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Reggi

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Posts posted by Reggi

  1. 4 hours ago, Requizen said:
    • Empathic Exchange: Difficult to get off, only transfers wounds instead of straight up ignoring them. Bad.

    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. 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:

    Spoiler

    1.png.1c2aa17c5f868c431b17f7b8fdbf2607.png2.png.bbb845dbcfe0bf40147aae45d3998813.png3.png.44a85c5b077b090de6981ff2fc4c1a7b.png4.png.91e9b5a06dba8be5d86b40031ad62178.png5.png.066bb14464afce7b18a413d4d501ff04.png6.png.08c16f218184ee5e45ff204a19221d70.png7.png.9bdf9b577bcfc2fc2ef6dfb708ce78e8.png8.png.a19931b58c3f6a12eb0c4d2544635914.png9.png.6dd3a3bc508322db2743b66c17564d7f.png10.png.0a252db5de817fa88caf1ff64c494143.png11.png.6f41601cc338280e184eaca3ce5b0a0d.png12.png.c8b5bcc48ce5b282f7927b99695363aa.png13.png.6d110a55463c8a7273c0b3e8321b1dad.png14.png.8222bd7f9e97dbccd73745c7a6500967.png15.png.ac363c33f4246584f415ddfe2adbbf63.png16.png.3580e38d90ff2e095f379f55b40d1658.png17.png.42a1756610d8dda4feb4b9d421155d4d.png18.png.972987c9f0c570eb2ff818af01adccc0.png19.png.9a9c120a3628573b29c72d08264acc12.png

    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.

    • Like 3
  3. 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. 

  4. 38 minutes ago, Zimagic said:

    Garrek's Reavers is generally considered to be the worst band in the game because, for every strength they have, there's another band you could play that does that thing better.  Really needs their pick of cards across multiple releases to make a deck that doesn't feel like you're going into matches with an automatic disadvantage. Not difficult to play but your figs are squishy so can occasionally be a feel bad when you know that running in to attack will likely see your guy die on the riposte.

    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.

    • LOVE IT! 1
  5. 1 hour ago, Tutenkharnage said:

    It still doesn’t matter. The card doesn’t say that two fighters need to be on the furthest opposite ends; it simply says that one fighter needs to be opposite another. So if the boards are aligned on the long edge but offset, and you have one fighter on your back wall and one on the edge adjacent to the choke point, then the second fighter isn’t on the furthest opposite edge in comparison to the first—but the first is on the opppsite edge compared to the second, so you can score the card anyway. 

    Theres only one scenario in which the wording on this card prevents it from being scored, as far as I can tell: two fighters on adjacent corners. I doubt that’s what they were trying to prevent, but RAW, that’s all they prevented. 

    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.

  6. 21 minutes ago, Red Drake said:

    GThe last part of extreme flank only apply to 3 player games. 

    You need to be on two opposite edges, and in the case of irregular shaped battlefield, the furthest away opposite edge

    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)

  7. 9 minutes ago, PlasticCraic said:

    I ordered mine via the website because I knew I wouldn't get into a store this weekend, so I'm still waiting for them to arrive.

    Do we know when the Card Library is usually updated?  Is it the Monday after release?  Please say it's the Monday after release!

    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/

    • Thanks 2
  8. 10 hours ago, Intrinsic said:

    I tried to use Inspired Sourtounge a lot and he did 0 damage to the enemy in 3 games. Somewhow with 2 enemy adjacent he managed to scatter 4 spaces perfectly and kill my own Prog. Poor Prog. 

    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

  9. 17 minutes ago, Tutenkharnage said:

    New FAQ is up!

    https://warhammerunderworlds.com/wp-content/uploads/sites/6/2018/10/warhammer_underworlds_en.pdf

    I didn’t think Time Trap needed a boost, but the new token system seems to have given it one. (If you can’t see it, Time Trap now allows you to take two Charge actions with the same fighter.)

    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.

  10. 25 minutes ago, Daveman said:

    The wording on Sourtongue's ability is a little odd.  Do I have this right?

    1. You roll to scatter 4 hexes but then push him 3 hexes "along the chain".  I initially envisioned this as him moving, sequentially, along the scattered hexes before him but why would you bother rolling a 4th hex if you only push into 3?  Do you instead choose 3 of the 4 hexes, but still sequentially?  For example, maybe there's blocked/lethal terrain or a friendly unit in hex 2 you want to avoid so you push to hex 1, then 3 and 4?  This gives you a little more control over where you're going and explains why you'd roll to scatter 4 hexes yet only push to 3 of them?

    2. It goes on to say that if you would push to an occupied hex, before you push, that figure takes 1 damage and is then pushed 1 hex, which must be further away from Sourtongue.  Since you push the opposing figures first, can you push them into a hex further "along the chain" and hit them again?  That would still put them farther away from you at the time since you have to push them first before Sourtongue pushes into the target hex.  This seems pretty strong, so much so I thought perhaps the intent was that you have to push targets out of the "chain".

    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).

    • Like 2
  11. 2 hours ago, Desidus said:

    I already agreed that, that was the case, what I'm stating is that if a charge is a move action followed by an attack action, arguably you could make multiple charges with Scurry.

    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.

  12. 15 hours ago, Tutenkharnage said:

    Why would spells as upgrades have to be underpowered? They can be on par with, or just below, shadeglass weapons and still be very worthwhile upgrades. In fact, they wouldn’t be much different than cards that boost damage. (The fighters already have 1-damage spells on their cards, so 1-damage spells that also damage adjacent enemies would be fine as upgrades, so to speak.)

    Anyway: None of us know, but none of us can wait to find out! :)

    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.

  13. 19 minutes ago, Tutenkharnage said:

    Regarding the artwork, I see a guy with some sort of glowing magic thing, possibly on a staff. 

    Regarding actions, this is easy: Nightvault can simply add “cast a spell” to the list of possible activations. This would mean that “Gambit Spell” and similar terms would be equivalent to “Action.”

    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.

  14. 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.

  15. 3 hours ago, Tutenkharnage said:

    A coworker of mine pointed out that the magic card is almost certainly an upgrade:

    1. It’s tucked under his fighter card, like an upgrade would be. 

    2. The warband has two glory. 

    3. One of those glory tokens has clearly been spent. 

    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).

     

    3 hours ago, Tutenkharnage said:

    Regarding the staff symbol and the number 2, I’m going to guess that it marks the character as a wizard who rolls two dice for magic. 

    I was thinking that  same. That its amount of dice he roll to cast. So we can have more and less powerfull casters.

  16. Info from Nova Open. Enjoy.

    Box:

    Spoiler

    nightvault-box.jpg

    Game:

    Spoiler

    Nightvault-Contents.jpg

    Stormcast Eternals (in starter):

    Spoiler

    NovaReveals-Aug29-WHUWSCWizards22hvr.jpg

    Chainrasps (in starter):

    Spoiler

    NovaReveals-Aug29-WHUWNighthaunt21hrcv.j

    Squigs (preview of another faction):

    Spoiler

    NovaReveals-Aug29-WHUWSquig5ntz.jpg

    Stormcast Eternals leader and spell card:

    Spoiler

    NovaReveals-Aug29-WHUWCards24tfebh.jpg

    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.

  17. 17 minutes ago, Sleboda said:

    Just a point of note - it's not max 1. With +M Upgrades, you can still go more than 1.

    If the card had said something like "all fighters may move no more than 1 hex" then it would get around the Upgrades.

    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.

    • Like 2
  18. 21 minutes ago, Goblin-King said:

    Frankly I sat with both cards in my hand... Looked at them and said "nah, I don't need two of those".
    An indeed I didn't. It's just overkill. I never felt I needed two. I mean... It's always a nice card to draw, but their inspire is so easy, and if you actually manage to combat-inspire all four it's suddenly two dead cards in your deck.

    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.

    • Like 1
  19. 23 minutes ago, Sleboda said:

    It's just crazy to me that one of the warbands with the easiest Inspire coditions gets a faction-specific card to do it and the hardest one, the Chosen Axes didn't.

     

    On the other hand, because it is much easier for other warbands to inspire, including the Fiends, it doesn't seem like as big a boost for them, so it doesn't bug me that they get it.  If my opponent wants to fill her deck with things she doesn't really need badly, fine!  Meanwhile, the Chosen Axes got a big time boost from the generic inspire card.

    I would like to see GW sell a pack of extra cards for the game that contains maybe 3-6 cards for each warband and a dozen or so general cards. They could address imbalances this way without having to modify existing cards (such as inspiring Axes if they were on an objective at the end of the model's Activation instead of at the end of the Phase).  This would really help us to see more Axes, Guard, and Reavers on the table (why do I always pick the worst "armies" as my favorites? lol )

     

    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).

    • Like 1
  20. 2 minutes ago, Killax said:

    Yeah I do like this ploy for the Reavers again, prime reason being is really easier/faster acces to Cleave. Which sounds crazy but with all the games I had versus Stormcast, Orruks and Fyreslayers it has been ever so relevant. Same as a Sepulchral Guard player versus Stormcast and Orruks too. Lethal Lunge is awesome, a Harvester with Cleave, awesome too.
    But first we'll have some awesome fun with Magore's Fiends. Funny enough it even appeared on the Facebook page. I think this Warband can use them both too. 

    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.

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