targets, not worry about conventional ranged attacks, and strike.

    Get a good hit on an enemy unit with the nightstalker, and have the nightblade come in, and either deal two additional clicks to weaken it further or attempt a capture (not unrealistic with modest attack ratings of 8 or 9).

    They won't ever scare many armies, but they make for cheap and effective support troops, especially in 100 or 200-point armies.

    Now the Amazon Blademistress.

    A powerhouse piece it is not. Investing 20 to 30 points for a piece--the going rate for blademistresses--you want something that can be effective. The toughest, able to inflict three clicks of pain, has only a modest attack rating (9).

    They may not succeed as a focal point of an army. But they have characteristics that make them excellent support pieces.

    The blademistress has the advantage of speed. Few pieces can keep up or escape her 10" movement. Combined with her 6" range attack, weakened/demoralized foes don't stand a prayer of escaping.

    Another major strength of the blademistress is weapon mastery, the toughest of which hold this ability for four clicks. Although her attack rating does decrease in the lower range of her weapon mastery, it can still hit and wreck an injured unit's day (especially brutal in 100 point games, where army units are subpar in relationship to those used in games 200 points or more, and where most of the units get swatted once or twice).

    Blademistresses have the benefit of joining the Amazon Queen in formation. They borrow the queens defensive lending (17 defense, instead of 15 the baldemistresses have). The queen also has 10" movement, making for a fast formation.

    With blademistresses surrounding the queen, the formation can move in range of enemy pieces, blast one with the queen, and a blademistress can break from the group to engage one-on-one (either by going meele with the option of weapon mastery, or coming within 6" to perform a ranged attack).

    The amazon blademistresses, along with the nightblades, may not successfully quarrel with an army on their own. Put them with units that can accentuate their qualities, however, they can make for some of the best support units the game has to offer.

    majshark has used both extensively, and recently has enjoyed success with them. E-mail your thoughts/comments about this article and let me know if you want them posted.


    Memo to Collectible Game Players: Lighten Up!

    A message to those who have lost sight of what games are for.

    by majshark, April 15, 2001

    Sometimes I dread the collectible game scene.

    I am not talking just about Mage Knight. You name the game, you'll see the players. Look no further than Magic: the Gathering.

    There is invariably a handful of gamers who take themselves and the game WAY TOO SERIOUSLY. They go into each match in a win-at-all-costs mode, where absolutely nothing else will do. Want proof? Skim the MKRealms forum for a few minutes; you'll see what I mean.

    Hey, I have nothing against winning. That is part of gaming. It is something I strive to do everytime I play. But when does it have to take presedence over why the game was developed in the first place?.

    That idea, and hold your breath, because it is a novel one:

    Have fun.

    Blah blah blah, they made the game because it's a business. Yeah, we know. But if the game wasn't any fun to play, they would be out of business.

    They made the game because it is fun.

    I enjoy winning as much as the next guy. It is something I do more often than not. I fare well at the tournaments. But if I don't come in first and win the prize, am I disappointed? A little bit, sure; no one wants to lose. Will it wreck my day or consider it a waste of time? No way.

    I don't know about you folks, but some of the funnest aspects about colectible games is to come up with new army/deck ideas, or come up with armies/decks with pieces/cards no one uses (or pieces that are widely regarded as crap). Whether they do well and actually win, or fall flat on its proverbial face, it was a blast.

    I know there are some gamers who say their idea of fun is winning. Fine. Go find more of these winners and game with them, or leave the attitude at the door, kick back, relax, and play.

    majshark plays the games because he enjoys them and the company that comes with them, not despite. E-mail your thoughts/comments about this article. Oddball's Void Of Reason site has a related article; check it out.


    Amotep Gunner vs. Troll Artillerist: Which Is Better?

    I put in my two cents on this evenly debated issue.

    by majshark, April 6, 2001

    Amotep gunner. Three damage, option of flame lightning. 12" range from the tough variety. Lots of players enjoy these little guys.

    I perfer the troll artillerist, however. Why? Lets get started.

    The gunners have the option of flame/lightning. Nice and versatile to be sure. Will you get the chance to use it, however, especially when one can clog up your formation or firing lanes with fodder? Or flank the formation, popping off gunners and demis? Or just by getting in the first shot; gunners are nothing more than fodder after a good spank. Trolls, on the other hand, can take a hit and still be considered lethal. A wounded troll artillerist can still be a factor.

    The gunners usually tote around demi-maguses to make that flame/lightning effect more lethal. Yes, this does make the gunners more lethal, but it also makes them DEPENDENT. Artillerists can stand alone, and you don't need to worry about using points to accentuate the easily counterable flame/lightning ability.

    I will give the gunners a point for movement. Eight inches compared to the artillerist six inch crawl. Artillerists won't chase too many people down.

    If an army is played with some common sense, one can overcome the movement disparity and avoid the effect of the flame/lightning. Get a good pop on a gunner, and render it useless.

    Don't get me wrong; the gunner is a quality piece. It deserves respect.

    Put my wager on the big ugly horned thing with the crossbow.

    majshark is sure this article may start a riot. E-mail your thoughts/comments about this article.


    Ignore My Deep Spawn? Ha!

    Why you should consider using this often disrespected piece.

    by majshark, April 2, 2001

    I don't know about the average Mage Knight playgroup, but everytime a group of us puts together an army, inevitably, one or more opponents pulls out his magus.

    I can't blame them. The magus brings all kinds of problems to opposing armies. Not only is he equipted with a reliable magic blast, but can levitate any friend or foe in base contact. It is certainly difficult to defend against a magus who levitates an ally in a position to fire/hack at you right away.

    Enter...the Deep Spawn.

    Yes, the deep spawn. The piece most likely found at the BOTTOM of whatever you carry your pieces in. Yes, the deep spawn with the average defense and the less than average longevity clickwise. But I am also talking about the deep spawn with aquatic, magic immunity and the toughest of which has an 11 attack rating!

    Deep spawns are magic resistant, so that magus or amazon queen blasting pieces behind barriers won't be able to touch it. In such a case, the resistance can allow the spawn to get into contact with the magic blasting piece AND also prevents the magus from conveniently levitating you away.

    Granted, the deep spawn can only deal two damage. Two damage may not be signifigant, but it cannot be ignored completely. Regardless, I am not even interested in its damage dealing.

    It is, however, a powerful piece in terms of capturing pieces.

    A couple of spawns on a magus ensures that one will get a chance to hit. An 11 attack, versus the magus's ordinary 15, plus 2 for capture, means you only need a six to make him yours.

    And the real beauty of this piece is it will only cost you 19 points. A 19 pointer with an 11 attack! A wonderful piece for capturing.

    If there happens to be any water on the battlefield, this only helps. Warlord Oddball points out a cute tactic that allows the deep spawn to capture, move to the edge of a water area while putting your captive in the water (aquatic ability on, keeping in mind captives take on characteristics of the kidnapper), and turn your aquatic special ability off. While your deep spawn is safe on shore, the captive is elimiated. Wash, rinse and repeat.

    Although I did site the magus as an example of capture, the deep spawn can be effective against most any figure. Even the dreaded storm golem must be wary of a deep spawn approaching from the rear. A heirophant at full health can be captured by one with a roll of 10 or better.

    The deep spawn may never be a piece that bangs it out with the opponent, but it makes an excellent support piece that should not be ignored.

    majshark likes using his deep spawns. E-mail your thoughts/comments about this article.


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