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blkdymnd

Are you guys able to get Quests off?

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We played 2 games tonight and I was able to get one resource token on one quest between those two games.  My opponent played one Quest in his zone between those two games, but never got a unit on it.

 

It seems Quests might be tough to complete in a games time, which I guess is sort of the point since the bonus you get is pretty good.  I just don't ever see building a deck around a Quest or Quests.  What have you guys experienced so far?

 

In a related question, you can have multiple Quests in play at one time, you just need one unit per Quest, correct?  And units that are in the Quest zone when a Quest is played are not valid to go Questing because you have to play one from your hand after the Quest is played, correct?

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I believe the answer to both your questions is yes.

Quests are certainly going to be difficult to complete, because the results can be quite powerful and it's not all that hard to shut them down.  But I can see them working...  Using very tough units, or units that have nasty effects when attacked, will obviously help.  Fledgling Chaos Spawn and Zhufbar Engineers are good candidates to make your opponent squirm about it.  They can also be used to draw damage towards questing units that otherwise might not pose much of a threat, such as Peasant Militia.

I see them as being more for strategic control than their direct benefit...  If I can make my opponent attack to stop a quest (on my hopefully well-defended and development-ed quest zone) that's an attack that isn't going somewhere else.

 

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Barring direct damage or kill effects, you can't shut down quests using the conventional use of Battlefield phase.

When the official multiplayer rules are released, you will see games run longer and quests may be easier to pull off than 1v1 (again barring dired damage and kill effects).

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I've played two games so far and quests were completed in both and on both sides without too much of a problem.  I suspect that may have been a result of us not knowing the true power of these quests at the time and therefore letting them go when we should have been actively trying to defend against them.

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Ruvion said:

Barring direct damage or kill effects, you can't shut down quests using the conventional use of Battlefield phase.

I assume you put it like this because your opponent can just choose not to defend with his questing unit?

 

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Percisely.

Let us suppose I put a weenie (sorry Wytefang, I really meant a peasant/peon, to borrow an often used RTS term) on a quest that needs sacrificing to activate it. That weenie ain't going on the chopping block unless his 1 point of meat cushion prevents the Quest zone from burning. That is an extreme example, but usually the choice would be up to the defender and it is a hard choice of Shakespearean proportion: to burn or not to burn, that is the question. All in all, having a burnt zone early on may not be all that bad, with all things considered: you only have to wage war on two fronts while your opponent may have up to 3 fronts that he/she has to spead his/her defenders onto.

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LOL...I am incredibly stupid.  I only JUST TODAY noticed that below the four main categories was the actual generic WI forums.  DUH!  I never noticed enough to scroll down.

Anyway, yes, I forgive you Ruvion.  Peasants is a GREAT new term for this game - it's preferred to Weenie (which is a trite phrase from a game that isn't this one). 

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Congrats Wytefang! gui%C3%B1o.gif

I'm partial to peons myself. 
As a compromise, how 'bout peonie (merging peon with weenie)? Sounds a lil' off-key, but solid, no?

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Ha a game last week playing the Dwarfs against an Orc opponent and had two quests working.  I was able to use both of them.  One of them twice.  But Orcs are what you'd expect, a horde force... and Dwarfs are what you'd expect, hard to crack.

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I found quests to be an entertaing distraction. Out of 4 games on Saturday I got the Dwarf quest "A glorius death" out 3 times and got it off twice. Both times it was hugely useful to protect myself from Orc rush decks as the Dwarves seem to take a bit of time to get going but if you can get this quest out early and a couple of capital healers "keystone forge"/"contested fortess" (so your questing unit can duck out the combat in order to let you get your card draw & quest going).

Overall i like the mechanic and think it could be quite exciting going forward....

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I have only played one game so far, but the quests was active in that game. I had Infiltration out relatively early, and that is active as long as tere are any resource points on it (it empties the opponents drawpile by X at the start of my turn, where X represents the number of resources on it) I believe that I stripped my opponent of at least 6 cards in this fashion througout the game. I had to protect it though, and it cost me quite a lot in the end...

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Wytefang said:

LOL...I am incredibly stupid.  I only JUST TODAY noticed that below the four main categories was the actual generic WI forums.  DUH!  I never noticed enough to scroll down.

 

Yeah, brother, me too...me too...

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Remember that units do not have to be declared as defenders, i sat an elf mage card [dont know the exact name, 1 health no power] on a dwarf quest, didnt use him for anything but getting the resources and completed the quest in 3 turns! Killed 2 attacking units, pretty happy with that.

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Well, quests has nice rewards so it's obvious that triggering their effects shouldn't be that easy.

Anyway, i played my first games yesterday with my brother and he played a quest. He destroyed all my supports but he had to defend it well, because i almost destroyed it.

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