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Skellisquad

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Everything posted by Skellisquad

  1. Primarily my deck is best when I'm playing to minimise the glory I allow my opponent to score. I let my self be tempted away from this in a couple of crucial games which allowed them to get rolling. In the final match my mistake was not rolling enough successes!
  2. Congrats on the result. I was less fortunate at the UKGE GC. Lack of playing time before the GC really showed. I was fine playing my deck but less good at adjusting to my opponents. I only played one healing card (Empathic Exchange) and rarely felt the need to inspire if I didn't see it. After reading some comments from the eventual winner I dropped it for a store championship the next day. Have to say playing with no healing and a strong gambit is fine. Ylthari pretty much always inspires just from spells. I don't run Leech Power or Scorched Earth. I lost the final to Cursebreakers but in retrospect made several crucial errors. https://www.underworldsdb.com/shared.php?deck=0,N265,N268,N302,N557,N503,N340,N499,N458,374,N276,N451,N371,331,348,N430,N454,N529,N370,N266,N388,N527,324,257,433,N486,N290,235,N543,291,N269,N357,N467
  3. Crits. More chance of crits with 3 dice and you never have to think about whether to reroll a shield. Withering doesn't count. It's covered in the FAQ. To go back to @riddlesworths comments, I've been playing a few games against Mollog and it is a tough match up. There are a few things I learnt. If I loose the board choice I will pick Soul Refractor even though it doesn't have a lethal hex. Its a necessary sacrifice. I will set up with Ahnslaine forward and Ghallanghan on the opposite edge. Ythari and Skhathael as far back as possible. Ahnslaine is the sacrificial lamb. I also ended up running Hidden Paths and Sphere of Uglu. These two can keep Ylthari alive in many other circumstances which helps address your issue about about the problems of running spell heavy. You also need to be prepared to mulligan that first hand if you dont have some escape cards in hand.
  4. Advancing strike is probably easier to score than Death from afar. Both require a degree of aggression. As @belly318 pointed out you have to be more aggressive to score either along with Swift Strike and Sorcerous Scouring if the opponent is defensive. My reaction to this circumstance was to look at objectives that dont need me to be. I think both options are valid for the Guardians as they can take the fight to the enemy. It depends on your personal preference. John likes to take the battle to his opponent.
  5. That's an interesting question. It does seem overkill but having both feels like it maximises your chance of inspiring someone in the first round. Replacing it with a spell would certainly help with Ylthari inspiration and Song of Hatred but also increase your dependacy on dice. Definitely worth trying. In play my second drawn Healing was often used to actually heal someone!
  6. Yes I did. The problem was that there wasn’t anyone I could finish off with a spell. It did happen once, but I was only two spaces from them at the time! You're running exactly the same objectives as I was. The Guardians deck that came second in the tournament was running with Combination Strike instead of Death from Afar for more passive scoring. The tournament final was Guardians vs Profiteers. The Guardian's won round one, lost the second on a tie break and the third on glory. Keep an eye on http://canyourollacrit.com for the detailed report.
  7. 20 person tournament outing today for my Guardians. I placed fourth with a 3-1 record including two mirror matches. Confirmed my opinions about Death From Afar and Strike Swiftly. Really struggled to score these so I think they're out. Two other Guardian decks were running Victory after Victory and Combination Strike which is certainly worth a try.
  8. My thinking about the Ylthari is in line with the decks listed here but I foresee a problem. I've always found Masterstroke hard to score so I'd take Swift Strike, Death from Afar and Scorcerous Sourcing which also have strong synergies. The problem with these is that they all require taking a enemy out of action. Getting a couple of these in your first hand can really cause a problem as with 2 dice attacks and 1 or 2 damage scoring these will be difficult against Magores or Stormcast variants. If Knockback was more useful I'd be tempted by Get Thee Hence and Stumble as Gallanghal already has Knockback when inspired. Stumble is also a Reaction for scoring Lithe Spirits. Unfortunately unlike What Armour GTH still needs the attack to succeed.
  9. I'd be tempted to add a couple of higher value objectives. Superior Tactician should be a reliable scorer. I'd rather have Extreme flank than Destiny to meet. It scores more and earlier, Keep them Guessing is possibilty if you dont want to make that switch. These should generally be more valuable than the rare occasions you ended up drawing either for a Shifting Map score. I think Centre of Attention is a very flexible alternative to a sidestep or distraction.
  10. But not against Guard, Nighthaunts or Gitz. They have so many figures it's hard to find an open starting space in the opponents half, let alone an open objective. I tried a number of different deck styles pre-ban and had great success against Skaven, Goblins etc but struggled against Cursebreakers, Nighthaunts. Post ban deck needs more plays but I'm more optimistic now
  11. All good feedback which matches with my observations from the few games I'd played with the EotN. I thought it might be worth trying something different with the Horror as I didn't feel like I was making the most of it with Destiny to meet and the Tome. I'll certainly trying throwing Divide and Conquer into the mix. I'd forgotten Concentrated Attack which I always used to run with my Farstriders. Not so sure about Fired up/Shining Example as a run of poor rolls and nothing inspires. I've toyed with Making a Statement and its a great trick when you pull it off, but it isn't easy and as @mmimzie says, it's only a good trick the first time. Spells are certainly tempting but with only one wizard putting too many eggs in that basket seems highly risky.
  12. I like Tome of Disease but I'm not convinced of the Acolyte when there are only three Tomes that can be played on the horror at the moment.
  13. Playing around with deck ideas based around turning the Blue Horror into the primary weapon First cut, untested. Feedback invited. Objectives (12) 243 - Change of Tactics 252 - Defensive Strike 257 - Escalation 284 - Precise Use of Force 291 - Superior Tactician N62 - Eyes of the Master N64 - Master of Magic N317 - Extreme Flank N318 - Finish Them N319 - Fired Up N340 - Keep Them Guessing N357 - Opening Gambit Gambits (10) 331 - Hidden Paths 332 - Illusory Fighter 347 - Quick Thinker 354 - Second Wind 368 - Time Trap N69 - Bound by Fate N70 - Deceitful Step N73 - Malicious Flames N391 - Aggressive Defence N400 - Centre of Attention Upgrades (10) 376 - Awakened Weapon 384 - Deathly Fortitude 393 - Helpful Whispers 424 - Tethered Spirit N79 - Bizarre Capering N499 - Faneway Crystal N503 - Gloryseeker N513 - Mirror of Spite N543 - Sudden Growth N546 - Tome of Glories
  14. Seems like a combo worth experimenting with
  15. @Malakree's deck can be found here https://www.underworldsdb.com/shared.php?deck=0,272,293,251,273,243,234,305,235,259,281,291,212,369,329,331,343,347,362,348,218,222,220,375,408,226,227,396,397,398,399,400,401
  16. It's not broken. One bad roll and your dead, and it will happen. I've lost count of the number of times I've had consecutive misses with 3 dice attacks. Also, if your opponent isn't interested in attacking you its not so great. I'd been experimenting with the Relics before the rules change and loved the re-rolls with my sniper Farstriders. I'd stopped the experiment after the rules change. Clearly I shouldn't have.
  17. Well done @Malakree. My newly created aggro Farstriders finished 2 places behind you! My loss was to a skelli key deck. Which was a close game but went the wrong way in game 3. I getting the feel for the deck and it’s a lot more fun then the run around Farstriders. More tweaks required but manly more experience with it. Thanks for the inspire.
  18. @Red_Zeke Here's the hybrid deck I ran at the last, and my first, tournament. Beat Orruks twice, lost in close matches to Orruks and Reavers Objectives (12) 205 - Brave but Cautious 235 - Alone in the Darkness 246 - Concerted Attack 254 - Determined Defender 272 - Master of War 282 - Ploymaster 284 - Precise Use of Force 291 - Superior Tactician 293 - Swift Advance 296 - Tactical Supremacy 1-2 297 - Tactical Supremacy 3-4 298 - The Bigger They Are Ploys (10) 218 - Rangers, Advance 219 - Rapid Volley 310 - Confused Priorities 323 - Flickering Step 329 - Great Concussion 331 - Hidden Paths 342 - Momentary Madness 349 - Rebound 354 - Second Wind 361 - Spectral Wings Upgrades (10) 228 - Overcharged Boltstorm Pistol 232 - Well-timed Lunge 373 - A Destiny to Meet 376 - Awakened Weapon 378 - Concealed Weapon 387 - Flickering Image 409 - Shadeglass Axe 424 - Tethered Spirit 432 - Trickster's Charm 437 - Zealous Defender Never scored the Tactical Supremecies. In10 games Momentary Madness triggered once and then missed. Card is now in the bin. along with Second Wind which was played once. Other changes have been to put in Quick Thinker and Sprint.
  19. Tonight I threw together an Aggro deck based on the snippets of info from @Malakree. Not perfect but a very different style. I beat Reavers 8-8, 12-5 and 8-7. My deck https://www.underworldsdb.com/shared.php?deck=212,219,222,225,226,228,234,243,251,257,273,281,282,284,293,305,306,343,347,348,357,361,368,369,373,375,387,389,408,220,227,376 I'll be making changes. You'd onto realise how hard it is to score Dauntless and Sigmars Finest against Reavers. They struggle to kill your fighters while there's are relatively easy to kill. I didn't score 2 glory in the first game because I was careless and killed too many of them. Am I the only player who finds Escalation hard to score with Farstriders. I think it might be because it generally relies on the opponent playing at least one upgrade. When you've only got three fighters they don't tend to score much in-turn glory. Maybe against better constructed decks it's easier to score.
  20. It is interesting that the Farstriders objectives lean in two very different directions - double supremacy or double Dauntless. The play testers and designer knew this was a very flexible warband. Both seem to be perfectly valid and effective options
  21. I'm really keen to try the super aggro Farstriders now. I've had enough of running away! Not sure just before a Grand Clash is the time to switch decks though
  22. My style sounds similar to Red_Zeke's although l'm happy rarely inspiring and dont even have Inspiration strikes in my deck. My play style is to keep my opponent off balance using movement ploys and long range attacks while moving in close when the opportunity presents itself. Movement ploys also allow for late dashes into the opponents half for a little inspiration. I have a significant number of passive objectives in my deck but if I score only 4 or 5 glory I'm going to lose. A win is usually around 8-11. I have found I need to score that or higher more often to beat the best decks so have tweaked my objectives for the next clash. I'll post the deck list and lessons learnt after that.
  23. Thanks for sharing this, I always enjoy reading other peoples deck lists as it makes me revisit my own decisions and highlights cards I might otherwise have missed, such as War Cry. My Objectives total 16 glory at the moment, which doesn't feel slim but I'm not sure where to get more glory from without switching to a Relic or Key based objectives. I don't think becoming agro would be a good use of the Farstriders' abilities. At the moment I'm tending towards playing a lower glory game and to trying to frustrate the opposition keeping their scoring to a minimum. I'd been mulling over the possibility of switching to Complete Victory rather than Superior Tactics as my end game objective but I think I need more games before I have enough evidence either way. Your card choice looks pretty solid, although I've decided against Lightning Blow as it is a wasted card if the first attack fails. I also generally avoid the Kill Leader objective cards as I'm very unlikely to score them round one and only might be in a position to score them round two meaning they can clog up my hand, but thats personal choice.
  24. Good points about Distraction and Conquest . I dont think I've played a game with Escalation in my hand and haven't scored it, so for the same glory it seems like a good switch Second in Command is very situational so may well be dumped. Soul trap or Tethered Spirit would be contenders for the spot. I quiet like that Tethered spirit is likely to move the character away from the enemy. I'm also mulling over replacing Patient Defence with Inspiration Strikes.
  25. Ignore that list this is the correct one Objectives (12) 205 - Brave but Cautious 207 - Eternal Supremacy 210 - Punishing Volleys 234 - Advancing Strike 235 - Alone in the Darkness 246 - Concerted Attack 247 - Conquest 261 - Heroes All 274 - Miraculous Escape 281 - Plant a Standard 289 - Skirting Danger 292 - Supremacy Ploys (11) 213 - Fearsome Roar 215 - Lightning Blow 217 - Patient Defence 218 - Rangers, Advance 219 - Rapid Volley 221 - Steady Volley 313 - Curious Inversion 329 - Great Concussion 331 - Hidden Paths 335 - Invisible Walls 347 - Quick Thinker Upgrades (11) 225 - Flashing Handaxe 226 - Furious Blow 227 - Lone Warrior 228 - Overcharged Boltstorm Pistol 231 - Swift Stride 232 - Well-timed Lunge 373 - A Destiny to Meet 375 - Army of One 408 - Second-in-command 415 - Shadestep 427 - The Formless Key
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