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Anthony225

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Posts posted by Anthony225

  1. 3 hours ago, Goblin-King said:

    So how exactly does "score immediately" cards work now?

    I have already charged with 3 fighters. If I score another "score immediately" and draw "Blood for the blood god", can I score it immediately?
    Can I score it later in the same phase? If, when is the window?

    I have charged with 3 fighters. I have "Blood for the blood god" on my hand, but forget to claim it. Can I score it at anytime within the same phase?

    The implications with the new FAQ is that "immediately" doesn't actually mean *this very instant*, but rather just that these cards can be scored outside the end phases. 

    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. 

    • Like 1
  2. 12 hours ago, Goblin-King said:

    I think this ruling is weird. If "considered to have made a move action" is never considered to have made a move action it's truly one of the worst worded cards.
    But no use discussing it at this point I guess ;)

    I'm in shock over this one! This is so absolute BS. If someone pre-FAQ had tried to do this I would have told him to go F himself.
    Making  charge a move action followed by an attack action may have seemed smart and clean at one point, but I honestly think it's only a source for confusion and BS.

    Charge should just have been it's own separate action, not two in one.

    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. 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

  5. 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 

  6. 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. 

  7. 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. 

  8. 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. 

  9. On 5/17/2018 at 2:08 PM, Sleboda said:

    ?

    I mean...

    But...

    Wow.

    For the measly cost of 2 cards you can inspire an entire warband. I'd kill for that for Chosen Axes, and it's pretty amazeballs for Orruks.

    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

  10. 1 hour ago, Malakree said:

    Just going to point out that I said shardgale and tainted vitality.

    One of the big problems I've had is that other than gurzag every member of the warband does terrible damage until inspired.

    Hakka and basha are functionally petitioners until they inspire, if you want to go full aggression they need to be pulling their weight.

    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.

  11. On 5/15/2018 at 10:13 AM, Goblin-King said:

    This! Nobody except the dwarf leader being inspired can naturally 1-shot 4 wounds.
    But lots of dudes can hit you for 3 wounds naturally - and even more dudes can one-shot with an upgrade or ploy.

    The main thing Gurzag has going for him is his insane amount of life. Nothing can 1-shot him without several ploys or upgrades.

    Sure getting all the boyz inspired at once is nice, but it definitely comes at a significant cost. It's not an obvious choice imo.

    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.

  12. 2 hours ago, themiro said:

    Try to give it a couple of plays, it's a deck that needs some practice. However, I think it can go and fight into an unknown meta because it has lots of options and is not too draw-dependant.

    Rebound can be swapped for Trap, Tethered Spirit is a 50~50 but dissuades the opponent from going after someone crucial (e.g. especially Saek/Karsus if you stack other upgrades like Acrobatic, or one of the weaker fighters if you give them A Destiny to Meet).

    All in all, I'd say I score Denial 60% of the time. I use it as an "Annihlation light". If I table the opponent = I make denial, if I crush him on his territory = I make denial.

    Not a fan of Pure Carnage, in many matchups it is simply not going to work (against ress factions or small number factions) which makes it highly likely only vs Magore or Orruks. In those match ups in order to make 7 dead people it means that you tabled the enemy and lost 3-4 of yours, so you'd eventually make denial instead in all those scenarios. It can be a fun stunt to pull off if you lose all your guys and chip away 2 enemies and you drop Khorne Cares not and Pure Carnage in the End, but probably you gave away SO MANY glory points already...

     

    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. 

  13. @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?

  14. On 4/30/2018 at 8:17 AM, Sleboda said:

    You'll note I pretty much ignore objective play. I still believe that's dead. I assume (accurately so, it turns out) that I'll get one model inspired per game between Tefk and Fjul and, sometimes, one other between Vol and MM.  My other warbands are looking at at least half the fighters getting inspired, with more than that being pretty common.

     

    Also, when I do lose with these guys, it's almost always because my opponent understands that if they avoid contact, I can't get the ball rolling fast enough, and I'll end up on 3 or 4 Glory at best.  It's a pretty easy warband to beat, as long as you know to just sit back.

    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?

  15. On 4/27/2018 at 3:07 PM, Sleboda said:

    I will list my deck here, but first it's important to get into the ideas supporting it.

    1. Minimize the number of hexes between the two boards.  That means long board (short sides touching) or short boards shifted as much as possible.
    2. Choose a board arrangement (if possible) that puts impassible hexes near the spot where boards meet.
    3. Have at least two objectives that can be reached by at least two fighter each.
    4. Put your objectives near the middle, with one of them a hex or two into enemy territory.
    5. Don't panic if you don't Inspire.  Getting Glory early is more important so that you can Upgrade.
    6. Always look for ways to achieve multiple Objectives in one Action (Charge-kill (+1) with your Leader (+1) with an Attack that is more than needed to kill (+1) = 4 Glory including the kill itself).  This also cycles your Objectives very quickly, which is great.

     

    Now, the deck:

    Objectives

    • Alone in the Darkness (happens a lot in Round 1, and often in Round 3 as well)
    • Crushing Force (combo!)
    • Escalation (if you are not seeing this happen almost every game, you are not playing this deck correctly)
    • Defensive Strike (combo and a great incentive to "retreat" into your territory to kill a dude without "wasting" gained ground)
    • Flawless Strategy
    • Victory After Victory (awesome to chain with Flawless and an immediate or two)
    • Chosen Champion (see Escalation)
    • Master of War (a gimme)
    • Ferocious Charge (combo!)
    • Superior Tatician (easier than you might think)
    • No Remorse (combo!)
    • Scion of Grimnir (combo!)

    Upgrades

    • Sprinter
    • Solid Stance(for board control if nothing else)
    • Trusted Defender
    • A Destiny to Meet (Fjul + Chosen Champion, so why not?)
    • Grimnir's Speed
    • Activated Runes
    • Grimnir's Fortitude
    • Great Strength
    • Shadeglass Dagger
    • Great Speed
    • Awakened Weapon

    Ploys

    • Flickering Step
    • Oathsworn
    • My Turn
    • Distraction
    • The Earth Shakes
    • Tantalizing Prize
    • Treasure-lust
    • Earthquake
    • Inspiration Strikes
    • Shardfall (the most versatile, useful card in the game, in my opinion - never play without it)
    • Piercing Stare (because it's fun to stare at a model with one eyebrow raised)

    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.

  16. 45 minutes ago, Sleboda said:

    I've been using Earthquake as a surprise. Line up my fighters to move onto objectives, line up theirs to move off of them. Use Earthquake to do it all at once in one direction.

     

    My record over the last 21 games is 17-4.

    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.

  17. 5 hours ago, Biboune said:

    Hi, don't you think that Spectral Wings is better than Tantalizing Prize? I would pick Side Step instead of Distraction: you can push your fighter away from charge or on an objective and that is great for the Chosen axes. I think Mischievous Spirits is a great card for this band: an Earthquake can counter an Earthquake, but Mischievous Spirits  can help you to inspire one or two models even after a Great Concussion.

    That was my 2 cents.

    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?

  18. 11 hours ago, Sleboda said:

    Just wanted to report that I'm still having great success with these guys. Winning most games with an average score of 15-5.

     

    Moving on to the Fiends soon, but I'm enjoying these little fellas.

    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...  

  19. 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.

    • Like 2
  20. 4 hours ago, Sleboda said:

    Read my past above. I explained the problem pretty clearly.

    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.

  21. 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. 

  22. 14 hours ago, Kimarous said:

    Mildly amused that their warscroll includes rules for Magore's stomach maw. We've had models of Blood Warriors with tummy-mouths before, but it looks like Magore is the only one who thinks to, well, USE it. :P

    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. 

    • Like 1
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