So, let's take a look at the map here for DMF: Houston.  We have a familiar setting in the Noonshade Ruins.  The map just screams WALL or MORTS.  Literally, if you put your ear to the vinyl, you can hear the Paladins and Warlocks, just like you're at the beach.

Seriously though, if WALL and Trip Morts isn't all over the place at DMF, I'll be shocked.  As is my MO though, and since my nickname is Mo, I think I'll give you a twist of an idea today to try out.

Savin and Graccus, 2/3rds of WALL, are really, really good.  Savin is, in my opinion, the best Alliance Mini in the game.  So let's start there, and see where we go:










So now we have 15 to 21 Honor, depending how we handle the ABCs.  Savin is there to soak up as needed, and Graccus is there to do the same thing, but ensure that the damage taken is dealt back as well with his hammer.  Avenger's shield, as you'll notice, makes an entrance to the line up as well.  With what's coming next to round out our team, I think this makes a good inclusion, when needed.  So who's coming to the Party?






I know.  The first thing everyone is saying right now... WTF?!  Nightmare Blade?  If you haven't tried it yet, it's an interesting combination.  Notice that Nightmare Blade doesn't say "away from".  It just says, Move them one space.  I've found this to be extremely useful when setting up concencrations and the like.  It also opens up some great opportunities to force people into a taunted position with Savin, and of course, let's Bolvar reroll when attacking.

With the option of respawning on the center VP, there will be a lot of action in the middle, and being able to do more damage is a nice thing.  Bolvar's Ret is pound for pound one of, if not the best card in the game.

So Triple Paladin?  Possibly. All out knock down fight in the center for the win?  Definitive.  Morts?  Who knows right?  Sure they will be there... but what do you, the Critical Community think?

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Posted by Steelwing on Wednesday, January 27, 2010

If you don't know our friend, Pojo, I highly suggest you check him out at his Dojo, he's a good dude: www.pojosdojo.com  And if you are in the Austin Area, he can be seen in person, live in the flesh, at Dragon's Lair on Friday nights selling Magic singles.


We thank him, as always, for his refreshing view on the game we love, and his most current article about a mini I personally love and wish saw more play... Rexxar!



If we always knew the enemy's intentions beforehand, we should always, even with inferior forces, be superior to him” – Frederick the Great



The element of surprise is a key factor to winning.  If you can surprise your opponent and run something they are not prepared for, you increase your odds of winning.  When preparing what team I want to play at weekly battlegrounds, surprise plays a large factor.

I’m constantly looking for new and creative ways in which to fight my opponents.  The more creative and odd my team formations are, the better I do in tournaments.  Being prepared to fight as many different types of teams as possible is always good too.  However, it is usually quite hard to prepare for everything.  Usually.
In order to win consistently, we need a team that can not only handle the map and the scenario, but will also bring a surprise to each of our opponents.  While it may be quite easy to defeat the typical Vashj team that we’ve grown so accustomed to, what will your opponent do when facing a Rexxar team?  Laugh?  If so, we’ve got them right where we want them…




Rexxas is quite a frustrating piece to master.  He typically doesn’t live long and it’s quite hard to get him outputting the kind of damage that other epic pieces do.  Let’s look at how to make him useful:
He should always bring Misha into battle, so you are always going to be left with just one action bar card to bring along.  He’ll still need a good variety to choose from, but Misha should always be taking one of the spots.  Misha is here to be a distraction.  You’ll want to use this massive pet to force your opponent to make decisions: attack Rexxar or attack Misha.  For every attack they use on Misha, that’s less damage Rexxar is facing.  And for every attack they use on Rexxar, that’s more attacks Misha will get in as a result. 



Viper Sting, depending on your area, is a guaranteed action bar card as well.  Viper Sting works great to restrict the number of times that Jaina brings a Water Elemental to battle.  It also reduces the number of times Goblin Shredders drop Fog of Wars on the battlefield.  It serves a lot of different purposes, but if your opponents aren’t abusing Jaina and the likes, it won’t have as great of an effect for you. 

Besides action bar cards, Rexxar will need additional ways in which to survive the field of battle.  Aleyah Dawnborn instantly becomes his right-hand-(wo)man.  You won’t need a Bulwark here, as her Blessing of Sacrifice is more than enough to guarantee that Rexxar stays on the board longer.  Her paladin class will bring you a strong heal with Flash of Light, and she’ll also be able to give Rexxar a second blessing with Blessing of Kings.  Against a team of casters, this makes Rexxar a resist of two and helps him reduce the amount of damage intake.  Aleyah can also Flash herself to remove damage she takes over the course of the game.

We’re two-thirds of the way done with our team, but we still don’t have much aggression going on.  Rexxar attacks twice, but only every three ticks.  This means we’re going to need some serious aggression to make this team a force worth playing.  For this, we’ll bring along Amalar Ironhoof.  He is the reigning champ of damage output. 




Amalar comes to battle filled with Beserker Rage.  This ability will output an additional damage any time that Amalar deals damage.  Unfortunately this Rage also has a negative impact, making him take an additional damage whenever damage is dealt to him.  It helps to think of him as a suicidal bomber.  He’s going to charge into your opponents and do as much damage as he can before he gets taken out.  Something which usually happens quickly.


In order to pack as much punch as possible, you’ll want to bring along Mortal Strike as one of his action bar cards.  Mortal Strike, when played by Amalar, will output two damage to target character, as well as giving them a debuff which prohibits that character from being healed.  If Amalar doesn’t finish off a character, Rexxar’s double attack will.

Amalar will also want to bring along Sunder Armor.  This action bar card makes it easier to get damage through to your opponents, as well as breaking Bulwarks with ease.  It can also be used to take out Lady Vashj’s boots, helping her to roll crits less often.

By now you’ve noticed that each character is only bringing two action bar cards to your games.  We need three.  And this is where our teams’ versatility comes into play.  If we include the Felsteel Boomstick with our action bar cards, the first thing you should note is that it can be played on any hunter and any warrior.  Since Rexxar is a hunter and Amalar a warrior, we’re bringing a weapon that two-thirds of our team can use. 

Facing a triple Mortimer the Maligned team?  Start the Boomstick on Amalar to give his Berserker Rage a range of four.  Facing Lady Vashj?  Start the Boomstick on Rexxar and let your epics go toe-to-toe.  Rexxar’s new range of four should keep Vashj busy, and don’t forget that if Rexxar destroys something with the Boomstick, he still benefits from his Champion of the Horde ability.  He also benefits from it when using the Boomstick as well.

Our eighth action bar card is the almighty Sulfuras, Hand of Ragnaros.  Again, notice that the Sulfuras can be used on both a paladin and a warrior.  This means that, like the Boomstick, you’ll have a weapon that two-thirds of your team can use.

If you give the Sulfuras to Amalar, you’ll change his main attack from a 3tic 6dice to a 4tic 8dice.  His Berserker Rage is a perfect match for an 8dice attack.  And since Aleyah is great at sticking near Rexxar for her Blessing of Sacrifice, the Sulfuras is great at outputting one damage back any time Aleyah takes attack damage.  It also increases her attack dramatically.

The ninth, and final, action bard card should be Healing Potion.  This card can run on any of your three characters, and gives you more healing options available depending on what team your opponent throws at you. 

The surprise factor of this team is quite strong, as most people laugh at the sight of Rexxar coming at them.  He’s not known to be a beefy, aggressive epic and here is your best chance to change all of that.  The versatility of the team will factor in greatly with the surprise, as you will find yourself prepared for all kinds of dangerous formations you may face.  This team has an answer for just about everything out there, with warlocks being its worst matchup. 

The ability to equip your characters in multiple ways will give you a great advantage.  It is not something that most teams can do, but here Rexxar does it with style.

~Pojo

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Posted by Steelwing on Thursday, January 21, 2010

5V5.  I'm still not sure how to feel about this.  The DMF is interesting to me with re-spawning on the VP, however, between that and the 5V5 Realms announcement, I get the feeling we're not seeing Souls until April at the earliest.  I won't rathole on that, so let's get into this week's column.

So the DMF: Houston, a skip, hop and jump away from me, is allowing us to take full advantage of the VP as a re-spawn point.  While some people think this is super cool, my first thought is, well, I don't plan on dying so why should that benefit me?  Now for reality, you know you're gonna lose someone.  It's nearly impossible to never have a mini die.

So what type of team benefits the most from this mechanic?  My thinking immediately is anyone with range, or anyone with speed to close the gap.  The Map, if you haven't seen it, is one of my favorites:



There is a lot of limitations this map has if you plan on camping the VP, such as giant walls around you making it feel like you are Leonidas in 300.  Alternatively, re-spawning on the VP allows you close access to cover or high ground almost immediately.

So, if we were to look at having both a Melee character with some speed, and a ranged character with some solid DPS, we might end up playing something like this:










So, we have two of the more stout minis in our Party now.  Amalar with Hand can become a beat stick.  Mortal Strike is superb with him, and he has a ton of health to survive a beating while dishing it right back out at people.  Add to that he can't e ticked up or moved and it's a solid choice for scrumming in the middle.  I was originally thinking Cairne, but then looking over the map, there would have to be a lot of damage for his ability to kick you off the board.

Next, we have the most powerful mini in the game, Mortimer.  Sure, triple Mortimer will be played and be dominant, but in this scenario, he's gonna be our DPS character, and I'm just flat tired of trip morts :-)  Mortimer brings Jhuroon, who will greatly benefit fro mthe close quarters combat in the center, as well as his devilishly damaging curses an demonic circles for zipping away behind all those hills and forests.

So who do we bring as a third?  Well, I've always like the number 9...





Yes, now we are sitting at 20 honor, with amazing options, 24 if you use the hand, and that's still not bad or unmanageable.  We have the best pet in the game in the board, the best mini for the horde on the board, a massive warrior, and they can now all crit on 9s!  Add to that that Morova herself is hard to kill alone, and she can use starfire and starburst, well, it's just all that more jucier!

This team will be good in any regular scenario, but for this one, Amalar's ability and health will allow him to mix it up in the middle if he has to re-spawn., while Morova and Mortimer's range will benefit your DPS.  Mortimer will become a downright pinball if played right.

What's your thoughts on the team and the re-spawning option in the scenario?  Do you like the map or do you see challenges inherently built in already?

Best of luck preparing for Houston, I look forward to seeing everyone there!


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Posted by Steelwing on Wednesday, January 20, 2010

Editors Note:  The true power of the internet is when you have preloaded your documents and hit the update button and NOTHING happens as planned.  Now, back to our regularly scheduled and delayed program:

So last week I offered up a new style of team building, for a scenario we started in our local Battle Ground group this past week.  If you missed it, I highly suggest some clickage here.

In short, we started a Battleground which will last several weeks.  Everyone starts at level 1 and you gain levels through kills and wins, gaining experience.  Each kill (whether you win or lose the game) nets you 1 experience and a win nets you 2 experience.  Each mini you have left standing at the end, above the minimum 1 needed to win, nets you an additional 1 experience.  So if you barely win with one mini left standing, you get 5 experience (3 for kills and 2 for the win) and your opponent nets 2 experience.  If you dominate and win with all three of your minis left standing you get 7 experience (3 for kills, 2 for the win, and 2 for 2 bonus minis left standing), while your poor opponent nets 0.

Arena matches, again, have a 18 honor cap, and no legendaries allowed.  Our rules are no duplicates of minis in a party and all must be of the same faction.

Last week, I reviewed a DPS hunter team from the alliance.  This week, I'm going to share an interesting idea for this scenario from the Horde side:
























At an exact 18 honor, this team is about one thing... fast kills!  Double Flamestrike's, Arcane Flux, Mana potting Morganis, and the DPS of Haruka, all rolled in with a Wrath of Air Totem.  OUCH!

For her value, I think Magistrix Enaria is one of the best Horde characters.  Magic is very powerful with the range and all, but then you add in that for 4 honor, you get someone that can tick people up, bring flamestrike, drop a sheep, Ice Block when needed, and it just gets ridonkulous.

Haruka, is well, just flat hard to kill.  she packs a Chain heal for the one time she may need to use it, and then goes back on the offense.  Working in an 8 honor mini is not easy folks, just try it!

Then you have Mr. Glass Cannon himself, Morganis.  Dropping flamestrikes as well, manapotting all the time on a 2 tick 3 range 7 dice attack if he can crit (and with Arcane Flux, why shouldn't he?) and the points can rack up fast!

Have you tried Arena yet?  If not, what are you waiting for?  If so, what have you thought of the format and team designs?  What are you playing at your group?  However you are enjoying WOW Minis until the release of Souls of Vengeance, let us know.  We love to hear new ideas!

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Posted by Steelwing on Thursday, January 14, 2010



Well, the first DMF of the new year is up and it looks like a doozy!


Scenario: Constructed  3v3

Scoring: 4 VPs for destroying non-pet characters; 1 VP for each non-pet character on or adjacent to the VP location at the end of ticks 5/10.

Special Rules: Characters on both sides may utilize the VP space as a respawn point. So characters re-entering the board after having been destroyed may choose to spawn at their standard spawn point or at the VP space.


Spawning on the VP!?  MADNESS! :-)

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Posted by Steelwing on Tuesday, January 12, 2010




A few weeks back, we gave you a challenge of providing ABC card and making a team out of them.  This seemed to be a popular idea, so we wanted to keep things fresh and try this out again to check the results.  The first article of this type is located here.

So, Shaman, Lock, and Warrior were used last time, so let's shake things up a bit and give you some new perspective:

Priest ABCs:

  





Paladin ABCs:






Druid ABCs:


 



So we have a Priest, most likely Holy unless you want to not play the Nova, a Paladin, and a Druid.  You're free to use any faction (unfortunately though you are limited to Horde and Alliance as there are no Green Paladins yet... dang it!) with no honor cap.  Normal rules apply to party building, you can have only one legendary.

Good luck with this week's challenge and let us know, which minis would you choose to make this party work!?

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Posted by Steelwing on

Yeah, I know, in NY right now, it's Thursday.  Such is the life of a busy corporate hack with a side job of trying to make this game more popular all the time :-)

This article is going to get harder and harder to write with not many new minis to play around with, so today I want to talk about teams built for scenarios.

Sure, back when Worlds was shaking, everyone was clamoring about what to do with Capture the Flag.  Then came along Hans, some German friends, and this Pozsgay fellow with a Rogue named Zomm.  Everyone looked vexed, and then the Sap Hammers were laid down, and the smacketh thus began.

There are many fun scenarios out there, like Two Headed Ogre, CTF, and our most recent fun one, the King of the Hill.  Today though, let's talk about one I find very interesting, the Arena matches.  These have been held at large events like GenCon and Worlds, and some of you may have played them at your local BGs.  These are matches where you have to build a team of 18 honor max, can not utilize Epics (and yes I think that means no Chen's either), and when your mini's die, that's it, caput, they are gone forever, never to respawn.

Last man standing wins.

It's like Sudden Death in Hockey... super fast, fun, and furious!

So if we have these restrictions, what would I play?  What would you play?  We'll here's a first suggestion for you if this becomes an option in your BGs or local fun play:













First, we're at 18 honor. This is good.  We are maximizing Elendril in reeeeeedonkulous ways.  The boy already gets 3's as successes, but now 9's are crits.  This ups his DPS like mad.  to ensure we can keep him alive, we have a built in Taunt with our Pinky Tuscedero Warrior friend Parvink.

Having the built in Taunt is big, as with only 18 honor cap, the Bulwark of Azzinoth is tricky to fit in.  A nice splash of Intervene or Intercept and you're money.  Additionally, Mocking Blow is without a doubt, in my opinion, the best Warrior card out there.  If you have not played with the final selection, Heroic Leap, I highly suggest it.  Timed Right, it followed by Mocking Blow is devastating.

So Elendril is over there pop shotting people, while Yanna is one big shot DPS with her Starfire and potential crit on a 9 in Moonkin adding a tick to the defender, and Parvink is running around, Taunting, hitting on 3s at times, and critting as well.

So what's your take?  Who would you play if you had to step into the Arena?  Most place, it's "Two men enter, one man leaves..." but here, it's, "6 Minis enter... and hopefully I leave!"  Whatever you do, find new ways to enjoy this game, there are ton out there, and heeding the call of the Arena is just one way to enjoy it.





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Posted by Steelwing on Wednesday, January 6, 2010

zOMG it's a post!

Yes kids, we're back!  I know, there's tons of threads saying minis are dead.  Who cares?!  I know, there's no set street date for Souls of Vengeance yet.  Damn the torpedoes I say!

First, Merry Christmas, Happy Hanukkah, Happy Kwanzaa, Merry New Year and all the yule tide's greetings to you my friends!  I hope everyone enjoyed their time during the most wonderful time of the year, and whatever you did, it resulted in relaxing and enjoying times.

So we're back, craving minis, wanting to play, and wanting to talk minis.  Normally in this article we provide two minis and ask you for a third to complete the party.  Well, since it's "end of year award" time at like every online establishment you peruse, I thought I'd give you my opinion AND ask for yours.  This week, I'm going to let you into my mind.... yes I know, it's dark, there's some cobwebs, and no one knows what the smell is...

This week I'm going to give you my two favorite minis.  One from Core and one from Spoils of War, that synergize together for great team building.  Then, I'm going to ask you to do the same.  Sure, I know, perhaps your favorite is Thrall in core and Vashj in SOW, but what we're asking for here is team building, party time you follow me?  so put your thinking caps on and let us know, first what you think of my choices, and then what's yours?So Core is first.  As it should be.  Core is like the girlfriend you can't stop going back to.  She looks good still.  She may not be the best thing going, but there are worse things.  She burns you from time to time, and leaves you wanting more, but you keep going back.  Speaking of chicks, my choice for favorite mini in Core for team building is:




Ah Haruka!  God bless this little green skinned beauty.  Yes, if you don't know, I play horde in the online game.  No though, I'm not an Orc.  Still, if there was one chick I had to take to the dance, it's this one.  She is amazingly versatile, allowing you to pack some of the best tick per healing cards in the game, as well as provides you some of the best damage with her main attach 1 to 2 tick to dice ratio, along with a bones 1 to 2  Flame Shock when neccessary or upon Crits.  And, as we know, Crits Happen. :-)


Add to that, if anyone messes with you, she can take them on with her 3/3/8 stat bar, and she's a gang of 3 in one, ready to impress, and take down the best.

So since we're talking horde, and we have a chicka who can handle herself, let's team her up with someone good.  Someone as versatile.  Someone as potent.  And, someone who can dance... From Spoils of War, I give you the BElf Roller Coaster of Love:





Daxin "Boom Boom" Firesworn, since the day I won the first of my 5 BG collectible versions of him, has lived up to the stud image he is.  BElfs in the game are conceited looking bastages.  They all look like Bon Jovi from 1988 and they all look like they are above everyone else.  Daxin, he hides his beautiful face, but man, he brings the pain like no one else.  Daxin is, in my opinion, the hardest character to kill in the game.  Sure people would argue Haruka or even Vi'Gor in form, but Daxin's capabilities are ridonkulous, and yes, you can quote me on that.

He is Destruction so he has access to the most potent card in a lock's arsenal, Shadowburn.  This alone is amazingly good given his crit.  Then you add in that he gains 2 life back when he crits... on ANYTHING.  Shadowbrun crit?  Yup.  Fear Crit?  Sure thing.  REEEEEEEdonkulous.  I've seen games, played in games, and powered him from 8 down to 1, back up to 8, back down to 1, and up again, without ever breaking a sweat he's died.  He's a blast to play, versatile as hell, and has the option of equipping some powerful cards for your party to be victorious.

Now, are there other minis I love more?  Yes.  I have a personal fondness for Thrall from the first set as the lore around the Warchief is the best thing in the game to me, next to Sylvanas Windrunner (who I'm praying IS in the next set as rumors report).  From Spoils, I love Cairne, he's just solidly the most fun thing to play with (yes I know, Horde Homer for the win).  However, today is about picking the two minis you love to pair up the most, and these are my two, one form Core, one from Spoils.

I'd tell you who my third would be, but I'm waiting on Souls of Vengeance to round it out.  Fret not dear readers and keep the faith.  Love this game as I do, take ownership of promoting it and not hating on it.  Corporations and contracts will work themselves out.  Once Souls is on the shelf, all will be forgotten.  We will then have Death Knights, and how can that NOT rock!?

Let us know what you think of this dance team, and who you would pick.  Welcome back dear readers, and stay tuned.  This year, dice in hand, will be awesome!

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Posted by Steelwing on Tuesday, January 5, 2010

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