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Astral Ward

This is a discussion on Astral Ward within the Great Units forums, part of the Create-A-Unit category; Hit Points: 45 Power: Phase Spell Armor: None Blocking: 100% All sides Recovery: 3 Movement: Immobile +Phases Phase Spell Targets ...

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Old 12-08-2006, 05:48 PM   #1 (permalink)
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Astral Ward

Hit Points: 45
Power: Phase Spell
Armor: None
Blocking: 100% All sides
Recovery: 3
Movement: Immobile


+Phases

Phase Spell

Targets a single unit and phases it out until the beginning of your next turn.
Units that have been phased have no focus spell memory. They do, however, have memory for their hp and recovery(recovery does go down when phased).
Advantages of Phasing: The unit can't be damaged on your opponent's next turn. If it is frozen or paralyzed when it comes back this effect will be gone.
Disadvantages of Phasing: Since the unit doesn't actually exist your opponent could walk right through the space it occupies. It removes the armor spell, so be careful.

A Rule About Phasing

If a unit moves onto the space of the Phased unit(this is up for debate), when the unit Phases back in it will force the unit back towards your opponent's side of the field and deal them 10 damage which is unblockable and unaffected by armor. If the unit can't move, the phased unit stays out and the damage is dealt each turn your opponent's unit remains on the square.

Phased units do not need to be destroyed for victory. Thus a Furgon and an Astral Ward could force a draw against any one unit without a range of 6.

Phases

This unit phases out during your opponent's turn and does not exist. This occurs if the Astral Ward is not in recovery.

Additional Information

Astral Wards do not need to be destroyed for victory.

Last edited by Gypsy; 12-08-2006 at 07:19 PM.
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Old 12-08-2006, 05:54 PM   #2 (permalink)
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Quick clarification note, I'm assuming a phased unit doesn't count for victory either, Ie, if you have two knights left, one paralyzed, you phaze the paralyzed one out, if your opponent paralyzes the other knight you lose.

I'm middling on it. It's much more powerful than a barrier ward in the short term, but on the other hand it's no good for defending focus units, and only defends for a turn. My only thing is that I can see either with a strangely placed phased mud, or furgon induced blockage, the pushing being a real problem. Perhaps something that just prevents someone from stopping on the square would be better.
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Old 12-08-2006, 06:02 PM   #3 (permalink)
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Originally Posted by MisterBlockey View Post
Quick clarification note, I'm assuming a phased unit doesn't count for victory either, Ie, if you have two knights left, one paralyzed, you phaze the paralyzed one out, if your opponent paralyzes the other knight you lose.

I'm middling on it. It's much more powerful than a barrier ward in the short term, but on the other hand it's no good for defending focus units, and only defends for a turn. My only thing is that I can see either with a strangely placed phased mud, or furgon induced blockage, the pushing being a real problem. Perhaps something that just prevents someone from stopping on the square would be better.
Hmm, that could go both ways. You could also use it unfairly(example below).
You have a knight frozen with a frost. Your opponent breaks the focus of the frost with their scout. You then refreeze on your next move and after that you phase the scout and win.

It goes both ways no matter how you rule about phasing units counting for victory or not.

The pushing is a key element of the strategy, if your opponent can't move past it they should simply move to the square they would be pushed too. Common sense prevails again!
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Old 12-08-2006, 08:26 PM   #4 (permalink)
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this is a good concept but it seems a little confusing, do you phase an opponant if its the last unot to get rod of it or what, how does it work, i just dont think it would be used much unless it has a more elaborate explination.
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Old 12-08-2006, 11:37 PM   #5 (permalink)
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The real genius of this unit is in using it to phase out an opponent's unit. Chanty about to get popped with Recovery left on her? Phase out your opponent's attacker to buy her the turn she needs to lock the game up solid!

Muddie about to come active, Pound your Witch into the dust, and port to saftey? Phase that bitch out to buy your Cleric a turn to recover and Heal!

This unit is great -- it looks weak to a nub, and it's powers are subtle and varied, but a skilled player could pilot this to some truly impressive victories.

2/2, 4/4, 4/4. 10/10. This should go in the Great Units section.
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Old 12-09-2006, 02:45 AM   #6 (permalink)
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Originally Posted by Essence View Post
The real genius of this unit is in using it to phase out an opponent's unit. Chanty about to get popped with Recovery left on her? Phase out your opponent's attacker to buy her the turn she needs to lock the game up solid!

Muddie about to come active, Pound your Witch into the dust, and port to saftey? Phase that bitch out to buy your Cleric a turn to recover and Heal!

This unit is great -- it looks weak to a nub, and it's powers are subtle and varied, but a skilled player could pilot this to some truly impressive victories.

2/2, 4/4, 4/4. 10/10. This should go in the Great Units section.
Dang straight.
Anyway, what is so confusing Dan? I thought I was quite clear explaining everything.
If you have a specific question please ask.
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Old 12-09-2006, 03:46 AM   #7 (permalink)
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Yep gypsy is right in this idea.
I approve
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Old 12-09-2006, 04:08 AM   #8 (permalink)
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I like the concept of this unit, but I could see a lot of glitches with it in the beginning phases of it's creation. It's really creative, but the concept of something becoming transparent and basically not existing can really take focus out of TAO's medival style and direct it into something more fantasy-based.

I still like it though. Explain more into it's effects against rushing and you've got mad props from me. I just don't see how it would be very useful if it only works for one turn and takes 3 to wait.

What if... the unit that gets phased has a +2 wait time for example? Does this mean it can continue to be phased or does the effect wear off?
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Old 12-09-2006, 06:53 AM   #9 (permalink)
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Originally Posted by XCI View Post
I like the concept of this unit, but I could see a lot of glitches with it in the beginning phases of it's creation. It's really creative, but the concept of something becoming transparent and basically not existing can really take focus out of TAO's medival style and direct it into something more fantasy-based.

I still like it though. Explain more into it's effects against rushing and you've got mad props from me. I just don't see how it would be very useful if it only works for one turn and takes 3 to wait.

What if... the unit that gets phased has a +2 wait time for example? Does this mean it can continue to be phased or does the effect wear off?
It comes back in on the next turn with one wait.
This unit basically buys you a turn. It would actually enable you to destroy a same side mud or amby against a rush even if you get second move.
Example Below
Opponent Turn(OT): Pass
Player Turn(PT): Attack the ambusher with a berserker(38hp)
OT: Heal (50hp)
PT: Phase out the ambusher
OT: Random move, possibly moving a unit over.
PT: Berserker attacks the ambusher again(28hp)

At that point you can tank it on the next move with a Dragon or LW. With only 2 open moves they probably did not kill your cleric if you were set up well.
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Old 12-09-2006, 06:36 PM   #10 (permalink)
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Looks good, seems like a more offensive orriented BW.

Question: if you phased out a DSM would dragonspeak cancel out for that turn?
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