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Anthony225

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Everything posted by Anthony225

  1. 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.
  2. 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?
  3. 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
  4. 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
  5. So what is this infamous aggressive farstriders deck build all the fuss is about? And how does it work?
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. @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?
  16. 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?
  17. 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.
  18. My question is can't Great Concussion do the exact same thing except better? can't you pick a hex and move everyone 1 hex away in the same direction? But you would also have way more options with Great Concussion. Unless I'm missing something.
  19. Also isnt great concussion strictly better than earthquake? GC can do the exact same thing as earthquake right, with a lot more options on top?
  20. What does your deck consist of? I feel the recent sets have added very usable cards for dwarves. Inspiration strikes is obvious, hidden paths can be great to help get your fighters into enemy territory, spectral wings is a great speed buff, Great concussion and mischievous spirits can both help land you on objectives. With shifting shards and mischievous spirits you can also help get your fighters into fighting range as well as on objectives at the same time. My turn also seems good to move and attack out of activation. The only problem I find is keeping close to a 20 card deck...
  21. I was wondering how Reavers have faired after the new sets have been out. I have a list in my head that I think may be good and/or fun. It's mostly an aggressive deck and greatly relies on models dying, friendly and enemy. I thought of the idea when i saw Pure Carnage. Pure Carnage is 3 glory and if you can manage to have your own warband dead by 3rd phase you'd only have to have 2 enemy fighters out of action. Other new cards which seem like they'd be good for Reavers are: Twist the Knife, Shadeglass Dagger, Inspiration Strikes, Invisible Walls could be good defense, Quick Thinker, Deathly Fortitude for defense, Incredible Strength can replace Whirlwind of Death as it can go on any fighter In my mind I think it'd be funny to have the Reavers all die and have your opponent continue the game because you have objectives you can still score such as It Begins, Khorne Cares Not, and Pure Carnage.
  22. Great concussion will be great with warbands who don't want to engage. Pick a center hex and push your fighters away from them and them away from you so a possible 2 hex difference. Would be great for skaven
  23. I understand what you are saying. yes if you spend all your effort with multiple push/movement ploys to work hard to place as many models on objectives as possible and then your opponent undoes everything with 1 card (earthquake) it would truly stink. I'm saying if you know that is all possible, couldn't you just save 1-2 push/movement cards and refrain from trying to place as many fighters as possible on objectives? if you work on placing all your fighters on objectives your basically feeding your opponents earthquake at least 1/4 of the time. I would personally hold back push cards and only try to inspire 1-2 fighters in the hopes that at the end of the phase I would have 1-2 inspired fighters (dwarves) or claimed objectives.
  24. Still don't get the earthquake hate. If I'm an objective based warband/deck I'm bringing earthquake also. So if they knock my guys off objectives, I knock them back on. Also, you can plan to have 1-2 guys on objectives if you have a single push ploy. It's probably not a good plan to put all of your fighters on objectives because if they do earthquake you're screwed. They may think twice if you e only put 1-2 fighters on objectives.
  25. It was mentioned somewhere in the spoilers that there is an upgrade card having to do with his maw. i'm assuming its a weapon of some sort that's maybe a reaction attack when Magore is hit or missed.
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