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149 Celestant-Prime

About CJPT

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  • Birthday August 4

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  1. Painted Shadespire Warbands - Please post

    It’s intended to look like very hot iron - which is a theme of my AoS Khorne stuff more broadly. Here’s my Slaughterpriest: Mostly, though, it’s just something to help the weapons pop.
  2. Painted Shadespire Warbands - Please post

    I haven't picked up the Sepulchral Guard yet, but here's everything I've done so far:
  3. I can't see any reason why not. One of the best things about AoS as a setting is it provides much more freedom to do your own thing: it's a much more cosmopolitan sort of high fantasy, a bit like current D&D, where the boundaries between cultures/factions/religions/etc is a lot blurrier than in WHFB or most other Tolkein-derived fantasy. Spear of Shadows establishes that mortals can and do change their allegiance to specific gods.
  4. Tzaangor Horror Combo

    Yep - the wording is a little unclear on this but as a rule keywords apply to units as a whole. A block of 30 Pink Horrors is one unit with the 'Wizard' keyword, not 30 wizards. A block of Tzaangor screened by 2-3 minimum strength units of Pink Horrors with supporting casters is solid and puts out a couple of mortal wounds in addition to everything else it can do. They don't need more than that!
  5. How to start with Tzeentch

    You can definitely run Chaos Warriors and Tzaangor in the same army - just run the Chaos Warriors with the Mark of Tzeentch. There's no reason it couldn't be competitive, either - but if you're just starting out I'd honestly focus on the models you like the most. Depending on how deep you're planning to go there's every chance that the game or meta could have shifted by the time you get to 2000 points. That said, of the Tzeentch stuff, Tzaangor and Daemons are currently the most consistently useful in a competitive context.
  6. Let's chat: Ironskull's Boyz

    Played my first two matches with orruks yesterday against undead and managed to win both, though the first one was really close - essentially got taken to pieces on the first turn but pulled it back on chunky objective cards in the final round. That win reinforced my decision to go with none of the Hold objectives, however, as I won on the basis of having loads of smaller 'punch a few guys'-style objectives while my opponent struggled to reach objective markers that I'd hid at the back of the field. Good Scrap and Conquest were the game-winners there. Cards I'm definitely going to add are Confusion, Healing Potion, and Containment I think.
  7. Sell me on Shadespire

    It's a very good competitive strategy game, but it's a much shorter experience per round than the games you mention. The core set supports two players, so you'd need two sets to play with more people. It's also pretty deep: someone who has played quite a lot has a substantial advantage over someone who is just picking it up. That's true of other games too, but I think it's quite pronounced with Shadespire. Don't get me wrong: I really love the game, but I'm not sure it's the right fit for the situation you're describing. Think of it as an LCG like Netrunner but with a board strategy element. I also play a lot of board games with friends, but I'd be pretty unlikely to pull out a LCG at a party.
  8. Balance problems?

    A really big deal for Shadespire in terms of balance and 'feel' is that damage values aren't determined by a dice roll. You have all the information you need, most of the time, to know whether or not one of your characters is in danger of being killed during the enemy's activation. Upgrades and ploys can sometimes surprise you in that regard, but it's up to you to figure out if your opponent is trying to set up an obvious combo (it's really obvious when a Reaver player is trying to trigger Final Blow, for example.) And if you're holding useful defensive cards, you can usually react: if your opponent plays Final Blow and now your Stormcast is in danger of being killed on the next activation, you can play Sidestep or another card to get them out of dodge. It's much less common to feel like you've been 'gotcha'd' by a dice roll or card. I really like this because it offsets the fact that the dice are (generally) weighted towards offense: you might get hit a lot, but generally speaking any losses you take are completely under your control. There's no scenario where somebody just happens to roll amazingly well on mortal wounds and swings the game in a way you couldn't account for.
  9. Balance problems?

    It bodes well for Shadespire that there's so much disagreement about which faction requires more strategy/planning. Not that arguments are the goal, but if the answer isn't obvious then it suggests that the game is in a decent place.
  10. Balance problems?

    This is a good point. At the moment it's worth assuming that the game is balanced and focusing on your own decision making - because if it IS balanced then that will make you a better player overall, and if it ISN'T balanced then that will become clear eventually anyway so there's no point going looking for it.
  11. How will you sleeve?

    I've sleeved mine in FFG standard board game card sleeves because I've got loads of them lying around, and they seem to work well enough! There's a bit of space around the cards themselves, but not too much and I'm happy with the result.
  12. Balance problems?

    It does, but all of the Bloodbound characters are good when inspired and upgraded, and most of them have a chance of 1-shotting a Stormcast at that point.
  13. Balance problems?

    The Move/Charge mechanics are key to understanding why numbers are such a big deal. If a Stormcast hero charges, they're useless for the rest of the turn without a ploy to let them fight again. If they move, they can't subsequently move or charge - so if you manage to hit them and push them away, they have to twiddle their thumbs unless they have a ranged weapon (which is only upgraded Severin, I think.) This means that if a Stormcast player isn't careful, they can find themselves in a situation where they have activations to use and nothing to do with them except discard/draw cards. Let's say one Stormcast is dead and the other two charged this turn - there's literally nothing else they can do for the remaining two activations. A Bloodbound player, however, can use all four activations on charges in a single turn. Or fight with one character and have the others reposition or claim objectives. And if the Stormcast push one character away, chances are you have more that can pile in. It's a huge tempo advantage.
  14. Balance problems?

    I think you're right that Bloodbound take longer to 'click' than Stormcast do, but they're very powerful - I have won more games than I've lost with them so far, exclusively playing against the Liberators. For one thing, it's not accurate to say that all of the Bloodbound objectives are only worth one point: the most valuable objective card in the core set, Khorne's Champion (6 glory points!) is theirs - and your opponent needs to be VERY careful to make sure it doesn't trigger. To use card game terminology, Bloodbound are very much a 'tempo' based warband: they determine the pace of the game and have the ability to get out of control very early if your opponent doesn't do something to slow them down. Don't see objectives as 'only 1 point' - see them as 'one upgrade'. As Khorne, you have the ability to score 1-3 vital points very early without actually needing to do very much. If you get lucky with your initial hand of objective cards, you might be able to get 2 points simply by capping objective markers. If not, cards like It Begins and A Worthy Skull give you something to aim for that can earn you a stack of glory points all at once, even if each card is only worth 1. And those points can be immediately turned into upgrades for your surviving fighters, which makes you much scarier. The thing about playing a tempo game, however, is it means you have to be planning ahead. Stormcast are much better at adapting to a situation gone south, I find, as all of their fighters are reliably good so a surprise death, while painful, can be recovered from. It's much harder for Bloodbound to come back if your opponent reveals a brilliant series of ploys that eliminates your best fighters. However, that's why Khorne's Champion is so useful - it means they can't ignore the guy you've got standing at the back either. Hope that's helpful. There's loads of depth to this game, and I'd encourage you to keep digging as I think it's pretty finely balanced at the moment.
  15. Let's chat: Garrek's Reavers

    I played a bunch of games with the Reavers yesterday, and, happily, won more than I lost. Here's a few quick thoughts. These all concern the Reavers vs. Liberators matchup, incidentally, but I imagine that's what most people are playing at the moment so hopefully it's helpful! The Reaver Inspired state is very easy to achieve - for better or worse! You need to have a plan for achieving it from the very beginning of the game. The best case scenario is losing Arnulf and Targor in return for any Stormcast character, but your opponent is likely to know this and won't target the 'chumps'. In that case, the likelihood is that you'll lose somebody good and one of those two. I'd MUCH rather lose Karsus than Saek or Garrek, so bear in that in mind. Avoid splitting your attacks between different Stormcast *at all costs*. The more defensive dice they get to roll, the more likely they are to get Inspired. Kill one and ignore the others. I've had a lot of success when I've managed to kill Obryn or Severin early and left Angharad for last. Garrek and Saek have reliable attacks without support. The other three do not. If you want to do damage with Karsus, Arnulf or Targor, you need to set up support. The problem with this is that Arnulf and Targor can be killed in one hit by any Stormcast and Karsus, Saek, Arnulf and Targor can be killed in one hit by both Severin and Obryn. So your plan might be to charge with Targor, then charge with Saek and pull off an attack with support. However, what will probably happen is that Targor charges in, doesn't do any damage, dies, and then Saek has no support - the whole 'horde or dudes attacking one at a time' problem. In this scenario, you need to charge with a 4-wound character first. This can either be Garrek or Saek/Karsus with the +1 wound upgrade. Then, as long as the Stormcast aren't sitting on a surprise +1 damage upgrade of their own, your guy will *probably* survive it and set up a combo attack on the following activation. Useful ploys that let you set up supported attacks without going through include Sidestep, Blood Rain, and Insensate, all because they let you either move out of sequence OR mitigate that nasty Stormcast damage with varying degrees of reliability. The other key thing is to try and isolate enemies, as Stormcast are really hard to damage when they're supporting each other. Inspired Saek is pretty good either way, mind. There are quite a few Garrek-specific upgrades in the extra cards set but it's a pretty big risk to include more than one or two of them in your deck, in my opinion. If he dies those cards are useless, and your opponent will be gunning for him - particularly because 'kill the enemy leader' is a pretty common objective archetype.