Joshua Patterson
United States Chattanooga TN - Tennessee
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So I recently traded for, learned, and fell in love with Magic Realm. Yesterday I had far and away my best game thus far and it got me curious as to other high scores.
I was the Witch with Absorb Essence, Deal with Goblins, Remedy, 3 fame, and 2 notoriety.
I managed to absorb the TFD within the first week and went on a killing spree that included but was not limited to:
All other dragons. (I think some of them twice.) All native groups except the Order and Rogues. All the trolls including both TT The axe and spear goblins, which ganged up on me at the same time. (it was like Vegas with all the multipliers.)
I avoided the sword goblins but on hindsight should have cast Deal with Goblins on them as a TFD with a sword goblin horde is a nice thought. 
My score ended up being 104 VP, which I know is respectable. But I've heard tales of 200+ VP. So what's everyone's best score?
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mjw65ss
United States Monterey California
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Sorcerer with 239 points. I put all 5 VP in Notoriety. Camped at the dwellings and Firey Blasted everyone who appeared. At the Inn I blasted the Rogues, Patrol, and Company at the same time in 2 rounds of combat. I got lucky with some natives reappearing on last day of week also. Rinse and repeat. This was a solo game using Realmspeak.
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Triple digit scores are usually the province of Absorb Essence strategies with the Witch or Witch King, or Fiery Blast strategies. The Sacred Grail would usually have to feature in there for the really big scores. Without the sequential kill multipliers to Fame and Notoriety from the player's attacks, these scores are generally out of reach. This is why relying on hired native armies, while extremely consistent for successful games, doesn't tend to generate these outrageous point totals, and neither can the other Victory Requirements.
Both of these strategies, and particularly Fiery Blast, become much less effective when playing Watchful Natives, and it becomes very difficult to generate triple digit scores......which is one of the reasons many players consider it a core rule rather than an optional one.
Brent.
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Joshua Patterson
United States Chattanooga TN - Tennessee
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goshublue wrote: Triple digit scores are usually the province of Absorb Essence strategies with the Witch or Witch King, or Fiery Blast strategies. The Sacred Grail would usually have to feature in there for the really big scores. Without the sequential kill multipliers to Fame and Notoriety from the player's attacks, these scores are generally out of reach. This is why relying on hired native armies, while extremely consistent for successful games, doesn't tend to generate these outrageous point totals, and neither can the other Victory Requirements.
Both of these strategies, and particularly Fiery Blast, become much less effective when playing Watchful Natives, and it becomes very difficult to generate triple digit scores......which is one of the reasons many players consider it a core rule rather than an optional one.
Brent.
I should note that I did play with Watchful Natives, which is why I didn't touch the Rogues or Order.
However I know that if either:
1. It wasn't a solo game 2. I was using the optional combat rules
It would have turned out a lot different.
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Uzzah wrote:
I should note that I did play with Watchful Natives, which is why I didn't touch the Rogues or Order.
However I know that if either:
1. It wasn't a solo game 2. I was using the optional combat rules
It would have turned out a lot different.
Yes, there are many options and formats that increase the difficulty of the game and make consistent high scoring strategies like these far more unreliable, and I imagine most players seek these out when they get comfortable with them and want to increase the challenge of the games. This is one of the great aspects of the game that contribute to its variety, replayability and longevity.
The Absorb strategy is certainly impacted less than Fiery Blast by using Watchful Natives, but it does still become more difficult and less reliable. I also aggressively seek out the Hoard when I'm playing with Absorb Essence.....using the Familiar and Broomstick with the Witch, or Broomstick and Transformation for flight or woods walking with the Witch King to explore the Realm as quickly as possible. The absorbed TFD's obvious advantages are his Tremendous armoured (in)vulnerability, flight to get to his victims more quickly and, most important of all, his T3 head attack (although it's sometimes fun to try out absorbing other Tremendous monsters).
Under Watchful Natives, however, there are still significant risks......the Rogues and Order, as you've pointed out, but also the Guard and Woodfolk, and even the Soldiers and Company if the Crossbowmen get very lucky rolls while you're dealing with the Greatswordsmen. Another alternative to preying on dangerous native groups is to find Lost City or Lost Castle, hide out until a long queue of victims is lined up, then go to town......eighteen goblins will have you fighting all day but will certainly rack up the VP's.
Brent.
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