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Reggi

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Everything posted by Reggi

  1. I don't think it works. That spell says "take 2 wounds", when for inspiration you need to "remove a wound". Just like in skavens, where you need to ploy to have "choose fighter".
  2. She inspire when she get upgrade and its upgrade. And She is lvl 1 wizard unispired, her inspired version is lvl 2 wizard.
  3. From Warhammer TV twitch stream: Cards that i didn't screenshot, but i remember them: New tome upgrade: +1 wound Shade Step: Universal ploy - choose fighter without move and charge token. Put him on neutral territory. Give him move token (new Hidden Path) Batsquiq only upgrade: on charge smashes and furry work on his attack Mollog faction upgrade: +1 dmg to attack with range 1 or 2 Mollog faction ploy: + 1 dmg on attack with range 1 or 2 on next activation Mollog faction ploy: + 1 dice to attack with range 1 or 2 on next activation Mollog faction objective: score it at end phase if you killed tree or more enemy fighters this action phase - 2 glory. Mollog faction objective: score this immediately when you kill enemy fighter with attack damage characteristic of 5 of more - not sure, but i think it was 1 glory. And screenshots: Check Arcane Savant. It was confired on stream, if you play it on Leader of Godsworn Hunt, she will inspire and become lvl 3 wizard. So she can be most powerfull wizard in game at this moment, cuz other wizards lvl 2 cant get that upgrade.
  4. Well, I really hope there will be oath scored immediately. They can be too strong tho. Like you show card on your first activation and in that activation you score it. Then your opponent would not have chance to do anything about it, even that know that we have it on hand.
  5. Godsworn hunt https://www.warhammer-community.com/2019/01/15/15th-jan-warband-focus-godsworn-huntgw-homepage-post-1/
  6. New promo from Q2 19 kit. New spell. Can be pretty good with Damming Pact.
  7. Well, and how much diffirent it is to combine Eyes of the Master with Skirting Danger than with Extreme Flank? Actually, Extreme Flank is a better Skirting Danger in most ways. Extreme Flank you can score if your two fighters on opposite edge on your territory, even when on neutral or enemy territory your fighter was pushed away from edge hex, you can't do that with Skirting Danger. Eyes of the Master is really easy to destroy. Any push or kill on enemy or neutral territory and it's over. Looking that Extreme is easier to do and give you 2 glory and Eyes of the Master give 1 glory and is much harder to do, I would faster drop Eyes of the Master than think if it doesn't work well with Extreme Flank It's not worth building deck around Shifting Map. It's only 1 glory at 3rd end step. If you put 2 glory objective and you score at least one of it, you are already ahead (cuz, you can play upgrade from that glory). If you score two of them or objective with 3 glory, you are a lot ahead. And your fighter with Shifting Map can be killed. I would drop that Map and if you really want 3rd end step glory from upgrade i would take Hero's Mantle instead. I mean, look what building around Shifting Map makes you to do: You don't play objectives that give more than 1 glory (even when many of those objective with more than 1 glory are easier to score), you can't play to many immediately cards to not cycle all objectives, you can't discard to many objective and draw new one as your action, And all that for one card to make it to work like worst Slumbering Key (1 glory at 3rd end step - but you need at least one objective card in deck!).
  8. Heh, we can see diffirences in meta here. In my meta Reavers are consider one of strongest warband in game, at least before ban and restricted lists. High movement, high damage and great faction objectives. They have very low defensive stats. In my opinion: they are very strong, but they are not easy to play. You need to take some time with them to learn how to use thier strong sides.
  9. Actually, going by RAW one fighter need to be on edge hex and another on furthest opposite edge. Card doesnt allow you to choose which fighter is consider first, so going by your defenition, your enemy can argue you that the other fighter is first, and second need to be on furthest edge hex from that other fighter. And you both would have that same points, so you will flip a coin or roll off to see if you get or not glory?. Cuz you can't choose which is consider first, then you should check requirements of card first to one fighter then for another and if for one of them its not meet then you shouldnt get glory. There is nothing that indicate that you can consider fighter on choke point as first, to be able score it. There is no "choose fighter od edge hex...". I mean, i know why you look at this that way, i was too. But after some time i change my mind, just cuz of that i cant say which should be consider as first.
  10. Right. Forgot about that, cuz i never used that card. Was bad for me from moment i saw it It's even worst then i thought My look at Eyes of the Nine: I'm still testing them so i change deck all the time. So I don't want to give full deck im testing now, cuz it can still be really bad deck. I can tell what i think about them: Strategy: You can go for objective play (as Horror give you easier access to objective on your opponent board), aggresive (focusing around dmg from Tzaangor, leader and distraction from horror) or mix of them. I mostly focus on last two (personal - i don't like only objective focused strategies). Aggresive: Card options: +1 dmg upgrades for Tzaangor and Leader (Great Strength, Incr. Strength, Gloryseeker, upgrade that increase Spell attack action dmg on leader), defensive upgrades (Deathly Fortitude, Sudden Growth, Soul Trap, Tethered Spirit etc.). Both Traps (sadly, Twist the Knife is less usfull, cuz of range limits), ploys that give actions: Time Trap, Quick Thinker, Ready for Action etc. (I don't play My Turn - they have bad defence, so in most cases if they got a hit, they will die). Teleports, pushes that will give us opportunity to attack or to avoid being attacked - Bound by Fire, Deceitful Step, Hidden Path, Quick Thinker, Illusory Fighter, Faneway Crystal etc. Maybe one or two Shadeglass weapons for suprise attack from Acolytes (then you should take those with highest damage - Hammer and/or Dagger). It's good idea to take few spells, for easy inspiring Tzaangor (you want that re-rolls) - look at those easy to cast (need one success) and try to start game with Tzaangor as near to Leader as you can. Acolytes are decoys, tool to grab objective like Extreme Flanks or try to push enemy if you need make a space or to avoid charges on more important your fighter. Horror mostly on enemy board for distraction, decoy and pushes to don't give enemy get easy Supremacy, Alone in the Dark etc. They are not Orruks or Fiends. They are more fragile. I look for chance to attack without giving to much to your opponent. Look for plays like: charge with Tzaangor->Ready for Action to move back to position away from charge range / Hidden Path to enemy backlines -> attack -> Ilusory Fighter or not if its safe there. I try going for charges when enemy will have hard chance to attack me, so charge with leader range attack on enemy with move token, without friends around that can charge him etc. They need to play smart as aggresive Eyes of the Nine. They are not easiest faction. Pay attention if enemy have fighters on edge hex for enemy Hidden Path. I'm trying too a something like mix strategy, by putting Supremacy, Our Only Way Out and Bind City to aggresive strategy to suprise enemy and grab glory. It works nice. Still I don't know if in my final deck i will play them.
  11. I'm still testing Eyes of the Nine, but few my thoughts: 1. Katahprane strategy - can be really good, but not yet. We need to wait for more Tomes. 2. eyes of the master - for me its bad card. End step, one glory. There are a lot of cards that give you that same but are a lot easier and reliable to do. Not worth 3. Summoner - I tested it a lot and for me its worst then it looks at first. You need to have it on hand when you summon Horror 2nd (or more) time. It give one glory, so not worth. Even if i summoned horror more than once, i never had it on hand when i did it. In around 20 games with it i NEVER did it. You will need offen to wait with summoning Horror and wait for that card first. 4. chosen by destiny - One glory, end step on objective that you don't have control to do it? Just take Fired Up or something like this. Not worth. 5. rising inferno, agents of change, and master of magic - I play only with Master of Magic. I tried all of them. First two are just two hard to do for reward you will get. For inferno we need more good damaging spells, for agent we need more easy to cast spells that are worth to put in deck. Ofc, maybe you will play on more spells and it will be easier, but i will stick with only Master of Magic, cuz you need one gambit spell and one attack (or two attacks) to do it and its immediately. 6. Blessing of tzeentch - it give just +1 succes to your lider attack. You have Innate on your next activation, so it doesnt work on gambit spells (cuz you don't play them on activation). It work on leader attack or spells that are upgrades and works like actions (for now, we have only spell attack actions). To narrow for me. 7. bound by fate, Deceitful step - they are great. Auto-include for me. 8. wracking charge - Blessing doesnt work with this. You need Sorcerous Adept to have nice chance to cast it. Not worth consider that you need upgrade to play first or it will probably miss. 9. shield of fate - great. I play it. Inspire Tzaangor and defence for round. 10. Ravenous flames - Tested. Scatter is too chaotic. First you need to have lethal hexes on board, then there needs to be at least few enemies around that hex to have good chance to hit something. You can't aim it to finish someone. Sometimes i killed my horror with it. Too luck dependend for me.
  12. In 1vs1 too. If you have boards off. Like you connect them on long edge, but not with all hexes. Then furthest right side can be in your opponent territory and left on yours (or opposite)
  13. I put Deadly Fortitude and Sudden Growth once on Horror. It was fun, cuz i summoned him in center of my enemy board. Stationary gun that was pushing Cursbreakers around
  14. I heard that they dont want to update library every release so soon anymore. They told that on stream few days ago. You have all cards here: https://www.underworldsdb.com/
  15. Yesterday i played with my Eyes of the Nine against my friend Zarbag's Gits. In one game using Sourtounge he did total 3 dmg to my tzaangor killing him, and did 1 dmg to both of Acolytes. And i did something like 5 attacks trying to kill him and he defended all of them cuz of 3 defence dices. Maybe it was just a lucky rolls, but i was impress how good he was o_O
  16. And that is how it should work from start. In previus faq i was wondering why you can't charge after it. Charge is Move action and Attack action, but charge token prevent only activation (its not treated as move token even that you did move as part of charge), so if you can do action without activation with that fighter you should be able to do any action. Glad that now it works how card is worded.
  17. 1. You place a hex for Scatter ability on board how you want. You roll 4 dices (cuz its Scatter 4). You pick and choose order of 3 dices from that 4. You move on chain that that 3 dices show you by matching symbols on dice and Scatter hex in order you choosed in previus step. Done. On Scatter you roll all dices at once and you pick order in which they resolve in chain, i think you were doing it in diffirent way. So rolling 4 and picking from it 3 dices allow you to get better result than 3 out of 3. Scatter step by step: you put Scatter hex on board in way you want (you can't move him after that untill you get full chain) -> you throw amount of dice that Scatter ability have (in this case Scatter 4 - so 4 dices) -> you pick one dice that will start that chain and you put that dice on first hex of chain (by matching symbol on dice and Scatter hex and going in that direction from point that ability discribe - in this case from fighter hex) -> you pick 2nd dice and you put it on 2nd hex of chain (by matching symbol on dice and Scatter hex and going in that direction from 1st hex of chain) -> you pick 3rd dice and put on 3rd hex of chain (by matching symbol on dice and Scatter hex and going in that direction from 2nd hex of chain) -> Done, you have your chain. 2. So far, by wording, yes you can. Ofc, you will need to have dice in right direction. If I'm not mistaken, in best scenerio you have 3 hexes to choose where to push enemy fighter, so you want to push him in hex that you have dice to pick from that what you have left from that 4 dices. In worst case you have 0 hexes to choose where to push him (if all 3 futher away hexes are blocked or occupated).
  18. You can't do multiple charges, only moves. Unless you used wrong words. Multiple charges would mean move with multiple fighters and then attack with multiple fighters. Charge is move and then attack. What means that you do charge with fighter, first he moves so you can do Scurry reaction and move another fighter and so on every fighter on chain and then you attack with that first fighter (only with him!). So you are doing charge with first fighter and move multiple fighters as reaction with Scurry to first part of charge action (move). You can't make attack with all of them, only the first one that was activate and he used charge action. Scurry don't allow to attack or charge, only move, so you can't charge cuz first fighter is doing charge, only move cuz first part of charge is move. Wording is ok on this ability. You just mixing abilities wording from rulebook. If you doing move reaction to move from charge, your reaction move don't change to charge. It's still move and nothing more. It's similar to Quick Thinking card. When enemy fighter is using charge, after he moved, but before his attack you can play that ploy as reaction to move to move your fighter. TL;DR: multiple charges you can't do. One charge and multiple moves you can do.
  19. It is, that's why you can move others in chain when you charge with one.
  20. Spell that deal 1 damage with range 3 in my opinion is a lot worst than spell that deal 1 damage to target and everyone around that can be cast without looking at range... Shardgale + that spell that you would use many times in game = dead to all 2 wound fighters. When you sit on other side of board and your opponent don't play agressive strategy. Good luck. In balancing card, one that can be repeated many times always will need to be weaker that one time card. So when GW create card that can be used one time, they can make it better than spell thats work like upgrade.
  21. Like i said, they can change rules of Activation. I'm just hoping that they will not do it that way. Making spells repeatable will cripple them on creating stage. I want hugh, strong spells and they can't make them that way if you can use them few times in one game.
  22. Another thing that point us that those shown spells are not like upgrade is that they don't have "Action:". They would need change rules of how activation works(what would be stupid to change, instead of adding just "Action:" on card) or we will get another step when spell can be cast. Cuz we have only passive abilities, action abilities (with "Action:") and reaction abilities (with "Reaction:"). So if they are upgrades, they can't be used on activation instead of other actions like attack or move. Ofc, we can get another step, just to cast spells, but i would prefer them as a ploys like anyway. Just cuz spells that can be used once in game can be created stronger than cards that can be cast few times in game. Tbh, i don't see anything on that card under Stormcast that would hint us that it can be spell. I think that i see there half of head of guy with shiny gold armour. Spell that polish our armour? Likes like a defensive upgrade to me. And if that card under fighter is upgrade, then there should be two glory spend not just one, cuz there is second spell on board from that same player.
  23. It can be just a upgrade card under this fighter, not a spell (we don't see a symbol and there should be upgrade in Nightvault aswell). Spell that was shown to us is on board (next to two new dices), not under fighter. So it looks more like playing a ploy. I think spells as upgrades could be to strong. Every turn trying to cast spell that we see, that deals 1 damage to fighter and every other fighter adjecment to it? Another spell in trailer is healing wound. I thing that spells are played more like ploys, but there can be upgrades (like magic wand or something), that give you spells aswell (Stormcast leader have spell in his character sheet as one of attack, so it can work that way in upgrades too). I was thinking that same. That its amount of dice he roll to cast. So we can have more and less powerfull casters.
  24. Info from Nova Open. Enjoy. Box: Game: Stormcast Eternals (in starter): Chainrasps (in starter): Squigs (preview of another faction): Stormcast Eternals leader and spell card: Info: Fully compatible with shadespire (boards, cards, factions). 8 new warbands. New mechanic: spells. Like you can see on picture of Stormcast Eternals leader, he have on his card already spell "Fulmination". Probably there will be chance that spell fails, cuz of his inspire condition "This fighter SUCCESSFULLY casts a spell", but as you can see, his icon, where should be hammer or sword to show us what he need to roll is diffirent. Maybe new spell dice? Nightvault will be released before end of the year.
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