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DiskWars Intermediate Issues 3: Trade Topics
Ye Old Trade Primer or "What's that disk really worth?"
There are a few reasons a person will want a disk: to complete a set/faction; because it's really inexpensive (army cost); it's a superior disk in application; it was not printed as often as other disks; it is out of print; or a combination of the above.
The "worth" of a disk is a highly subjective matter, but there are some objective facts that will help you value what you have.
1. Every "flat" in a set was printed the same number of times as every other flat. This information can be used (very) loosely, in a trade situation, to evaluate disk worth; i.e, a flat generally consists of five 1.75" disks; four 2" disks; two 2.5" disks; and one 3.5" of 4" disk. All other factors being equal, I tend to ask for four to five smaller disks for a large disk, or complete flat.
2. A "spoiler" list, showing number of flats, and what is on each flat, will give you a "pseudo rarity". Generally speaking, if a disk only occurs on one flat, once in the set, then it will probably fetch more in trade. Note that this only applies to non-uniques.
3. The disks are out of print or produced as alternates in a later core set. Two Dragons, Tyrnask Rex and Helspanth from the 1st Edition, are commanding high trade (and a high price on the auction block) since the set is out of print and the dragons did not get reprinted in later core sets. Their alternates in the Revised set (Zolo Hexx, Dooru Dragon and the set-specific Alman Null) tend to be attractive to original collectors/players that did not want to reacquire basic disks in the quest for the special three. Likewise, the Legions boxed sets had several disks, per faction, that are amongst the reprints of core set disks. Older players, and players not wanting to acquire multiple boxes, highly value these disks.
4. The Disks are promotional. This is a bit of a crap-shoot, and difficult to quantify, not knowing how many are in circulation. Just being promotional tends to make them valuable, as not everyone has access to them.
Most Wanted List (by set)
(This list is judged by my experience.)
Physical Adept---Accolyte--- immunity to damage while unactivated makes this disk tough to remove from objectives.
Elven Bard---Elf--- for 5 points this is a cheap and inexpensive way for a good army to boost a unit's movement by three. They are not unique.
Elven Warder---Elf--- flips enemy units one step in any direction. 6" range.
Stalwarts---Dwarf--- superior line units that caused so much debate that FFG made them champions. There are many ways to deal with them, but a frontal assault aint it....
Shieldgrogs---Orc--- while not having the two wounds of the Stalwarts, they are a tough, defensive line. A backbone of many Orc armies.
Aggra the Hag---Undead--- I tried to stay away from commenting on uniques, but this disk has done much to change how DiskWars is played. Her special ability is to be sacrificed to return a destroyed disk to play. And she's a (somewhat fragile) level one spell caster to boot.
Crawling Limbs---Undead--- an incredibly tough, cheap disk that makes Stalwarts quake in their short boots. Nevertheless they can't activate to attack.
Firbolg the Giant---Unfactioned--- with the ability to squash a disk of toughness three, or less, many devious ways of moving Firbolg are popular.
Centaur of Kunth---Unfactioned--- a good, fast cavalry unit that works with any army. Gets around the shortcomings of some factions.
Fairy Swarm---Unfactioned--- possibly the most powerful unit in the set. Once pinning a unit, it will take four rounds (minimum) to eliminate (short of using a few specialized units with instant kill). Cheap but limited to 2 per army as of January, 2001. The standard axiom of army building is: Any army can be made better by the inclusion of two fairy swarms. I've got a devilishly effective Uthuk Champion army that includes two.
Standard Bearer---Knight--- gives the weak Knights, within 12", a plus one boost to attack, defense, and toughness.
Warhorse---Knight--- limited to three, it is a strong, champion cavalry unit for the Knights.
Alchemist Apprentice---Knight--- recycles first level spells. Becomes abusive in combination with the familiar (see below).
Sergeant at Arms---Knight--- gives Men at Arms a bonus to attack and toughness. Combined with the Standard Bearer, MaA get scary.
Siege Catapult---Knight--- fires two boulders 18".
Elven Sniper---Elf--- can fire three arrows during the activation phase.
Tree Ent---Elf--- huge, strong unit that benefits from Elven Bards.
Varik Longbeard---Dwarf--- another unique that's changed the face of an army. Or, rather, reinforced it. With Varik's giving immunity, to all Dwarves within 6", from spells and missiles, the Dwarves became a compact, overly butch mob with a standard style of play.
Dunwarr Regiment---Dwarf--- a good, tough unit with first blow. Only printed on one flat in the set, they are greatly sought after.
Goblin Crossbowz---Orc--- The Prize for Orc players. A supremely cheap unit with cost efficient numbers. Only partially eclipsed by the Urkan Hordes.
Swamp Behemoth---Mahkim--- a dinosaurian monstrosity that only gets meaner when it berserks (gains swashbuckling, too)! THE main reason to play Mahkim pure. Restricted to 4 as of January, 2001.
Familiar---Unfactioned--- arguably the most broken-arsed disk in the game. The ability to get free first level spells, even at the corrected cost of 11 army points, is not to be underestimated. Unique, but a must have for any player. Banned as of January, 2001.
Spiderbeast of Xaarrx---Unfactioned--- a terrain-sized leviathan that is favored in evil armies, along with its keeper: Aggra the Hag. A swashbuckler that is well worth the 18 points.
The Mighty Garnoth---Unfactioned--- another cost-effective giant.
Thalos, Centaur Lord---Unfactioned--- gives a bonus to centaurs within 12".
Brother Dalmu---Accolyte--- doubles the casting range, and numbers, of all spells he casts. This is definitely the most broken of Accolyte disks.
Longbowmen---Elf--- a hideously effective disk with arrow 5 and the skill to affect disks that are normally immune to missiles.
Grotag Kynhyld---Dwarf--- with the ability to throw a fireball, in exchange for a wound, he has been at the center of one of the more abusive, evil armies.
Zharta Khun---Orc--- "Zen Master" Khun is a grand edition to any evil army, with the ability to remove an activation counter and put it on another, friendly, unit.
Viper Legion---Uthuk--- a supreme destruction unit. With the Sure Aim spell, the Vipers can destroy any unit in existence.
Legion of Bones---Undead--- THE reason to play Undead pure. Cheap, and effective as long as you can keep Oorlian in play. A must have for necrophiles. Restricted 4 as of January, 2001.
Soul Leech---Undead--- a flying time bomb that, when destroyed, does 10 points of instant blow to all disks within 6". Deadly and effective with a Battlewagon.
Char'gr Monkey---K'ryth--- may activate twice a turn to ambush units within 6". Immune to combat damage. Ouch!
Doppleganger--- K'ryth--- may activate to copy and use any disks special ability within 6". At the center of effectiveness, and abuse, of most mixed, evil armies. Banned as of January, 2001.
Lesser K'zayas Spawn---K'ryth--- put three of these small, cheap, speedsters on an opposing disk; activate the K'zayas master (or a doppleganger) within 12"; and pop the disk like a festered boil.
Uhk'set Wasp---K'ryth--- It flys; it's fast; it reanimates; it's immune to combat damage. The ultimate denial disk!!
Battlewagon---Unfactioned--- a tough disk that can deliver five smaller disks, unactivated, anywhere within its (often enhanced) range.
Centaur Archer---Unfactioned--- another installment in the best cavalry in the game; but this one can move AND fire. One of a small handful of units with this capability.
Each Legions box contained a few disks, for each faction printed, that were only released in the Legions set. These are the disks that people primarily want.
Dragons: Drallus Elders and Tykarus Wing. Someone may wish to correct me in the future, but neither of these disks excited me. Someone may want them solely for collectability.
Mahkim: Nochaim Guardians are a poor man's version of the Swamp Behemoth; every bit as powerful, but with only half the movement. Roth Mist-Children are interesting, but I have not heard of them as being all that powerful. Enemy disks within 6" of the Children are slowed by two. Warrior of the Mist is a cheap (8 pt), unique, neutral spell caster that should find it's way into any mixed army needing the spell boost.
Dwarves: Danhyld Ironback and Marik Skullpounder continue the tradition of smack-you-silly Dwarven heroes. Both have instant blows. Dunwarr Defenders are mediocre, 8 pt disks, that get a great toughness bonus if activated but not attacking. Skullpounder has made some small splash, but is no contender compared to the Bash Brothers (Damlo Hammerfist and Grovan of the Deep). These are not tremendously impressive, but it's hard to top existing disks in the faction with the best overall troop composition in the game.
Orcs: I think the Orcs got the most, and best, disk boost in Legions. You get 5 Urkan Hordes and two Urotok Warriors per set. These interlink to give you ultra-fast first blow advantages. The Hordes are dirt cheap, at 3 pts, and the Warriors allow you to move up to two Hordes again! On top of this wonderful boon, the Orcs get the most awesome hero to date, Zhalla Bakhal. For a mere 7 pts, you get a first blow 7-4-4, 3 wound, titan that can ambush disks within 12".
Knights: I haven't had the pleasure of playing with, or against, the new Knight disks; so can only go on the spoiler and what I've heard on DiskWars.com. The Fenryn Guards and Groman Juggernauts are a bit expensive, but difficult to handle. The Royal Jester is the only unit I've heard comments about. While the Jester is not cheap, either, he does give immunity to some attacks, as units that start within 6" of the Jester, can only activate to attack the Jester. The problem is that many units have greater movement, which keeps the Jester to more of an annoyance than anything else.
Uthuk: the frothing Beserkers got some interesting, but not too terribly useful units. The Dhall Uthuk are reasonably cheap and strong beserkers whose movement goes to zero if they are pinning a unit. As long as they destroy what they attack, they're a worthwhile unit. The Ru Clansmen are decent beserkers that can trade berserk status with other Ru Clansmen, but you only get two per box. The Don'ra Master is an archer that can never hit friendly units. But you only get one of him.
Undead: they got some sweet disks! The Master of Bones works as a mobile staging point for reanimators; the Vampire Lords can take wounds meant for other vampires and the Werx Lycanthrope can transform into the awesome Werx Werewolf. Check the spoilers on other fan sites; these disks are unbelievable.
Elf: I thought they got the short end, along with the Dwarves and Dragons. Tokari Lotaar replaces wound counters with activations. The 6" range makes this hazardous against enemy disks, and worth less than a heal spell (which the elf can cast with a familiar) for friendlies. The Lothari Monster-Hunter, and the Poison Neveka, are too situational for my tastes.
I'd nominate for WP's most wanted:
Accolyte: Magma Bomber--- it's a Good aligned Firbolg that kills things it flies over. That's powerful!
Dragon: Vassok River Dragon--- brings in three friends when it is a reinforcement. Nice....
Dwarf: Fire Spouter--- slow, but fireball 6 could be interesting. Lunatic Airmen--- It moves and shoots a boulder... sweet!
Elf: Elven Dragonfly Patrol--- a large flying disk with arrow 9 seems tres-powerful.
Factionless: Colossus of Highvelt--- a 10/10/10 the size of a terrain disk. Even with a movement of 0, how could they have thought that people wouldn't abuse this disk? It's way too easy to pile on multiple movement bonuses.
Priestess of Xaarrx--- It costs a few points, but the ability to remove three activations for sacrificing the Priestess, just made other disks real scary. Elementals--- moderate priced pets for level three magic users. The only question is, "will they be cheap enough to encourage using expensive spell casters?"
K'Ryth: Noz Arack--- a poorer version of the Char'gr Monkey and Uhk'set Wasp, but still capable of keeping most disks pinned for a couple of turns. Wastelands Charger--- gives any attacked disks one wound; and it is HUGE!
Knight: Agent of Gradir--- Plague rules are "killer".
Orc: Brutalizer--- a bad-ass Orc swashbuckler that was only printed once on one flat. Half-Orc--- the ability to yank a friendly Orc out of combat is great. Ur the Horribly Mean--- an expensive level one spell caster with a special twist: sacrifice a friendly disk of cost x and name a spell; all spells of that name, and that costs equal to or less than the sacrificed disk, are eliminated from all players' spell stacks.
Undead: Ranatep Mummy--- another user of Plague rules.
Uthuk: Llovar's Elite Guard--- tough, tough champions of the Uthuk.
Broken Shadows might wind up as one of the best expansions due to everyone seemingly getting some mega-bang for the buck. Demand is being driven hard due to some of the disks, which rely on other disks, being printed only one to a set of flats. On the bright side: there were only 59 flats and only 8 uniques.
Accolyte: Rampaging Humunculous--- This disk comes into play when a flesh molder is within 6" of an Accolyte killed disk. It is a 5/5/2. M6. First Blow. Swashbuckler. With this disk transforming out of kills, why would you only put one of these disks to a set? A BIG demand from Accolyte players.
Dragon: It's a toss up between two Champion disks: Dragon Lord Ambassador and X'Ru Prophet. The Ambassador is definitely not a combat disk, but cannot be attacked (for that matter, nor can he attack). However, if he pins a friendly unit in a battle stack, that whole stack neither takes, nor gives, damage. Should make those terrain capture scenarios most chaotic. The Prophet has a generous range of 12" and can activate to activate an enemy's unactivated disk. At 3 and 6 cost, respectively, expect to see at least a few of these in each Dragon arsenal.
Dwarves: I don't even have to go out on a limb for this one; it's definitely Battle Boar! If Battle Boar activates to attack a pinned disk, that disk is immediately destroyed. Fortunately it costs 12 and only moves 3; still this disk is incredible. And it's neutral! FFG created the disk; but Battle Boar made them all equal!
Elves: The Elves may never get a decent, cheap, front-line troop; but they are starting to get scary combat units (that aren't archers). The Festenwood Raiders are reasonably fast, first blow cavalry that are immune to missiles. The Woodland Skirmishers are immune to defensive damage if activated.
Knights: The Knights received mostly well-rounded disks, but an unpinned, unactivated King Daqan keeps enemy disks from attacking any friendly disks within 6" of him. Terrain capture scenarios are going to be an absolute bugger if the Knight player can get the king and some good holding troops onto the objective.
K'Ryth: I was among the ones who thought the Doppleganger should have been made a KRyth champion, instead of banned. Yet, what Broken Shadows has brought to the Demonic Hordes, has gone a long ways towards FFG's redemption. The K'zayas Overmind (not unique) allows two spawn to deliver a wound to a pinned disk, and makes a slightly weakened version of the K'Ryth killing mob possible again.
Mahkim: The Mahkim didn't really get much of anything noteworthy. The Swamp Warden is a reasonable replacement for those who don't like the restrictions on the Miasmen. The Shothal Dart Master is interesting in that he may move normally, then place an arrow on an unpinned disk within 6 inches.
Non-factioned: While FFG used most of the unfactioned disks to make 3rd level spellcasters worth taking, the shining example of unfactioned power came in the Flaming Phoenix. A good aligned reanimator, the Phoenix is able to place a fireball missile on a disk within 12" and then is returned to the bottom of your reinforcment stack. I expect to see every available army having two fairy swarms, and at least two Flaming Phoenixes.
Orc: The Orcs are a dichotomy in Broken Shadows; they got the worst art and some of the best disks. But the star of the show is Raven the Foretold. This ultra-poorly drawn Orc-child has the ability to take wounds in return for removing the activation markers from all beserking, friendly Orcs. If Raven dies, then the Raven's Claw and Raven's Guard units become permanently beserking. The downside (besides the art) is that all of the hot Orc disks ALL came only one to the set.
Undead: Just when I think that the Undead can't possibly get any cooler, FFG proves me wrong. It's hard to find a "dog" among this pack of wolves; but one disk doth stand out in gothic relief: The Ghost Ship. For every disk that is destroyed within 12" of the Ship, the Ship gains a counter. During remove counters segment, you can trade in those counters for one free disk out of your collection. Reanimator armies will finally allow the undead to show a positive return on death!
Uthuk: Here's another faction that just keeps my blood-lust flowing! Everything in Broken Shadows just seemed so good for them. I guess one has to pick the counter-part to the Accolytes Rampaging Humunculous as the stand-out, here: The Y'Kara Wild. While not quite the combat unit that the RH is (4/1/1 M5 First Blow), the Wild only relies on the Tallin Y'Kara unit pinning a disk(s) of T4 or less throughout the remove counters segment. Unfortunately, like the RH, the Wild suffers from only being printed once on one flat for the whole set.
I guess I just gotta say something about the Y'llan's Mercy: the ability to turn those cheap little Dwarven Slave disks into heal spells is just soooooo awesome! Fortunately the Mercy were relatively easy to come by.
The Bottom Line?
No matter what someone else says, or writes, about a disk's worth, the bottom line is: "Are you satisfied with the trade." That's all that really counts.
Protecting the Trade
There's two facets of trade protection: trust and the physical mailing of the disks. Trust is the most important, yet the least that I'll talk about due to the subjective matter. Somewhere down the line, you're just gonna have to go on your gut feeling. Nevertheless there are a few things you can do for your protection: 1) Don't be afraid to ask for references, publicly on the net, or by private list. An experienced/reasonable trader shouldn't be insulted. 2) Keep all emails until the trade is finished. This helps resolve any misunderstandings and provides proof should something go wrong. 3) If you're worried about proof of delivery, ask the postal service to deliver the disks registered.
The subject of protecting the disks from the ravages of the postal service is up to small debate. But under no circumstances should one send the disks in a regular or business envelope. The postal services use high speed machines on these items that grab and pressure the envelope through. The disks are most often creased or warped by these machines.
What I've found works best is to take the guts out of a cd/rom case. If you need the room, you can snap out the plastic tabs. Photo mailers and bubblepacks are popular and, if using cardboard reinforcement, are usually sufficient. However, I've had the postal service damage these too. The worst that's happened to the cd/rom case is that it's been cracked.
Generally speaking, the trade will cost you less than $1.50, usually under a buck, but rarely under 55 cents.
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