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Reggi

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Everything posted by Reggi

  1. Are you sure? If upgrade would say "when you do move action you can move one more hex" then sure, but that upgrade increase move of fighter. And Ploy decrease that move (even that it's increased) to 1. So i would say you can't move more than 1 with Great Speed. Great Speed increase Move characteristic. So your move characteristic instead 3 is now 4. And Invisible Walls change your move characteristic to 1, it don't matter for ploy if it will change from 3 or from 4 to 1. Well, they need to FAQ it, how upgrades and ploys like that interact with each other.
  2. 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.
  3. Well, that's even more true for Spoils of Battle. You will be getting glory points (if you don't you will lose anyway) and you have a lot ways to get glory (compared to one inspiration condition) and you decide how you will get glory (objective deck). Looking at this, i would not put that card in any deck for any faction. I like to have both of them. You want to inspire with all your fighters, without that card you offen need to choose if you want to inspire or to do optimal activation. Like you want to charge with your regular fighter or leader to inspire him or use Second Wind to attack with your Doggy again, that already inspired from charge that you did before? You want to charge with your regular to inspire or just attack with your inspired leader that was charged by Krrk that have 3 wounds - leader will probably kill him with cleave and 3 damage, where regular will not? And what i wrote before - my leader or Riptooth on his first attack on first round can't be inspired without that ploys, so without them you lose a bit of early power, that can snowball you to win. Im suprised a bit, cuz its very rare for me to have all 4 of fighters inspired at start of round 2 without playing that ploy. But like i said, if i don't have that ploy on first hand im still trying to do optimal activations, cuz im pretty sure that one of that ploy will come when i will draw power cards before round 2, so i don't need force my self to inspirate all of them.
  4. They have easy inspire condition, i agree, but to inspire they need to succesfull attack. That mean that they probably will not attack as inspire fighters on round 1 (you will probably charge that turn, if you hit you will inspire, but you can't make another attack on that round with that fighter except from ploys). Orruks, Stormcaster and Skavens fighters can inspire before you activate them to attack or charge, you can't do that with Magore's Fiends (except slim chance on Gorefeasts). That's why that ploys are good, cuz you want to attack using inspire fighters (only offensive stats are upgraded after inspiration, except Riptooth that get more defence dice too), to get better damage, more accuracy and higher charge reach. So I play both inspiration ploys and I'm always happy to get them on round 1 and most times on round 2 (not always all my fighter hit or even not always i activate all of them on round 1). Looking at this faction, I want to be hyper aggressive from the start, from first attack of my fighters, thats why want them inspired before that attack. I play them on leader or on doggy, both of them get +1 move and +1 damage in thier attacks, what is huge on round 1 allowing me to one-shot all fighters in game except Gurzag (only he have 5 wounds before inspiration if i remember corectly) with Trap, Twist the Knife, Lethal Strike or if i have Spoils of Battle and good upgrade (unless enemy have inspiration ploy too and play it on Fjul to increase his wounds to 5, then two fighters are out of reach or gets upgrade to wounds to his 4 wound fighter).
  5. Well, im using both of them in deck that i posted in previus page. Increased chance for inspiration in round 1 and chance to inspire both leader and doggy before they do first attack.
  6. 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?
  7. Even if you do it that way, we counter enemy ploys that give penalties on next activation, cuz on that activation we say "I don't do anything this turn". About that, if you play Time Trap before your activation, you in practice just change activation for "do action" with option to attack even if your fighter charged (that part is exacly like Second Wind except that it can be played on fighter that didn't charged yet) and ploys that do something in next activation, played before your Time Trap (or even after, as long enemy played them before your skipped activation), will be countered (Like enemies Invisible Wall, Daemonic Resilience or yours Lethal Strike). Order of activation will remain that same. 1. Enemy activation 2. Action from Time Trap - (Yours skipped activation) 3. Enemy activation 4. Your activation So, enemy - you - enemy - you. Basicly Second Wind is better than Time Trap only in that it works with Lethal Strike or other plays that give us bonuses in next activation and can be played after 4th activation (for Ploymaster).
  8. Ah, and one another thing about Time Trap. As card says you do action and then skip activation, ploys that tell you that you get something in next activation don't work on action from Time Trap, instead that thing from that ploy you will get on your enemies activation (it's next activation after you played Time Trap). So i picked Second Wind cuz of Lethal Strike i have. Ofc, its just one card that don't work with Time Trap so it's not a terrible thing. On other hand, Time Trap allow you to do funny things: Like if your enemy play ploy like, lets say, Invisible Walls (All fighters' Move characteristics are reduced to 1 for the next activation), you then play Time Trap, you do your action without penatly, then on enemy activation he's fighters have 1 move It can be pretty suprising thing for your opponent, when you tell him what his card just did to his own fighters Ofc, there is a little grey area: skipped activation was next or played activation is next? I would say skipped don't count as next activation, but even if we count skipped activation as next, your opponent lost card that did nothing.
  9. Time Trap is great card, I just don't have space for it right now. I still can decide between Time Trap and Second Wind. Both are very similar, but as Second Wind is new card I wanted to play it a bit. There is nice chance that i will swap them in future (Time Trap looks a bit better in theory, in my opinion). I really doubt that i will play both of them, cuz I prefer extra action more that other cards gave me (My turn, Quick Thinking and Ready for Action). Maybe i even throw both of them away if i find out that i need other ploy in my deck, as both of them don't give extra actions, just change how your normal activation can be played.
  10. Your deck is very, very similar to mine. All the Better to Slay Them - i tested it a bit and i agree, we kill things, i would need to force my self to move instead of charge to do it. Not worth to take in my opinion. Maybe in less aggressive strategy. Daemonic Maw - i tried it too and i throw it away. It never would made a diffirence if i would play it or not in my test games. Waste of slot for card that could work 1 of 10 matches, that i almost never want to waste glory on. That card look great in theory. Swift advance - i tried i too, but i was not happy about it. Sometimes it gave me a choice, go on enemy territory or kill enemy that went on my territory. Sometimes i got it after i charged and killed enemy on my territory (by scoring immediately objective for that kill) and i didn't had chance to do it in that round. I prefer Master of War or Ploymaster, cuz in most cases both are easier to do then Swift Advance, they give me that same amount of glory at that same phase and they don't force me to do activation in a way that i didn't want to do, I prefer to play a ploy that i don't need to. But it's for sure not a bad card. My deck (still in testing, waiting to see how meta will evolve, so there sure will be changes in future - next test should be on friday, i have small tournament with friends):
  11. If enemy that kill our fighter is in range 1 of that dead fighter then ofc it looks that way. I was refering to situation when our fighter was killed by ranged attack, cuz only then that "adjacent" on card wording matter. When enemy is already adjacent to us, it don't matter if that word is on card or not, cuz it will work that same way anyway, so that would be pointless to talk about that when our fighter is already in attack reach. So, you can't do attack, if range of your attack don't allow to, even if card say "do attack action".
  12. No Respite - it don't need "adjacent" in text, just cuz you restricted to range of your attack anyway, so you need to have attack action upgrade to this even matter. Rage-fuelled Attacks and Wrathful Blows - I don't like them, just cuz they restricted to one fighter. I hate to have dead cards in hand.
  13. Are you that much lucky (or your enemies)? That against block defence one of you have crits (or total miss)?
  14. So, my first impressions with Magore's Fiends. I played 3 games with them using that deck i posted above and my friend played them aswell with his own deck. I won all 3 games, one mirror with my friend Magore's Fiends, Orruks and Khorne Berserkers (all agressive decks). My friend won 2 games and lost one. Ofc, he lost against me, but won against Orruks and Dwarfs. For now new Khorne's warband and Skavens are my favorite factions right now. I did play only 3 games so far, but i have feel that they are just better Orruks. Both Regular fighters are a lot better than Hakka and Basha. Hound is better for me than Bonekutta (more move, i prefer 2 defence dices on dodge than 1 on shield and 3 attack dices on swords are better for me than 2 on hammers). Only leaders are pretty even, Gurzag have 5 wounds after inspire and can re-roll dice when attacking, when Magore have more move and have cleave (even before he inspire). Every fighter from Magore's Fiend is great threat, even before inspire (where Hakka and Basha before inspire can be pretty much ignored). Enemy have hard time to decide who he want to take off. Ofc, it's to early to tell for sure how this will look in future and how meta will shift with all new cards and all, but my Orruk friend was using new cards (Shardgale, ploy that inspire fighter) and all Orruks were dead at 3 round. And about Shardgale in Orruks. I don't feel it. Playing against me it was played in first turn, and i had feeling, that even that all of them get inspired, that 1 wound on every fighter help me more then them. Drop from 4 wounds to 3 is huge against other aggressive faction. It was Orruks bigest advatage that they can take hit. When you play Shardgale you basicly lose it, except leader all your fighters are in one-hit reach. And against faction like Magore's Fiend (all fighters, except leader with cleave, throw 3 dices on attack after inspire - two of them on hammers and only those two have damage 2 - easy to boost it to 3) it is deadly for Orruks. I see that card more in Skellies or Skavens, cuz drop from 2 to 1 is bad only against Farstriders and thier ranged attacks that have 1 damage, and i don't know if even them would like to play it. I will not write about most cards yet, cuz with only 3 games, some of them i didn't even played yet. But first impressions about few of them: All the Better to Slay Them - not worth to take. We kill enemies too easy and you can't be adjacent to dead fighter. Bane of Champions - Every time when i got it on my hand enemy leader was dead. My friend did it once. For me it's worth taking, Riptooth don't have a problem with killing things. He can even one-shot wound 5 fighters if you play Concealed Weapon or Lethal Strike. Khorne Sees Us - against aggressive factions easy to do even in round 1. Can not be easy in round 1 against objective factions, but we will see. Victory After Victory - hmm... i did it 2 times, but im still not sure. Probably only in decks that focus on early aggression with a lot of "immediately" objective cards, cuz you need to do at least one of them before end step. To the Victor, the Spoils - Tbh, i put that card in my deck just to check it out, but i was sure that it will not be great, but every time i got it on my hand i didn't had any problems to do it and i think i will keep it in. It can be bad card against Skaven or Skellies, cuz thier 2 wound trash fighters, but they have more wound fighters too, so there is always option to do it. 3 bonus cards are great. Quick Thinker - really great option. It gives you a lot if you use it to go away from enemy charge and move to other enemy to attack him on your activation. Inspiration Strikes, Furious Inspiration - great cards for early aggro strategy. I was always happy when i got them, even on round 2. Only bad when all your fighters are already inspired (i never had that problem in that 3 games). Another thing, with so many "immediately" objectives, 2 times I wasn't able to get 3rd objective card in end phase in round 2. So i had only 2 cards in round 3, but i had a lot of glory points
  15. Well, i will get both new expansions today (courier already called). And i will test a bit with my friends today. My first deck for testing (deck made for testing some cards, combination and faction, none-competive): Objectives (12) All the Better to Slay Them Bane of Champions Khorne Sees Us No Escape Show of Strength Advancing Strike Denial Escalation Precise Use of Force Swift Advance Victorious Duel Victory After Victory Ploys (12) Daemonic Resilience Furious Inspiration To the Victor, the Spoils Inspiration Strikes Lethal Strike My Turn Quick Thinker Ready for Action Second Wind Sidestep Spoils of Battle Twist the Knife Upgrades (12) Brutal Charge Daemonic Maw Awakened Weapon Concealed Weapon Great Fortitude Great Strength Helpful Whispers Incredible Strength Shadeglass Axe Soultrap Tethered Spirit Trusted Defender Like you can see, its total aggression strategy from the start. A lot of "immediately" objective cards, only one on 3rd turn. Two ploys that inspire my fighters, Spoils of Battle for fast upgrade. I want to go hard on enemies as soon as i can and with advantage on my side.
  16. There is only War Cry for them. Universal upgrade, that give knockback 1 to attack if this fighter charged this turn.
  17. Actually, every fighter with move 3 can charge from that distance. 3 hexes range attack + 1 driven back is exacly the distance of 3 hex move + 1 hex distance attack (you attack enemy on next hex, not on that you stop moving, so move 3 have charge reach of 4), there are no attacks with 0 range. So its out of reach for unispired skellies and uninspared dwarfs. Ofc, its better for leader hex 4 attack, when reach have only skaven's, khorne berserkers and inspired magore's fiends. And when someone will charge you, with move 3 you will not run from him, even by charging away and driving him back. If they all would have range 4 attacks, they would be a much more stronger, cuz those things you wrote Right now, only leader have range 4 and he need to inspire first, so he need go to enemy territory (or you need to play a ploy).
  18. Exacly That's why i think, looking at wording of Time Trap and charge rules, it make sense. And why they just didn't put on charge rules "it can't preform actions". Just strange that they put something diffirent on previus FAQs.
  19. Ofc they can with ploy, thats why i wrote "normally". So, without playing anything that change rules from rulebook. Fighter's can't do 2x move on activations in one turn. Ploys are totaly different things. And i though i didn't need to wrote about them when i write about Time Trap. Cuz you can't play ploy to change what you can do with Time Trap. Ploys give you diffirent action, they don't interact with Time Trap or with activations. You can't move with fighter, then play Time Trap and move him agains, cuz you have Ready for Action in your deck/hand/discard pile, that would allow you to move again.
  20. Whoo, i didn't notice that change in FAQ how to use Time Trap. It make more sense for me now. Playing Time Trap you can do only things that you can normally do. But as Time Trap say, that you choose fighter and do action with him, it go around charge, cuz charge just don't allow you to activate that fighter. So you can choose fighter which charged this turn, you just can't use move or another charge, cuz charge is in fact move too and you can't use 2x move with fighter in that same turn.
  21. You can. He can't get "upgrades which are Attack Action". He can't get new attacks. Like Shadeglass weapons or Daemonic Weapon. He can use attacks only from his chart. He can get upgrades that boost attacks like Great Strength, Concealed Weapon or Awakened Weapon, cuz those are not attack actions.
  22. Well, i don't like them either. Range 3 on every fighter can be good to drive back enemies from objective without rushing to whole enemy band. And they have few really nice cards and a lot of upgrades that give cleave. But you will need a lot of boost to make them high damage faction. On other hand, they defend with 2 dieces on shield after inspiration, so thats pretty good (except against cleave). Sadly, thier inspiration condition will offen put them on risk, that they will die before they get inspiration. We still don't know inspiration of one of thier fighter. Leader after inspiraton get 4 hex attack that on crit get +1 damage, and second fighter have 3 damage attack after inspiration. So its not bad. But i like more new Khorne's.
  23. +++MOD EDIT+++ Sorry @Reggi, no pics until the expansions have hit the wyld Both Zharkus and Ghartok have reaction ability when enemy fail attack on them. Diffirence is, that Zharkus on failed attack can't be driven back and do his reaction attack. So he can't be driven back only when enemy fail his attack, so this matter only on draws. When Ghartok have "can't be driven back" as second ability and it will work even when enemy deal damage to him. He will never be driven back. Another thing Zharkus have knockback 1 on his first attack. In other things they are exacly that same. After inspiration: Zharkus: First attack +1 dice, Second attack +1 dice, +1 move Ghartok: First attack +1 dice, Second attack +1 dice, +1 move Hound: +1 damage to attack, +1 move, +1 defence dice Magore: +1 damage to attack (this attack have cleave in both forms), +1 move I will test them, but right now Concealed Weapon is auto-included for me. We have 3 fighters that throw 3 dices on attack without any boost. That upgrade will work great on Hound, Zharkus and Ghartok. Against enemy that have fighter with 5 wounds we want it more on Hound, to one-shot that fighter, but against other factions it will work similar on all of them (they will one-shot every enemy fighter on crit - at least without upgrades to wounds).
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