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acadmo

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  1. I don't remember friends deck exactly but he is taking all aggresive in faction ploys and all neutral "must have" ploys like trap, great concussion, ready for action, my turn and quick thinker which is just broken with Farstriders(you move away from a guy making his activation useless and then proceed to murder him with your ranged attacks). Also one key ploy is Shardgale. It helps immensly with your killing power and auto scores Multiple Fronts. ^Because of ploys he can really dish out a lot of damage. His upgrades are similarly aggresive - shadeglass weapons, gun that gives cleave, helpful whispers, counterattack thingy. He also runs A Destiny to meet as some form of lategame points and obviously Army of one which similarly to Quick thinker is too strong with them(they can make use of additional attack dice multiple times in a turn). These are his objectives: behead the beast(e) punishing volleys(e) advancing strike(i) alone in the darkness(e) master of war(e) masterstroke(i) ploymaster(e) multiple fronts(i) precise use of force(i) superior tactician(3e) the bigger they are (i) victory after victory (e). As you can see it is an all out offence deck with no regard for objective holding. I think going hybrid with them is a trap. The main problems when playing against this deck: 1. You can't effectively engage - if you run with your warriors head on there is a good chance one of them will die or two will be severly wounded while farstriders will keep their distance. You will get 0 - 1 charges first turn if he doesn't want you to engage. 2. Can't effectively play defensive/objective game - the farstriders have exact same threat ranges as skaven. They are the fastest warband in the game when it comes down just to charges. They will easily interrupt your score obj plan. 3. Even when he engages you and you have some good rolls and put some hurt on them it does not reduce their damage output the same way it does to the other warbands - due to them not being required to charge in order to deal damage. You eliminating two of them may paradoxically make game harder for you, as you enable an army of one guy who is sitting in the middle of your board to wreck havoc with 4 dices on ranged attacks dealing 1 - 2 dmg with each, while your warriors are stuck because they have already charged or can't really engage him(if you charge him and fail(3 dice defence sometimes with a reroll) you are in melee range of 2 - 3 dmg attack and can't move, if you fail and push him back you are still in range of his gun and cannot move).
  2. Yeah it can be used in the other factions but it is a loooot less consistent(so usually not worth putting in). Yep the 3/4 hex range is the reason, If you put an Army of One on any of the Steelhearts, he will charge once, get a bonus die on attack and thats it. Farstriders don't need to charge so they will get bonus attack die every activation while having 3 dice on defence. You can't run away and you can't kill them. If the last guy is the Eagle Eye/Swiftblade(don't remeber his name) with furious blow you literally can't kill him(I mean you can but in the meantime he will kill your whole warband). To be honest I am hoping for some voltron counters. Maybe a ploy/upgrade that destroys an upgrade under certain conditions(like one model having 3 of them) for example. I don't think Army of One is that strong other than Farstriders. I can live with it against Steelheart's.
  3. It's not broken in the "op" sort of way. It's broken because only 2 out of 8 factions, arguably the ones that need it/deserve it the least(2 shield defence) can use it. In itself it is worth more than two cards(it's like better acrobatic + better light armour). It is conditional but Farstriders can usually complete its condition fairly easily.
  4. My thoughts exactly. My wake up call was when I played against my friend after brainstorming counters for few weeks with him and getting demolished by them day by day(I guess I have won with Magores a few times but I dont want to play them ;_;). At the end of it I asked him what is it that he fears the most when going to the tournament. "A mirror match". I am more and more inclined to think that Army of One is a problem card. It shouldn't be touched I think but is not very well designed either(and Farstriders make use of this broken design much better than Steelhearts).
  5. @Sleboda I am usually of the same mindset however "the best defence is offence" rule is not really true while going against farstriders.Whenever you kill a model in another warband you limit their options and number of attacks due to how charges and threat ranges work(essentialy each model can make one attack unless in base to base). Farstriders however do not need to charge to deal damage, and it doesnt matter if they have 3 or one fighter left alive. Also their damage is more consistent since if they fail their attack they can just continue attacking with the same fighter. Thats why I feel that healing effects are one of the few ways to lower their dps even more so due to incremental nature of their attacks. It might not work, we will see. What about magores, do you find them problematic? Also keeping the border narrow is a good idea. Didnt do that a lot since we play on a small table but it could help a great deal in keeping them from flipping and making their placement less in my face.
  6. Hello fellow dwarf players, what do you guys think about the state of our little dudes right now? On one hand they seem to be much better off now with some of the new ploys like My Turn and obviously Inspiration Strikes, on the other hand there are new matchups I am not entirely sure about. I will be attending a local tournament. The meta is very Magores heavy but I don't know the matchup that well, since my friends rarely play them. Also what I am really worried about is the aggresive farstriders list. The problem is not what i first anticipated - them being too far back and hard to reach with move two but actually how much in your face they are, the damage they can dish out, and huge point advantage they can generate woth the combo of one immediately ploy, two easy ones, victory after victory and supreme tactician in lategame. The deck is very consistent and scary with longer threat ranges than skaven, toughness of stormcast and huge point gains just from one kill. What do you guys do against them? I will try adding healing potion and ur gold boon as as a start since they could help against incremental damagebut im not sure they will make that much of a difference. Also what do you think about magores MU?
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