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Desidus

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Posts posted by Desidus

  1. Razormaw Swarm + Damning Pact & Spirit Sacrifice.

     

    I wouldn't do it without without Some sort of wound buff, but if it went off... 3 Damage on any fighter in the hex scatter.

     

    Centre of Attention + that = drool.

  2. 53 minutes ago, Skyeline said:

    Or Mollog using Whirling Club might be an even bigger nightmare. Some of those specific upgrades for him/the mob in particular will make this pretty nasty. Foul Temper allowing a reroll on each attack in an action and Horrific Stench making adjacent fighters have -1 support. Piled up fighters are gonna have a bad time.

    Thats also 3 out of 10 upgrades he needs to be at maximum effectiveness and then also have that specific ploy in hand to do it......

    It's unlikely to be consistent

  3. I don't think tome of Offerings is broken, realistically you can score maybe 3-5 additional glory off it, if your fighter survives, is positioned in the right spot and you have other cards such as Ready for Action, My Turn, Aggressive Defense, or are simply just in base contact with multiple people.

    The only time I could see it absolutely popping off would be if it was on the Harvester from Sep guard in a bunch of goblins or uninspired bedsheets.

  4. 19 minutes ago, PlasticCraic said:

    I'm thinking:

    - Moving his buddies up into support positions to assist the Krumpin'

    - Moving his buddies away from danger to avoid bleeding Glory

    - Killing enemy support stuff with his buddies (they're not actually that bad against things like Grots or Skaven)

    - Moving his buddies to deny Objectives and cards like Denial

    If you have Potion of Grace and/or Seize the day then you can make an additional move action. Then an Attack action if you are in base contact or within 2 hexes of someone. 

    • Thanks 1
  5. Jagethras Javelin card is so good. Also Grundanns Upgrade is fantastic as well, I'm not sold on any of the ploys / upgrades for Grawl, I'm nearly 90% sure he is just going to be Martyrdom fodder or used as a sacrifice.

    1 hour ago, Requizen said:

    Really torn on this warband. I really like the Oath objective mechanic, but the fighter rules and card art is a huge miss for me. The fighters, Gambits, and Upgrades just feel really generic to me, like there's not a lot of flavor. that you get from other warbands.

    Cool models, though. Can't wait to paint them for sure, and I'll play a few games with them to get a feel. 

    I get where you are coming from, but I also think they offer us something unique that we don't have elsewhere, I'd argue they are the first true speedy hybrid warband. I can see them playing Aggro fairly well, however they also have great potential for objective play.

  6. This is 100% Hypothetical, but I'd like to introduce you to Jagethra "The suicidal missile" Inspired:

    Ghoulish Pact -> Fighters Ferocity -> Charge, Trap / Pit trap - 4 Damage. 

    Highly Likely she then dies but thats a 8 Hex threat Homing Missile to mess with your opponents plans.

    It's probbaly highly likely for me to include Spoils of Battle and Ghoulish Pact in all of my decks for these guys.

  7. 3 hours ago, Skyeline said:

    They do seem to be in the Garrick's tier of squishy. I'll give them credit though, it's a very reliable inspiration mechanic which I find to be a big boon. Having the flexibility to inspiring someone of your choice for that extra 1 move and/or 1 damage can make a play possible.

    That "Path to Glory" upgrade also gives me some hope for some pretty wicked warband specific cards for them (Which I think they're going to need with those iffy statlines). +1 Wounds and +1 Attack Dice is a fantastic upgrade even despite the caveat of it going on a fighter that already has an upgrade.  We didn't even get a glimpse at their gambit spells as of yet.

    I'm even really interested in the Dark Oath objectives. The three we were shown are all  exact mirrors of existing cards, with the added bonus that if you call it out you'll rake in an extra glory. To me this doesn't indicate that you'll have to call out the Dark Oaths every time if you want to simply keep up. Instead they feel like standard objectives with an optional risk vs. reward option built in. 

    Maybe you'll draw  Oath of Murder at the top of Turn 3 and see that the opponent's leader is sitting open with a measly 1 wound left. I'd be willing to take the gamble and call out the Oath of Murder for the extra glory since there's virtually no risk and only potential reward.

    Alternatively maybe you draw Oath of Denial at the top of Turn 3 and see that your opponent has some high move fighters left that you don't think you can catch if they run deep into your side. In that case I wouldn't take the gamble and I'd treat it like the standard Denial.

    All very good points. I also like the risk/reward option tied to this cards, I am hoping that not all of their cards are listed as Oath based cards and I do wonder if we will see some Universal versions of these, or if they are faction specific. Faction specific only would be fantastic and thematic.

     

    I am 100% jumping on board with them as my new warband at least until I see what Kharadron bring to the table.

  8. 1 hour ago, Bandit-94 said:

    Mollog + Second Wind = awesome 

    I'm nearly 90% Sure that you can't get a second (Uninspired)  or third (Inspired) charge off with this, as you are only treating the fighter as having moved. Whereas his card specifically is tied to tokens....

    And because he is your leader, you can't use Tyrants Command either.

    Potion of Grace however, That is certainly viable.

  9. 7 hours ago, Tutenkharnage said:

    It’s even worse than you think: even if Vortemis drives back anopponent three hexes away, he’s still in charge range unless that model has only 2 Move. 

    I played around with a High Risk High Reward deck where Vortemis would commit only If I had Wracking Change in hand with some other ploys. However if you didn't get the Draw you didn't win.

    I fooled around with an Idea about loading up the Horror with A destiny to Meet, Slumbering Key, Formless Key, and Tome of Glories, however dropping 4 upgrades down just for the third end phase, with no guarantee that Vortemis wouldnt die early and leave you with the horror dying mid game, wasn't exactly planning for success.

  10. So after retiring my Stormsire deck (Because it was way too low risk High Reward, and consistently providing me wins left right and centre) I am now mucking around with Eyes of the nine. Here is what I have been playing around with of late that has consistently scoring me wins.

    Pro tip - Potion of Rage on Inspired K'charik is ridiculous. You could double this up with Total Offence if you wanted it to be consistent phase after phase (For the first attack action not as a charge - where as PoR works on a charge as well). Combine this with Concealed weapon and you can consistently take out any high wound Enemy fighter. Combine with Gloryseeker / strength of Arrogance if needed. I prefer throwing Glory seeker onto Vortemis or the Horror (Because when your opponent kills the Blue you have the brim doing potentially 4 damage with its reaction to 4 wound heroes.

    Power Surge with Wracking Change is too good, I played around with Damning Pact as well to consistently make this deal 2-4 Damage (depending on crits). It's consistent damage output that has done some solid work for me. If you take Power Surge you drop Eidetic Memory (This is purely here for Round 1 damage on K'charik if I don't manage to get him inspired early).

     

    https://www.underworldsdb.com/shared.php?deck=0,234,284,291,329,348,384,273,N436,N527,N546,N389,N61,N64,N69,N70,N72,N77,N80,N83,N86,N87,L25,N371,N373,N503,252,257,N319,N68,378,N529,N437

     

    @riddlesworth For you to take a gander at

  11. 11 hours ago, Tutenkharnage said:

    According to the glossary, persistent cards remain in play until the card instructs you to remove them or another card or effect removes them, so it should stay in play unless a FAQ comes along to tell us otherwise. 

    If that's the case, that's nearly a must take for Cursebreakers as its a guaranteed success for Rastus & Amnis, and provide solidarity for most 2 Channel spells for Averon.

  12. 34 minutes ago, froo said:

    @PlasticCraic I've managed to do that too, but I've managed to have them hidden in IKEA boxes.. that are sadly now all full.

     

    There's no way to hide a new Moonclan army.

    I never bring the boxes home. Just Sprue, That way mine never knows Dollar Value or just assumes that I brought them from home ;)

    • Haha 4
  13. 4 hours ago, Reggi said:

    It is, that's why you can move others in chain when you charge with one.

    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.

  14. 9 minutes ago, Tutenkharnage said:

    No, but if you take a Charge action with a fighter that begins he activation next to a fighter with Scurry, you can have the first fighter take the Move action as part of the Charge, use Scurry as a reaction to take a Move action with the second fighter, keep chaining to other adjacent fighters as a reaction to the last fighter who took a Move action, and then resolve the first fighter’s Attack action as part of the Charge action. 

    Hope that makes sense. I think it’s accurate. And since Scurry is a reaction, you can’t take a Move action with the middle model of a group of three and then use Scurry to take a Move action with the other two (because the first fighter to use Scurry will do so as a reaction to the original fighter’s Move action, and the next fighter would have to use Scurry to react to the Move action of the fighter that just used Scurry, who would not have been adjacent at the start of that fighter’s Move action).

    (Whew!)

     

    Yes that makes sense, however, isn't a charge a move action followed by an attack action? 

     

    The wording on this isn't fantastic and probably needs to be FAQ'd to prevent disagreements. 

    Im 99% sure it would work the way you have described, which also makes it very interesting to get support for your charge activations. 

     

    I think the inculsion of not being able to use Scurry when they have tokens is important, as their movement would potentially be too good with a card like Ready for Action. 

  15. So I had the opportunity to unbox Nightvault at my LGS today. 

     

    No new universal cards. The only new ploys usable by Season 1 have already been leaked. 

     

    Theres additional copies of great fortitude and great speed. As well as two copies of Lucky charm (upgrade that is discarded if it succeeds or fails, chance to 'dispel' or 'deny' an enemy spell).

     

    In regards to support for Season 1 warbands, it's thoroughly underwhelming. 

    Both Nighthaunt and Wizardcast have the potential to be fairly strong. With Nighthaunt having 3 gambit cards (new name for ploy, upgrade and spell cards) that allow them to redeploy fighters on any starting hex. 

    Varclav has an upgrade that grants an additional glory point when he slays a fighter. 

    Briar queen has an upgrade that uses her whip as a rope, and pulls the fighter she's targeted up to two hexes towards her.

    Nighthaunt have no way of coming back into action like SepGuard.

    Stormcast have a bucketload more spell cards. 

     

    Both decks have 3 score immediately faction specific cards, with some easier to achieve than others. 

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