Jump to content

Anthony225

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by Anthony225

  1. Maybe the goblin player didn't think it was "easy" as he didn't win. You could just be a better player maybe? I think the design of the format is that the gargant should almost always die, but it comes down to who is more strategic in the way they gain or prevent others from gaming glory. It's possible you're just better at that then other players. Primary goal is to take out the gargant, secondary, assuming gargant is dead, is to have more glory at the end.
  2. This doesn't make sense to me. The Gargant is to easy to kill because you're working as a team and essentially ignoring the part where only 1 player wins. The rules seem pretty good if you consider 1 person wins. If everyone is trying to be the "winner" then the game would play much differently than you describe. I completely agree that the gargant would be way to easy to take down by working as a team and trying to win as a team. If you're doing it that way then yes you'd need to modify the rules somehow. I for one think the idea of trying to balance fighting the gargant enough that he dies while also considering how much glory your opponents are gaining and trying to gain more than them sounds incredibly fun and strategic. Fighting as a team and calling it a "win" for everyone if thebgiant dies just sounds boring using that ruleset.
  3. I haven't played yet, by the cool thing is as it is co-op in the sense that you all want the giant dead or everyone loses, there is still only 1 winner of the giant falls. Whoever has the most glory wins. So it's not like there's no reason to attack fellow warbands, you'd gain a glory as well as prevent them from getting glory. seems like a good balance to me. It seems like maybe the player who racks up glory faster will be the one attacked by the giant as well as the other warbands possibly
  4. Awesome So how does the Gargant move? Is it as simple as I'm thinking it is to just move 1 hex by moving forward, backward, rotate front end 1 hex right or left, rotate back end 1 hex right or left?
  5. But who won the game? Even if the Gargant was easier than expected to take out, you still determine who wins the overall game by counting glory. I haven't played it yet, but it seems like there is some strategy such as taking out hard hitting fighters so they don't rack up glory. You want to take the Gargant out, btu you also want to have the most gory at the end. If the Gargant is alive everyone loses, if he's dead only one player wins.
  6. Does anyone know the rules or have a picture of the "Gargant Move Diagrams"? From the rules "...The controlling player then performs any of the actions in the Gargant Move Diagrams twice (in any combination). Each of these counts as a single push. The Chaos Gargant cannot be pushed through other fighters, blocked or incomplete hexes.." I transcribed all the rules, but I don't know what the movement diagram is or looks like.
  7. Sorry to burst your bubble, but Low Cunning is for range 1-2 attack actions. Bow is range 3 so doesn't get the +1 damage bonus.
  8. If you know how to cut the "join tabs", whatever they're called, and then glue I'd recommend that 100%. I have all the warbands and the first thing I did when putting them together is cut off the join tabs. They are meant to be tight in order to be push fit. When you cut them off and glue it is significantly more easy to build and there's less gaps
  9. Mighty swing is a ploy that gives the next fighter an ape attack
  10. Makes me wonder if shattering terrain is even worth it, since it's really only taken because of sourtongue. Granted it'd be really awesome to even tag 2 enemies with 2 damage if the stats align.
  11. So how does deathly fortitude work with the blue/brimstone horrors? To me it looks like when the "5" wound blue horror dies, you it flips over and turns into a "3" wound brimstone horror. Seems like a great way to have them stick around extra long and be super irritating.
  12. Don't get me wrong, they look really cool and interesting. I want them to work well, it's just starting with 4 models and so few wounds sounds is scary. I do really like the idea of summoning a blue horror on any starting hex, and then the fact that that model is a chore to get rid of because you have to kill it twice. That could be really annoying to deal with. I also really like the idea of a 3 damage spell slinger.
  13. I hate to say it, but they look really fragile. They have the least starting wounds of any warband, albeit they can summon a model through an action. Bu they just have mediocre defense stats, and that combined with so few wounds, it just doesn't look good in my mind. They'll have to have some pretty great cards available, and even then they just seen paper thin and they don't even hit very hard in combat.
  14. They look super fun to me. I like the idea of using flickering step to make movement even more random, especially for the Fanatic. He seems very comical with Acrobatics!. Great concussion will be great to be able to pile up your grots in order to have a big Scurry chain of movement. Could use illusory fighter to get the Fanatic to safety as well as hidden path. The idea of the fanatic running rampant in the backfield is glorious. Honestly, the Fanatic will be the funnest model to play for me. I've always loved cards with walls of text and weird special rules. The 0 movement and 3 dodge is hysterical. also, the fanatic will love Time Trap as he can use his action 2 times in a row!
  15. I think they can do both. I also thought of a sneaky build which involves choosing a board with the most lethal hexes, and then taking ploys which push your enemy into your lethal squares. So great concussion, earthquake, the push all enemies spell, and distraction. You could also push into their territory if you want. And if they take lethal hexes it's even better.
  16. With the new token rules I do like the idea of being able to kill your own fighters in order to pop up in a better location tokenless and ready to charge.
  17. Yeah, I always thought the cards looked "incomplete" with the cool detailed artwork, and then a picture of the corresponding bare plastic miniature.
  18. Yeah it wouldn't work 100% of the time. But having access to an "action" that you don't have to hope you have in your hand or have to wait to counter another great concussion is way better than not having access to that action. As a nighthaunt player I'd probably still play great concussion so eventually I'd have a really good shot of sitting on objectives to score stuff. May even take earthquake as well for a ridiculous amount of movement shenanigans.
  19. Varclav the Chained may single handedly enable nighthaunts to be a viable objective grabbing warband. Who cares about great concussion or even earthquake combined when you can push 5/7 of your fighters 2 hexes with 1 action. Hopefully they are not to good though. They seem to hit with a good amount of damage, not great, but also seem fairly fragile. Especially since, at this point, there doesnt seem to be any revive mechanic . I guess there could be a spell though. I'm pretty excited for the nighthaunts. I really like the idea of super fast ghosts moving through everything.
  20. The thing I like about the Nighthaunt ghosts is that so far they seem to be weird/different enough to warrant using cards that wouldn't necessarily be good or competitive in previous bands. An objective that comes to mind is Brawl. The goal, if you want to get them inspired, is to get your fighters adjacent to enemy fighters. Their inspire condition goes against Alone in the Dark, but could work for Brawl. The other cool thing is since you'd be wanting to get adjacent with the enemy, and your opponent is most likely playing Alone in the Dark as it's a fantastic objective, you can actively shut your opponents AitD down from scoring it. Killing Ground and Trapped are a couple other objectives that could work. It seems like the ghosts will be able to be all over the place and go where ever they want. Killing Ground could work as you could take out a fighter in enemy territory and then hope they take one in yours and someone dies in no mans land. Trapped is another potential winner as you could swarm an enemy and attack them causing them to be driven back but not able. Acrobatic seems like a nobrainer with so much double dodge on decent fighters, with no (none spoiled yet anyway) way to ressurrect. Trusted Defender will be good as well for defense.
  21. I'm assuming the 3D terrain doesn't do anything in the game, just looks cool. Somewhere in the spoilers it stated the terrain was just matching whatever in printed on the boards themselves. So the 3D terrain doesn't do anything except look 3D. As far as I can tell anyway. Also, you can just move it out of the way when necessary, it's not like it has to be there. But I do see the issue of forgetting the hex(es) are still occupiable.
  22. The ethereal mechanic seems really cool. It'll be nice to load up your side with lethal hexes and not have to worry about them. its interesting that they don't seem to have very good defensive stats. And this fighter hits hardish, but not easily with 1 sword uninspired. Inspire mechanic is cool also. Seems easy yet dangerous. I wonder if there is any revive mechanic for them? I also like he fact that they have a painted model in the upper left corner and not the bare plastic
  23. I had a crazy thought for a "conversion" for these guys. I don't really like the models, but I do kinda like their rules and the idea of running around the board shooting stuff. My thought was to use GW's Melusai Blood Stalkers as fill ins for my Farstriders. Even the leader has a little pet dragon thing on her arm to represent Farstrider's falcon. The other two members I would just add an axe/sword either in the medusai's hand or hanging on the hip. Is there any conversion rule that would not allow something like this in an official GW Shadespire tournament? I could unserstand why they wouldnt allow it as the entire warband would be totally different models, albeit still 100% GW.
  24. Have you tried using earhquake and great concussion to help push all your fighters into their territory? That could help against defensive warbands. You can score unstoppable advance, swift advance, and maybe conquest while doing so
×
×
  • Create New...