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Requizen

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Requizen last won the day on June 15

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905 Celestant-Prime

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About Requizen

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  1. 2 years is a pretty long amount of time. I'm already tired of Shadespire cards and want something fresh. Obviously they want to make money. Nobody sane thinks any company is going to altruistically make their game sell at a loss or support something that doesn't make money. So yeah, the rotation gets them paid. But, it also is healthy for the meta, so it's a win/win in my book.
  2. I think any are fine, as Corvus Cabal doesn't really have many weaknesses that need to be shored up. Ranged would be nice, buffs would be nice, but unlike some Warbands, we're not severely lacking anything in particular.
  3. https://www.warhammer-community.com/2019/09/18/warband-focus-skaeths-wild-huntgw-homepage-post-2/ Their fighter cards are surprisingly powerful, not what I was expecting at all.
  4. Wondering that myself. 6 models of course encourages at least some sort of objective play, as does Despoilers, which is extremely powerful. However, they don't have multi-move capabilities like Ghosts, Gitz, or Guard, and only one multi push ploy, so they can't swarm as effectively. For combat, Draknar is very solid, even uninspired. Fellhoof is alright, and Murghoth is reasonable once inspired, but overall they are a pretty damage low faction. However, with some ranged poke and good speed, they might end up being a faction that racks up glory and then runs a lot of damage/weapon upgrades to move in for the kill. They do remind me a bit of Eyes, but with more fighters overall and different tricks. I think they're closer to Godsworn Hunt, but I need some games under my belt.
  5. Sadly, the Prime can't handle protracted combat with anything
  6. https://www.warhammer-community.com/2019/09/17/warband-focus-grashraks-despoilersgw-homepage-post-2/ Beasts of Chaos in Underworlds! Or, Brayherd, at least. I'm very excited for this warband, I tend to prefer warbands with good tricks and flexibility, and here we seem to have that in spades. The Faction cards in particular are extremely solid, which I think makes up for the overall mediocre stats. What are your thoughts? Will you be playing these guys or the Kurnothi?
  7. Well, you can use the ability to pile in, but a pile in move is only 3" and must go towards the closest enemy model. So if you are 12" away from a target, yes you can pile in, but you move 3", and attack with all viable weapons (which are none). Basically it just gives you a 3" move for a Command Point, which is not worthwhile... most of the time. "A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move." The first sentence tells you what unit is eligible to make the pile in move. The second and third sentences tell you how to make a pile in move. The Command Ability essentially overrides the first sentence by expressly giving permission to make the move, so you don't need to check, you just make it as told in sentences 2 and 3. As for your "Ability to charge a unit that ran", always remember this - Specific trumps General. If there was an ability that, for some reason, said 'Use this Command Ability in the Shooting Phase. A friendly unit within 6" can make a Charge Move', then it wouldn't matter if you Ran, because it's telling you to make the action.
  8. Neither requirements are needed to use the Anvils CA. The "within 3 inches" and "made a charge move" requirments are for selecting a unit to Pile In in the Combat Phase, telling you which ones are eligible. The Command Ability tells you to make the Pile In move and Attack, full stop.
  9. You could already do this with existing sets, however. Previous sets came with 10 Faction Upgrades, 10 Faction Gambits, 9 Faction Objectives, 10 Universal Upgrades, 10 Universal Gambits, and 11 Universal Objectives. You could purchase, say, Mollog's Mob, take all the faction cards, pick 3 Universal Objectives from the box, and have a legal setup. The only change is now you can have a full set of Faction-Specific Objectives instead of a mix.
  10. This sort of pile in shenanigan is still doable, it's the base rule of how pile-ins work. The Gristlegore rule changed, however, so it's no longer necessary as they don't strike first always anymore.
  11. The leader and one of the bros have ranged weapons, so them charging on 1 is pretty easy. The melee guys, a bit more difficult without getting too risky. Remember, there might also be Ploys that place Charge tokens. Perhaps something like Sprint that gives a huge boost but places a Charge Token at the end, but we'll have to wait and see.
  12. As for Hold Objective decks, it will depend on how easy flipping those Objectives is. There are already ways to remove objectives from the board (at least one spell and ploy, some other Faction-specific), but it's not common and requires setup. The removal of a lot of the anti-Objective cards such as Earthquake, Mischevious Spirits, Shifting Objectives, Distraction, etc helps Hold Objective decks as well (pending reprints, of course). I think Objective Thorns and Gitz have some interest right now, but we'll see once we know more of the Universal cards in the core set.
  13. The quickest way to know legality is to look at the logo on the packaging and/or looking at the set symbol on the card. If the box logo says "Warhammer Underworlds: Shadespire" and has the Shadespire/Leaders icon, and it's a Universal card, it's rotating out (reprinted cards nonwithstanding). If the box says "Warhammer Underworlds: Nightvault" and has the Nightvault/Power Unbound icon, it's still in play. While Garrek and Steelheart were initially printed during Shadespire, their standalone boxes are Nightvault boxes and are therefore still legal. Hope this helps!
  14. This is my feeling too. The Spire Stalkers are good, but the Shrike is basically a straight upgrade. The weakness is losing the utility of Swift Climb, which is actually super useful overall for a double. Especially on clustered maps where Stalkers can just move however they want, while the Talon has to climb and jump.
  15. Looks like 25mm for the linemen
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