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Tutenkharnage

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Everything posted by Tutenkharnage

  1. To add to what @Reggi said, Shifting Map is just one upgrade out of ten and one card in a twenty-card power deck. If you don’t mulligan your opening hand and don’t draw cards at any point during the game, then the odds of pulling Shifting Map at all are only around 75%; if you do mulligan your opening hand, you almost certainly did so because you drew four or five upgrades, so the odds that you threw away Shifting Map in this scenario is over 40%. The value of the card doesn’t justify gimping your objective deck.
  2. It’s even worse than you think: even if Vortemis drives back anopponent three hexes away, he’s still in charge range unless that model has only 2 Move.
  3. Those models are gorgeous. I’m going to guess three fighter with 3 Wounds apiece and another three (including the dog) with 2.
  4. Full disclosure: I stole that line from the great sportswriter Bill Simmons. It’s just SOOO good.
  5. @Sleboda I don't ever want to mulligan, either, but there's always that 1-in-6 chance that I'll draw four or five upgrades in my hand, and experience has told me I should mulligan that hand no matter what. On rare occasions, I will mulligan a three-upgrade hand, but I'm about 50/50 to regret it. (Case in point: Today, I drew Great Fortitude, Soultrap, Great Strength, Centre of Attention, and ... Improvisation in my opening hand. I took a mulligan and immediately drew Mighty Swing as my first card, which would have gone great had I simply drawn a power card as my initial activation! The lesson, as always: I'm an idiot. Also, if you have Improvisation or another redraw as one of two gambits, don't mulligan.)
  6. No problem. I think this sequence is something a lot of people end up overlooking when they start off. I know I did.
  7. Oh, right! Regeneration. That seems Ike a given.
  8. Rather than go with your gut, I suggest you go with the rulebook ? The player who took the first activation of the round scores objectives first. If that player is you and you are losing at the end of the action phase, you can play Catching Up first. If that player is your opponent and you are leading at the end of the action phase, you can play Catching Up if your opponent takes the lead but can’t play it otherwise. I don’t have my rulebook handy, but if you give it a quick skim, you’ll find the end-phase sequence of play.
  9. I could see a special rule, such as native -1 damage every time he takes damage, to a minimim of 1. The trick is describing him without OVERdescribing him. Guess we’ll see, but I’m certain it will be pretty much impossible for anyone to one-shot him without, like, at least four cards. If he’s the centerpiece, I don’t expect a critical hit from a Shadeglass Dagger, Twist the Knife, and Trap to put him out of action.
  10. Full disclosure: I haven't played with or against this warband, so this is pure theorycraft. That said, I think it's relatively sound Objectives: I'm not a fan of Catching Up for this warband. In round 1, you almost certainly want to go second if you have this card (because then you will score objectives after your opponent does, so you'll be more likely to have less glory). Unfortunately, you have nine fighters and are roughly a 10-to-1 favorite to lose the initiative roll at the start of the game, which means that this choice will almost always be out of your hands. And since a lot of people like to go second in round 1 in order to have "final say" for pushes and the like, this card will be tough to score in round 1. In rounds 2 and 3, the initiative will still matter a bit, but at least the odds will be 50/50. Unfortunately, that also doesn't work well in your favor, because this might render it unscorable more often than not. Instead, I recommend that you carry Masterstroke for starters. You're already running Trap, Pit Trap, Ready for Action, Fungal Blessing, and Volley Caller, all of which can trigger score Masterstroke immediately. Even though four of these cards do only 1 damage, you can plan to use three of the four to score Masterstroke as needed. (If you draw Masterstroke and Precise Use of Force, just take two fighters out of action! In all seriousness, if you draw them both, you'll have plenty of options throughout the round, so if you have reactions in hand that you'll want to use by the end of the round, just score Masterstroke now, draw a new card, and try to score that, too.) Other concerns: Malicious Kill is effectively round 2/3 only, and Denial is round 3 only. Against tanky aggro warbands, you might have trouble getting 3 glory in round 1, which might interfere with Shining Example. I'm guessing that Denial is your answer to defensive or three-man warbands? Gambits: I'm not a fan of Little Waaagh! Let's look at three common attack profiles in your warband and compare this card with Fuelled by Fury: 2 swords: You will roll two misses 16/36 of the time. When this happens with Little Waaagh!, you get an extra die roll; when this happens with Fuelled by Fury, you get two. Advantage: FUELLED BY FURY. You will roll a hit and a miss 16/36 of the time. When this happens, you get an extra die roll apiece. Advantage: PUSH. You will roll two hits 4/36 of the time. When this happens with little Waaagh!, you still get an extra die roll, but two of those four combos already include one crit, and a third includes two crits, so ... how many more do you need? Advantage: Technically LITTLE WAAAGH!, but very likely a PUSH. 2 hammers: You will roll two misses 1/4 of the time. When this happens, Fuelled by Fury is better. You will roll one miss 1/2 of the time. When this happens, it's a push. You will roll two hits 1/4 of the time. When this happens, Little Waaagh! is better, but not by much. 3 swords: You will roll three misses 8/27 of the time. When this happens, Fuelled by Fury is the clear winner. You will roll two misses 12/27 of the time. When this happens, Fuelled by Fury is the clear winner. You will roll one miss 6/27 of the time. When this happens, it's a push. You will roll three hits 1/27 of the time. When this happens, Little Waagh! is almost always better, but it often won't matter. (I say "almost always" because you'll sometimes want to reroll a hit for a chance at a crit in order to prevent your opponent from rolling one or two crits and beating you, in which case they're practically a push.) 3 hammers: You will roll three misses 1/8 of the time. When this happens, Fuelled by Fury is the clear winner. You will roll two misses 3/8 of the time. When this happens, Fuelled by Fury is the clear winner. You will roll one miss 3/8 of the time. When this happens, it's a push. You will roll three hits 1/8 of the time. When this happens, Little Waagh! is almost always better, but it often won't matter. (See above.) Hooray for copy and paste! Anyway, I think you want Fuelled by Fury here. It's still not my favorite card—I might play Last Chance or Rebound instead, either to protect a vital piece or to do some free damage to someone with your plethora of targets—but it's more often the better choice than Little Waaagh! These two cards are designed to turn would-be misses into hits, and that's exactly when Fuelled by Fury provides the advantage. By contrast, Little Waaagh! is better when you've already rolled a bunch of hits, which doesn't happen very often anyway. Sneaky Step is good in that it can move you into position to trigger a Scurry, or maybe get Snirk in a better position to run at someone, but you know what's even better once you really look at how well it manipulates things? Great Concussion. It also has the added benefit of getting enemy fighters off of flanks, objective tokens, your territory, their territory, etc. Upgrades: The only one I really don't like is Endless Whirl. The way I see it, Snirk will usually not be adjacent to any fighters. If he is adjacent to an enemy fighter, you should be able to do at least 1 damage with his standard "Scatter 4, choose 3" action, so the only time Endless Whirl is better is if you have two or three enemy fighters adjacent to him. I can't see that happening often enough to make this card better than just taking his usual action (unless you're stuck near an edge hex, maybe, but it's Scatter 4, choose 3, so c'mon already). Given that you're packing Deathly Fortitude and Sudden Growth onto a fighter who rolls three defense dice, why not pack The Slumbering Key instead? (Aside from the fact that it's not really a key, I mean. The Slumbering Key and Silver Tether really should switch names. It's annoying.) So! Those are the tweaks I would make before putting the deck on the table. Hope this helps!
  11. The problem is that it doesn’t say both fighter’s have to be on opposite ends of the board; it simply says that one has to be on the opposite end of the other. I honk someone in another thread got it right: the wording is meant to cover a few odd configurations of three-player games.
  12. There’s no starting deck for the expansion warbands. Those decks exist only in the core sets.
  13. What @wdanjou said. Reactions are optional. If you want to try sneaking in an attack with Sourtongue after a Scurry in order to take advantage of his uninspired side’s 3 damage, you can. (I don’t recommend taking a Charge action with him while he’s uninspired, however; you won’t be able to activate him again for the remainder of the round.)
  14. Depends on the trigger. See the FAQ for examples.
  15. @Reggi Agree to disagree. The objective is scored if you meet a particular condition. RAW, you can meet the condition from fighter A even If you can’t do so from fighter B.
  16. No matter how competitive your gambit slots are, I think Last Chance should be nearly automatic with this warband. Your most important fighters defend on dodges and are easily taken out of action.
  17. It still doesn’t matter. The card doesn’t say that two fighters need to be on the furthest opposite ends; it simply says that one fighter needs to be opposite another. So if the boards are aligned on the long edge but offset, and you have one fighter on your back wall and one on the edge adjacent to the choke point, then the second fighter isn’t on the furthest opposite edge in comparison to the first—but the first is on the opppsite edge compared to the second, so you can score the card anyway. Theres only one scenario in which the wording on this card prevents it from being scored, as far as I can tell: two fighters on adjacent corners. I doubt that’s what they were trying to prevent, but RAW, that’s all they prevented.
  18. According to the glossary, persistent cards remain in play until the card instructs you to remove them or another card or effect removes them, so it should stay in play unless a FAQ comes along to tell us otherwise.
  19. Correct on both counts. See the Shattering Terrain entries in the FAQ.
  20. Bringing this back to the orruks, it’s a little jarring to hear people say that the meta is heavily tilted toward one-shotting 4-Wound fighters and you shouldn’t run Shardgale to damage the Boyz. Either the meta is heavily tilted in that fashion, in which case damaging your own fighters to inspire them isn’t really hurting you, or it isn’t, in which case Shardgale is a bad idea. But it can’t be both. I’m going to hop on the Waaagh! train for a change of pace now that my models are assembled. Should be a good green time!
  21. Speaking of relics, did anyone else notice that Ghoulish Pact now provides relic decks with a second means of equipping without paying glory?
  22. Reactions aren’t mandatory; you can choose when/whether to use them, subject to the conditions. Also, Hidden Paths is not a Move action, as stated in the FAQ, so I think using it on an inspired Snirk should be fine.
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