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Thread: Barbarian Deck - Please enhance | |
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mandar
Hired Hero
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posted December 14, 2005 09:58 PM |
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Barbarian Deck - Please enhance
Deck: The Basic Barbarian
Here's a 60 card deck. Let me know what you think
Starting (8):
Stronghold (harpies/ Cyclops/ thunder birds)
Barbarian Hero
Berserkers x3
Harpies x2
Cyclop
Towns (1):
Stronghold (harpies/Cyclops/thunder birds)
Heroes (2):
Barbarian Hero
Barbarian Hero
Artifacts (5):
Adamantine Armor
Emerald Bow
Helm of Command
Lions Shield of Courage
Thunder Hammer
Locations (5):
Alchemist Lab X 3
Veteran's Guild
School of War
Skills (17):
Combat - GM x1
Combat, Basic - Master x 2
Tactics, - GM x1
Tactics Basic Master x 1
Nobility, Basic Master x 1
Archery x 2
Magic Resistance
Melee
Offence
Defense
Leadership
Spells (0):
Creatures (22):
Berserkers x 2
Harpies x 8
Cyclops x 7
Thunder Birds x 5
The heroes are designed to be, optimally:
Barbarian GM combat/expert melee/expert archery/expert magic resistance (level 11)
General expert tactics/expert offence/expert defense/advanced leadership (level 11)
Lord GM nobility, GM Tactics (level 10)
Any assistance will be gladly accepted and will help novice players to tune their decks.
Best,
Mandar the Barbarian/Spellcaster
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Psychobabble
Known Hero
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posted December 15, 2005 01:56 AM |
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Yeah, I have a feeling a lot of decks are going to follow this sort of template. Unless someone can figure out a cross alignment deck that works - and I don't see how you can do such at thing without slowing down and hurting the deck - then all that's left is to quibble about the number of each level of creature. Others might think you have too many skills, but I think heroes are the key to the game and you need skills to be able to use them. Your artifact choices look good, ditto locations. You might have some problems with income (maybe an estates instead of the magic resistance?).
Oh, just re-reading this, I don't think you understand how skills work. If you hero has, say, archer secondary skill and GM combat then s/he automatically has GM archery (unless I am reading the rules wrong!). That doesn't change the deck, imo, but it does change what your heroes should look like.
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mandar
Hired Hero
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posted December 15, 2005 11:33 AM |
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I've read the rule once more. You are right. The rules doesn't say to what secondary skills it applies.
Well, In that case. My barbarian will be GM in all secondary skillsby level 6. This looks very odd and makes my barbarian very powerful. I think we should get a ruling about this. Imo, your comments are very help full and i'll change my deck accordingly.
I'm currently working on might-life deck, hope to post it later.
Best,
Mandar the Barbarian/Spellcaster
p.s - How can I choose my avatar? (I would like yog the barbarian)
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Zeph
Tavern Dweller
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posted December 16, 2005 01:45 AM |
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Quote: p.s - How can I choose my avatar? (I would like yog the barbarian)
By going into your profile settings... click on PROFILE up at the top beneath the banner. You might have to verify your password but once you do you go into the profile setup. Avatar selection is the first choice. Have fun finding your character as there's about a zillion of them. ;-)
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mandar
Hired Hero
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posted December 16, 2005 09:52 AM |
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Thank you very much
done it!
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Loco_Blutaxt
Adventuring Hero
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posted January 10, 2006 01:44 PM |
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Hi!
Are you shure that a Harpies/Cyclops/TB town exists in the game?
As far as I think the following 4 towns exist, but it could be wrong and would be very interesting for me what is right!
Harpies, Ogre Magi, Thunderbirds
Nomads, Cyclopses, Behemoths
Harpies, Cyclopses, Behemoths (?)
Harpies, Ogre Magi, Thunderbirds (?)
I'm shure about the first two towns because I have them. I'm not 100% shure about the other two towns.
Greetings
Loco
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Zeph
Tavern Dweller
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posted January 11, 2006 04:50 AM |
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your number 1 is repeated by your number 4...
(both have Harpies, Ogre Magi, and TBs)
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