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[Hero Academy] Tycho Brahe Memorial - Congrats Brew!
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The other nod to the comic is one called "Take All Day Academy"
PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
Magic Cards with Googly Eyes
Behance Portfolio I Amazonian I PSN- Subtle_Ties | 3DS: 3840-5210-2008 (Subtle)
The gunner is your best bet since he does the most damage right out of the gate, and as a bonus he does physical damage which elves can't boost beyond their base resistance, if any. Second best is maybe the paladin, since she's got the highest health on the team and might have a better chance of surviving a turn.
Other just general strategies to dig out of a situation like that:
One of those points that I've only just learned myself when playing against Dwarves is that it's bad to pre-scroll. I like to do that, so I can drop a nasty attack on top of someone without spending the turn to scroll (usually allowing me to run away or get the stomp I wanted), but against the dwarves, it just means that they bubble or brew pre-emptively, and it makes it a lot harder to get a good scroll hit in.
Please do this
aka Grillaface
Ah Sorry, I didn't check back here until now. All of my games are now over with the exception of AxenPA game 2 which has been going for 13 days waiting on his turn.
Dracil and I split the games, each taking one.
The game he won ended pretty decisively with all my troops being eliminated.
The game I won just ended right now with his forces being whittled down to a wraith.
Good games Dracil.
All of my matches are now done except for the AxenPA match as noted.
Their match ended in a 1-1 tie, so to tie-break, I looked at how they fared against the rest of Group B.
While corin7 went 2-0 against @Dracil (who's just below them in the standings), 38thDoE had a 1-1 record.
That means that corin7 takes 2nd place in Group B and will advance to Round 2! Congratulations!
I'll put up the Round 2 setup as soon as possible. Good luck to all Round 1 winners!
PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
Magic Cards with Googly Eyes
Okay, we're ready to start Round 2! We've got 2 groups, which I've made to give a mix of player strengths (based on Round 1 results) and make sure that people who were in the same Round 1 group don't have to face each other again. The list are shown below.
Again, you'll have to start a game with everyone else in your group.
This time, however, there's only 4 people in your group, so you only need to start 3 games.
In the end, you'll have 6 games total, 3 as first player, 3 as second player.
It's still a good idea to send a message in-game to identify your game as a tournament game.
As in Round 1, the top two results (in terms of total games won) will advance to the Final Round single elimination tournament.
Their seeding in that round will be based on their results in Round 2, with Round 1 results as a tie-breaker.
There are some special rules for this round that should help with some problems from Round 1.
First, once you've made all your games, reply (via your group's PM) that you've done this.
Second, when reporting your game results, say whether it's your first finished game or your second. That'll help me keep all the results clear as I'm entering them.
Finally, I'm instituting a move timer. If a player's last move is shown as 3 days ago, that player is considered to have forfeited that game. Take a picture for proof in case, and report the win.
I can give extra time if you need it, but you need to send a message here so everyone will know about the problem. We don't want to wonder what's going on, or slow the pace down to the point where people lose interest.
I'll PM this to each group like in Round 1. Good luck!
Group A
Group B
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Magic Cards with Googly Eyes
I managed to slip one forward by distracting my opponent with juicy, supposedly "high value" targets. By the time he realized he needed to kill my knight, it was too late.
PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
Magic Cards with Googly Eyes
There is some advantage to going second, as well, in that you can react to the movements of player 1 while they are forced to act blind, with no idea of what "cards" you have been dealt. I don't think it's as strong as the FTA, especially on certain maps such as the single-crystal one, though. It serves to reduce the impact of the starting advantage a little bit.
I like the idea of reducing the actions for the first player, especially since it is something that can be done manually. When it comes to deploying troops, I'm not sure if the best choice is 2 or 3 actions to start, though. I think that the effect of this "handicap" also depends upon the map. (Has anyone got a description or screenshots of all of the different maps?)
Two actions only allows you to either deploy two troops, or deploy one and move it once. The second player can deploy 1-3 troops. So, the second player has a possible advantage of one more troop on the field. The second player will also be able to use a troop to reach their bonus squares to cover them, so that the first player can't hit them on their second turn. The first player will be unable to reach the typical bonus square that requires two moves to reach. This means that the second player will, at least on some maps where this applies, be able to guarantee that they can reach the opponent's bonus square and force the first player to push them off of it if they want to use it themselves. On the new map with the teleporter, it also means that the first player will be unable to cover the teleport square on their first turn. This again guarantees player 2 the ability to get a piece on player 1's side of the teleporter with one action to spare.
Three actions allows player 1 the ability to deploy 2 units with one spare action for movement, or deploy 1 unit and cover one premium square. It still means that they can't deploy three units, and will have a reduced range for movement. It seems, to me, that this is a good compromise that doesn't put player 1 in an extremely defensive position, but still keeps them from being able to use their 5 extra moves to get way ahead.
Note that I'm not trying to influence the competition here, I'm just discussing it, because it's a facet of HA that needs a bit of tweaking, but is clearly not trivial.
Wonderpug: He kills more opponents by day two, than most other players do in three weeks.
Haven't played since the end of the last round so i have no idea what to do with these teleport squares!
What happens if the destination warp square is occupied? Denial, Switcheroo, or Telefrag?
WiiU: JamWarrior
"You are a child of the universe, no less than the trees and the stars; you have a right to be here.
And whether or not it is clear to you, no doubt the universe is unfolding as it should."
Here are the other Council/Elf balance changes you should be aware of:
First game was a mad blitz on the asymmetric warp tiles map. Very close, I failed to take into account the attack suppression of the elf healer, he took a gamble that I didn't have a firebomb or sword in hand. The odds were on his favour but I got lucky and managed a sneaky nuke for the win.
Second game was a slaughter. He got a fully upgraded necromancer, I threw my guys into a Benny Hill conga line of death by constantly failing to take his massive range into account. I may need therapy now.
WiiU: JamWarrior
Did wonderpug win both games? These are things I need to know...
PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
Magic Cards with Googly Eyes
"You are a child of the universe, no less than the trees and the stars; you have a right to be here.
And whether or not it is clear to you, no doubt the universe is unfolding as it should."
That early turn advantage can be quite painful on the new Dwarf map. Knight on crystal + Archer on portal = dead forward crystal.
Yeah, I'm looking at you Jam Warrior!
"You are a child of the universe, no less than the trees and the stars; you have a right to be here.
And whether or not it is clear to you, no doubt the universe is unfolding as it should."
Nope. I've certainly had many situations where I've wanted to do what you're saying (also: times I've wanted to move a priestess onto my own knocked-out unit instead of reviving him), but I also appreciate that the developers want to keep things really straightforward and streamlined. Tough tradeoff.
We could consider it as a home field advantage, giving first move rights to the higher tournament seed.
On another note am I the only one using Dark Elves? Every one of my other games is vs Council.. Not that there is anything wrong with that of course. I went random in round 1 but decided to go DE in round 2.
Although I'm halfway done and @ 1-2 overall so my opinion may not be relevant, we'll see.
aka Grillaface
I think there's definitely a first turn advantage, but it's also true that going second gives you the advantage of reacting to what's on the board. First person has to deploy blindly. Still, though, on maps where crystals fall more easily (the one with one per team, and the one with the teleporter) I think the first turn advantage is very significant.
I pretty much always play dark elves, but council is by far more commonly used in and out of this tournament. Council plays too straightforward for my personal tastes. Dwarves definitely qualify as not being straightforward, but their crazy-go-nuts crystal blitz style isn't a match for me, either. I think my favorite team probably has yet to be released.
Slower and possibly longer but hey, it's the final, it's not like anyone else will be waiting on them.
WiiU: JamWarrior
PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
Magic Cards with Googly Eyes
Also, crappy post from phone is crappy....sorry for the edit.
"You are a child of the universe, no less than the trees and the stars; you have a right to be here.
And whether or not it is clear to you, no doubt the universe is unfolding as it should."
I seem to enjoy playing DEs more than council so far and have yet to try the dwarves. I haven't found a good way to utilize the priest debuff. Anyone have good pointers?
Also as a side note, does the knockback effect seem random to anybody, or does it matter if there is an another enemy unit occupying the space the knocked-back would have fallen to?
Steam: ani_game_bum
lol, Don't worry, I don't think we should count your matches with suicidal dwarf experimentation toward our w/l record.
I haven't found it to be something I can make use of in every match, but it does have some great situational uses.
If you end up in giant unit pileup arms races, it can be useful to have her run out and tag all the enemy's forward units to greatly limit what they'll be able to accomplish in a single turn.
Or, if they've got even just a single high damage unit threatening you, running out and back to tag him can be enough to eliminate their hit & run possibilities. You can take 3 moves to tag him and use the other 2 to deploy new things or move units around.
If your opponent decides to pre-scroll (not attack the same turn they use a scroll) then tagging the scrolled unit with a priestess is an awesome thing to do. Their attack will still pack a punch, but it will not be as devastating as it would've been otherwise, limiting their ability to do the amazing one-turn moves a scroll normally makes possible.
The last twist I can think of is how you can turn a priestess into a surprisingly formidable attacker if you give her full upgrades. She does the same damage as an upgraded necromancer, but obviously lacks the range. But where the necro's range helps keep him out of trouble, the priestess's debuff can do the same for her. The debuff can make it so she'll survive counterattacks, and then with the soulstone thingie + damage upgrade she can heal back up with her next turn's attack. This works better if your opponent doesn't have a ton of units out, since that makes it too impossible for her to debuff all potential counterattacks.
Most of the time, though, she's best in the back just sticking to her healing job. Even though she doesn't heal for as much as a council cleric, I've grown to prefer the longer reach of the priestess's heals over the cleric potency. The range both helps her stay in safety and makes it easier for her to heal without wasting actions moving around.
Another aspect of the DE's I have been having trouble with is the wraith. I can usually munch a unit or two, but I have never got beyond that. It takes so many actions to deploy him, move up to a unit, hit it (or have something else hit it), eat it, then run it back to safety. When you have a wraith in your hand do you deploy it right away so you don't have to spend an action doing that later? I would think you would want to keep it a secret so your opponent would be less careful leaving his guy's forward enough to get knocked out.
Good games. Finished the second by taking out both crystals in one firebomb!
WiiU: JamWarrior
Good games. I have not faced such a single minded focus on crystal rushing. At first I was wondering what you were doing. You were losing a dude every round and then I was like wow, I am fucked haha. Well done sir.