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       #Post#: 44--------------------------------------------------
       Tailwind BG
       By: Toruko Date: November 27, 2012, 3:45 am
       ---------------------------------------------------------
       I've been a fan of ST right from the moment I started playing
       this game, although that's not so long ago I guess. Recently
       I've been trying to build a Tailwind/flying/strig BG, I was
       wondering if I can get some hints on a few things:
       Units necessary to make the BG function;
       Really strong units, but not strictly necessary;
       Units I need to counter things;
       What sort of balance of support/range/tank/melee units do I
       need?;
       and finally, How do I play tailwind? Do I just summon everything
       all at once, move the tailwind units around a bit and hope all
       goes well?
       And please don't say 'Tailwind is old you should be playing
       yetis' or whatever, I'm not interested in that ;)
       Thanks in advance.
       #Post#: 65--------------------------------------------------
       Re: Tailwind BG
       By: Shallaxy Date: November 27, 2012, 5:59 am
       ---------------------------------------------------------
       Firstly, I love Tailwind BGs always an old hobby of mine, so I
       will help you best I can (I run FF ST for this) you can go
       split, but FF ST makes it more versatile.
       Well here are a few tips:
       I run "Calming Tailwinds" - yes it pacifies, but if you use it,
       next turn ALL units hit with this will get full ap (so you can
       use all ap, use this, end turn) then next turn have all ap.
       If you have tailwind units out, you dont NEED to generate the AP
       all the time, use it for that extra attack, movement to fonts
       e.c.t.
       Grumble Rock - Majestic, preservance counter, decent HP for 30
       nora so good font contestor, I'd definately run 1/2 of these (
       along side the banner)
       Some Units I would Recommend
       Strig Magebane (range, magic attack and upgrade essence capture
       so gets his cost back over time)
       Jakei Owl raider (just a decent tank and offensive unit with
       frost cone on charges (every 2 hits = a cone!) :)
       (the obvious 2) for tailwing: strig galerider & frostwing
       glaive.
       Jakei Starseer (has a good ability to hit majestic on closest
       friendly champion, so use that, as well as invigorate (more ap
       gen) and generate AP from when opponents do too!
       They are a few of the key ones (for me!) hope it helped
       somewhat, if you need tactics I can discuss further, just
       thought I would give you an insight on a few fundamentals I use
       :)
       #Post#: 114--------------------------------------------------
       Re: Tailwind BG
       By: Dorigon Date: November 27, 2012, 11:52 am
       ---------------------------------------------------------
       I actually have huge experience with Tailwind BGs, ran one for 6
       months straight, then left it. Went around 137-26 with it.
       Here is a build I'd recommend;
  HTML http://www.poxbase.com/#!/deck/C8ucu7CpoCuwc26cqGct1CavCamcd2Cg7s19S7bS2LS13sNr1_r30rIe2Pe2X
       Basically, your tanks here are the Strig Battlewards, Angel of
       Perseverance(I actually take her role as a tank instead of
       support.) and the Aspect of Infinity.
       Frostwing Glaives bypass defense and have Evasive, love is so
       strong. Jakei Owlraider to counter flying, Tundra Whisperer to
       counter melee, Aspect of Infinity to counter ranged and alt
       damage, and Warlock to counter summons and those pesky, huge
       number champions bgs, Wingmaster for detection and finally
       doombringer for perseverance and, well ping.
       Your source of AP generation is Galerider, I don't recommend
       Tailwind on Glaive, considering he really benefits from the AP
       generation which Galerider provides.
       Now concerning use, you always, and I mean always need to
       calculate when playing these. Tailwind is not the type of bg
       where you move around and hope all goes well, it's a bg based on
       tricks. When you're playing such a bg, you want to benefit from
       tailwind, not just waste AP like the Sapping Beam Cyclops. You
       have to play it where your opponent cannot forsee what you are
       planning to do with your tailwind champions. Most foes will not
       take Tailwind AP generation into movement calculations, others
       won't be able to do anything. While playing this bg, your
       opponent NEEDS to be careful with movement, for your galeriders
       have Gale and you also have Gale force.
       That's basically all you need to know, or at least those basics.
       Questions concerning upgrades and strategies are welcome.
       #Post#: 157--------------------------------------------------
       Re: Tailwind BG
       By: Toruko Date: November 28, 2012, 4:22 am
       ---------------------------------------------------------
       Thanks for the responses, very useful. I'm not quite wealthy
       enough in this game yet to have all of these runes, but I do
       have 1xfrostwing glaive, 1xangel, 1xaspect, I should be able to
       get a couple of gale riders pretty soon, too.
       I do have a few questions about upgrades:
       Magebane - Essence capture is great, but what about the other
       upgrade - magic blast or paralyze?
       Warlock - I've been running Shroud and Paralyze
       Aspect - I'm using blindfire and intensify, but I wondered about
       divine favor 3 or such.
       I've been running charm and cleanse on angel, but I rarely need
       to use cleanse (so far), and anyway I have cleansing storm for
       that?
       Tundra Whisper and Doombringer are going to be out of my reach
       for a while - could you suggest some replacements?
       Also, would an Ice Elemental work in this BG, and where would he
       fit?
       And I'll probably use grumble rocks since I have those, but I
       was worried they would be 'not worth it' in a non-yeti BG!
       Final question:
       What do I do about flying counters? The other day I faced a Voil
       Windstriker, who completely wrecked me. Each turn it destroyed a
       new unit, and I couldn't find anything to do against it.
       #Post#: 159--------------------------------------------------
       Re: Tailwind BG
       By: Shallaxy Date: November 28, 2012, 5:34 am
       ---------------------------------------------------------
       [quote author=Toruko link=topic=13.msg157#msg157
       date=1354098171]
       Thanks for the responses, very useful. I'm not quite wealthy
       enough in this game yet to have all of these runes, but I do
       have 1xfrostwing glaive, 1xangel, 1xaspect, I should be able to
       get a couple of gale riders pretty soon, too.
       I do have a few questions about upgrades:
       Magebane - Essence capture is great, but what about the other
       upgrade - magic blast or paralyze? its my personal preference, I
       like getting nora back from units. all upgrades are good on
       magebane
       Warlock - I've been running Shroud and Paralyze Id run these as
       well
       Aspect - I'm using blindfire and intensify, but I wondered about
       divine favor 3 or such.BF and Intensify are the best on this
       unit as she already has divine favour 2 :)
       I've been running charm and cleanse on angel, but I rarely need
       to use cleanse (so far), and anyway I have cleansing storm for
       that?  I get what you mean but you can never have to many
       cleanses, plus if you have your angel out, you can cleanse the
       unit thats affected rather than wasting it on all units! :)
       Tundra Whisper and Doombringer are going to be out of my reach
       for a while - could you suggest some replacements? I would say
       Ice Elemental would make an ice fit instead of one or both of
       these, as he is an all round good tank with flying :)
       Also, would an Ice Elemental work in this BG, and where would he
       fit?
       And I'll probably use grumble rocks since I have those, but I
       was worried they would be 'not worth it' in a non-yeti BG!
       People think that, because it has a yeti specific spell, but its
       a 20 hp relic for 30 nora with majestic, melee champions will
       take time taking this one out, and you can use it also to knock
       opponents speeds down :)
       Final question:
       What do I do about flying counters? The other day I faced a Voil
       Windstriker, who completely wrecked me. Each turn it destroyed a
       new unit, and I couldn't find anything to do against it.the main
       flying counter you will face are windstriker units, the best I
       can advise, is play defensive till you KNOW you can one round
       the champion (as they only do50% more damage, they still take
       full damage from flying, alternatively, im not sure if there are
       any spells that make all units grounded (as this will stop the
       damage increase also)
       [/quote][/color]
       Hope I Helped!
       #Post#: 169--------------------------------------------------
       Re: Tailwind BG
       By: Dorigon Date: November 28, 2012, 9:44 am
       ---------------------------------------------------------
       I do not recommend Strig Magebane at all, 84 nora for him is
       both too much, and you have more viable option to fill his role.
       Those are the, 100%, upgrades I would and have ran.
       Aspect of Infinity with those upgrades are fine, keep it as is.
       Replace the Tundra Whisperers and Savage Doombringers with 2x
       Ice Elementals and 2x Strig Legwhips.
       Yes, of course Ice Elemental would work in this bg, the only
       reason I did not state him in the build I recommended was
       because there was no room, and the other runes were pretty much,
       in my opinion, auto.
       I wouldn't run those Grumble Rocks...Basically, the only relics
       you need are Ferren Hideout, Provincial Mark and Coordination
       Tower. Having more relics than this is simply hurting your bg.
       This is exactly why you should be running Owl Raiders. When
       against a Windstriker unit, always keep out of "hurtful" and
       "dangerous" spaces, and by that I mean your enemy having enough
       AP to move and attack with the windstriker unit. Always keep out
       of reach, you do not NEED to play defensive in this case, make
       your opponent afraid of your own than the opposite. Make him
       fear the fact that if he were to move in HE would be the one
       losing a champion.
       #Post#: 171--------------------------------------------------
       Re: Tailwind BG
       By: Shallaxy Date: November 28, 2012, 10:34 am
       ---------------------------------------------------------
       [quote author=Dorigon link=topic=13.msg169#msg169
       date=1354117474]
       I do not recommend Strig Magebane at all, 84 nora for him is
       both too much, and you have more viable option to fill his role.
       Those are the, 100%, upgrades I would and have ran.
       Aspect of Infinity with those upgrades are fine, keep it as is.
       Replace the Tundra Whisperers and Savage Doombringers with 2x
       Ice Elementals and 2x Strig Legwhips.
       Yes, of course Ice Elemental would work in this bg, the only
       reason I did not state him in the build I recommended was
       because there was no room, and the other runes were pretty much,
       in my opinion, auto.
       I wouldn't run those Grumble Rocks...Basically, the only relics
       you need are Ferren Hideout, Provincial Mark and Coordination
       Tower. Having more relics than this is simply hurting your bg.
       This is exactly why you should be running Owl Raiders. When
       against a Windstriker unit, always keep out of "hurtful" and
       "dangerous" spaces, and by that I mean your enemy having enough
       AP to move and attack with the windstriker unit. Always keep out
       of reach, you do not NEED to play defensive in this case, make
       your opponent afraid of your own than the opposite. Make him
       fear the fact that if he were to move in HE would be the one
       losing a champion.
       [/quote]
       I guess we all use different things for BGs, I understand your
       reasoning for the lack of magebane, I just have always loved
       him/her
       as for your idea of windstriker units, your can't really specify
       a specific tactic, as if you never plaid defensive, (as people
       havent in the past) I just destroyed their units in a single
       turn with SP and an aclarity drop
       With tactics, I don't think you should take either advise, as
       simply is, you learn tactics from experience, unless you were to
       specify every last situation, you can't plan for them till you
       see them,
       for instance someone throws down 2 skelly dragons (fw) - i dont
       have poxlist open, so forgot the name :P
       but it then depends, how much nora does he have built up (can
       double mobi be dropped)does he have relocate units, does he have
       other range support, divert units, counters up e.c.t.
       most situations are unique
       Once you have your bg, don't be bummed out if you lose a few
       games, as you need to get used to what you are using, and what
       to do when you face different things,
       as for BG contents I would go with Dori, as I said earlier, I
       don't play Tailwind bgs competitively just as a side project :)
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