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Tutenkharnage

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Everything posted by Tutenkharnage

  1. No problem. I think this sequence is something a lot of people end up overlooking when they start off. I know I did.
  2. Oh, right! Regeneration. That seems Ike a given.
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. There’s no starting deck for the expansion warbands. Those decks exist only in the core sets.
  8. 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.)
  9. Depends on the trigger. See the FAQ for examples.
  10. @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.
  11. 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.
  12. 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.
  13. Correct on both counts. See the Shattering Terrain entries in the FAQ.
  14. 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!
  15. Speaking of relics, did anyone else notice that Ghoulish Pact now provides relic decks with a second means of equipping without paying glory?
  16. 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.
  17. Oh, and just to be clear, if you used Scurry after the Move portion of another friendly fighter’s Charge action as part of an activation, you could Scurry with Snirk, use Scurry with any other fighters you wanted to, take your Attack action as part of the Charge, and then inspire Snirk (because the first friendly fighter’s activation is now over). Whew! I’m going to get a headache for sure the first time I see these guys on the table.
  18. You can inspire Snirk after any fighter's activation, but Scurry allows Snirk to make a Move action, not to take an activation.
  19. In Shadespire, you couldn’t use Time Trap to take consecutive Charge actions because the rules for a Move action explicitly said that a fighter who had already taken a Move action couldn’t take a Charge action. (Tokens didn’t matter.) The new FAQ implies that under the Nightvault rules, having a Move token prevents a fighter from taking a Charge action, but having a Charge token will not. This leaves us in a weird spot: you can’t use Time Trap to Move and Charge up the battlefield, but you can use it to take a Charge action against an intervening an model and then take another Charge action with the same fighter against a target much further upfield even though a Move action, by almost any definition, is less powerful than a Charge action This is going to be all fun and games until a tournament player wipes out four fighters in a single activation with an inspired Karsus, Time Trap, and two charges. I think I understand where the game designers are coming from logically: a ploy that lets you take “an action” should be less restrictive than one that lets you take one or more specific actions. But I don’t think it’s going to be great for the game. If it gets out of hand, o suppose they can simply amend the Nightvault rulebook so that it uses the old Shadespire language: “A fighter that makes a Move action cannot make another Move action (or a Charge action) in that action phase.” This doesn’t mesh as well with their newfound preference for using tokens to indicate model states, but the FAQ entries for March of the Dead and Hidden Paths already illustrate that they’re going to have problems making these rulings consistent no matter what they do. As long as they eventually land on the least bad option, I’ll be happy. (Kind of sad to see my newfound Light-footed/Superior Agility tech rendered useless against Time Trap, though!)
  20. New FAQ is up! https://warhammerunderworlds.com/wp-content/uploads/sites/6/2018/10/warhammer_underworlds_en.pdf I didn’t think Time Trap needed a boost, but the new token system seems to have given it one. (If you can’t see it, Time Trap now allows you to take two Charge actions with the same fighter.)
  21. Scurry explicitly allows you take a Move action. It does not allow you to take a Charge action; therefore, you can’t.
  22. No, but if you take a Charge action with a fighter that begins he activation next to a fighter with Scurry, you can have the first fighter take the Move action as part of the Charge, use Scurry as a reaction to take a Move action with the second fighter, keep chaining to other adjacent fighters as a reaction to the last fighter who took a Move action, and then resolve the first fighter’s Attack action as part of the Charge action. Hope that makes sense. I think it’s accurate. And since Scurry is a reaction, you can’t take a Move action with the middle model of a group of three and then use Scurry to take a Move action with the other two (because the first fighter to use Scurry will do so as a reaction to the original fighter’s Move action, and the next fighter would have to use Scurry to react to the Move action of the fighter that just used Scurry, who would not have been adjacent at the start of that fighter’s Move action). (Whew!)
  23. I’m sure the Overlords and the troggoth warband will provide plenty of that sort of thing. And the Champions, Fiends, Boyz, and Farstriders are still here, to say nothing of the Cursebreakers.
  24. @UnderworldsOnly Your sequence looks correct, except that you don’t replace the Brimstone Horrors model with the Blue Horror model; the Blue Horror needs to be summoned again. (I am confident the Nine will have a ploy that summons the Blue Horror, just like the Guard and the Swarm have ploys that duplicate their return-to-play action.) I like what GW has done to counter the current meta. Rather than design straight-up counters to Great Concussion, Trap, Twist the Knife, and the like, they’ve introduced new play styles and warbands that make some of these cards unnecessary. Expanding the range of playstyles makes it more difficult for players to build “one deck to rule them all.”
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