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themiro

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About themiro

  • Birthday 04/24/1987

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  1. Yes. I think they are one of the most self contained warbands ever released. They can be quite competitive even just on their own deck.
  2. I am a min-maxing kind of guy, so I think Inspiration Strikes is a bit wasteful on Reavers given how our inspiration mechanic works, especially if drawn in the mid-late phase of the game. If drawn earlier it can be really a nasty surprise for the opponent, but again, I don't like to depend on draw order.
  3. Stormcast no doubt. Better rounded overall.
  4. Try to give it a couple of plays, it's a deck that needs some practice. However, I think it can go and fight into an unknown meta because it has lots of options and is not too draw-dependant. Rebound can be swapped for Trap, Tethered Spirit is a 50~50 but dissuades the opponent from going after someone crucial (e.g. especially Saek/Karsus if you stack other upgrades like Acrobatic, or one of the weaker fighters if you give them A Destiny to Meet). All in all, I'd say I score Denial 60% of the time. I use it as an "Annihlation light". If I table the opponent = I make denial, if I crush him on his territory = I make denial. Not a fan of Pure Carnage, in many matchups it is simply not going to work (against ress factions or small number factions) which makes it highly likely only vs Magore or Orruks. In those match ups in order to make 7 dead people it means that you tabled the enemy and lost 3-4 of yours, so you'd eventually make denial instead in all those scenarios. It can be a fun stunt to pull off if you lose all your guys and chip away 2 enemies and you drop Khorne Cares not and Pure Carnage in the End, but probably you gave away SO MANY glory points already...
  5. Played my first tournament yesterday here in China (Shanghai), and took 1st place with Reavers with a fairly aggressive, I-live-I-die-I-live-again deck. Local meta is fairly melee oriented, skewed towards Ironskull's Boyz and lots of reactions. I played casually with a similar deck for the past couple months, but I was able to test this version only a couple of times since I included some of the latest warband cards. The deck was built around 3 ideas: 1) Give up as little glory as possible, and wait for an opening to go in and score a ton. I don't have to charge turn one, so I included lots of cards that allow me to survive (last chance, rebound, insensate) and score without spilling blood (alone in the darkness, miracolous escape, master of war). Great concussion especially good to deny early glory vs objective grab... and why not, score alone in the darkness! Also, the glory must come in fast, therefore I have a ton of score immediately, plus superior tactician to hit a final KO in third end phase. 2) Everyone is expendable, aka the deck doesn't revolve around a single guy to win. I can actually lose Saek right away and still turn it around. Therefore, no fighter-specific upgrades (this also helps a lot with Escalation, Ready for Action, Master of War) except for Grisly Trophy which is simply game changing in certain match ups. 3) Multiple threats vs single doom combo. I took lot of flexible cards, and a lot of chained reactions that might happen in different order (example, fuelled by slaughter can go off on a offensive kill or on a kill suffered), as well as enough upgrades to make the lesser guys a threat (dagger, axe, extra dice, heck even the destiny to meet card is great... because now you can't ignore them) The deck: 2 Blood for the Blood God! 6 Khorne Cares Not 234 Advancing Strike 235 Alone in the Darkness 252 Defensive Strike 253 Denial 257 Escalation 272 Master of War 273 Masterstroke 274 Miraculous Escape 284 Precise Use of Force 291 Superior Tactician 10 Blood Offering 15 Fuelled by Slaughter 16 Insensate 320 Duel of Wits 329 Great Concussion 336 Last Chance 348 Ready for Action 349 Rebound 368 Time Trap 372 Twist the Knife 24 Frenzy 25 Grisly Trophy 373 A Destiny to Meet 374 Acrobatic 376 Awakened Weapon 391 Great Strength 403 Light Armour 409 Shadeglass Axe 410 Shadeglass Dagger 424 Tethered Spirit The tournament: 16 players: 2 Reavers (me included), 1 Magore, 1 Old Stormcast, 1 Farstriders, 1 Skaven, 2 Guard, 8(!) Orcs 4 matches, 1 game each. Win 3vp, draw 1vp, loss 0vp. Final ranking determined by vp>glory gap>total glory First match random draw, then subsequent matchups based on ranking (banding of players with equal vp, and match top vs bottom, with rules for odd banding). The games: Game 1 against Orcs (melee with a lot of Orc ploys), 19-3 Quite uneventful, albeit very slow game. My opponent was using the Chinese cards for which I didn't need any translation (can recognize by the artwork, even though I play myself with the English version). Throughout the whole game I was reminding him of the rerolls (awakened weapon) that he was missing, as well as of drawing his additional objective after a score immediate, and in general trying to be a very fair opponent (although I shouldn't in a competitive setting, if you forget a push or a reroll it's your loss... but I don't want to be "that guy"). However... this guy basically demanded a translation from a TO for every single card I played. Kind of frustrated me when he asked a translation for Ready for Action, a card literally everyone has and everyone plays. Anyway, final score 19-3. I go check with the TO and my opponent reported a 9-3, allegedly to a "lost in translation". Got a recount and confirmed 19-3. Game 2 against Magore, 20-0 With my first win I jump to Table 2. I face Magore, and initially I feel I'm going to struggle. However the opponent is somehow inexperienced, and makes several mistakes (biggest one, charging Magore in on his very first activation). I control the game, dance around his guys and pick them out one by one. 20-0 for Reavers. The opponent takes it like a champ and we spend the whole break chatting how he could improve his game. Game 3 against Guard, 15-14(*) Table 1, we both won the first 2 so we are basically playing for who gets a shot at the trophy. He plays an objective grab / melee hybrid, slightly skewed towards the latter. I pick out a few of his guys and I keep scoring a ton of objective cards (one kill of his petitioner netted me 5 gp, with grisly trophy, precise use of force, advancing strike, and blood for the blood god). I eventually lose 4 guys. He uses his last activations to bring back guys and I remind him it's the last round and he says "yes, yes" so I just shut my mouth. In my power step before his 4th activation I use ready for action on my last guy (Arnulf) to move on the objective he needs to do supremacy and he that's where he loses it, starts yelling, asks for TO, etc. All along the game he tried to pull off a lot of "smartass" moves, such as charging by putting his champion on a blocked hex, charging me while using a double move from the warden (lol), trying to use ceaseless attacks to attack again with the same guy instead of another. All things that a guy ending up at table 1 should know don't work that way, but I guess his earlier opponent were a bit more naive. Each time I pointed out an illegal move he would backtrack, say "sorry sorry" and do something else. Anyway, then we go for the scoring and I'm sitting on a total of 17 vs 5 (I score Denial and Sup Tactician but I can't score Khorne Cares Not because of his ressing everybody and my 4 dead guys). He starts making a huge fuss insisting he thinks this was the end of the second round and there is still another round to play (despite the fact I was empty on all my decks...). I can't have it any longer so I tell the TO to let him have it his way: I tell him I will give up my Arnulf killed for free, without even rolling, so he can score the rest of his objective deck, doing denial, supremacy, and escalation. His 5gps, plus the kill and the objectives send him to 14. Losing Arnulf I'd lose a destiny to meet, down to 16. I tell him I can even give up denial, down to 13. I would, however, make Khorne Cares Not, back to 15. While he was realizing that he couldn't reach me even with a "free perfect round" and by scoring all the rest of his deck, I shook his hand, his face was quite priceless. Game 4 against Orcs, 16-8 Still at Table 1, I end up playing vs... my brother. We are playing for the trophy and we perfectly know each other (playstyle, decks etc). The game goes on smooth, and I win thanks to a better deployment and some good defence dice. Saek, Karsus and Garrek cut his orcs to ribbons, and the game ends 16-8. Overall results: 12vp (4-0-0), 70gp, +45gp delta. Took first place and all the goodies! The tournament was a nice experience (besides the guy behavior on game 3, but we shook it and that was it). I feel people here focus way too much on the "cards" and not enough on their "choices / board placements". Also the meta was fairly aggressive, I would have probably suffered much more vs some turtle warbands. Reavers kitted in this way are a ton of fun: no matter what you have tons of solutions to win, control, or come back.
  6. - "your warband" I'd say yes. - If it said "an attack action" definitely not. - "one of your fighters" I'd be on the fence
  7. IMHO no Heroic Stride. The champion does not activate, he simply gets to do an attack action. Ergo, no, it should not trigger Heroic Stride (unless the warden himself was within range of Severin, since the warden is the one activating in this case).
  8. A model is trapped if they could be driven back but no legal unoccupied hexes exist for them to be driven back into. Based on this interpretation, I always played in such a way that a model against the edge of the board is trapped (provided there are no other hexes where he could be driven back).
  9. And this new errata seems to go against an older one: Q: When a fighter moves (or charges, or is put on Guard), is taken out of action, and returned to the battlefield in the same Action phase, are they still considered to have moved (or charged, or been put on Guard)? A: Yes. So I have to remove the model and their token, as well as all the wound tokens, and somehow they still can't charge if they charged already, which means I have to keep the information in my head? O_o
  10. But it verbatim says remove ALL tokens from their fighter card, which would mean wound + charge/move/guard tokens, since there are no other tokens? (if they wanted to specify wounds only, they would have said wound tokens?) Also, that was actually the wording in the rulebook pre FAQ: Once a fighter has sustained damage equal to or greater than their Wounds characteristics (shown by wound tokens on their card), they are taken out of action. Remove them and their tokens from the battlefield. The other player gains one glory point - they take a glory point. So the main difference introduced by the FAQ is: and clear all tokens from their fighter card. It looks like either way all the tokens, status or wounds, have to be cleared, whether they are placed on the board or on the card. If I cannot charge again after losing a man, clear all his tokens, and resurrect him again, what's the point of clearing all the tokens? Am I supposed to remember that the guy charged without having a token there to remind me? Seems overly complicated for no actual value to me.
  11. Page 21 – Out of action Replace the first paragraph with the following: ‘Once a fighter has sustained damage equal to or greater than their Wounds characteristic (shown by wound tokens on their card), they are taken out of action. Remove them and their tokens from the battlefield and clear all tokens from their fighter card. The other player gains one glory point (pg 30) – they take a glory point token.’ Does it mean that a resurrected fighter that has already charged in the current round gets to activate again? Since all the tokens are clared (not just the wound tokens)?
  12. Here some pictures from my latest finished project, a Greenskinz 1500pt army I prepared in the past 2 months for my local GW Armies on Parade. Main design cues were Iron age / Conan the barbarian mixed with wasteland wanderers (i.e. Mad Max). Also, the army palette is a sort of gamble on using brown as the main color in order to make the green of the skin pop more. Background wise: The Brain-Scorched Whaaagh is a collection of tribes who got lost in the middle of an extremely arid wasteland in the realm of Ghur. Nobody in the Whaaagh even remembers why, or how, they got there or for how long they wandered among those barren plains. The orruks spend their endless days worshipping the sun, which is all they can see most of the time, anyways. The heat has fried their gray matter so much, that they have taken the sun as the only thing that matters fighting over. In their journeys across the wasteland, they often end up fighting other greenskinz tribes, that get crushed or converted to the ever growing sun-worshipping ranks. Within the Whaaagh, however, the different mobs have all very different opinions on what the Sun true nature is: some say is Gork's blazing shield, others believe it to be the flaming boar that the Green God rides across the skies. During daytime, when the Whaaagh is on the move, the disagreements are normally settled on the spot, with a quick headbutting contest between the mob respective champions... till sundown. At dusk, while starts sun sinking under the horizon, the day's loot gets amassed and giant scraps of rock, metal and enemy corpses get lit in a massive pyre to the Green Gods. With no more enemies to be fought, the orc mobs start arguing again... a thrown Snotling, a spit too close to one's face, and the argument quickly degenerates in a brawl, lasting the whole night, till the sun rises again, and engulfs the orcs in a stupor which stops all squabbles on the spot. It is then, that the giant pile of rocks comes to life, just as the first sun rays touches it. The orcs start chanting around the massive walking idol and start following it as it threads towards a new fight. And it is a new day in the Brainscorcha Wasteland.
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