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Anthony225

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Everything posted by Anthony225

  1. The 2 push ploys I was referring to was me, as the objective player, taking them to push enemies around, hopefully into hazards. and does anybody really take all of the objective diruptioned you mentioned? I get it, all those things do disrupt objective play, but if you take it all that's basically all of your ploys. And to be honest that's probably not a very good deck build. Is taking half of those ploys worth it just in case you come up against an objective deck? what Ive seen in a lot of blogs/ videos is people tent to take great concussion and maybe 1 push ploy. Personally I'd make my objective deck have maybe supremacy+on our way out as strictly objective play. All the other objectives would be the same old escalation, ploy master, master of war, alone in the darkness. my goal would be to sit back and wait for the enemy while collecting glory. That doesn't necessarily mean I have to go all in for objective play. The idea with the new boards is if the enemy wants to come and play, it'll be a little more dangerous than the standard boards.
  2. I'm actually wondering if the new boards will help out objective decks. I can take Guard, Skaven, or maybe Dwarves as an objective deck and take the hazard board with the 2 blocked and 2 hazard hexes. Each of the previous warbands have access to 2 enemy push cards. So the idea would be to collect objectives and wait for your enemy to come to you and when they do, leverage the hazards to make it easier to take them out. You can more easily react to your enemies if they have to come to you. Knockback could be fun also because you could, in theory, knock an enemy through a hazard and they may have to go back through it to get back to you. i was also thinking of shardfall to further clog up the board for your enemies. EDIT: now that I think about it, even Magores fiends or Orruks could be interesting as a sit back and collect glory warband with the new boards. The Fiends can be pretty brutal when attacked and half their fighters can't be driven back. Orruks are very easily inspired with the hazards and they hit like trucks so you may not want to go to them. It's a win-win
  3. There's some interesting combos you could pull off in theory with the new boards. You could move a lesser Skaven into 2 hazards killing him, then ressurect said Skaven in enemy territory. It gets more fun when you have a hard hitting weapon upgrade and ready for action. In theory you could kill a hard target before they have any activations, especially like another Skritch or a Warden!
  4. The official announcement from warhammer underworlds site says "deals a point of damage if a fighter moves through them from intentially moving or being moved by a ploy or effect, or being driven back" so it seems pretty safe to say if a fighter ends up in a hazard for whatever reason, they take a damage
  5. @riddlesworth, im glad to hear the deck above that I posted is working out. It looks like a ton of fun. My theory is earthquake and great concussion may be used primarily to get the "murder midgets" up the board post haste. I do very much think that each dwarf is a force to be reckoned with (once inspired). Even Mad Maegrim, who's arguably the worst Fyreslayer stat-wise, is a capable fighter with a free reroll. Im very interested to see the new leader cards as the cards spoiled so far give me hope that there's something good for the dwarves. Quick advance and tyrant's command seem decent. Tyrant's command I think will be good for a lot of warbands. You could hidden paths Tefk into enemy territory and then charge. Commanding shout is interesting also. Although I'm not sure using an action to push a fighter 2 hexes is worth using an action. But it could be
  6. The new board with the 2 blocked hexes and 2 hazard hexes looks intriguing to me. You can, in theory, sit back with a warband like sepulchral guard and use push/knockback effects to toss the enemy into the hazard hexes. If I were to try this, and I may, I would use objective based objective cards to sit on objectives while the enemy comes to me. I would use push ploys as well as shardfall as adding another blocked hex wherever I want seems interesting. With the prince you could knockback an enemy through a hazard and then they'd possibly have to go back through the hazard to get to you again. And having friendly models die isn't as detrimental as you can always bring them back! If you're worried about the Warden dying early you could use hidden paths to get away. The thought of the enemy running around in my territory while being pushed into hazards and skeletons popping up here and there, all while their "fearless" Warden leader is having a picnic in enemy territory all by his lonesome, seems very satisfying to me.
  7. My guess is the white hexes are just blocked hexes like the normal boards. And I also think the boards are double sided. If you look closely at the white hexes, the one next to the fire/red hex looks like a tipped over cauldron. And the other white hex looks like it could be an empty cauldron just sitting there.
  8. I think there is a distinction between present and past tense in regards to "score immediately" objectives. Blood for the Blood God says score immediately if 3 fighters "made" a charge action this phase. So it seems yes you could play it at anytime as long as 3 of your fighters made a charge action during the phase you intend to play it. however, Advancing Strike states, score immediately When your warband "takes" an enemy model out of action in enemy territory. So as I read it you could not score this objective later in the phase as "takes" refers to right now as the action is happening. also Blood for the Blood God states "in this phase" while Advancing strike doesn't. So if you try to argue that tenses don't matter than you'd have to argue for being able to score Advancing strike during any phase as long as your warband took an enemy fighter out of action in enemy territory previously at some point. so if the stipulation is "past tense" then you look at any other stipulations which would be "during this phase" for Blood for the Blood God. And if it's "present tense" it literally needs to be scored "now" when the action happens.
  9. I don't understand the hate towards the relics giving 2 power cards for a charge. Best case you're looking at 2 extra cards right?
  10. Did anybody notice that Fyreslayers got 1st place at the U.K. Games Expo Grand Clash 2018? deck looks interesting and fun as well. What do experienced Fyreslayers players think of it?: Objectives (12) 119 - Ferocious Charge 124 - Scion of Grimnir 125 - Unstoppable Advance 235 - Alone in the Darkness 243 - Change of Tactics 257 - Escalation 272 - Master of War 276 - No More Tricks 282 - Ploymaster 284 - Precise Use of Force 291 - Superior Tactician 293 - Swift Advance Ploys (10) 132 - The Earth Shakes 133 - Treasure-lust 320 - Duel of Wits 321 - Earthquake 329 - Great Concussion 331 - Hidden Paths 334 - Inspiration Strikes 347 - Quick Thinker 348 - Ready for Action 362 - Spoils of Battle Upgrades (10) 136 - Activated Runes 142 - Grimnir's Fortitude 373 - A Destiny to Meet 389 - Great Fortitude 391 - Great Strength 409 - Shadeglass Axe 411 - Shadeglass Darts 420 - Soultrap 421 - Sprinter 424 - Tethered Spirit
  11. But they could be the next 4 warbands right? I mean it's possible. The cloaked dudes with the scythes look super cool. I'm gonna guess they are all 4 for shadespire as well
  12. So what is this infamous aggressive farstriders deck build all the fuss is about? And how does it work?
  13. I'm not sure if this has been addressed or not as it's probably an obvious answer, but still not sure: does a player gain 1 glory for an enemy model being taken out of action regardless of why they were taken out? Or do you only gain the glory if a friendly fighter takes an enemy out of action with an attack? for example would you gain glory if you took a model out of action via cards such as: bone shrapnel death throes expendable shardgale ... sorry, just realized this question is not in the main FAQ nevermind, it is in the FAQ
  14. I'm wondering if dwarves would do well with ploys that are mostly movement based with time trap and ready for action which could also be movement. And for upgrades offensive and defensive. I was also wondering to add objectives which get you glory for being in opponents territory as dwarves have their own "conquest" equivalent. Earthquake and great concussion alone get each fighter 2 hexes closer to enemy territory i feel dwarves could potentially be surprisingly fast with alll the access to pushes and movement they have since they don't need offense ploys
  15. If they made a card that let you teleport an unclaimed objective to anywhere on the board that would be huge for dwarves. As then they could sit back and wait the enemy out with cards like supremacy and on our way out. And also inspire much easier.
  16. Are there any good reasons to take Fyreslayers over Orruks? Orruks seem to have better general stats (not attack stats) than fyreslayers. Fyreslayers have equal general stats to Orruks, but only when inspired. They -1 movement and wound which I think is huge. The one thing I think the Fyreslayers do have for them is that almost the entire warband hit like trucks even before being inspired. The one thing I think that hinders the fyreslayers enough to be not that great is movement 2. Granted I have not played a game yet, but I've messed around with placing boards just to see different set ups. And if you place the boards with short edges touching the fyreslayers seem pretty screwed as they are so far from the enemy. Also seems like a catch-22, the dwarves want to close with the enemy and they have to do it quick with ploys as they are so slow on their own, yet they want to stop and check out the scenery in order to inspire.
  17. At the risk of sounding naive and silly, are Orruks considered one of the "good" or competitive warbands nowadays? I assume they are as they seem to fit the style of lots of movement+attack ploy/upgrades. They have a lot of great attack/charge ploys and they are very durable.
  18. To be fair, Chosen Axes would be incredible if you could inspire them with the two mentioned cards. It would be a no brainer to take them if you could easily inspire the entire warband. Chosen Axes are all monsters when inspired. Comparing Orruks and Fyreslayers is not really the same thing. Comparing Skaven and Orruks may be more in line
  19. Still have to have both cards to do it. Idk, seems weak to use up two ploy slots to do nothing except inspire your warband. I admit the 2 chumps do hit like a sack of pillows before inspiring, just seems like a lackluster way to do it. Gurzag literally only gains a reroll on one attack die, which is good don't get me wrong. And bonecutta goes to damage 3 which is great, but idk if it's worth spending resources to damage him yourself. I do think the 2 chumps are the ones most in need of inspiring. Inspiration strikes seems fitting to inspire whomever isnt yet. Daemonic weapon i understand functionally, but I just see it as a good weapon which damages you and then you get inspired, but you're not using your stats anyway so what does it matter if you're inspired? I would personally use inspiration strikes and maybe shattering terrain in such a way that I could damage myself as well as my opponent with something like quick thinker. You use shattering terrain on their turn, they move, take a damage, quick thinker, you move, take a damage, and ideally you would not be attacked. If nothing else I think tainted vitality could be more useful without shardgale than shardgale without tainted vitality would be for Orruks. Orruks are naturally more durable than every other army so healing everyone would help them most more likely. Tainted vitality, healing potion, great fortitude can all make it pain in the rear to take out the Orruks.
  20. I thought this about 5 seconds after seeing shardgale spoiled. In my opinion i'd rather make my opponent do the work inspiring my fighters, for free none the less. Where I think shardgale really shines is with farstriders. They want to ping you to death and a ploy that pings everyone for 1 is gold. you shardgale and then one shot 2 wound fighters. So I think shardgale works best in a warband that doesnt want to engage but still wants to deal damage.
  21. Has anyone tried an aggressive Skritch build? I'm thinking some objective based objectives such as supremacy, superior tactician, our only way out, complete victory, and various other smaller glory count objectives, I like a lot of immediately scored singles. And then having some push/movement ploys/upgrades, but concentrating on offensive ones. incredible strength, great strength, hungering skaven, daemonic weapon, shadeglass dagger, light armour, expendable, twist the knife , etc. Has anyone tried something like this?
  22. I like trap. What are your thoughts on Inspiration strikes? Could be good to inspire someone early before 3 fighters go down. I honestly keep looking at Magore's Fiends and Skaven, but this build looks like a ton of fun. And I think the Reavers look really cool aesthetically.
  23. @themiro I really like your list build. It looks like a lot of fun to play with. In your opinion do you think it could be competitive going into an unknown meta? as in if you were to take it to a big tournament where you had no idea what anybody else would be playing. I would personally switch out rebound and tethered for something else as I do not chance cards, just a pet peave of mine. Also, how often do you score Denial? Would pure carnage be likely to be scored?
  24. That's disheartening to hear. So I'm your opinion, once your opponent is either a good enough player or just sits back and leaves you alone, the dwarves crumble?
  25. I do like your list very much and I want to steal it and make some tweaks of my own. I really like the style. I want to cut it down though to 20 power cards.
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