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riddlesworth

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Posts posted by riddlesworth

  1. 8 hours ago, Scurvydog said:

    outside of Waaagh the gruntas got trouble getting through tougher units with high saves, as they do not hit nearly as hard for the points as Brutes do, 

    9.77 wounds from grunta gore hackas at -1 rend. Plus 2.33 mortals on the charge

    Vs

    4 at -2 rend, 1.33 damage 2 at -2 rend and 1.33 damage 2 at -1 rend (7.99 all in)

     

    Can't remember what the cut.off is where Brutes out perform gruntas. I think it's 3+, but could be 4+.

     

    • Like 1
  2. It's all in the triggers.

     

    Rally - "the unit that receives the command must be more than 3 inches away from enemy units"

    Redeploy - "the unit that receives this command must be within 9 inches of that enemy unit"

    Inspiring Presence - "use this command ability at the start of the battleshock phase. The unit that receives this command..."

     

    Those conditions and timings must be met for the MB to issue the command to the unit, regardless of how many he issues to.

     

    All out Attack - "when you pick a unit to fight in the combat phase, add 1 to hit rolls for attacks until the end of the phase. That unit must receive the command."

     

    Skull shaking bellow: "when you pick this unit to issue a command, you can pick up.to 3 friendly IJ units to recieve the command instead of only 1"

     

    The unit making the attacks receives the command. All conditions are met. That two other units also receive the command is inconsequential.

     

    The wording makes it non restrictive. Thiugh I would not be surprised at.all to see it FAQd out either

    • Like 1
  3. The thresholds for the biggest bonuses are the same as before, its just points are generated differently.

     

    The way Waaagh points generate favour multiple units charging and staying in combat. I'm fairly confident by end of turn 2 I'll have 20 points consistently. The Waaagh gets used sparingly

    • Like 1
  4. 50 minutes ago, Malakree said:

    Oh wow, hand of gork is just orruk. I automatically assumed it would be ironjawz only. That's got some pretty nasty implications with it, the thirty gutripperz with a killaboss on gnashtooth rushing up behind for the bs immunity. Welcome to turn 1, I hope you enjoy being stuck in your deployment zone!

    I did have a little double take reading it. Propa sneaky! 

    I'm undecided on swampcalla or killaboss for backup. Running brutes in 5s means I only really need to inspiring presence the gutrippas. Needs testing. As does the "here's a mawkrusha with d6+3 stomp and 2 buffed units of pigs. Dela with them while I grab some points" and the "can't believe its not a wizard" megaboss on foot

  5. Enjoying the possibilities with double megaboss right now:

    Mawkrusha and 2x pigs  get warchanter buffs, mighty destroyers into a flank for turn 1 to just be a "problem"

     

    Foot megaboss (the general) with 2x brutes to mighty destroyers into the mid board, to own it and clear objectives.

    Ard boyz to follow up, with footboss MD moves putting them where they need to be. Alternative is gutrippas being put there by hand of gork in big waagh

  6. 15 hours ago, Orkmann said:

    Having more cp in aos3 is great for IJ. Mighty Destroyer, Ironsunz CA, or even the choppaz one are great. Now you can also reliably spend a cp to have +1 to hit on your key units, so the gap btw IJ and BW output became smaller. For the cabbage it is esp true, as in some instances you can use Finest Hour offensively which is essentially giving you BW cabbage for a turn 🙂

    In the end of the day I think it is up to your playstyle. Despite the fluff I found IJ is a tricky, tactical army, and the competitive strength is in the great CAs, which are allowing all sort of movement shenenigens. BW however is more solid, has better magic and the output is higher/more reliable. In my view BW is still better, but only if you bring in some savages to increase the wound count and a wardokk for the curse. 

    All fair points. With the power of save stacking, it's tough to look past metalrippas for the mawkrusha artefact. Building around that in ironsunz is super tough. BW having access to mighty destroyers closes the gap now you can't use multiple MD per turn.

    +1 to wound is so insanely powerful - IJ have multiple +1 to hit options but only 1 spell (cast on an 8...) for +1 to wound. Playing soulblught regularly I feel it hard.

     

    Agree on BW being strong once you can activate the big abilities with a block of 20-30 saves age boys

    • Like 1
  7. On 10/2/2019 at 8:56 PM, DingK86 said:

    However, the more I think about deck builds and the more games I play, the more the game surprises me. It feels fresh. And that, in the end, is what will keep me and others playing, and what will pull new players in.

    I am loving the new deck building. Even without the rotation, the curbing of the score immediate meta through deck building rules and the choice of board or objectives after the first roll has legitimately changed the game. it is much harder to snowball now and objective based play can more consistently get 3 objectives to place.

     

    On 10/5/2019 at 2:18 AM, IkedaT said:

      But I'm playing a tourney this weekend (my first) and then another next (my second) and I'm stoked.

    Awesome!

  8. 22 hours ago, PJetski said:

    Feels very similar to Garreks Reavers but with an additional fighter and access to a wizard. 

    I think they do passive scoring better than Garrek (easy keep them guessing, shortcut. especially now cover ground and spectral wings are gone) but Garrek's have better stats for the fight (garrek, saek and karsus)

  9. 14 hours ago, spaint2k said:

    I think the reason GW didn't let people know from the get-go that old seasons would get cycled out was because they didn't know this at the beginning of the game. Once the game became successful and the development matured GW would have realized that not only was the card pool getting unmanageably large (which would lead to the commercial death of the game) but the earlier cards were riddled with problematic text and over-powered effects and cycling these out would allow the team to create new cards that replace these effects with a more gentle touch. I suppose a case could be made for revealing the news earlier, but in the end I feel that GW have done a good job overall of handling this "rotation", by allowing warbands and faction cards to remain permanently. 

     

    Without having insider knowledge, I would say this is the case. The first season was pretty much entirely designed by 1 person, who was given 8 push fit sets of models and asked to build a game around them. It being a good game and the support for organised play really help drive it to where it is today.

     

    The design space is maturing and the cards coming out are significantly better in terms of balance. If you look at Nightvault in isolation its far better on the balance curve than Shadespire and I expect Beastgrave to be the next step in that.

     

    The game is also an INCREDIBLY attractive business model for GW. Instead of the revenue spikes you get with 40k and AoS releases, Underworlds represents a consistent revenue stream - every 2-3 months during a season they release 2 expansions and every Underworlds player is going to buy them for the Universal cards. While it's not the heights of spend that 40k and AoS release represent, shareholders value predictibility in revenue and earnings.

    From a player point of view, you're shelling out £105 per calendar year for core box and 6 expansions that are fully valid for 2 years. A decent 40k army will set you back (ballpark) £400 and will be valid for longer but overall, the spend remains pretty balanced. And while universal cards are rotated out, the Relic format still exists so they are not completely invalidated. Some of those 40k models you buy will end up shelved for an entire edition if their rules update isn't up to scratch (lookin at you wraithknight) so again, evens out. It also means the Underworlds game will remain well supported with development, making the rules, models and organised play scene significantly better.

    /fanboy

    • Like 1
  10. 5 minutes ago, Jator said:

    Interesting. If those hopes are fulfilled, do you think we will see a format where you have to play all warbands with the deck that comes with it?

    I know it sounds very limiting, but it will ease the "Gotta catch 'em all" feeling that stops some people from getting more involved with the game.
     Of course for those who enjoy the deck building aspect it would suck, but something like that won't replace other formats (After all, GW wants you to buy all the cards).

    I'm happy with 3 ways to play. Relic and open tournaments would be interesting but j dont know how successful they'll be. Depends on local support, so I wouldn't speculate on a format that would exclude the first 16 warbands until they are updated

  11. 4 minutes ago, Jator said:

    Interesting. If those hopes are fulfilled, do you think we will see a format where you have to play all warbands with the deck that comes with it?

    I know it sounds very limiting, but it will ease the "Gotta catch 'em all" feeling that stops some people from getting more involved with the game.
     Of course for those who enjoy the deck building aspect it would suck, but something like that won't replace other formats (After all, GW wants you to buy all the cards).

    I'm happy with 3 ways to play. Relic and open tournaments would be interesting but j dont know how successful they'll be. Depends on local support, so I wouldn't speculate on a format that would exclude the first 16 warbands until they are updated

  12. 48 minutes ago, Kugane said:

    Does anyone know if previous season boards are still allowed?

    yes. the ONLY thing rotated out is the universal cards from the shadespire core set, shadespire warband expansions and leaders pack.

     

    Any card duplicated in Nightvault or Beastgrave (supremacy, hold objective x etc.) is also valid to use.

     

    This is ONLY in the Championship and Alliance formats. Relic format events also allow Shadespire universals. It remains to be seen how many Relic events will be run in the competitive scene.

    • Thanks 1
  13. 1 minute ago, PiotrW said:

    I see. My question is: are these two sets of 19 cards completely the same? Or do they feature different universal cards?

    They are exactly the same. The universal cards in the Beastgrave core set are:

    Anihilation

    Conquest

    Denial

    Hold Objective 1

    Hold Objective 2

    Hold Objective 3

    Hold Objective 4

    Hold Objective 5 

    Supremacy

    Confusion

    Eldritch Haze

    Marked

    Sidestep

    Snare

    Caltrops

    Great Fortitude

    Great Speed

    Great Strength

    Predatory Instinct

    You get 2 copies of each.

    • Thanks 1
  14. On 9/19/2019 at 7:47 PM, Absolution black said:

    I am wondering whether I can just buy Night vault and the season 2 warbands or will I have to track down the season 1 sets too!

    Unless you are particularly keen on any season 1 warband, or the briar queen or cursebreakers, i'd recommend buying beastgrave and power unbound as the best starting set of universals

    • Like 1
  15. Despite some of the underwhelming fighter stats, there's some really strong faction specific cards, which helps.

     

    There's some objectives I think instantly should be considered for the cut - martyred, warning shot, shortcut (the only warband that can score this card without the use of a gambit makes it STRONG for them), supremacy - because 6 fighters, movement and the new board placement rules - and keep them guessing because of the on card action.

     

    I think they're going to do well with a flex defensive/aggro build - passive glory gen based on positioning and movement and filling their upgrade slots with aggro cards like potion of rage, gloryseeker etc.

     

    I do think given the inspire condition, you're going to want to look at regal vision/blazing soul for Grashnak or Draknar. Grashnak if you intend to cast any spells and Drakner to make use of the innate fury and to get access to cleave, although like many guardians players, you may decide that inspiration just isnt worth it

  16. 22 hours ago, PiotrW said:

    Yeah, I checked. The tokens sold separately are not the same tokens that are included in the core set.

    So, the wound counters in the Beastgrave set have some token art on the reverse. Alternatively, glass beads, coins, or any other kind of counter can be used for the tokens. The separate token set is simply for those that want to buy fancy tokens for specific warbands.

     

    22 hours ago, PiotrW said:

    As I understand, I can expect that Beastgrave will feature two sets of cards, one for each warband? And the universal cards in both sets will be the same? That was the case with Nightvault. If so, I could snatch the updated core set of universal cards and still sell somebody one complete warband with a full card set...

    Beastgrave contains 32 faction specific cards (12 objectives, 10 gambits, 10 upgrades) for each of the 2 warbands in the set. All warbands moving forward will have 32 faction specific cards with this split enabling players to play a complete deck of faction specifics, meaning that no matter how many universal cards are rotated out, you will ALWAYS be able to play a full deck of a single faction by buying that faction's expansion. The current hope is that there will be a card pack released to update the rest of the currently released 16 warbands to this model (as some are missing enough faction specific objectives).

    There are 2 sets of 19 Universal cards in the Beastgrave set, so you could sell one set of them and still have the updated universal cards (there are a couple of new ones in there).

     

    Also, all the rules changes have been documented extensively in the various Underworlds blogs. Check out canyourollacrit's Beastgrave review. His is pretty clear on the changes.

    • Like 2
  17. On 9/14/2019 at 7:02 AM, Rodiger said:

     

    Getting to choose who places 3 objectives is huge, I would have won a lot more games if had not 'won' the roll off, your opponent sticking the third objective at the back could lose you a game

    Its massive for objective play. Especially because cards like hidden paths and spectral wings are gone, an aggro player wants to win board placement but has to make the choice between giving his opponent 3 objectives or having a bad board setup which will stall them

  18. Season 1 universal rotation is good for the health of the game. Although in the announcement the beastgrave neutral gambit is a reprint of pit trap, so expect some reprints, but its freed up a fair bit of design space which is excellent for meta freshness.

     

    Let's see how they make season 1 war bands available again. It's probably too much to hope for reprinted fighter/faction cards.

    I'm not sorry to see ready for action, escalation, superior tactician go.

    I do think control play will be very solid in the new meta due to the lack of speed cards for aggro - spectral wings, hidden paths etc are gone.

  19. The sky is not falling.

     

    There's been calls for universal card rotation for quite some time due to the limitation on design space and the cost of entry for the game.

     

    If this is happening, there would be zero point in selling the current expansion packs and there will be some kind of season 1 warband pack without universals or something like echoes of glory.

  20. Tourname t report for pre rotation is pointless so....

     

    Beastgrave is here. Rotation has happened and the rumour is Thundriks will fall down the pecking order because the score immediately meta is dead. Time to test that.

    First draft: https://www.underworldsdb.com/shared.php?deck=0,N235,P19,N385,N322,N499,N248,N250,N461,N254,N255,N260,N503,N529,P20,P36,N240,P48,N302,N444,P47,N476,N310,N374,N237,N238,N319,N401,N446,P21,N493,N242,N253

     

    Played a best of 3 set against Skaeth's Hunt and a mirror against profiteers.

     

    All 5 games were pretty tight. We found that with the reduced number of surge cards, scoring overall was slower and snowballing was likely likely to happen. Without any objective based on kills, the movement tech in the power deck was awesome. I won both best of 3 sets but glory difference was less than 7 in both cases..

    Ancestral might and 2 steps forward were the only 2 cards that I didnt feel great on. Quickening graves might make an appearance, although blessing of hydragos also has potential because duellist speed and disciplined retreat made big differences for me in both sets.

  21. On 8/9/2019 at 5:46 PM, zilberfrid said:

    En the Mournflight are just Myrnmourn banshees. I would probably purchase the banshees with cards if they are some 15 euro's. Regular bands are 2,5 over the band without cards.

    It's interesting. A standalone expansion for the Dreadfane warbands would either have more cards in the expansion (as they have vastly more faction specific cards than any other warband), or would just be faction specifics and I think would be a struggle to shift as well as other warband expansions that include universal cards.

  22. 8 hours ago, Lior'Lec said:

         If you want to play a magic warband (including  Godsworn Hunt) but cannot locate the Nightvault starter set you don’t actually HAVE to have the magic dice. The magic dice have the same symbol frequency as the combat dice, they just substitute one symbol for another which you can do yourself if just playing for fun. Crit, Support 1 and 2, Minor Magic/Attack, Greater Magic/Attack x2.

    Not sure I understand?

    Attack dice: 1x single support, 1x double support, 1x fury, 2xsmash, 1xcrit

    Defence dice: 1x single support, 1x double support, 1x dodge, 2xblock, 1xcrit

    Magic Dice: 2xfocus, 3x channel, 1xcrit

    This is different, yes?

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