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riddlesworth

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Everything posted by riddlesworth

  1. Core set contains: 2 warbands, generic universals, boards, dice, tokens. You will need tokens to play. You can pick up the extra board packs, third party tokens and split universals separately but for organised play, having the board options is important (as you can't use the same side of a board more than once in a best of 3 matchup) and generally only "legit" tokens are preferred. Especially for Grand Clash style events. and TBH, if you were to buy extra boards, 3rd party tokens and split universals, you're probably approaching the cost of the core set anyway if you only want a single warband, core box + warband + power unbound will make you a serviceable deck. If you want to play in high levels of competitive play, you're going to end up buying the expansions anyway. Even if you didn't want the individual warbands, think of the expansions as 30 new universal cards you can play with. At that point they are a little pricy, but not horrendously so. The leaders set has one or two cards that crop up in competitive play. Power Unbound has some excellent cards for all warbands and even with many of its best cards being on the restricted list, is still well worth buying. The Shadespire core set universal cards are the only cards currently unavailable for purchase. However, many were re-printed in the Nightvault core set, with very few exceptions (the only one that comes to mind is Healing Potion). The expansion boxes for Garreck's Reavers and Steelheart's champions contain all the faction specific cards from the Shadespire core set but the universal cards are all new for Nightvault. If you can get your hands on a Shadespire core set, the universal cards from the Reaver and Champion expansions are available in the Echoes of Glory card pack Magic dice are usable for the following warbands: Stormsire's Cursebreakers, Thorns of the Briar Queen, Eyes of the Nine, Zarbag's Gitz (also the only warband that you DEFINITELY need a scatter token for), Ylthari's Guardians. None of the other warbands use magic gambits or spell attacks. This isn't like other GW games where players buy multiple core sets and split out the armies to recoup costs on Ebay - the Core set for Underworlds is a great price point to dip your toe into the game and contains everything you need. From there, you only need to buy the warbands you want to play until you take the competitive plunge and buy everything.
  2. I would guess that it's a holdover from before the most recent BAR list as they are functionally exactly the same for everyone in Thundrik's except Drakkskewer. It would be a bit of a struggle right now to include either Archer's Focus or Awakened Weapon with all the good restricted cards for a Thundrik list. With access to Prized Vendetta and Paymaster, you can go without them - but they are worthwhile. On that note...I got 6 games in last week with my post BAR deck. It flows very nicely - there is a single first round objective brick (Sound Finances, Combination Strike, Superior Tactician) that only requires a single activation to fix (cycle Sound Finances), there's only 2 cards requiring a kill (death from afar, seeking advancement), everything else is either passive movement based scores (shortcut, cover ground) or having the ability to make a successful attack (headshot, get thee hence, what armour). Warning Shot plays better into my gameplan than Change of Tactics and I was happy with that swap. There's only 2 cards that are on the bubble for me after this - (Pit) Trap and Bag of Tricks. I'm using Pit Trap over Trap because I have an alt art, but I only need 1-2 kills to actually score out my objective deck and (Pit) Trap does not help score Death from Afar, so I found myself either holding it too long, using it to get a kill when I wasn't holding one of my kill objectives or just using it as throwaway extra damage. I felt, weirdly, that I didn't NEED (Pit) Trap to achieve my goals, which I shouldn't feel about a restricted card. What was more needed was accuracy cards. Rolling a single crit when Headshot is in hand and then seeing a Crit defence is devastating, as is failing 3 attacks with Lund that will also score Death from Afar. So I may drop for an accuracy buff. On Bag of Tricks - it's so valuable to be able to spend an activation to draw the card you need rather than hoping for it, but I found with the redundancy i'd built into the deck and the way I drew my cards, I didn't need it. It's like a security blanket and I'll bet that as soon as I cut it is when I have draw issues... So, obvious swap for (Pit) Trap is Upper Hand - it's the best accuracy card in the game. However, potential swaps for Bag of Tricks include the aforementioned Awakened Weapon and Archer's Focus - which would be one solution to the accuracy issue and leave me a ploy spot for something like Distraction, which is always useful, or Rebound, because I hate myself and my opponents. Paymaster keeps whispering to me too... EDIT: current deck for reference https://www.underworldsdb.com/shared.php?deck=0,291,N305,N235,N239,P19,249,N385,N322,N309,P32,331,361,N499,327,348,N248,N250,N461,N253,N254,N255,N260,N501,N503,N529,P54,P20,332,N477,P36,N240,P48
  3. I'm usually transporting 1-2 warbands at a time. For that, the Feldherr warband foam is perfect. 2 magnetic boxes for transport, the rest of the foam in a storage box on the shelf
  4. Midway through Nightvault, my call for the warbands included Seraphon, but given the new army books previewed, i think that's a fairly good steer on what we might see. That and the dreadfane warbands
  5. One of the reasons I've picked up Profiteers is because Mollog is a horrendous matchup for Guardians that I just can't get my head around. Rather than write a massive anti-Mollog tactica on a Mollog thread, some general things that i know good Mollog players have to plan to play around: - Knockback - Movement shenanigans to get to the squishy members of the mob - damage spikes, either through spells or things like Trap, Pit Trap
  6. While there will always be randomness related to dice and card draw, you can draw 15 cards in the game without mulliganing your first hand, using activations to draw or having any card draw in the deck itself. So 20 card decks and making hard calls about what to keep in your hand means draw variance can be mitigated to a large extent. In terms of dice, there are play styles that eliminate dice rolling altogether to achieve your objectives and there are plenty of cards to push the dice variance in your favour. Positioning, when to play cards and action choice are huge and is the reason you see the same names appearing over and over finishing highly at Grand Clash events. The predominant styles that have been emerging in the UK meta are aggro and defensive. Control in Underworlds tends to be more focused on holding objectives and certain warbands do that quite well (Thorns of the Briar Queen and Goblins with movement cards). What we have seen as the game has progressed is that certain cards become staples in decks over the course of the season and the Banned/Restricted list appears regularly to freshen up the meta and see new cards emerge. We have had 2 occasions where a BAR list came out VERY quickly after a card release because the playtesting hadn't revealed the true power level of the cards in combination with neutrals and other warbands. If you can cope with that as a Magic player, you'll be fine. In terms of blandness, the design space for the season 2 warbands opened up a lot and see see much more variance in their specific abilities. In general, I wouldn't be advising anyone buy Season 1 warband expansions right now just because there is a slight chance of Season 1 neutral cards being cycled out sometime in Season 3. There are various tier lists available. In general, Mollog's Mob, Stormsire's Cursebreakers, Ylthari's Guardians and Thundrik's Profiteers are seen as top tier. However, The gap between the warbands tends to be quite tight. Many people disregarded Reavers for most of the Shadespire season but by the time all the cards were released, they were a real threat. Same thing happened with Godsworn Hunt, who took 3 of the top 16 spots at the recent Grand Clash at WHW. Zarbag's Gitz, for example, are very difficult to play because of all their moving parts but have incredible glory scoring potential. The only warbands that seem to really struggle at the moment are Chosen Axes (because their inspire mechanic is a PITA and they NEED to inspire) and Eyes of the 9 (because they are a....poorly....designed warband). The most recent BAR list took a boot to some of the top tier lists so the new meta will be interesting. For casual play or local metas, it should be relatively even so player skill comes to the fore. https://wigglehammer.wordpress.com/ - Wigglehammer has combined pretty much all of the Underworlds blogs, YouTube channels and content out there. Well worth a bookmark as you get into the game. Oh, and welcome!
  7. Beastgrave Warbands - Stormcast Sequitors (from Dreadfane - expect a full expansion) - Banshees (from Dreadfane - expect a full expansion) - Free Peoples OR Wood Aelves - Savage Orcs (lead by a shaman hoo yeah) - Beastmen - Ogors (giant wolves or double ironguts...) - Slaanesh themed band - Nurgle themed band BONUS - Daughters of Khaine replacing one of the others New mechanic - models that take up 2 hexes (cavalry) OR terrain hexes
  8. Same situation, with Thundriks, Guardians and Goblins! Does make deckbuilding more engaging though, and I'm not sorry to see some of those cards go. Rebuilt the Thundriks based on new BAR. Still wanting to avoid bricking in the first turn objective hand so I added Seeking Advancement and Sound Finances. Without Escalation, Sound Finances is a very solid score in this deck and could be done in Round 1 at a push. As good as Upper Hand is, Fuelled by Fury is an adequate replacement and I love all 3 of my restricted gambits for damage, action economy and movement. Losing Spirit Bond hurts but Bag of Tricks has some really good utility and once Drakkskewer has scored Cover Ground, unless I'm facing multiple 4 health fighters, he's not as important. Rapid Reload is still great for the chance at scoring Headshot https://www.underworldsdb.com/shared.php?deck=0,291,N305,N235,N239,P19,249,N385,N322,N309,P32,331,N436,361,N499,327,348,N248,N250,N461,N253,N254,N255,N260,N501,N503,N529,P54,P20,332,N477,P36,N240
  9. I don't mind drawing it turn 2 - it's the same challenge you have with Superior Tactition. To avoid the turn 1 brick hand, I may actually swap out Victory after Victory for Death from Afar, so the only possible brick combo is Denial, Combination Strike and Escalation. At which point I'd cycle Denial with my first activation and get rolling from there. 16 glory is nervy with the amount of passive scoring out there right now but with the inspire condition being what it is, this warband leans heavily into the score immediately meta. Tome of Offerings could help but that's another restricted slot. I see dropping Illusory Fighter for Shadowed Step (that still scores Shortcut) but Illusory Fighter is just so good. I'll need to get some reps in. You're right that I'll be leaning on Drakkskewer to make plays. Spectral Wings or Augmented Buoyancy for Cover Ground, Illusory Fighter and Duardin Resilience for the charge deep into enemy territory then either pulling back to safety or being safe from the reprise attack. If Drakkskewer can assassinate a key model end of Turn 1, I'm more comfortable using Thundrik and Lund in more advanced positions. And specifically in the Mollog matchup - Drakkskewer is the one to pull off the single activation kill with Ready for Action. I have 2 re-roll mechanics that can be used with range 1 or 2 weapons, so maybe I could find room for a weapon upgrade like Nullstone Spear so that if Drakkskewer dies early I don't have 2 dead cards in the upgrade deck.
  10. Hello folks, Been a Guardians player since release. Thought I wasn't half bad with them but my last tournament showing demonstrated that Mollog is not my boi. Thinking of either going old school with Reavers for the spike damage, or picking up Profiteers because I think they actually seem to play quite well into Mollog. Looking at this deck to start: https://www.underworldsdb.com/shared.php?deck=0,249,361,N499,P32,331,332,N385,N322,N255,N235,N529,N254,N253,369,N436,P36,257,P57,N302,N310,P20,P48,N250,N248,N476,N501,N503,306,N305,P19,348,P54 There's a chance of bricking the opening hand with any combination of Escalation, Victory after Victory, Combination Strike and Denial. But any other objective thrown in there will give me a chance to get the ball rolling. Thoughts?
  11. The faction objectives and ploys are fairly strong. Lithe slirits, song of hatred, reclaim the lamentiri, strike swiftly form the basis of your objectives. You could then go with supremacy and denial and play a more defensive game.
  12. Yeah on 3 dice it's worth the risk. Blessing just makes it nailed on. On nullstone spear - I took it after I saw it in the grand clash deck. Its turned ahnslaine from my danglebro into someone really reliable. With a second copy of acrobatic in the deck, inspiring ahnslaine now comes ahead of skathathael most games as all my other dudesmen can get 3 dice defence
  13. I'm not the biggest fan of revenant rage and if I had to cut a ploy, it would be that. I could just cut blessing and hold curse for when i have well of power. Or take the 50/50 chance with it. Building redundancy in upgrades has been my downfall before
  14. These are both true. And I'd make the cut if Curse hadn't single handedly won me games against mollog and magores who are the two warbands that scare me most right now, but if those are the best 2 cuts to make, then I guess I have to
  15. I was a season 1 dwarf fanboy. I hear ya! In a more topic related post; as I said earlier, I'm now at 22 cards. Before power unbound I was running 20 with duel of wits and the deck was very consistent. I dont want to lose that so....what do I cut? https://www.underworldsdb.com/shared.php?deck=0,N265,N266,N268,N269,348,N389,N451,330,291,257,243,N309,N271,N371,N276,336,235,331,272,N557,N529,N482,374,N290,N506,N503,N485,320,N521,P31,P46,P56,P57,N277
  16. Agreed. I added overpower, sorcerous flourish, spectral armour and spirit bond to my deck. I'm now at 22 cards and would dearly love to cut but I need to test first. I mean, theres the spirit of war thing to make fjul a sexy shoeless God of war? And at least 1 good push card. And inspired attack......I dont got much else.
  17. So...power unbound... Auto includes: Overpower (because that's yltharis usual inspire method) Sorcerous flourish (unrestricted trap for spells...) Spirit bond (accuracy and defence boost for gallaghann. Or defence boost for ylthari while gallaghann is on the board) High potential: Strange demise (its sorcerous scouring) Warning shot (ahnslaine and ylthari have range 3 attacks) Spike (because we have chip damage and there's plenty of 4 wound folks around) Blazing soul (again, only if you plan on inspiring people other than ylthari) Eldritch ward (because ylthari dying is bad) Spectral armour (because 4 defence dice ylthari or having gallaghann, ahnslaine and ylthari at 3 dice) Spirit bond (accuracy and defence boost for gallaghann. Or defence boost for ylthari while gallaghann is on the board)
  18. Defensive (or control), aggro, objective are the 3 defined styles of play. It was intended to be a rock-paper-scissors type deal. Aggro beats objective. Objective beats defensive. Defensive beats aggro. What happened in season 1 (shadespire) is objective play died. The meta was either hyper defensive or aggro (mostly aggro). The bar list and subsequent Nightvault release helped objective play a ton but right now it's still relatively tough to play, especially with tome of offerings knocking around. What you'll find in most top decks is some element of flex play. I.e. in order to combat defensive, aggro players will have some passive/defensive/objective scores to get upgraded on the way into engagement or objective players will have an aggro element should their main plan go awry. In your Briar Queen example, they will have decent aggro elements. And goblins......score a lot of glory. The way you're describing your play is straight up aggro, but you have some control and objective scoring (shining example, keep them guessing, reclaim the lamentiri). If I were you, I'd swap Solid Gains for Victory after Victory. Your deck is built to score it and that takes you to 16 glory. You have Tome of Offerings to make up any other glory gap. In your power deck, I question My Turn purely because of how squishy everyone but Gallaghann is. Trap or Pit Trap might get you more mileage given your objectives I prefer Improvisation over Duel of Wits in every deck except guardians because of Lithe Spirits. If you could only take 1 of Last Chance or Rebound I'd take Last Chance because it works more often. And I'd find a place for Great Strength in the upgrades because Guardians damage output on cards is low. You're missing some kind of mollog/magore/stormsire tech but if you can live without it, more power to you. As I said, if you're winning, dont take the advice of folks on the internet.
  19. Things like formless key, time of offerings, heroes mantle in the upgrade deck help with that too. I live in fear of fjul with time of offerings
  20. I dont have my rulebook to hand but it does state that reactions are a special type of action. The Scurry FAQ confirms that, although it's a little unclear. If you look at the various Facebook groups, the general consensus is yes, reactions on a fighter card count towards keep them guessing. Haven't yet heard of a TO or Grand Clash ruling otherwise. Next FAQ may change this and make keep them guessing much less playable
  21. If you're consistently winning? No. The advice from strangers on the net isn't always the best thing
  22. First thought is the low glory count of the deck. Some more 2 glory end phase cards or more score immediately cards with combination strike and victory after victory would bump it up. Tome of glories will at best score you 3 glory, but ahnslaine is a really good way to score change of tactics and shes the most fragile member of the warband until inspiration, which diesnt gain her much. Challenge seeker and glory seeker have a lot of value. Worth trying them out. On my side, I'm still on the bubble for keep them guessing. It irritates me how often I pull it in round 3 and it's a nightmare to score. I love fuelled by fury but its attack dice specific so ylthari cant use it on her attack spell, think maybe determined effort or haymarket might be better choices. Potion of constitution is also a bubble but mainly because I haven't played the big hitters of magore, cursebreakers, mollog etc. Tome of offerings and duellists speed are on my list to try.
  23. Plenty good. Skill cap for reavers is high. Their height was probably BAR v1.0 where they were able to compete in the aggro meta that evolved. Even with a tonne of cards restricted, they can still be very dangerous. Objective deck based around attrition of yours and your opponents fighters with some solid passives like master of war, heroes all, shining example, fired up, escalation, cover ground Power deck pushing accurate attacks (+dice like blood offering), hitting hard (trap, pit trap, twist the knife, any non restricted +1 damage card) with a smattering of additional actions (ready for action, fuelled by slaughter). You may also want the odd movement buff (spectral wings). Upgrades for damage, speed, additional glory (tome of offerings plus grisly trophy equals 3 glory kills from garrek which is a massive swing) The key with Reavers is using your speed to dictate engagements. a threat range of 5 uninspired and 6 inspired (7 for karsus) is pretty killer against other aggro and defensive warbands. Where you'll struggle is decent ranged attacks providing a threat range that matches yours - farstriders, guardians, profiteers, cursebreaker.
  24. A quick look at the BAR list will give you high impact aggro objectives as a starting point. Most score immediately objectives are related to being aggressive with your opponents. Likewise, some good defensive cards that were less interactive are on the BAR list. If you're looking for decklist advice, the tournament deck list on underworldsdb is a great start
  25. There are various versions of the warband tier list. But it's tight enough that any warband can beat any other warband dependent on player skill, touch of luck and tight deckbuilding. If you're looking for warbands to avoid based on the high skill cap - sepulchural guard, eyes of the nine, garreck's reavers are the ones that come to mind. The easy to pick up warbands tend to be Mollog, Magore's and Cursebreakers as they are resilient and more forgiving of mistakes
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