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Dwarven War Sled
http://thefarwilds.com/forum/viewtopic.php?f=3&t=855
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Author:  Mayhembob [ Tue Apr 14, 2009 8:34 pm ]
Post subject:  Dwarven War Sled

Dwarven War Sled
Creature Dwarft
MX 4

Atk: 1
Hp: 5
Move: 2
Sight: 3
Range: 0

If it starts the round on a mountain gains +2 Atk +3 Move


Kind of a silly card, but I like the flavor.

Author:  Faxos [ Tue Apr 14, 2009 9:27 pm ]
Post subject:  Re: Dwarven War Sled

I like it somehow but it can't even start climbing any mountains with movement 2 :P

Author:  Haothehare [ Tue Apr 14, 2009 11:46 pm ]
Post subject:  Re: Dwarven War Sled

it needs mountainstride

Author:  insidius [ Wed Apr 15, 2009 12:33 am ]
Post subject:  Re: Dwarven War Sled

Give it high movement (5 or 6), no attack value, and the ability to teleport friendly creatures to it once per round for a flux cost and you're in business.

Author:  nayen [ Wed Apr 15, 2009 3:52 am ]
Post subject:  Re: Dwarven War Sled

needs mountain stride becouse with movement of 2 it cant get over any mountain

Author:  MistStlkr [ Wed Apr 15, 2009 4:07 am ]
Post subject:  Re: Dwarven War Sled

I've been wanting to see a card who's movement rate is related to it's current "altitude"... ie\\ it rolls downhill and the higher it starts from the further it can go. This would be a cool card to do that with...

Plains = 1
Hills = 2
Mountains = 3

so something like:

===


Dwarven War Sled
Creature Dwarft
MX 4

Atk: [terrain value - 1]
Hp: 3
Move: [terrain value + 1]
Sight: [terrain value + 2]
Range: 0

Author:  Mayhembob [ Wed Apr 15, 2009 5:20 am ]
Post subject:  Re: Dwarven War Sled

Oh, I like changing the sight based on terrain.


However, what do you mean by terrain value? Wouldn't that mean forests also somehow give it more movement? Or is that just elevation?

Author:  MistStlkr [ Wed Apr 15, 2009 6:15 am ]
Post subject:  Re: Dwarven War Sled

I was just referring to elevation, using the plains/hills/mountains "chart" above the card description for values of 1, 2 and 3 respectively. Forests, inf anything, should count as base terrain -1, but I don't think we need to complicate it that badly... just use base elevation and be done with it. Perhaps oceans have elevation of 0, which would mean if they end up in an ocean space they can only move out onto a plains hex, can't see out of the ocean [too busy swimming? :-P] and can't attack at all either.

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