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Let's chat: The Farstriders


Biboune

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35 minutes ago, Spinsane said:

Well, attacking at range like they do is awesome to disrupt objective holders, but considering how everyone thinks the objective game is dead, I'm not sure how usefull the ability will be perceived.

While they might have a harder time scoring points, all they need is to score more than their opponent...

I think, for example, they are going to be able to shot every enemy model try to charge them (Quik Thinker) and then try to one shot them without the help of +1 dmg ploys.

Objective deck are not dead imo; Mischievous Spirits is a good way to secure some HO. Great Concussion is double edge: it can keep aggro band away from skellies. Quick Thinker is a good way to avoid a charge or to gain a free move. Let's see, and farstriders have so good arguments to play objectives.

 

Another good thing I see about this band: it doesn't make the first Stormcats useless as (like) the new Khorne guys do to the reavers (i am trying quite a difficult gram here). They look quite balance in my eyes. The only issue is to have good proxies: I don't like stormcast but Steelheart's champions have a little something that the new ones lack.

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Taking on board some of the earlier comments I'm thinking of this as my first Farstriders' deck

Objectives (12)
205 - Brave but Cautious
207 - Eternal Supremacy
210 - Punishing Volleys
234 - Advancing Strike
235 - Alone in the Darkness
246 - Concerted Attack
247 - Conquest
261 - Heroes All
274 - Miraculous Escape
281 - Plant a Standard
289 - Skirting Danger
292 - Supremacy

Ploys (12)
213 - Fearsome Roar
214 - Firm Footing
215 - Lightning Blow
217 - Patient Defence
218 - Rangers, Advance
219 - Rapid Volley
221 - Steady Volley
313 - Curious Inversion
323 - Flickering Step
331 - Hidden Paths
335 - Invisible Walls
347 - Quick Thinker

Upgrades (12)
223 - Aetheric Step
225 - Flashing Handaxe
226 - Furious Blow
227 - Lone Warrior
228 - Overcharged Boltstorm Pistol
231 - Swift Stride
232 - Well-timed Lunge
373 - A Destiny to Meet
384 - Deathly Fortitude
393 - Helpful Whispers
404 - Light-footed
427 - The Formless Key

http://udeck.net/?d=v1-Farstriders-205,207,210,213,214,215,217,218,219,221,223,225,226,227,228,231,232,234,235,246,247,261,274,281,289,292,313,323,331,335,347,373,384,393,404,427

Edited by Skellisquad
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Ignore that list this is the correct one

Objectives (12)
205 - Brave but Cautious
207 - Eternal Supremacy
210 - Punishing Volleys
234 - Advancing Strike
235 - Alone in the Darkness
246 - Concerted Attack
247 - Conquest
261 - Heroes All
274 - Miraculous Escape
281 - Plant a Standard
289 - Skirting Danger
292 - Supremacy

Ploys (11)
213 - Fearsome Roar
215 - Lightning Blow
217 - Patient Defence
218 - Rangers, Advance
219 - Rapid Volley
221 - Steady Volley
313 - Curious Inversion
329 - Great Concussion
331 - Hidden Paths
335 - Invisible Walls
347 - Quick Thinker

Upgrades (11)
225 - Flashing Handaxe
226 - Furious Blow
227 - Lone Warrior
228 - Overcharged Boltstorm Pistol
231 - Swift Stride
232 - Well-timed Lunge
373 - A Destiny to Meet
375 - Army of One
408 - Second-in-command
415 - Shadestep
427 - The Formless Key

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Good points about Distraction and Conquest . I dont think I've played a game with Escalation in my hand and haven't scored it, so for the same glory it seems like a good switch

Second in Command  is very situational so may well be dumped. Soul trap or Tethered Spirit would be contenders for the spot. I quiet like that Tethered spirit is likely to move the character away from the enemy. 

I'm also mulling over replacing Patient Defence with Inspiration Strikes. 

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I had a handful of games with Farstrider and this build has some success:

Faction: The Farstriders

Objectives (12)
205 - Brave but Cautious
210 - Punishing Volleys
235 - Alone in the Darkness
243 - Change of Tactics
247 - Conquest
252 - Defensive Strike
257 - Escalation
273 - Masterstroke
284 - Precise Use of Force
296 - Tactical Supremacy 1-2
297 - Tactical Supremacy 3-4
298 - The Bigger They Are

Ploys (11)
218 - Rangers, Advance
219 - Rapid Volley
220 - Retribution
329 - Great Concussion
331 - Hidden Paths
333 - Improvisation
334 - Inspiration Strikes
343 - My Turn
347 - Quick Thinker
348 - Ready for Action
367 - Teamwork

Upgrades (11)
225 - Flashing Handaxe
226 - Furious Blow
227 - Lone Warrior
228 - Overcharged Boltstorm Pistol
373 - A Destiny to Meet
375 - Army of One
384 - Deathly Fortitude

387 - Flickering Image
404 - Light-footed
422 - Superior Agility
433 - Trusted Defender

Most of the players have given up on the way of objectives (other than the first few games), most decks will either carry earthquake or great concussion and unlikely to be both.  Strategy is to play reactive: to let them come, other than against skaven and fyreslayers. Most of the time, you'd only need to kill one guy and it's ok to lose one member of the warband.  I've bolded the objectives that are gets  scored easily. Winning about 60% of my games, losing mostly to greed/caught offguard.

Light-footed and Superior Agility??? FLGS rule it to as "when" for reactions so these upgrades stops "twist the knife" and "Trap!" cards since they happen "During an Attack action" and in combination of "Retribution" or "My Turn"  (which happens "after an Attack Action"), I get to swing back. 

Teamwork??  Funnily I either use this to sneak onto an objective, block "Soultrap" or put other warband members out of charge range. lol

Anyways, would love to hear everyone's experience on how to best use the Farstriders. 

Edited by Qaz
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46 minutes ago, Qaz said:

Light-footed and Superior Agility??? FLGS rule it to as "when" for reactions so these upgrades stops "twist the knife" and "Trap!" cards since they happen "During an Attack action" and in combination of "Retribution" or "My Turn"  (which happens "after an Attack Action"), I get to swing back. 

Teamwork??  Funnily I either use this to sneak onto an objective, block "Soultrap" or put other warband members out of charge range. lol

 

I got how you stop Trap or Twisting the Blade whit Superior Agility but I don't see why Teamwork blocks Soultrap.

Are you sure that Great Fortitude is not better than Superior Agility? It will "block" Trap and Twisting the Blade and help you survive "normal" attacks.

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1 minute ago, Biboune said:

I got how you stop Trap or Twisting the Blade whit Superior Agility but I don't see why Teamwork blocks Soultrap.

Teamwork and Soultrap happens at the same trigger "During [..] Attack action". In the same way that you can't use "Last Chance" when someone used "Twist the Knife" and "Trap!" since it's "During an Attack action" and he gets to react first since you were not dying before the ploy.  (But you can use "Soultrap" because it lets you react to a ploy if it was "Trap!". Ongoing discussion if "Twist the Knife" can be soultrap-ped).

18 minutes ago, Biboune said:

Are you sure that Great Fortitude is not better than Superior Agility? It will "block" Trap and Twisting the Blade and help you survive "normal" attacks.

I get to move back or reposition (from Time Trap, Ready from Action) if I don't have any counters or not wanting to take risks. Some of my regular opponents started picking up +1 damage ploy cards instead or Shattering Terrain because of this rather than running both Trap and Twist the Knife. Great Fortitude is however nice too and can replace Flickering Image, Trusted Defender, Deathly Fortitude or Army of One (Upgrades that's just are my preferences).

I feel like active prevention is important for farstriders: Keep moving and stay out of charge/attack range; Do not let them hit you for free; make sure you start a round not adjacent to an enemy etc, etc.   Getting inspired is not important at all in this warband. it's a luxury. 

Brave but Cautious -  "Bravery is commendable. Bravery untampered by caution will get you killed"

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Ok, I got it: Teamwork happens before rolling any dice, Soultrap after the defense roll.

Your deck looks nice. I like Illusory Fighter with my vanilla stormcasts: it can help to counter Denial if you moved away from enemy territory the first and second round. It can also help you to score Conquest and to move away from enemy models according to your plan.

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The objective of the deck is to reach enemy territory as soon as possible. Once in enemy territory hold as much as possible and not let the enemies get us body to body. And focus on each of the turns a focus to a single objective. It is always a priority to try to score the three supremacies.

OBJECTIVES

Eternal Supremacy 
Lightning Advance
Punishing Volleys 
Advancing Strike 
Conquest
Defensive Strike 
Escalation 
Our Only Way Out 
Plant a Standard
Supremacy
Swift Advance
The Bigger They Are  

PLOYS

Lightning Blow
Lightning Stride
Rangers, Advance
Rapid Volley
Steady Volley
Confusion
Healing Potion
Quick Thinker
Ready for Action
Sidestep

UPGRADES

Covering Fire
Lone Warrior
Overcharged Boltstorm Pistol
Swift Stride
Deathly Fortitude
Flickering Image
Great Fortitude
Light-footed
Shadeglass Dagger
Soultrap

DECK URL: https://www.underworldsdb.com/shared.php?deck=0,208,292,210,234,252,207,293,257,247,298,281,278,389,410,384,387,227,231,228,420,404,330,360,216,218,311,347,215,219,221,348,224

What do you think about this deck? Upgrades? Opinions?

Thanks for all.
                                                                                                                                                                           

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12 minutes ago, Resolv said:

The objective of the deck is to reach enemy territory as soon as possible. Once in enemy territory hold as much as possible and not let the enemies get us body to body. And focus on each of the turns a focus to a single objective. It is always a priority to try to score the three supremacies.

Spoiler

 

OBJECTIVES

Eternal Supremacy 
Lightning Advance
Punishing Volleys 
Advancing Strike 
Conquest
Defensive Strike 
Escalation 
Our Only Way Out 
Plant a Standard
Supremacy
Swift Advance
The Bigger They Are  

PLOYS

Lightning Blow
Lightning Stride
Rangers, Advance
Rapid Volley
Steady Volley
Confusion
Healing Potion
Quick Thinker
Ready for Action
Sidestep

UPGRADES

Covering Fire
Lone Warrior
Overcharged Boltstorm Pistol
Swift Stride
Deathly Fortitude
Flickering Image
Great Fortitude
Light-footed
Shadeglass Dagger
Soultrap

DECK URL: https://www.underworldsdb.com/shared.php?deck=0,208,292,210,234,252,207,293,257,247,298,281,278,389,410,384,387,227,231,228,420,404,330,360,216,218,311,347,215,219,221,348,224

 

 

What do you think about this deck? Upgrades? Opinions?

Thanks for all.
                                                                                                                                                                           

You have only three fighters, you want to rush on enemy territory and score 3x supremacy. Are you not afraid that it need to one of your fighter to die to have 3 dead objective cards and basicly get you on huge disadvantage?

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44 minutes ago, Resolv said:

The objective of the deck is to reach enemy territory as soon as possible. Once in enemy territory hold as much as possible and not let the enemies get us body to body. And focus on each of the turns a focus to a single objective. It is always a priority to try to score the three supremacies.

DECK URL: https://www.underworldsdb.com/shared.php?deck=0,208,292,210,234,252,207,293,257,247,298,281,278,389,410,384,387,227,231,228,420,404,330,360,216,218,311,347,215,219,221,348,224

What do you think about this deck? Upgrades? Opinions?

Thanks for all.
                                                                                                                                                                           

Supremacy is pretty hard to do on this warband. I tried making it work at first since 3x supremacy sounds doable with ranged attacks but... they'll chop you to pieces round 1 leaving you with 3 dead cards.

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29 minutes ago, Qaz said:

Supremacy is pretty hard to do on this warband. I tried making it work at first since 3x supremacy sounds doable with ranged attacks but... they'll chop you to pieces round 1 leaving you with 3 dead cards.

Yeah personally I've found both playing for the triple supremacy, as well as going all in advancing into enemy territory to inspire/play for Lightning/Swift Advance, to be a bit of a trap with the Farstriders. Every time I've tried this and come up against a full on aggro war-band (Orcs, Fiends...) I've been given a good kicking.

I've had much better luck playing them as a more defensive/reactive war-band, not trying to force inspiration by finishing in enemy territory unless it's a good idea to do so regardless of the inspiration condition, and going with one of the Supremacy cards at most so I'm not undone if I lose one guy.

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Here's the Deck I tried last night. Worked ok, I messed up a bit and also rolled poorly but won one and lost one. It's a bit passive, I played against Orruks both time and just wanted to sit back and wait til they came forward to shoot, then closed the distance and finished off with the Weapon upgrades and regular damage. It worked fairly well.

https://www.underworldsdb.com/shared.php?deck=0,205,211,234,235,252,257,272,275,282,284,291,215,219,329,334,336,349,348,347,356,369,225,227,228,232,373,376,389,393,420,424,246

 

The main downside is that it gets glory fairly slowly, I'm thinking of dropping things like Ranger Strike and Brave But Cautious for one Supremacy or maybe the Tactical Supremacy cards. 

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Quick damage upgrade + range question :

Great Strength says +1 damage to all attacks with a "range" of 1 or 2.

The Farstriders all have a weapon with a "range characteristic" of up to 3.

 

If you shoot with a weapon with a range characteristic of 3 but from an actual range of 1 or 2 from your target, is the +1 damage increase applied or not? (This is the 3rd time I've asked this question and the first two replies were "Yes" and "No" :) )

 

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24 minutes ago, Zimagic said:

Quick damage upgrade + range question :

Great Strength says +1 damage to all attacks with a "range" of 1 or 2.

The Farstriders all have a weapon with a "range characteristic" of up to 3.

 

If you shoot with a weapon with a range characteristic of 3 but from an actual range of 1 or 2 from your target, is the +1 damage increase applied or not? (This is the 3rd time I've asked this question and the first two replies were "Yes" and "No" :) )

 

I would say that answer is "no". 

"+1 Damage to all Attack actions with a Range of 1 or 2"

This is passive ability that your fighter gets when you ploy on him this card. It increase damage on those attacks all the time. Even when you don't do attack that attack have 3 damage instead of 2. It don't give bonus to attacks actions with a Range of 1 or 2. And there is word "with", that sugest that it refers to attack action with that range, not attack actions done on that range.

If it would say "When your fighter do attack action from range 1 or 2 this attack action have +1 damage" or something like that, i would say yes.

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Tried this one out:  https://www.underworldsdb.com/shared.php?deck=0,204,205,234,235,243,257,272,284,289,298,305,245,215,219,222,329,330,331,335,334,348,369,226,227,228,373,376,384,389,424,433,436

Faction: The Farstriders

Objectives (12)
204 - Behead the Beast
205 - Brave but Cautious
234 - Advancing Strike
235 - Alone in the Darkness
243 - Change of Tactics
245 - Complete Victory
257 - Escalation
272 - Master of War
284 - Precise Use of Force
289 - Skirting Danger
298 - The Bigger They Are
305 - Victorious Duel

Ploys (10)
215 - Lightning Blow
219 - Rapid Volley
222 - Warning Cry
329 - Great Concussion
330 - Healing Potion
331 - Hidden Paths
334 - Inspiration Strikes
335 - Invisible Walls
348 - Ready for Action
369 - Trap

Upgrades (10)
226 - Furious Blow
227 - Lone Warrior
228 - Overcharged Boltstorm Pistol
373 - A Destiny to Meet
376 - Awakened Weapon
384 - Deathly Fortitude
389 - Great Fortitude
424 - Tethered Spirit
433 - Trusted Defender
436 - War Cry

First three games with the Farstriders, just curious to see what their deal was.  The idea here was to maximize points off of a handful of key kills, while keeping my dudes alive and well.  I played three games against three different players, the first two were newer, and mostly had only played each other.

I played against Steelheart's Champions (just the starter deck) 11-2 win

Objective based Sepulchral Guard: 11-2 win

Combat based Sepulchral Guard: 9-6 win

Objectives:  The objective deck feels kinda impoverished, but I'm not sure where to go with it.  I had a commanding lead in the first game, which in the past, translated to bigger wins.  I thought Alone in the Dark would be a little easier (though SG for 2/3 games made for a crowded board), but it was hard- people were shutting it down without even trying to do so.  Without having movement ploys (other than Great Concussion) it is a bit of a tall order.  Won't yank it yet, but it's on the bubble.  On the other hand, the right set is kinda amazing.  I had a dream combo of an on-guard Sanson charging to kill a petitioner in enemy territory, scoring 4 (Change of Tactics, Precise Use of Force, Advancing Strike).

Ploys:  Hidden Path was fun for bailing out of trouble or hunting down someone who thought they could sneak away with a few wounds remaining.  Inspiration Strikes is a nice one for pushing up defense, or getting Eagle-Eye up to three damage unexpectedly.

Upgrades: War Cry was obnoxious- you can blast Movement 3 fighters back out of counter-charge range with your own charge.  Might be more cute than good, though- not sure.  Deathly Fortitude was hawt.  A fighter that got in too deep could be protected from reprisal nicely.  Furious Blow is questionable, but stacked with other defensive bumps means Swiftblade can get be a bit of a daunting target.

 

Very interested in other thoughts here.

 

Edited by Red_Zeke
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13 hours ago, Red_Zeke said:

Tried this one out:  https://www.underworldsdb.com/shared.php?deck=0,204,205,234,235,243,257,272,284,289,298,305,245,215,219,222,329,330,331,335,334,348,369,226,227,228,373,376,384,389,424,433,436

Faction: The Farstriders

Objectives (12)
204 - Behead the Beast
205 - Brave but Cautious
234 - Advancing Strike
235 - Alone in the Darkness
243 - Change of Tactics
245 - Complete Victory
257 - Escalation
272 - Master of War
284 - Precise Use of Force
289 - Skirting Danger
298 - The Bigger They Are
305 - Victorious Duel

Combat based Sepulchral Guard: 9-6 win

Objectives:  The objective deck feels kinda impoverished, but I'm not sure where to go with it.  I had a commanding lead in the first game, which in the past, translated to bigger wins.  I thought Alone in the Dark would be a little easier (though SG for 2/3 games made for a crowded board), but it was hard- people were shutting it down without even trying to do so.  Without having movement ploys (other than Great Concussion) it is a bit of a tall order.  Won't yank it yet, but it's on the bubble.  On the other hand, the right set is kinda amazing.  I had a dream combo of an on-guard Sanson charging to kill a petitioner in enemy territory, scoring 4 (Change of Tactics, Precise Use of Force, Advancing Strike).

[..]

Very interested in other thoughts here.

 

I would swap out "Complete Victory" or "Skirting Danger" with "Victory after Victory" because in my experience Farstriders are really nice and chaining off multiple objectives like "Change of Tactics", "Precise use of Fore" and "The Bigger They are".  "Alone in the Darkness" is one of those cards you can easily score if your opponent also has one or it's in third end phase.  Most of the time, my guys barely survive in the third round unless the last guy is stacked with Army of One and Deathly Fortitude. Then again, my regular opponents are all crazy for Magore's and Ironskull's.

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Thanks for sharing this, I always enjoy reading other peoples deck lists as it makes me revisit my own decisions and highlights cards I might otherwise have missed, such as War Cry.  My Objectives total 16 glory at the moment, which doesn't feel slim but I'm not sure where to get more glory from without switching to a Relic or Key based objectives. I don't think becoming agro would be a good use of the Farstriders' abilities. At the moment I'm tending towards playing a lower glory game and to trying to frustrate the opposition keeping their scoring to a minimum.

 I'd been mulling over the possibility of switching to  Complete Victory rather than Superior Tactics as my end game objective but I think I need more games before I have enough evidence either way.

Your card choice looks pretty solid, although I've decided against Lightning Blow as it is a wasted card if the first attack fails. I also generally avoid the Kill Leader objective cards as I'm very unlikely to score them round one and only might be in a position to score them round two meaning they can clog up my hand, but thats personal choice.

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27 minutes ago, Skellisquad said:

Your card choice looks pretty solid, although I've decided against Lightning Blow as it is a wasted card if the first attack fails. I also generally avoid the Kill Leader objective cards as I'm very unlikely to score them round one and only might be in a position to score them round two meaning they can clog up my hand, but thats personal choice.

Definitely had that sense in the last couple games vs Skels. Held Behead the Beast and Victorious Duel and they just sat there with no realistic shot at the Warden. Victory after victory could work quite nicely. Definitely overlooked that.

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Hi Guys,

Is anyone using "Shattering Terrain" in their deck? I've a huge amount of move/push effects inmy Farstriders deck and I'm mulling over using it with ranged weapons, push cards & knockback to really mess with people's ability to soak up damage .

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15 minutes ago, Red_Zeke said:

There's only a handful of push cards it works with, right? The damaging effect is limited to during the activation, not the power step. Still, Striders can often get an attack off without moving, so that's an interesting option.

 

Meh, I hadn't calculated it being only the activation, not the power, step. Maybe not then.

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I'm not familiar with the Farstriders at all but would most certainly use Shattering Terrain for the simple reason that dealing that 1 to 2 damage on distance should make all the difference, especially if you can shoot multiple times, which I'm sure the Farstriders are able to. In my eyes it makes for a very strong first Activation also that doesn't directly require you to charge. 

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