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Anthony225

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Everything posted by Anthony225

  1. I love the idea of shadespire “bleeding” into other realms. It makes it really easy to visualize all the different boards together. For example one payer using a Shadespire board and the other using a Beastgrave board
  2. I think both warbands look cool (for underworlds). The ghosts are what I'm interested in. They look very underwhelming uninspired, but gain a lot when inspired. I really like that they cause you, me anyway, to come up with different combos. The teleport to any empty hex banshee opens up a lot of combo potential. You could teleport into a perfect hex and then play Centre of Attention. Or move onto any empty objective. There's an objective you can score if you have at least 2 fighters and all of your fighters have at least 1 wound. Combo that with shardgale and use the faction ploys that heal you. There's a ploy that lets you heal a damage and deal a damage if adjacent to an enemy fighter. There's an immediate objective you can score if a friendly fighter moves through a blocked hex and ends adjacent to an enemy. Shardfall can help with that. There's a lot of other good ploys and upgrades also for the banshees. Objectives that come to mind an auto-include would be Cover Ground, Shortcut, maybe Alone in the Darkness (with access to 2 distraction cards), Keep Them Guessing, and some of the faction ones
  3. Warning Shot looks pretty decent for Gitz. Might make use out of those terrible archers
  4. All reactions are voluntary. You don’t have to use them, doesn’t matter the source, fighter card, gambit, upgrade...
  5. Riiiiise.... anyway, I was wondering if anybody had the thought to use Squig hoppers as a conversion (stand in) for Skaven? The new loonboss on Giant Cave Squig from the new AoS boxset coming out looks perfect for a Skritch. And the rest of the Squig hopper models will work great for the other 4 models. 1 “armoured” Squig hopper for Krrk and then normal ones for the other 3 fighters. questions: is Skaven at least “ok” in regards to competitiveness? I wouldn’t want to spend time/$ if they are just not that good. Also, is it tournament legal to have completely different models? Assuming of course it’s easiest enough to tell what models are what and also that they are 100% GW.
  6. Errata reads: (Errata update) When this fighter makes their first Attack action in an activation or power step (other than an Attack action made as part of a Charge action), you can choose for that Attack action to have +2 Dice. If you do, this fighter cannot be activated again this phase so it seems “ready for action” would also work as it refers to power step as well as an activation? Seems that the only real limitations are you can only: “activate the fighter once”, “only applies to first attack action in any activation or power step”, “and can’t charge and use it”
  7. Correct me if I’m wrong but I’m regards to “total offense”, and the errata, wouldn’t you get the +2 dice for an activation and also potentially cards such as ready for action or stand and shoot? that’s “potentially” 3 attacks in one round with +2 dice right?
  8. My deck idea is “similar” to yours. I do think “Keep Choppin” is a decent objective because you can position your fighters with movement ploys and then shoot as an attack action much easier with RNG 3 on everyone. Also charging is much easier with RNG 3 as you can threaten longer distances. one idea I had was using “Total Offense” as your fighters are more likely to be in a position to make an attack action without charging, especially with all the movement plots and RNG 3 galore. Move chosen “shining example” over “fired up” as Thundrik will be the first to inspire most likely anyway. And it frees up a restricted slot. I would maybe get rid of “prepared position” as “inspired command” does the same thing with the added option of pushing a friendly fighter. My “super secret tech” idea was to use “toxic gases, distraction, invisible walls, shattering terrain, and Knockback” to keep the enemy at bay while I shoot them to death. Also, I’m not sure about “empowered aethershot”, I personally think the warband has enough cleave on its own.
  9. It just dawned on me they Thundrik’s Profiteers are the WORST warband to try and fight the gargant...literally the worst
  10. I transcribed the rules for the Gargant into Word. Is that something I’m allowed to post for those who don’t have access to the rules?
  11. Abosoths unmaking combined with Leech Power could be devastating for hold objective decks, especially those that use keys. In a best of 3 format you could know what objectives to snipe off the board. Also, Skhathael with Shadeglass Dagger and concealed weapon one-shotting Mollog seems really funny.
  12. Ah yes, my mistake. Potion of constitution is better that I thought!
  13. Looks cool. Not a huge fan of potion of constitution though. Opponent can get around it by just doing 1 damage with a fighter or ploy, then you have to discard it and it's wasted.
  14. This is the list I will probably try out first: https://www.underworldsdb.com/shared.php?deck=0,N218,320,348,335,334,331,362,N401,N467,N224,384,389,391,421,N499,N528,235,243,282,276,272,257,291,305,N323,N343,N373,N529,N551,381,330,N317 it has a decent amount of offensive and defensive cards. Cursed artifact, deathly fortitude, great fortitude, tomb of vitality, and healing potion all help Mollog stay alive. Hidden paths, commanding stride, potion of grace, and sprinter help him move around the board easier. invisible walls, transfixing gaze and distraction give a bit of control. Great strength, foul temper, and potion of rage help him hit easier/harder. The objectives are a lot of passive glory which would give me freedom to do whatever I needed with Mollog. The main idea would be to charge in, kill something and then move somewhere Walsh to safety or for more killing.
  15. I suppose all that does make sense. Please write up something if it does work out. Or even if it doesn't. I saw a 1/2 placed Fyreslayers build on Underworldsdb (pre BAR list) which revolved around making Fjul an unkillable beast. The cards I really liked were Inspiration Strikes, Duel of Wits and Spoils of Battle. And Ploy Master along with Escalation because the deck cycled through cards quickly enough to score those objectives easily. I plan to build a similar deck which tries to explode out of the gate and then bounce Mollog back out of danger. I will try Foul Temper and maybe Helpful Whispers as accuracy buffs. Great Strength and maybe another +1 damage ploy or upgrade. Cursed Artefact, Deathly Fortitude, Great Fortitude, Horrific Stench and Vampiric Weapon will help with defense. The rest of the cards will be for movement/push options. I have to admit though, the very idea of Mollog dying and then dumping upgrades onto say the batsquig with the "potential" to one shot even Gurzag seems incredibly entertaining.
  16. Looking over the deck, why so many damage upgrades? I count 4 damage upgrades? And 4-5 accuracy buff in ploys and upgrades? And even another extra damage ploy? seems excessive . i think Mollog needs defensive cards as much or moreso than damage buffs. Before the BAR list aggro Skaven were doing very well and I'm pretty sure all they had was awakened weapon as an accuracy upgrade. And Skritch was usedas the sole fighter in those deck builds and he wrecked house.
  17. I plan to pay him and I agree his inspire condition is dangerous for him. And you don't "really" care all that much about the other 3 members inspiring. That's why I'll be taking furious inspiration and maybe regal vision. Being able to inspire right away will be a huge boon for Mollog. I also agree that Get The Hence isn't as good as I initially thought. My plan is to, hopefully inspired, charge in, Kill something, and then either stick around if it's safe or bounce out of range by ploys such as illusory fighter and commanding stride. upgrades such as deathly fortitude and great fortitude will help keep him alive. And my secret weapon will be cursed artifact as he has enough wounds that the benefit of +1 defends outways the -1 wound. Vampiric weapon can also help you stick around even if you kill 1-2 fighters. Healing potion can help also by getting back avj at least 1 health, maybe 2. Luis attack dice are not fantastic, but you do have foul temper which is a copy of awakened weapon and AW is restricted for a reason. I also plan to take potion of rage to make at least one attack "almost" a guarantee. The upgrade that negates 1 support from your opponent also helps with attacking and defending if there are multiple enemies. I feel like he will be a fun and competitive warband.
  18. Pretty sure both reactions are during the same "reaction window". so you'd have to choose one or the other reaction, not both.
  19. Actually Inpsiration strikes does sound tempting. A double charge right off the bat would be awesome! also, Cursed Artifact does actually seem pretty decent with Mollog. Going up to 2 defense would be good especially on the mirror match. Also great against warbands with little access to cleave.
  20. I would be cautious of giving him -wounds for any reason. Your opponent (assuming they have played and know the game) will be going after Mollog because they probably won't be able to just let him be and ignore him. Every upgrade that lowers his wounds characteristic makes it that much easier for him to be taken out. Cleave gets through all that extra defense. Those upgrades also don't help get him inspired. it'd probably be better to take deathly fortitude or sudden growth. Vampiric weapon I was planning on taking. He'd just need to kill a couple fighters to make it worth it. regeneration, idk it's a dead card if drawn in the first round and a dead card if you draw it third round. My thoughts were illusory fighter to bring him back to safety after taking some fighters out. Also soultrap/tethered spirit seems like a nobrainer in case he does get taken out. Healing potion also for getting wounds taken off. I almost don't want to waste a spot on inspiration strikes because I feel like he will be taking wounds and I don't really like dead cards late game
  21. I wonder if Shardgale will be valuable with Mollog? Really the only fighter you'd be worried about would be Mollog, but 1 wound wouldn't be to bad, especially if you could wound multiple other enemy fighters. Your other fighters should be fine with the wounds. It would also help Mollog to get inspired. I have thoughts of swinging his club to damage multiple enemies and then playing shardgale killing all of them. Shardgale could also be used to suddenly inspire Mollog making him able to charge again (assuming he already has 2 wounds) when your opponent may not have been planning around a double charge.
  22. Stalagsquig and centre of attention look interesting. Since you can put the stalagsquig on any open hex, you can much more easily have a perfectly placed centre of attention also with the stalagsquig placed on any open he'd and the fast bat squig, you can score Extreme Flanks even easier
  23. It's interesting that you cannot score Supremacy or Our Only Way Out. Seems like a really fun warband to play. I'm thinking of a very fast aggro deck build with Mollog. I really love how drastically different each fighter is. Duel of wits, spoils of battle, light armour, ready for action, come to mind to make the warband quick from the get go. Movement cards like sidestep, distraction, faneway crystal, hidden path all feel like great starts. You could use hidden path or faneway crystal and still charge after moving!
  24. I'm very tempted to use a new Giant Mangler Squig as a stand in for the Gargant. It just looks so cool and thematic. Anyone else have any cool stand ins for a Gargant?
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