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Anthony225

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Posts posted by Anthony225

  1. 3 hours ago, robinlvalentine said:

    Really like the new warbands, and the setting feels like a super refreshing change of pace. I hope they keep mixing it up with future seasons - a totally different theme for each one.

    And lore-wise I love the idea of Shadespire sort of breaking and just spilling its horrible cursed contents all over the place, bleeding between  all the different realms. Turning into a weird megadungeon that connects all dark, forgotten places, tempting would-be heroes with the promise of forgotten treasures...

    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 

    • Like 1
  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

    • Like 1
  3. 2 minutes ago, belly318 said:

    Yes for Stand and Shoot, as that occurs DURING an activation. No for Ready for Action, as that would occur in the power step, and hence not during an activation. But if you did that, you can no longer activate the fighter regularly.  So you can Activate, use total offense and attack. Then when your opponent charges the same fighter, you may make an attack action with +2. 

    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” 

  4. 42 minutes ago, belly318 said:

    Total Offense is a good pick, but I don't like the restrictions on it. Seems like an upgrade that will get ignored often. I'd chosen to ignore both Fired up and Shining Example, mostly because I need to score objectives to get guys inspired, it's a cart before horse scenario - and I didn't like the feeling of it.

    Taking both guard ploys was a deliberate move. It increases the chances of having one in hand when I draw Change of Tactics, and with the focus on keepng Thundrik alive, Inspired Command will infrequently be a dead draw. Plus, it's always a push ploy on the side.

    I did think of the movement shenanigans deck, but chose to focus on objectives from attacking, and increasing their reliability (various +dice and reroll power cards), over it. I felt that tech'ing that way was too focused on anti-aggro, and the Profiteers should focus on;

    Score objectives to inspire fighters to score move objectives to get more glory to win games

    I'd done some refining of the deck, and landed on this;

    https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N245,N248,348,L38,349,N467,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N252,N461,331,376

     

    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?

  5. On 4/24/2019 at 7:50 PM, Intrinsic said:

    My local monthly is on Saturday, my main competition has proposed a day 1 challenge.  We both play one of the new warbands, no practice beforehand. I insisted we also not be able to get the models until just before the tournament, even though playing with unpainted models drives me nuts. We flipped for warband, I came away with Profiteers. So here's what I'm thinking, comments appreciated:

    https://www.underworldsdb.com/shared.php?deck=0,318,327,331,348,N248,N250,360,N461,369,N245,243,N235,N238,292,N239,N309,N302,L24,N319,N385,272,N322,N476,N529,N499,N550,N503,N252,N254,N256,N480,376

     

    How did it go?

  6. 2 hours ago, belly318 said:

    I'm painting the Profiteers for an event this coming weekend, and i'm working on the decklist.

    One objective i'm torn on, if Keep Chopping. Given the abundance of Range 3 attacks, i'm draw towards it as a reliable objective. But is it as reliable as I think it is? 

    Here's the deck as i've built it so far. I'll be culling the power cards down to 20, so some feedback on what to cut would be appreciated too.

    https://www.underworldsdb.com/shared.php?deck=0,N338,N322,N385,N235,N237,N239,N357,272,291,243,N242,N245,N248,348,L38,349,N467,326,327,N420,N514,N529,N503,N550,N476,N501,424,N499,N309,N347,N256,N252,N461,331,376,369

     

    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. 

     

  7. 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. 

  8. 33 minutes ago, Skyeline said:

    I would recommend dropping Determined Effort and replacing it with Fueled by Fury. I can go dig up the math if necessary, but even in a vacuum on a 2 dice attack they're comparable. Fueled by Fury takes off by miles if you ever combine it with Potion of Rage. 

    I'd also strongly recommend putting Aggressive Defence in there somewhere. The card feels borderline tailor made for Mollog. Hidden reserves would be my target for removal to make some space for it.

     

    Regarding the conversation above about Potion of Constitution..

    This isn't true if I'm not mistaken. The card functions as a reaction, which means you can choose when to trigger it. Since it triggers during the attack action or gambit, you can simply hold onto it when you know your opponent is throwing small damage at you (i.e. a Boltstorm Pistol shot from a farstrider, a 1 damage ploy such as Encroaching Shadows, etc.)

    Ah yes, my mistake. Potion of constitution is better that I thought!

  9. 2 hours ago, Requizen said:

    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. 

  10. 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. 

     

    • Like 1
  11. 59 minutes ago, Malakree said:

    The idea of the deck is to make ALL of the fighters lethal, rather than just trying to keep mollog alive. If you compare his attack profiles to the 3 squigs they are actually all really similar.

    Stalagsquig has 2 hammers when inspired, spiteshroom is two swords against all adjacent fighters. 

    The damage and dice upgrades then make you less reliant on mollog to trigger your things like demolished. Skritch get cleave on a crit and has better base stats than mollog.

    Additionally skritch wasn't playing against sudden growth/deathly fortitude. With that in mind against cursebreakers you need to be able to blow them up and potentially hit 8 damage in a single swing. Also if you look at the objectives I've chosen you should be able to see why I've gone for such a huge amount of dice/damage upgrades.

    It doesn't matter how survivable you make mollog if he's not enough of a threat to stop your opponent ignoring him while they farm your squigs for easy glory so they can upgrade beyond mollog ability to put kills through.

    Throw him forward and threaten to blow even gurzag up in a single shot while uninspired. If they kill him use those same upgrades/ploys make the rest of your now inspired warband do the same.

    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. 

  12. 7 hours ago, Malakree said:

    I played him on sat at a very casual tournament which gave some useful game experience, especially just how bad Mollog is at hitting things. I've managed to come up with a possible deck but it's really janky and I'm going to see if I can't find another tournament near me next weekend to test whether it works or not. 

    The only other deck I can think of with him would be a pure agro deck which can make any of the fighters lethal. Not sure it would be better than Magore's though.

    48041743_MollogHittingStuff.png.9508c93ff7f495ad4ddd2019c545c6b9.png

     

    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. 

  13. 1 hour ago, Malakree said:

    Actually if you read through the rules Knockback only applies on successful attacks, so you have to actually hit and deal damage to get the knockback. Since Mollog has a huge damage on his club this means a lot of the time you're able to score it you just kill your opponent instead and don't. So yeah it's actually terrible for Mollog....

    Personal takeaways.

    • Mollogs attack dice are terrible. 
    • Inspiring Mollog is a nightmare, if you do manage to get him inspired he's now in one shot range for every agro warband.
    • Not being able to get cleave on him is horrible, he really needs it.
    • His defence dice are rubbish which means against the strong agro warbands he's often dying in 2 attacks.
    • Mollogs objectives are bad, Is It Asleep? is the only strong one and he 3 other "ok" ones.
    • He has 2 upgrades which matter. The rest are terrible.
    • Only 3 ploys which are ok, even then they aren't mindblowing.

    Trying to build a deck with him I found that it's essentially 30+ neutral cards, you are crippled by having terrible attack dice on Mollog himself and a bad inspire condition. Honestly at this point I'm struggling to see why you would run him instead of Stormsire's, Magore's or Farstrider's depending on what you're doing.

    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. 

  14. 11 hours ago, PJetski said:

    Mirror of Spite on the 'shroom is pretty hilarious. Chainghast, most of the gitz, and Skeletons simply cant attack him.

    Pretty sure both reactions are during the same "reaction window". so you'd have to choose one or the other reaction, not both.

  15. 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. 

  16. 6 hours ago, Goblin-King said:

    I got a bit burned out with Shadespire, but this guy... This guy got me back into Nightvaults!

    So... This is the first warband ever where I have trouble keeping the number of upgrades down while the ploys easily landed at a good number.
    The fact that you got one big main fighter changes everything.

    I'm thinking definitely Cursed artifact (-1♥, +1Def)
    But should I double up with Cursed Shield? (-2♥, +1Def)
    3 shields defense is SCARY, but it does leave him at only 4 wounds. 5 if he gets Fortitude.

    I'm also thinking such overlooked upgrades as Vampiric Weapon, Blessed Armor and Regeneration might actually be worthwhile on this guy?

    Basically I'm thinking he is already a beast, and just a couple of upgrades will be dedicated to improving his fighting skills.
    But if he goes down, it's game over man! So survivability all the way!

    What do you guys think? 

    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 

  17. 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. 

  18. 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 

    • Like 1
  19. 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! 

  20. 12 hours ago, KatrinaStormclaw said:

    I won with Curesbreakers with 16 Glory.  Namely with tooled up Stormsire due to his range.  He could still choose to attack me if i wasnt controlling him, but at least no being kicked.  You score as much Glory as you do damage until he inspires... Then you only score 1 Glory point no matter how much damage you do.  You can still score glory by killing enemy fighters and if you have upgrade cards like the keys, as you still place objective tokens.  Glory is plentiful until he inspires.

    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?

  21. 15 hours ago, KatrinaStormclaw said:

    We played against the Gargant tonight.  3 way with Sep Guard, Thorns of Briar, and Cursebreakers.  With all the undead models there was always someone for him to attack so no regeneration.  He was always able to complete his movement easy enough so no bellow either.  Even with some fighting amongst ourselves we were able to take him out by the end of turn 3.  Not nearly as difficult as I first imagined him to be.   Maybe with smaller warbands he would be able to heal himself more often, but it just seemed like someone was always there wailing on him trying to get glory.  It was a nice change of pace, but definately not something we will be doing often.  

    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.

  22. 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.

  23. 4 hours ago, PlasticCraic said:

    @Intrinsic thanks, that makes sense.  I like the early scurry on Sourtounge.

    I've only used the Warband once, and I was lucky enough to get Volley Caller out early - combined with Prog in support, it can be absolutely devastating.

    That's probably my main takeaway so far actually - the Low Cunning upgrade is excellent in combination with Volley Caller.  Those arrows shooting twice, with +1 damage...it's like a little Kunnin Rukk!

    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. 

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