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Reggi

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Everything posted by Reggi

  1. And how offen that happen? You need blocked hex or end of territory to do that. So i should bring earthquake cuz maybe one in five games i will get one hex closer to enemy fighter? Why take earthquake if without it you can win against objective deck too? Sure, its easier with it, but its waste a slot in many matches. Not worth. New earthquake is much better for aggro, but i still doubt that it will be auto-include.
  2. I don't feel that earthquake is so strong. It's rare for aggressive deck to play any. Yes, that card can give you a win by itself, but it's dead card against other aggressive deck and even against objective deck it can be countered by other earthquake or other pushes. It's just card that in some situation is best card in game, when in other it do near to nothing, thats why its waste of slot, when you have that many great ploys and you can't have them all. In my local meta only objective decks play earthquake. I will not play a card that is great in 20% situations and in 80% is worst card in my deck. That card will be good for aggressive decks only when objective decks will be most common decks and it will be strongest strategy. Look at AdeptiCon 2018 Grand Clash (22 march 2018). Decks from TOP 10 that include Earthquake: Orruks - 3rd place - aggresive deck Steelheart's - 4th place - objective deck Steelheart's - 5th place - objective deck Steelheart's - 8th place - aggressive deck Sepulchral Guard - 9th place - objective deck And tournament won Orruks with aggressive deck and second was aggressive Khorne Berserkers (with two Hold Objective: 1 and 4, but other cards were aggro focused). Both without Earthquake. Like i wrote above, Earthquake is bad card for aggressive deck. It would be great sideboard card, but we don't have sideboards in shadespire. New earthquake looks better, cuz you can get something more from it then from Earthquake in most situation (you can increase distance beetwen fighters and things like that). We will see, but i would not panic yet... Another info: in TOP 10 there were 6 aggressive decks and 4 objective decks. So among 6 aggressive decks, only 2 of them played earthquake. I would not say that this card is end for objective decks (mostly cuz aggro decks don't play it)
  3. Riptooth + Concealed Weapon can be pretty great. After inspiration we have 1 range/3 swords/3 damage, but if we have crit it will turn to 5 damage and cleave. With 3 dices, chances for crit are pretty good. And we can always play something like Blood Frenzy or Glory to Khorne to increase chances for this attack.
  4. On stream, with that cards, they confirmed that all fighters from Magore's Fiend have +1 to move after inspire (3 before inspire, 4 after, except dog that have 4 before and 5 after). And if i remember right, both none-leader fighters have similar abilities (can't be driven back and they have reaction attack against failed attack on them). And one fighter after inspire will get knockback. They told that "every fighter have better attack after inspire" too. I hope i didn't confuse anything
  5. You need to be careful with wording. You wrote 24 ploys, so @Killax answered that you need to have at least 24 upgrades aswell. What you meant, that there is "24 POWER cards in deck" (12 PLOYS and 12 upgrades) or "deck with 12 ploys". Deck that have 24 ploys in it, would have at least 48 cards (cuz you need to have at least that same amount of upgrades in it as ploys). I really doubt that in Grand Clash someone played with that many cards in power deck. So, if someone will not guess that you meant 24 cards in power deck, he would not know about what deck you talking about. Word "Ploys" only mean cards with that sword in left corner.
  6. Page 20 in Rulebook: Steps in combat: "1. Choose an Attack action. You can only choose one Attack action. 2. Choose a target, which must be within the Attack action's Range characteristic. Note that if there is no target within range and line of sight, you cannot make an Attack action. You cannot target a friendly fighter. ..." Sneaky stab-stab: "You can push this fighter one hex before they take an Attack action..." So, Sneaky stab-stab actually have place before you do Attack action. In my opinion, you do it before any step in Attack action, but if you use it you need to do legal Attack action after it. For transparency Im using it in that way: 1. I declare that i will use Attack action (you can say its step 1 in combat). 2. I do Sneaky stab-stab action - pushing my fighter. 3. I choose target that need to be legal for my Attack action (within range of my Attack action) from new position of my fighter. To be exacly right, i should swap 1 and 2, but it's easy that way and it shouldn't matter.
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