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Tutenkharnage

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Everything posted by Tutenkharnage

  1. Varclav’s action is strong, but you’ll care when I play Great Concussion after his last activation ?
  2. I'm going with three regular Tzaangor led by a Tzaangor Enlightened. Maybe GW will produce rules for Horrors, but I'm not sure this will the right warband.
  3. @Anthony225 Good point regarding Alone in the Darkness. I’ve built objective decks without it, simply on the premise that actively working to prevent it allows me to deny 2 glory to nearly every opponent I play. Seems like a good idea for the Thorns, since they’ll have multiple ways to pull it off.
  4. I love them as well, but I'm a little leery of putting items into lethal hexes, which the skull throne and tentacle pit are clearly designed for. I just know I'll keep forgetting that those hexes are not, in fact, blocked! They look fantastic, though. I suspect they'll come unassembled and unpainted.
  5. They don’t look like a hammer-and-shield warband to me. Also, that’s her uninspired side, and since 3 swords is more or less equivalent to 2 hammers, she’s still a better fighter than Garrek (-1 Move canceled by +1 range, +1 defense) and the Warden (+1 Move, +1 defense). Looks like she can’t spend an activation to activate two fighters at once, so Drifting Advance will likely end up in every deck.
  6. Why would spells as upgrades have to be underpowered? They can be on par with, or just below, shadeglass weapons and still be very worthwhile upgrades. In fact, they wouldn’t be much different than cards that boost damage. (The fighters already have 1-damage spells on their cards, so 1-damage spells that also damage adjacent enemies would be fine as upgrades, so to speak.) Anyway: None of us know, but none of us can wait to find out!
  7. Regarding the artwork, I see a guy with some sort of glowing magic thing, possibly on a staff. Regarding actions, this is easy: Nightvault can simply add “cast a spell” to the list of possible activations. This would mean that “Gambit Spell” and similar terms would be equivalent to “Action.”
  8. Hm! Fair point that it could be an upgrade, even though the artwork looks likes a spell to me.
  9. A coworker of mine pointed out that the magic card is almost certainly an upgrade: 1. It’s tucked under his fighter card, like an upgrade would be. 2. The warband has two glory. 3. One of those glory tokens has clearly been spent. Regarding the staff symbol and the number 2, I’m going to guess that it marks the character as a wizard who rolls two dice for magic.
  10. That’s quite interesting. I was talking to a coworker about new warband concepts, and he suggested a Nurgle character with a lot of wounds and not as much damage. The trick for GW is going to be differentiating such models without putting too many rules on the fighter cards. They have enough room for one or two rules, tops.
  11. I sure do! We usually play twice a week. It’s a good game to play during our lunch break, as opposed to Blood Rage, which is amazing but took two to three lunch breaks, several pictures of the game state, and far too much setup and tear-down.
  12. That's Maegrim, right? If so, the same thing happened to my coworker. For now, Maegrim is just a base when he brings out his dwarves
  13. If what you're saying were correct, A Destiny to Meet wouldn't work as everyone has played it thus far because you couldn't "gain 1 additional glory point" if you didn't first gain at least 1 glory point in this circumstance. A Destiny to Meet: If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point. The combination of Danse Macabre and Bloodslick Ground also illustrates this point. Danse Macabre: Any friendly fighters that make a Move action in the next activation can move one additional hex. Bloodslick Ground: In the next activation, enemy fighters have -2 Move. The rulebook states that a fighter who takes a Move action "can move in any direction, moving into an adjacent hex up to a number of times equal to their Move characteristic." According to your interpretation of "additional," a Move 2 fighter who has his Move reduced to 0 because of Bloodslick Ground can't use Danse Macabre to move at all because the fighter can't move an "additional" hex without first moving at least one hex. Clearly, though, the rulebook says the opposite: the fighter can move "up to a number of times equal to their Move characteristic," which would be 0 in this case, after which the fighter can use Danse Macabre to move "an additional hex." I think these examples clearly illustrate that the word "additional" does not require a positive number before adding to whatever the value is. If the value is 0, granting an "additional 1" makes the value 1. There's no reason Zealous Defender shouldn't work the same way.
  14. @Sleboda You’re reading something that isn’t there into the card. Logically, what you’re saying doesn’t add up. I’ll demonstrate: ”How many supporting fighters do you have?” ”None.” “Well, this card says you get an additional fighter.” ”Guess I have one, then.” If the card were intended as you’re suggesting, it almost certainly would have been written differently. For example: “Zealous Defender: If this fighter is holding an objective and has at least one supporting fighter, this fighter is considered to have an additional supporting fighter.” Heck, just look at the artwork. Angharard is alone, and she’s clearly the defender in question. This is a far better indicator of intent than your assertion, IMO. Zero is still a number, and adding one to zero still gives one.
  15. Yep, that seems correct. So if a fighter with Zealous Defender is holding an objective and does not have any supporting fighters nearby, he is considered to have one supporting fighter; if he has one on the board, he is considered to have two; etc. Note that having an additional supporting fighter does not mean that the fighter will automatically be able to count single-support die rolls as successes. (For example, a fighter with Zealous Defender who is attacked by an enemy fighter with an enemy support will result in one supporting fighter for each side, which mean that support rolls will not count for either side.) Hope this helps!
  16. @RafaBO I was responding to @JudgeFredd and his question about the Farstriders, not anything to do with the Chosen Axes. If you end the action phase with a dwarf on an objective, that dwarf becomes inspired. The power step occurs after each activation, and activations are part of the action phase, not the end phase. Hope this clears things up.
  17. Ploys are played during the action phase, not during the end phase. If your Farstriders isn’t in enemy territory when the end phase begins, he doesn’t become inspired.
  18. If you know any Age of Sigmar players or can find a store with some, maybe you can work out a deal to split the cost between you (the cards) and someone else (the models).
  19. I feel as though someone here has to have piloted that 2018 UK Expo-winning deck or must have played against it. Anyone? Templar101?
  20. Same reason many other fighters have restricted cards that are worse than their universal counterparts: because those cards are intended to help you double down on a particular card, not to be better than the universal options. So the Chosen Axes get another option for ranged combat, but they’re not supposed to be so good at it that they can load up on Shadeglass Axe, Shadeglass Darts, *and* an even better card.
  21. You'll be missing a bunch of good cards in both decks. Can you still be competitive? Depends on your meta, really. Personally, I find the Farstrider expansion more valuable. The dwarfs give you Precise Use of Force, Earthquake, Fuelled by Fury, Ready for Action, Trap, Light Armour, Shifting Image, and Shadeglass Axe, as well as Second-in-Command if you plan to buy the Leader pack, but the Farstriders give you Advancing Strike, Change of Tactics, Defensive Strike, Heroes All, Great Concussion, Improvisation, Inspiration Strikes, Quick Thinker, Shardgale, Spectral Wings, Twist the Knife, A Destiny to Meet, Concealed Weapon, and Incredible Strength. That list of just full of win. Can you be competitive without those cards? Sure, but not as competitive as you can be if you have them.
  22. You don’t score it. A Charge action is a Move action followed by an Attack action, as defined in the rulebook.
  23. For the record, you don't need to cut out any upgrades. The rulebook states that no more than half of your power deck can be ploys, not that exactly half your power deck must be ploys. A mix of 11 ploys and 12 upgrades is perfectly legal.
  24. I'm not convinced pushes will trigger the hexes. "These hexes deal a single point of damage to any fighter passing through them, whether with a move action or by being driven back ... " Perhaps they'll deal a point of damage as a result of a push; perhaps leaving or entering the hex as part of a move action will deal a point of damage, in which case pushing a fighter onto one will deal the damage later rather than sooner. But I think the decision not to mention pushes is somewhat telling.
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