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The Woods Girl
Overview Character strategy page originally posted on MagicRealm.netWoods Girl is a ranger with a quick bow. She has some good options whether working alone or with a group. If the Lost Castle is in Deep Woods, she can walk away with the game.
Woods Girl can dispatch almost any single opponent, but has to run from groups. Explore the Woods tiles first, and hope for a decent site. Missions are an option too. If harassed, hire the Woodfolk and get even.
Woods Girl makes a good addition to a team, as her bow adds a strong attack, and her woodland knowledge is a great boon in those areas. In wartime, her alliances with the Woodfolk and the Lancers can put her at odds with some very powerful characters though.
Woods Girl should run from overwhelming numbers, or Tremendous monsters. Her goal is to end the combat as quickly as possible, since she is too weak to sustain damage.
Woods Girl is at a disadvantage if the wooded areas are blocked by monster groups, or if there are no valuable sites in Woods tiles. Her spell choice is difficult, and difficult to use, unless with a group.
Woods Girl should team up unless there are Woods tiles nearby her starting location. Starting at the House is a good way to work solo. Avoid buying weapons, armor, or hiring natives, but seek out short term opportunities with warriors, such as White Knight or Berserker. CommentsThe following text was extracted from a thread at BBG. Rogue Assasination StrategyUse Ambush optional rule. Snipe at the Rogue HQ to get a horse and some loot. Sell loot to hire natives and head for treasure sites. ~Wietmarschen McKnight Responded
There is no chance to run away, so killing the Archer first doesn't help with Watchful Natives. With 7 or 8 Rogues on her sheet, the WG is going to end up with at least one Rogue intercepting her maneuver, and for a Light-vulnerability character, any hit is curtains. Every Ambush die roll is a 30% chance of dying. If you decide to take a chance, you should target the RHQ first. Dreamteam Responded So now she Hides and uses her Rogue lackeys to lure the rest of the band. All the Rogues attack the two hirelings, leaving the Woods Girl to calmly alert her bow and pick a target without any danger this round even if she should come unhidden. She aims at Rogue4 and he is a gonner 100% for sure. One of her hirelings targets the RogueHQ and will undercut if the HQ doesn't flip. The other hireling targets Rogue5. The three targeted rogues represent the most danger to the Woods Girl, since they each have a flipped side that she can't run away from. There is still plenty that can go wrong. Both of her hirelings are almost certainly going to die. But the Woods Girl has dramatically increased her own chances of survival. Even in the case that the attack fails, the chances are good that she can run away successfully next turn (either the Rogue HQ or Rogue5 would have to survive the attack and flip and she would have to become unhidden... only about a 10% chance the way I see it). And if by some miracle one of her hirelings makes it to round 2 and she remains hidden... well... the rogue band will still be on her hirelings sheet which gives her all sorts of options. This attack still has its risks, but the possibility that the Woods Girls has access to horses early in the game solves most of her starting disadvantages (opponents need to kill her H sized horse first during a fight; allows her to loot M and H treasures; and gives her a movement bonus to boot) which makes taking the risk worth it IMO. She will also have a bit more potential cash for when she meets up with the Woodsfolk or Lancers (don't forget that by riding a horse, it becomes practical for her to use the M bow as well, as long as she doesn't need to run away from combat). If she dies, you can always pick the Captain character and have him loot the light bow lying in the clearing at the Inn 8/ ...add your comment here... |