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Willange

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About Willange

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  • Birthday 11/02/1991

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    Lehi, Utah, United States

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  1. Willange

    Happy December! Faction Themes

    I'd love to see a suite of Daqan upgrades that encourage more rigid and regimented formations of multiple units. There would be different upgrades for different "positions" in a formation that would bolster the unit in diverse ways allowing various units to work in a given position, albeit with different benefits. For example, Vanguard: If this unit is within range 1-2 of at least 2 (maybe 3?) other friendly units, add 1 surge to its ranged attack rolls, gain impact 1, and gain protected 2 while engaged with an enemy. Rearguard: If this unit is withing range 1-2 of at least 2 (maybe 3?) other friendly units, those friendly units, do not block this unit's line of sight, gain [Skill]: "perform a 2-shift". Flank (I know this name doesn't match with the other names, but bear with me, I am not that clever): If this unit is withing range of 1-2 of at least 2 other friendly units, increase the speed of this unit's march actions by 1, and gain steadfast [Fear, Doubt]. I know these exact cards would probably suck a lot, but the idea is that you would try (and hopefully do better than I did in the last 5 minutes that I tried to articulate this idea) to create upgrades that match with certain positions in a formation but are flexible enough in their function to make most of them good on ranged and melee units. I would probably make different formation/position cards for certain factions since their formation abilities really should be a bit different.
  2. Willange

    Best and Worst

    This is obviously heavily skewed by my tiny local meta. Best Hero: Ravos, I really can't argue with this. That said, other heroes have out-performed him, but Ravos is one your opponent immediately has to change their gameplan for. Worst Hero: I'm gonna diverge and say Maegan. I think she goes down very easily considering that her ideal engagement is relatively close quarters. I've seen some Maro's do real work as a solo hero, but Maegan goes down too quickly almost every time. Plus, I like Maro's army-building ability better than Maegan's, but only slightly. Best Melee Infantry: Darnati. I haven't played a lot with these guys yet, but they seem to just absolutely wreck when built as a tarpit with Warsong Banners. Worst Infantry: Berserkers. They've always managed to underwhelm me. Best Ranged Infantry: Heavy Crossbowmen. I gotta say though I almost went with Reanimate Archers here as those guys are really fun to play with/against when you play them as a blight engine and mass Carrion Worms. Worst Ranged Infantry: None of them really stand out as bad to me, but I have yet to play with Viper Legion Archers. Best Cavalry: Leonx. They're cheap, tricky movement dials when you're creative, and I love running 1x3 Column Tactics. Worst Cavalry: Honestly none of them feel super bad to me. I have yet to see anyone really do anything impressive with Flesh Rippers though Best Siege: Carrion Worms. These guys are so good as solo units. They're nice as a 1-2-off for support and stopping enemy charges. They're also great in mass as solo units. Plus the model is really cool. Worst Siege: Amyhelin Scion. I don't totally hate them, but I find it easier to get value out of Rune Golems.
  3. Willange

    Adepticon 2019

    The only blame for this goes to FFG themselves who are absolutely terrible at communicating their long term plans for the game and have a history of dropping games without official announcements (this is true for pretty much every company, tbh, but that's why every game gets 'ded gaem' posts). When FFG does that, some people are naturally going to assume that the game will die soon since it actually happens to certain games. Moreover, how dead or not dead a game feels is largely region-dependent. The game can be effectively dead in one city and thriving in the next. Also, missing Adepticon is actually kind of big deal even though I agree that it's not necessarily the end of the world. Sorry, I just can't stand it when people blame players for something that really is the company's fault. Between the Christmas sale, lack of recent substantive news, and the Adepticon thing, I totally get why some people worry even though I don't share the same worry, yet.
  4. Willange

    Holiday sale

    I don't know that I'd trigger the alarm bells just yet. When Battlelore went on sale, it was much steeper a sale. Also, Destiny is on there and is much of the AGOT card game. I think they probably just made too much of "wave 1" for Runewars and need to sell a bunch of that off. For Destiny, it's only the older stuff that's rotating out sooner that's on sale. AGOT I suppose could be dying, but that would still surprise me a bit. If Runewars does die, then at least we got faction parity on 4 factions, so that's not bad.
  5. Willange

    Where does Runewars go next?

    I'm pretty confident we'll see Dwarves and Orcs next for Runewars. The reason I say that is that other materials for other games have kind of hinted at such and FFG just announced a large expansion of factions for Xwing and Legion. They seem to be hopping on the "mountains of factions" train.
  6. Does the podcast affect the moths' abilities to navigate? Have you found any correlation between topics and navigational efficiency?
  7. Best way is to listen while doing work, at least if you have a job that allows for such.
  8. I'm not totally sure how to do this, but I would just advise to make sure you have a clear objective in mind. In other words, why do you want to make the game last longer? What part of the fun are you trying to prolong and get more out of? Those are the kinds of questions I would ask and evaluate based on. Personally, I think doubling the wounds of each figure would be better than halving the damage. Doubling wounds wouldn't nerf mortal strikes a you suggest, at least not relative to damage. For example, 1 mortal strike against a rune golem is still 4 damage, regardless of whether the golem has 2 wounds or 4. Basically mortal strikes and damage wouldn't be changing relative to each other at all. If you just half the damage, then you effectively are doubling armor which is just a massive buff to mortal strikes and would make things like Ravos way more powerful relative to non-mortal striking units. Also be aware that by increasing game length and unit durability (no matter which route you take with that) you are effectively buffing certain upgrades (and maybe units) and nerfing others. For example, Terrifying Heraldry (which dishes out a panic token at the end phase) becomes much more powerful if engagements last longer. You also would be nerfing certain kiting and hit-and-run strategies. For example when I play elves against undead, I don't usually try to actually dominate the field. Instead, I find a weakness in their formation and try to take out their quickest units using cost-effective trades. Once I do that, I run away till round 8 ends and win because I won an early trade and then just avoided my opponent for the remainder of the match. If the game lasts for 12 rounds, that's not possible so many elf strategies and units would be much less effective due to their opponent always having the time they need to catch all their forces. Ranged units in general would be much weaker in this format since they rely on crippling your opponent's units before they arrive. If you're fine with these kinds of changes, go for it. Otherwise if you just want a longer play experience, then I would recommend trying 300-400 points armies on a 9'x4' play area. That way you still preserve most of the unit's strengths and weaknesses (although it would still change things a bit since the deployment distances would be longer, I just feel like this change would be less dramatic). In any event, I'm excited to hear how it goes in your game!
  9. Willange

    New Hero Excitement!

    I haven't bought them quite yet, but I'm excited to kill some this week!
  10. Willange

    Three articles, wow!

    But as someone who plays inspire spam Hawthorne... I'm definitely gonna be seeing if Lord H and Baron Z can team up for some shenanigans.
  11. Willange

    Three articles, wow!

    Uhhhhh, Lord of Subterfuge is insane.
  12. I would also add that both quests are perfectly doable with the 2 pre-built decks that come with the set. It made for a fun departure from the decks I've been using!
  13. I will add this to my above post to address the Hearthstone comparison. As someone who occasionally plays Hearthstone, this feels significantly different... so far. It seems perfectly reasonable in this game to get everything using the valor points without spending real money which is less the case in Hearthstone. That could change in the future (with early access it's always hard to know), so it might be wise to "wait and see", but for now it's not too bad. If money is the concern, this is a bit cheaper per content unit. I'll elaborate that here. In the physical game, you get 1 quest plus around 9 or 10 player cards (3x of each) for about $15. In this digital game, you get a quest for $2. You can also buy card packs of 1x each of 4 non-random cards, plus a hero for $2. So let's say you buy 2 card packs, plus a quest. That's 2 heroes, a quest and 8 different player cards all for $6. Now sure, you're getting 1x of those player cards instead of 3x, but it's important to remember that the digital game has smaller deck sizes and you can only include 2x of cards in a deck so you need less cards. You unlock the 2nd copy of each card by playing (I don't think there's a way to buy valor points with $$$ yet, but even if there were, you get valor points quickly by just playing). You win quests with heroes to earn more valor points and palantirs, so each quest you earn is actually going to give you even more cards once you play it through with multiple decks. You don't even have to pay the $6 if you play often enough though. There are no money-only purchases in the game so far. In other words, if you actually play the digital game at a rate similar to that which a lot of people play the physical game, then you will end up with a fully playable (2x) set of those 8 player cards, plus the quest, plus the 2 heroes all for $6 as opposed to $15. This micro-transaction model is quite generous compared to both the physical game and especially when compared to other F2P games like Hearthstone. If you don't want to have to play to unlock stuff though, then I can't say with confidence that you would enjoy the model. Then again, if you don't plan to actually play, then maybe don't buy the game at all.
  14. Willange

    Inside the collectors box

    No, but they are full-bleed.
  15. I played it a bit this morning, so I'll try to answer these in order: It's not totally clear to me how the distribution will be long term, but for now, you get a pretty small card pool after doing the tutorial. You can earn "Valor Points" by playing and beating quests (each quest gives less rewards if you do it more than once a day though) and even more points for beating quests with different heroes. It looks like you'll unlock cards and packs relatively quickly. That said, the card packs and the cards themselves are totally different in this game as the game itself is quite different. Lemblas bread still heals things, but it's different because the game mechanics are a bit different. The online co-op is not enabled at this phase of early access so I don't know the answer to this. The packs available right now are purchasable for about (as far as I can tell so far and number could change by release for all I know) 3-4 quests worth of Valor Points or $2. These card packs (so far) consist of 1 hero and then 1x of 4 different cards themed around that hero. It's definitely worth noting that the decks in this game are 30-card decks, not 50, and the maximum number of copies of a card you can have in a deck is 2, not 3. That said, you can't buy more than 1 of each card pack. So, how do you go about getting the 2nd copy of cards in the card packs? Well, you can craft them for Valor Points (how many depends on the rarity of the card) or you can get them randomly from a "palantir". Palantirs are awarded for beating a quest as a new hero for the first time on at least normal difficulty. So you if you had decks with 9 different heroes, and beat a given quest on normal difficulty with a minimum score with each of those decks, then you would get 9 palantirs. Each palantir gives you a random card that you don't already own (haven't really tested this thoroughly yet, but it seems to be true) plus some other reward like bonus valor or an avatar or card back or something like that. That's where card rarity comes in, I think. So it seems like the wisest course is to buy all the common/uncommon cards with valor points and use palantirs to get the rares/legendaries. That is, if they don't change the system and I'm not misunderstanding anything. So far, I haven't found a way to buy palantirs with actual money, but I could be missing something. Sorry for the wall of text, but it's totally different system than the physical game. The scenarios (and general flow of the game) are totally different. You can buy or unlock new scenarios with money or Valor Points for prices similar to the card packs it would seem. Scenarios have a Sauron deck, but sauron has resources and a hand that you can influence (like steal his resources) and he plays encounter cards from those. Some of those are secret cards that you can't see till they trigger, some are your more traditional monsters (though combat is much changed) and locations are called "objectives", but you still place progress on them with willpower-characters though that's more like an attack so you hit them with 4 willpower and they lose "4 hp" sorta. Quest steps are now called locations so travelling takes you from one quest step to the next. This aspect of the game is actually kinda cool because you can try to rush past monsters without fighting them, but then some will follow you from location to location but most won't. Stealth play is actually pretty cool here. This is just a basic crappy summary, but I hope it helps answer your question. It has a starter deck. There is an in-game glossary which acts as a sort of rule's reference. There is also a good tutorial. Very new player friendly. Cardpool is still fairly limited and since the game is so different, even veterans of the physical game will have to re-learn how to play this digital game. Everyone's a new player Even if you buy everything in this game with real money, it'll be pennies compared to buying all the physical stuff. That said, they're different experiences and games entirely. The digital definitely reminds me of the physical game, but they're both fun in their own way, and I'll certainly be playing both.
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