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Posts posted by Red_Zeke
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I've struggled a bit with Flawless Strategy in a deck with lots of Score Immediately cards. They don't help with Flawless and can make it hard to plan a score of your other End Phase objectives until you're partially through the round. I suppose the better you know your deck, the more you can plan for what is *probably* coming up.
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In your typical game, how many/which fighters are inspiring when?
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12 hours ago, Sleboda said:
Good news, Chosen Axes don't auto-stink! ?
I've been having a serious string of good fortune with them lately, scoring 12+ glory regularly, even against Skaven.
Maybe it's because they are finally fully painted. ?
Other than paint, what do you feel turned your thinking from being so down on them?
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How's Ploymaster working for you? I'm thinking of cutting it from mine. Seems like decks in general, and Reaver combat decks especially are trending towards reactions which are powerful but may not get the opportunity to trigger. I've struggled to score it sometimes, even with 3+ ploys in hand at the start of the action phase.
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Earthquake simultaneous! Just in time for Great Concussion...
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On the other hand, Inspiration Strikes is beautiful for Chosen Axes...
It does seem like 80% of the time, Great Concussion is going to be better than Earthquake.
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What's up with that objective though? A worse Annihilation? Maybe they'll be so aggressive they could score both?
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Took this out for a spin, hoping to get some more reps later this week. I've been running objective or hybrid decks, and wanted to experiment with something a bit more aggressive. Also, in full disclosure, this is a very lightly tweaked version of a deck that the Claim the City fellas suggested. The core is built around a few powerful weapons and using the multiple options Reavers have for throwing more dice at those attacks to push through a big Heroslayer or Shadeglass Hammer. First time out, went 12-8, 12-4 against an Orruk deck. First up on the chopping block, I think, is rebound, quite possibly to be replaced by Last Chance (which could combo nicely with Light Armor) or Curious Inversion, which has offensive and defensive applications. Not crazy about random ploys in general, but a 1 in 3 chance is really a reach, even though the effect is impressive. Other things I wasn't crazy about- doubling down on enemy leader value with both A Worthy Skull and Victorious Duel. Possibly replace the latter with Escalation? Also considering the possibility of Making a Statement since the aggression is there, and I expect to be in enemy territory, but that suffers from having almost no positioning manipulation. Happy to hear any thoughts!
- A Worthy Skull
- Blood for the Blood God
- Denial
- It Begins
- Let the Blood Flow
- Master of War
- Plant a Standard
- Ploymaster
- Precise Use of Force
- Swift Advance
- Supremacy
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Victorious Duel
- Blood Offering
- Earthquake
- Fueled by Slaughter
- Illusory Fighter
- Insensate
- Khorne Calls
- Ready For Action
- Rebound
- Spoils of Battle
- Trap
- Awakened Weapon
- Daemonic Weapon
- Frenzy
- Great Strength
- Heroslayer
- Light Armor
- Soul Trap
- Shadeglass Darts
- Shadeglass Hammer
- Whirlwind of Death
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Whoops! I was thinking of shifting shards! Yeah, great ploy.
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1 hour ago, Sleboda said:
Everyone? It's such a key, useful, flexible card. I've won games with it with various warbands many times.
It's on my short list of auto-includes in all decks.
Its value goes up substantially when I'm running a warband that is looking to score objectives. Otherwise it can get edged out if the only thing I'm holding it for is to deny the enemy something they may or may not care about. But I think value def went up with the arrival of Skritch and Fjul.
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Yeah, their cards look so, so tasty. Very excited to play against or with them.
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Idly wondering if there is any mileage in Making a Statement or Overextended in combo with Desecrate. Probably not, but they feel more achievable with one less to hold. Of course, if you can get into position to Desecrate you're in position to hold that objective....
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49 minutes ago, Biboune said:
I don't totally agree with you: supremacy for example is not very hard to score. It is the only 3 glory points objective card that can be scored round 1, without having to roll any dice.
This. Sometimes hold/tac supremacy/supremacy are tough work, but they can also really fall in your lap. And if you're worried about Earthquake, you counter with Earthquake- same as you had to do with Distraction/Peal of Thunder/Terrifying Screams.
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I would guess dodge, but with ploys and upgrades that contribute to resiliency.
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Following. I forgot how much harder I have to think when playing Reavers. Really feels like you're getting pulled in more than one direction with your choices sometimes.
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Anyone using Karsus' Terrifying Howl? Can't quite wrap my head around it. Best I can come up with is to combo with Time Trap.
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Can you give more thoughts on disengage? I’ve been pretty interested in that one. Seems deceptively good, but haven’t seen it in many decks yet.
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Great stuff, and think everything is heading in an excellent direction. I especially like the opportunity for both warbands to advance to some extent, even if they lose. Gives the loser something positive to do in the "between games" portion.
I think my only two bits of feedback that isn't already being addressed are:
1- Advancement table- +1 wound squats on a very wide portion of the table's bell curve. ~44% of results will land on that spot. Feels like maybe a bit much? Or is it intentional, to slow the lethality of the encounters in later games?
2- Bravery- Seems like a pretty minimal impact right now, and not entirely intuitive. Is there some way to introduce a mechanic, similar to how unit upgrades like musicians work? If someone goes down, anyone within 3" will need to check bravery? Something like that?
Anyhow, thanks for a great chunk of work already. Lots of fun!
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Shadespire community FAQ
in Underworlds
Posted
And finally putting the dagger in the 'what is a warband' debate.