We need rules on these, I think. We also know it's possible to make various magical traps completely independent of city towers, as well- dirtamancy and shockamancy, at least; not sure about other disciplines. It would be nice to cover the field in front of the walls with magical mines or similar, or to set enspelled ambushes on the enemies' approach.ETheBoyce wrote:T. Coil will ... either spell up the towers or make scrolls, since he can't use his juice for anything else.

The Colonel wrote:What does Fix the Dead do?
Exate wrote:We need rules on these, I think. We also know it's possible to make various magical traps completely independent of city towers, as well- dirtamancy and shockamancy, at least; not sure about other disciplines. It would be nice to cover the field in front of the walls with magical mines or similar, or to set enspelled ambushes on the enemies' approach.
This is a rather serious issue to decide between now and the next battle, as it could impact it a great deal. How casters constructively burn their juice on turns when they're not in combat has always seemed just as critical to Erfworld strategy as what units are being popped, and we've got a heck of a lot of juice to burn here.







ETheBoyce wrote:Croakamancers, Luckamancers, and Healamancers all have things to do on off turns with their juice <_<
Also fliers may die easily, but spelling up towers frees up archers to shoot land targets.
ETheBoyce wrote:Question, can only Shockamancers use stored tower juice?
WaterMonkey314 wrote:Wait - I have something I can do with my juice? (Is it assumed that I'm burning all my juice warding everyone? Do MInor Wards last indefinitely?) If not, what's the rules on scroll creation?



MarbitChow wrote:Units leaving on Turn 3 could arrive in the Ruin Hex this turn, and (if they survive) return on Turn 4. There are currently no enemy units in the Battlespace.
Swodaems wrote:Is the imps' patrol area big enough that we'll get at least a turn's worth of warning about an impending attack?

MarbitChow wrote:Swodaems wrote:Is the imps' patrol area big enough that we'll get at least a turn's worth of warning about an impending attack?
Probably. 8 Imps are sufficient to cover enough area to guarantee at least 2 turns notice, assuming units are moving at a normal rate. Slower-moving units (carrying rams or pushing siege towers) may be spotted 3 or 4 turns out, but an all-flier force might be able to get here in a single turn.


BLANDCorporatio wrote:Of course, Will is itching to explore the ruins.
But I doubt Wandereus will be very reliable when it comes to warning us of danger.


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