Ok, now we know what kind of race they are… Red and Blue,
“Jack-of-all-trades”, good at missile and magic, Terrain Flight,
but what about the units? We’ll
start with the common units:
Heavy – Guardian [save, maneuver, missile, melee, melee x2]
We can already see that this unit is a little weak in melee
when compared to other heavy common units but we knew that from
their racial numbers. The
maneuver icon is on a few other heavy commons and so is the missile,
but none have both.
Light – Explorer [missile, maneuver x2, save, melee, melee]
Again weak melee but otherwise it is almost the standard
light common unit. However
with both maneuver icons on the same face this gives an almost all
or nothing effect instead of the more traditional distribution of 1
icon per face.
Missile – Firestarter [save, melee, maneuver, missile, missile
x2] Just like the heavy
common unit only switching the melee and missile icons.
May not give you a knockout punch but will survive when other
units die.
Cavalry – Shadowchaser [maneuver, maneuver, save, missile,
melee x2] Strange,
while the race as a whole has a lot of maneuver icons the cavalry
units themselves don’t seem to have that many.
This is the slowest of them all folks plus they can’t
defend or fight as well as some of the other cavalry units.
I wouldn’t use this unit unless I just had to.
Magic – Sunburst [magic, magic, magic, magic, maneuver x2]
What? Yes, you
saw it correctly the first time.
Four magic faces mean you will get magic most of the time you
roll this die and the rest of the time you will get maneuvers.
The only problem is there are no save icons at all.
On most races the common units give you the best average of
results per roll, mainly
because you have a chance to get more ID icons, which give you the
results you need. However
on the Firewalkers the uncommon units are just a bit better. Take a look, moving on to the uncommon units:
Heavy – Watcher [save x2, maneuver x2, missile x2, melee x3,
melee x3] Just like his
smaller brethren only with slightly more icons, although this unit
does gain a slight melee edge above the common unit.
Light – Adventurer [missile x3, maneuver x3, save, melee x2,
melee x2] Again all the
maneuver icons are on just one face and this unit doesn’t gain a
save. This may cause problems so I would most likely not use it.
Missile – Firemaster [melee x2, save x2, maneuver x2, missile
x3, missile x3] A very
good unit. It can save,
melee, and maneuver better than any other missile unit of its size
unfortunately it loses some missile power for this.
Still a very good unit and often overlooked.
Cavalry – Nightsbane [maneuver x2, maneuver x2, save x2, melee
x3, missile x3] Ugggh!
This has to be one of the worse units in the game.
Can’t do anything well, and it doesn’t give much help to
other units at the same time. Hide
these in the bottom of your dice bag.
Magic – Sunflare [magic x2, magic x2, magic x2, magic x2,
maneuver x3] Wow!!!
This units is better than two common magic units because it
gives you one extra magic icon while losing only a maneuver for it.
Choose these before commons or rares.
Ok, we’re moving on to the big guns, the Rare units but these
poor saps are a tad weak:
Heavy – Sentinel [save x3, missile x3, maneuver x3, melee x3,
Smite x4] Same as
before only you gain the Smite icon. This is not a good melee fighter for the Firewalkers.
Just remember that it is still more of a support unit than a
frontline fighter and you will be ok.
Light – Expeditioner [maneuver x3, missile x3, melee x3, melee
x3, Counter x4] The
best melee unit is right here and it can move around plus it gives
you some of the best saves. Not Bad, still the missile faces can hurt you if you're not
going to use them.
Missile – Firestormer [save x2, maneuver x3, melee x3, missile
x4, Bullseye x4] Hmmmm, the uncommon unit gives you better missile power, the
same saves, and better maneuvers per health.
Unless you just have to have the Bullseye I would skip this
unit.
Cavalry – Daybringer [save x2, Fly x4, maneuver x2, missile x4,
melee x4] The only
reason to bring this unit into play is because it has the most saves
of all Firewalker d6, still it is not enough for me.
Magic – Ashbringer [magic x3, magic x3, magic x3, Cantrip x3,
maneuver x4] Good unit
but the uncommon magic unit is still better.
You may want one just for the Cantrip but otherwise stick to
the smaller guys.
That’s it for the d6. So
what did we learn? For
the most part the uncommon units are the best units for the
Firewalkers. I repeat,
the UNCOMMON units are the best units, for the most part.
Remember this as we move on to the monsters.
The Monsters, giant 4-health units:
Fireshadow [Cantrip, Smite, Fly, Fly, Create Fireminions, Create
Fireminions, Melee, Melee, Counter]
This is the best unit in the game, Hands down but it has
problems… it has magic icons so it will count against your magic
total and it is worth 4-health making it a target for Lightning
Strikes. Still, it can
give you what you need when you need it.
Having one of these bad boys with your magic units can keep
most armies away from them. Be
careful, the balance between to many Fireshadow monsters and not
enough is a fine line. To
many and you cannot cast enough magic… not enough and they cannot
give you any support.
Genie [Cantrip, Fire Cloud, melee, melee, save, save, magic,
Galeforce, Firewalking] Not a bad unit but for what it costs you (4-health of magic
units) and an SAI that may not be used at all (Galeforce) this unit
may not be the best one to pick.
Gorgon [save, save, Flame, Flame, maneuver, maneuver, maneuver,
maneuver, maneuver] If you need some extra maneuver icons this is the unit for
you to use. He can give
a little bit of melee support and a couple of saves to go along with
quick feet.
Phoenix [Fly, Fly, Rise from the Ashes, Rise from the Ashes,
Seize, Seize, save, save, Smite]
The second best unit in the game.
The Firewalkers need saves and this is the unit to give it to
them. Putting one of
these in any army cannot hurt you.
Seize is a great SAI, sort of like a Smite during missile.
Salamander [Cantrip, missile, save, save, Smite, magic, melee,
melee, melee] Another
generic unit that cannot help you much.
Ok we
have looked at the race as a whole and we have taken a peek at the
units along with the spells now let’s look at some of the best
army types we can make up with them (note: this may include units
from other races so you may need to look at them also):
One of my
favorite armies of all time… I designed this to kill the Goblin /
Swamp Stalker common armies that were around a few years ago.
Besides I didn’t like picking up all those dice when I
wanted to roll.
4
Fireshadows – these will be your magic units for this army
2 Trolls
– to bring back your dead
2 Swamp
Giants – because you're going to be in the swamps
4 commons
– any units that you think you may need.
I used Swamp Stalkers.
You can
trade the Swamp Giants for more Trolls, Phoenixes, or Coral Giants
depending on your style of play and what you think you might be
facing. As you can see
this uses the best of all the Firewalker units, the Fireshadow, as
its main component but we miss out on other units.
You can
still roll for magic with this army and getting that Cantrip can
give you a Wind Walk or Flashfire when you really need it.
The most important thing to remember with this army is ATTACK
all the time. Never
give them a chance to breathe because if you get into a long pitched
battle the normal magic-based army is going to eat you for lunch unless
you get lucky.
The
massive magic army… used by several people now:
8
Sunflares – can you say ‘Firebolts and Dancing Lights?’
2
Theurgists – can you say ‘Earthen Armor?’
1 Mammoth
Rider – so you can path at the end of a game.
1 Lizard
Rider – so you can promote if the Mammoth Rider dies.
12 Pony
Riders – Lots of maneuvers.
1 Red
speed Slipper – that the Mammoth Rider can carry when it Path’s.
While not
quite half Firewalkers you are again using some of their best units,
in this case, magic. Firebolts
and/or Lightning Strikes and Dancing Lights will be one of the keys
to victory. Use Earthen Armor to keep your Sunflares in play and bury anything and
everything with Dust to Dust. When
it gets close don’t forget that you can Path a Mammoth Rider,
whose SAI will not be affected by spells, and a Speed Slipper for
the two 8th face win.
You can put in a Fireshadow for more defense and a bit of
melee and you could trade the Dwarves for Coral Elves but you lose
the Earthen Armor protection. Frostwings
can work also since they can cast Open Grave.
Several people swap out the Dwarf cavalry for another race:
Feral, Lava Elf, Swamp Stalkers, Scalders, even Coral Elves can be
put to use.
Magic and
missiles anyone?
1
Fireshadow – for protection.
6
Sunflares – so you can throw some magic around.
2 Bronze
Targes (red or blue) – again, for protection.
1 Phoenix
– Seize and saves.
6
Firemasters – shoot, shoot, shoot.
2
Trueflyers (red or blue) – just to give a bit of punch to your
missiles.
We are
using all Firewalkers here so keep the battle ranges far with this
army. I would bring in
Coastland Towers since many armies get no benefit with this terrain.
If an army comes to attack you take your shot at it and fly
to another terrain, preferably one in missile range.
Don’t forget your Flashfire spells so you can reroll dice
again to get better results. Your
only trouble is when you start to lose units; they will be hard to
bring back into play, so bring in your Dragonkin as soon as
possible. You can mix
in some other missile races or magic but you will be much more tied
to terrain than with this army.
Death
from above…
4
Fireshadows
2 Speed Slippers (red or blue)
4 Phoenixes
1 Flicker Foil (red or blue)
1
Shadowchaser – yep, pull one out from the bottom of the dice bag
and let it die.
As you
can see this army needs to take the battle to the other player.
Don’t wait just fly over there and attack. If you get the terrain into missile range then go ahead and
take some shots, with Seize and Create Fireminions you can do a lot
of missile damage. You
really want to get into melee so that your Fireshadows can pound
away on their army. Watch
out for the charge attack. ALWAYS
take the Phoenix as damage first since you have a chance to bring it
back to life and it gets another if they try to bury it.
Another Death from Above army, which can only be played during a
Battlefest format, is an ALL Firewalker magic army; so named because
they call death from the very skies with Firebolts and Lightning
Strikes. This is a
great army to play and lots of fun.
REMEMBER that the Sunflare (uncommon) unit is the best.
Lastly there is the Mish-Mash army:
7
Guardians
7 Explorers
7 Firestarters
7 Shadowchasers
8 Sunbursts
You should be able to roll fairly well
for anything you need. Get
everyone together in one big army as fast as possible.
Your best bet is to keep it in missile range and pick units
off, moving it into magic if you can. Once you get an 8th face, hit them with magic and
missiles non-stop. Try
using your racial ability to get a second 8th face. Move a single unit to another terrain, next turn pump up the
Wind Walks. It will be
tough going but it is a fun little army.
This is not an army you want to tweak since your strength
lies in the fact that you cannot do anything great but everything
well.
Well that’s my take on the Firewalkers
as a whole; they can be fun to play with and if used correctly, very
deadly. So take care,
have fun, and play Dragon Dice™…