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PlasticCraic

Let's Chat Thundrik's Profiteers

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When the season 2 warbands were revealed I was super-excited about the Sylvaneth one, but, honestly they just don't do it for me models wise like I thought they would. HOWEVER! I never expected to be excited about the Dwarves and I am! They look great and seem like they'll have an interesting playstyle. 

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Now that we have the cards, it's much easier to form an opinion. 

Fighter cards tell the first story. Reliable Ranged damage + Drakkskewer paints a picture of a warband that wants to zone, poke, and then go in for the kill with Balloonbro. Two fighters with 3 Hex, 2 Smash, 2 Damage (when Inspired) attacks is pretty bonkers compared to what current ranged warbands have. Wizards can get to a similar profile when inspired, though they don't benefit from certain boosts (Support, Attack Dice buffs, etc), and is usually only one model that gets to such a profile. 

The Inspire mechanic really wants you to have Score Immediately cards - as if they aren't already good enough. And there are plenty that score quite easily for this warband - having ranged fighters with natural Cleave and Knockback, What Armor? and Get Thee Hence are probably easy additions to every deck. With the fact that you're more chip damage and spacing than turbo-murder, Martyred is quite nice, though you have only one model that you're ok losing. 

The main downside being that most Score Immediately cards are generally 1 Glory (or at least, all the ones worth taking are), and they don't seem to be super good at Objectives that give multiple Glory. They could include things like Supremacy/OOWO/Search The City or Keep Chopping, since they can position and still attack, but those have some anti-synergy with most Immediate cards (and potentially with each other). 

There's plenty of argument to be made for playing these guys control-focused. Not necessarily passive like old Stormcast, but focusing heavily on position, denying charges/objectives, and specific enemy focus. Cards like Toxic Gases and Seek the Skyvessel allow you to control positioning and create good damage setups. There is of course the danger that these guys become a very passive, unfun faction to play against, but I think with their low move and relative squishiness any player that focuses on that will die super hard to fast aggro. 

In fact, fast aggro is pretty much going to wreck this warband unless you're particularly careful in positioning and Ploy setup. I want to run them a couple times, but I feel like Ploys that give extra mobility, limit enemy mobility, and create space will be the keys for these guys to succeed. 

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My local monthly is on Saturday, my main competition has proposed a day 1 challenge.  We both play one of the new warbands, no practice beforehand. I insisted we also not be able to get the models until just before the tournament, even though playing with unpainted models drives me nuts. We flipped for warband, I came away with Profiteers. So here's what I'm thinking, comments appreciated:

https://www.underworldsdb.com/shared.php?deck=0,318,327,331,348,N248,N250,360,N461,369,N245,243,N235,N238,292,N239,N309,N302,L24,N319,N385,272,N322,N476,N529,N499,N550,N503,N252,N254,N256,N480,376

 

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I'm painting the Profiteers for an event this coming weekend, and i'm working on the decklist.

One objective i'm torn on, if Keep Chopping. Given the abundance of Range 3 attacks, i'm draw towards it as a reliable objective. But is it as reliable as I think it is? 

Here's the deck as i've built it so far. I'll be culling the power cards down to 20, so some feedback on what to cut would be appreciated too.

https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N242,N245,N248,348,L38,349,N467,326,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N256,N252,N461,331,376,369

 

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2 hours ago, belly318 said:

I'm painting the Profiteers for an event this coming weekend, and i'm working on the decklist.

One objective i'm torn on, if Keep Chopping. Given the abundance of Range 3 attacks, i'm draw towards it as a reliable objective. But is it as reliable as I think it is? 

Here's the deck as i've built it so far. I'll be culling the power cards down to 20, so some feedback on what to cut would be appreciated too.

https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N242,N245,N248,348,L38,349,N467,326,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N256,N252,N461,331,376,369

 

My deck idea is “similar” to yours. I do think “Keep Choppin” is a decent objective because you can position your fighters with movement ploys and then shoot as an attack action much easier with RNG 3 on everyone. Also charging is much easier with RNG 3 as you can threaten longer distances.

one idea I had was using “Total Offense” as your fighters are more likely to be in a position to make an attack action without charging, especially with all the movement plots and RNG 3 galore. 

Move chosen “shining example” over “fired up”  as Thundrik will be the first to inspire most likely anyway. And it frees up a restricted slot. 

I would maybe get rid of “prepared position” as “inspired command” does the same thing with the added option of pushing a friendly fighter. 

My “super secret tech” idea was to use “toxic gases, distraction, invisible walls, shattering terrain, and Knockback” to keep the enemy at bay while I shoot them to death. 

Also, I’m not sure about “empowered aethershot”, I personally think the warband has enough cleave on its own. 

 

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On 4/24/2019 at 7:50 PM, Intrinsic said:

My local monthly is on Saturday, my main competition has proposed a day 1 challenge.  We both play one of the new warbands, no practice beforehand. I insisted we also not be able to get the models until just before the tournament, even though playing with unpainted models drives me nuts. We flipped for warband, I came away with Profiteers. So here's what I'm thinking, comments appreciated:

https://www.underworldsdb.com/shared.php?deck=0,318,327,331,348,N248,N250,360,N461,369,N245,243,N235,N238,292,N239,N309,N302,L24,N319,N385,272,N322,N476,N529,N499,N550,N503,N252,N254,N256,N480,376

 

How did it go?

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Posted (edited)
56 minutes ago, Anthony225 said:

My deck idea is “similar” to yours. I do think “Keep Choppin” is a decent objective because you can position your fighters with movement ploys and then shoot as an attack action much easier with RNG 3 on everyone. Also charging is much easier with RNG 3 as you can threaten longer distances.

one idea I had was using “Total Offense” as your fighters are more likely to be in a position to make an attack action without charging, especially with all the movement plots and RNG 3 galore. 

Move chosen “shining example” over “fired up”  as Thundrik will be the first to inspire most likely anyway. And it frees up a restricted slot. 

I would maybe get rid of “prepared position” as “inspired command” does the same thing with the added option of pushing a friendly fighter. 

My “super secret tech” idea was to use “toxic gases, distraction, invisible walls, shattering terrain, and Knockback” to keep the enemy at bay while I shoot them to death. 

Also, I’m not sure about “empowered aethershot”, I personally think the warband has enough cleave on its own. 

 

Total Offense is a good pick, but I don't like the restrictions on it. Seems like an upgrade that will get ignored often. I'd chosen to ignore both Fired up and Shining Example, mostly because I need to score objectives to get guys inspired, it's a cart before horse scenario - and I didn't like the feeling of it.

Taking both guard ploys was a deliberate move. It increases the chances of having one in hand when I draw Change of Tactics, and with the focus on keepng Thundrik alive, Inspired Command will infrequently be a dead draw. Plus, it's always a push ploy on the side.

I did think of the movement shenanigans deck, but chose to focus on objectives from attacking, and increasing their reliability (various +dice and reroll power cards), over it. I felt that tech'ing that way was too focused on anti-aggro, and the Profiteers should focus on;

Score objectives to inspire fighters to score move objectives to get more glory to win games

I'd done some refining of the deck, and landed on this;

https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N245,N248,348,L38,349,N467,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N252,N461,331,376

 

Edited by belly318

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42 minutes ago, belly318 said:

Total Offense is a good pick, but I don't like the restrictions on it. Seems like an upgrade that will get ignored often. I'd chosen to ignore both Fired up and Shining Example, mostly because I need to score objectives to get guys inspired, it's a cart before horse scenario - and I didn't like the feeling of it.

Taking both guard ploys was a deliberate move. It increases the chances of having one in hand when I draw Change of Tactics, and with the focus on keepng Thundrik alive, Inspired Command will infrequently be a dead draw. Plus, it's always a push ploy on the side.

I did think of the movement shenanigans deck, but chose to focus on objectives from attacking, and increasing their reliability (various +dice and reroll power cards), over it. I felt that tech'ing that way was too focused on anti-aggro, and the Profiteers should focus on;

Score objectives to inspire fighters to score move objectives to get more glory to win games

I'd done some refining of the deck, and landed on this;

https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N245,N248,348,L38,349,N467,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N252,N461,331,376

 

Correct me if I’m wrong but I’m regards to “total offense”, and the errata, wouldn’t you get the +2 dice for an activation and also potentially cards such as ready for action or stand and shoot?

that’s “potentially” 3 attacks in one round with +2 dice right?

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2 minutes ago, Anthony225 said:

Correct me if I’m wrong but I’m regards to “total offense”, and the errata, wouldn’t you get the +2 dice for an activation and also potentially cards such as ready for action or stand and shoot?

that’s “potentially” 3 attacks in one round with +2 dice right?

Yes for Stand and Shoot, as that occurs DURING an activation. No for Ready for Action, as that would occur in the power step, and hence not during an activation. But if you did that, you can no longer activate the fighter regularly.  So you can Activate, use total offense and attack. Then when your opponent charges the same fighter, you may make an attack action with +2. 

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2 minutes ago, belly318 said:

Yes for Stand and Shoot, as that occurs DURING an activation. No for Ready for Action, as that would occur in the power step, and hence not during an activation. But if you did that, you can no longer activate the fighter regularly.  So you can Activate, use total offense and attack. Then when your opponent charges the same fighter, you may make an attack action with +2. 

Errata reads:

(Errata update) When this fighter makes their first Attack action in an activation or power step (other than an Attack action made as part of a Charge action), you can choose for that Attack action to have +2 Dice. If you do, this fighter cannot be activated again this phase

so it seems “ready for action” would also work as it refers to power step as well as an activation? 

Seems that the only real limitations are you can only:

“activate the fighter once”,

“only applies to first attack action in any activation or power step”,

“and can’t charge and use it” 

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Ahh, missed that bit.

It's still terribly worded, and seems like it would generate disputes.

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17 hours ago, Anthony225 said:

How did it go?

2nd place to Cursebreakers. Lost 0-2 with my opponent getting off Last Chance and Rebound both games. I can live with Last Chance, but Rebound can burn. 

Toxic Gases is OP. Needs to be in every deck. My opponents took the 1 damage every single time, they were afraid of what I was trying to set up with the push. My Orc opponent even killed his own Gurzag because he was afraid I was setting up Victorious Duel. 

The Seek the City/Supremacy package was pretty easy to score, Blessing of Hydragos on Ironhail to set up 2 hex pushes allows him to really maneuver around the board, even if he's doing minimal damage. 

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Got in a couple practice games last night. I think these guys are super strong, at least in many matchups. With some reasonable Score Immediately cards, you can inspire everyone pretty quickly and then just play zoning game. Tundrik is such a beast himself, tanky as all get out and a solid shooting attack, with just a couple upgrades he can go from "solid ranged threat" to "absolute terror".

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Just got in two game with them, and it was fun. First was against mollogs, Mollog was dead first activation of round three, which was the last of his fighters, but he managed a sneaky win with "He was there the whole time" on stalgsquig, which got him a couple of clutch VP, and the final score was 10 - 9 in his favor. Second match was against the briar queen, and there was a lot of back and forth, he had two left at the end, score was 10-10 and I won on tie breaker.

Things I noticed, don't underestimate the damage, mollog went from full health to a point away from death in a single round, that was with only three of my guys shooting at him.  knockback 1 on a guy who gets to shoot twice is hilarious, if the dice hadn't betrayed me I would have pushed someone clean off of my board from the second row. So much cleave which helped against mollog, but did nothing against the ghosts. I didn't really notice the short movement, since they have great threat ranges the two move never really bothered me.

The inspiration is easy enough that "heroes all" almost seems reasonable in the deck, in both games I had everyone inspired by the end of turn two. Headshot is basically free glory and inspiration. I'll post More thoughts as they come up.

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