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Reggi

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Everything posted by Reggi

  1. 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).
  2. 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.
  3. 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.
  4. 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):
  5. 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".
  6. 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.
  7. Are you that much lucky (or your enemies)? That against block defence one of you have crits (or total miss)?
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. +++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).
  15. 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.
  16. 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)
  17. 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.
  18. 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
  19. 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.
  20. 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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