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Thread: Starting setup design

  1. #1
    Join Date
    Oct 2014
    Posts
    103

    Default Starting setup design

    I was wondering if there's a specific design pattern in how the starting commons are chosen and where they are positioned. A sort of rule or general guideline used in all the factions or if it is more or less decided differently for each one.

  2. #2
    Join Date
    Oct 2011
    Posts
    1,364

    Default

    Don't think there is a clear rule. If you want to play around for a homemade setup here some guidlines

    Typical setups have normally
    - 3-5 unit cards
    - total summon cost of these units of around 5-7 (there are exceptions).
    - Make sure only few units are in the first row, some are in a rather saver location and the summoner is protected. Less units on the field often result in better setups (see Mugglugg, Sirian or Sam).

  3. #3
    Join Date
    Oct 2014
    Posts
    103

    Default

    Quote Originally Posted by jwalker View Post
    Don't think there is a clear rule. If you want to play around for a homemade setup here some guidlines

    Typical setups have normally
    - 3-5 unit cards
    - total summon cost of these units of around 5-7 (there are exceptions).
    - Make sure only few units are in the first row, some are in a rather saver location and the summoner is protected. Less units on the field often result in better setups (see Mugglugg, Sirian or Sam).
    Thanks jwalker, these points seam reasonable. I agree that setups with less units are usually better, couldn't ever appreciate Sirian's one though: that vampire always dies if I'm not the first player and that's frustrating. Not that I find it a weak setup, just an annoying one.

  4. #4
    Join Date
    Oct 2011
    Posts
    1,364

    Default

    Quote Originally Posted by Fing80 View Post
    Thanks jwalker, these points seam reasonable. I agree that setups with less units are usually better, couldn't ever appreciate Sirian's one though: that vampire always dies if I'm not the first player and that's frustrating. Not that I find it a weak setup, just an annoying one.
    it's true that the vamp often dies, but then the goul + warlock can easily retaliate and sirian can move into a good position

  5. #5
    Join Date
    Oct 2014
    Posts
    103

    Default

    Quote Originally Posted by jwalker View Post
    it's true that the vamp often dies, but then the goul + warlock can easily retaliate and sirian can move into a good position
    I know, but... I just wish it was a worst unit, it would be less irritating.

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