Jump to content

Requizen

Members
  • Posts

    1,572
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Requizen

  1. https://www.warhammer-community.com/2018/06/27/27th-june-battletome-preview-endless-spellsgw-homepage-post-2/ Endless spells! Hammer Tornado seems reasonable. 40 points to hurt enemy shooting, not bad. Not amazing, since many good units (like Skyfires or Kurnoth Hunters) can just get away from it quite easily, but 40 points is not expensive. Dias gives better saves, Fly, and an additional Unbind, which is cool. Brings most Heroes to a 2+, and the extra unbind will be really nice in this edition. Glad it's not just a moving Balewind. The Comet, though, that thing is the sauce. 100 points is steep, but I think I'd bring this thing over a Purple Sun any day of the week. Nuke camping units, ****** over hiding Wizards. Potentially instagib a model 46" away from the caster. And casts on a 6? So, so good.
  2. Ballistas are quite strong for their points. The temptation is to put a bunch around an Ordinator, but if you just take a couple in cover, they're 2+ 7W long range platforms that shred things when they get close. Incantors are fairly solid. If nothing else, auto dispel will be invaluable if the game starts to go heavy on the Magic side of things. But yeah I hope the Battletome gives something nice for Castigators and Evocators. I think Castigators are... fine, but nothing special.
  3. https://www.warhammer-community.com/2018/05/20/20th-may-pre-order-preview-inspire-your-warband/ Warbands without cards are going up for preorder. Wondering if this is just to sell more models, or if it has something to do with the new set coming out.,,
  4. Here's the Deck I tried last night. Worked ok, I messed up a bit and also rolled poorly but won one and lost one. It's a bit passive, I played against Orruks both time and just wanted to sit back and wait til they came forward to shoot, then closed the distance and finished off with the Weapon upgrades and regular damage. It worked fairly well. https://www.underworldsdb.com/shared.php?deck=0,205,211,234,235,252,257,272,275,282,284,291,215,219,329,334,336,349,348,347,356,369,225,227,228,232,373,376,389,393,420,424,246 The main downside is that it gets glory fairly slowly, I'm thinking of dropping things like Ranger Strike and Brave But Cautious for one Supremacy or maybe the Tactical Supremacy cards.
  5. My wild speculation is that it's Nighthaunt (well that's basically guaranteed with the one card art) and either Dispossessed or Free Peoples. Lightning with an Anvil doesn't seem like it could be much else, other than SCE but there's already two of those.
  6. From the Adepticon preview panel: there will be more Shadespire teams in the future. Specifically called out Shadespire, not Underworlds. More boards are in the works, no news of when or how they will be available.
  7. Got a couple games in with the Dorfs tonight. They feel... awkward. You want to get on objectives to Inspire, but the cards and statlines want to fight. I'm sure there's some build out there that makes it work but I'm not really convinced of how effective it is.
  8. Anyone else's Maegrim have a gap between the foot and toes?
  9. Eh, that's being a bit pessimistic. If you put the 6 movement Ploys in your deck, you get a 87% chance of drawing at least one in your opening hand. If you mulligan, that jumps to a 99% chance. Not bad odds of having at least one of them turn 1, not to mention drawing them with Actions if you want. As for knocking off, that's definitely true, but that can be played around. Putting your Objectives back can prevent warbands from getting to you without movement ploys of their own, since you know enemy movement and starting hexes. Plus, you can hold off moving onto them until later activations, preventing your opponent from knocking you off for nothing. I agree they're probably one of the trickier warbands to Inspire, but it's not really impossible or worth giving up on.
  10. So the impression I got from a local store owner is that Organized Play is really only being pushed in the States at first, potentially to be hyped later in other regions if it goes well. Maybe it has something to do with US players being more competitive focused (wonder what sales/playtime is like in MtG in US vs UK), but that's just the rumor I've been handed.
  11. Out of curiosity, what Ploys were you using? There are 5 Ploys that move a friendly Fighter at least one Hex and one that moves Objectives, so I'm stacking all 6 into my deck just to make sure I'm getting at least Fjul Inspired on Turn 1. Would prefer Fjul + Tefk, and those two + Vol would essentially end the game if you get them on T1. Here's what I'm looking at currently: Objectives Ploys Upgrades Ferocious Charge The Earth Shakes Grimnir's Blessing Scion of Grimnir Treasure Lust Grimnir's Fortitude Unstoppable Advance Sidestep Grimnir's Speed Assassinate Shifting Shards Great Fortitude Denial Earthquake Great Speed Crushing Force Living Wall Great Strength Conquest Ready for Action Legendary Swiftness Plant a Standard Indomitable Soultrap Fury of the Lodge Oathsworn Sprinter Claim Retaken Piercing Stare Cursed Artifact Superior Tactician Victorious Duel Not sure about Piercing Stare, might swap with Healing Potion to keep Fjul alive.
  12. I'm very up in the air whether or not to include the Hold Objectives. On one hand, if you draw them early and get the right ones, you can get some Glory cranking quickly. On the other, if they end up being drawn in Turn 2/3, you might be far more invested in fighting than camping, depending on the state of the game. I think it's worth skipping them and getting the easier to score fighty ones that you can score and cycle quickly once inspired. Also, I'm seriously considering putting all 3 '+1 Move' cards in my deck, just for some consistent movement, since the Dorfs are slow but want to fight. 3 might be overkill, but I have room and don't think I'm playing for the Keys, so we'll see.
  13. Well to be fair, Orruks are just Gurzag and the other three. They play really similarly, except Dorfs want to be a bit more passive turn 1 until they Inspire.
  14. Does Expendable grant a Glory Point? You remove the Fighter before your opponent deals damage, so it does not meet the requirement for gaining Glory per the FAQ. Do you simply remove them and deal damage without any gain for your opponent?
  15. Skitter-Scurry: since a Charge Action is a Move followed by an Attack, can you push one hex after each? Like Move -> Push 1 -> Attack -> Push 1 away?
  16. The FAQ clarifies that (at least in a 2 player game), any time a Fighter takes all their wounds, their opponent gains a Glory. There is a bit of a question over whether or not Expendable grants a glory, since you just remove it without allocating any wounds.
  17. Well at least they are making an effort to FAQ it somewhat regularly. If people keep hitting their inbox, they'll FAQ things. Maybe not as often as we might like, but it's something.
  18. Want some thoughts on the Flee! card for Skaven. An upgrade only for Skritch, wording: "Action: This fighter and one adjacent friendly fighter can make a Move Action. Both fighters must end their move further away from all enemy fighters." 1) Can this be used to make multiple Move Actions in a turn? For comparison, the Warden's ability to move two models specifically states that it cannot be used to make two Move Actions in a turn, but there is no such wording on Flee! 2) Can this be used if Skritch is by himself? Does he need an adjacent friendly fighter to use it? 2b) If there is an adjacent friendly fighter, can I choose not to move him with Flee even if Skritch moves?
  19. Eh, not really. Mobility is good for combat, but it's also good for Objective based play as well. Treasure-lust is a great card for getting to your opponent's backfield objectives, they might not expect a 5 Hex move on Turn 1 from Dorfs. Living Wall is also great for a defensive style play since you can get some guys in to support each other. End of the day, you're going to have to play around Objectives in some way, shape, or form, since you need to use them to Inspire. But you can do it "partially" in order to just Inspire and go aggro after, or you do go after them fully to play Objective based, or you can use them as a rally point for defensive/reactive style play. Not saying all will be equally viable, but it's not one-note imo. They definitely seem that way at first, but I've been mulling over the Dorfs quite a bit since the cards dropped and I'm liking them more as I put cards together.
  20. Exactly. I'm thinking stacking lots of mobility and defensive Power cards, then leaning on the natural hitting power of the Dorfs, much like Stormcast. Never worry about Inspiring Maegrim, and imo only one of Vol or Tefk "needs" to be Inspired, but if you get both, great. They get less free actions than Orruks but I think they make up for it in other ways.
  21. While I was initially bummed by how easy it would be to knock these guys off of Objectives to deny Insipiring, I came to realize how many ways they have to get back on. There's 3 Universal cards (Shifting Shards, Sidestep, Earthquake) but Fyreslayers also have The Earth Shakes, Treasure-Lust, and Living Wall. 6 cards in all to keep your dudes on the point, maybe even count No Time as a countermeasure in some situations. And 6 ploys to Inspire seems like a lot, but remember that all those Push cards are still useful for general mobility and brawling as well. I think it'll be more than feasible to get these guys buffed up and in the enemy's face.
  22. All cards are available in the Card Library it seems! Go deckbuild!
  23. Much like Distraction or other push cards, the Objective player can counter Earthquake with Sidestep or Shifting Shards to get back on. You could also potentially stop it with Forceful Denial, and we don't know what other cards will be added with the new expansions. But yes, Earthquake is a very strong card for aggressive decks fighting against defensive ones. It's another nail in the coffin of "sit back" decks, though it's not the end of the world for them. Objective based play will still be more consistent at gaining Glory overall, I bet.
  24. Ready For Action is insane. Might be the strongest card shown so far. So many uses for that card. Curious Inversion is very strong, but only against specific Warbands. If you're playing against Khorne/Skellies/Skaven, you're just making them harder to kill. While it's amazing in certain circumstances (Karsus vs Shield opponents, wow), it's not great in half the matchups, so I don't know if I'll include it. Can't tell if I prefer Demonic Weapon or Shadeglass Hammer. Orruks would prefer Demonic (for Inspire), and maybe Skellies too since you can just rez the guy with it, but sticking Shadeglass Hammer on one of the lesser Dwarves perhaps seems better. Maybe even for Karsus in specific situations.
  25. My Skeleton deck already includes 6 Ploys and 7 Upgrades I would consider auto-include. The only one of these I might consider a must is Curious Inversion, but even then I'm not sure. The cards are super strong but I don't think it'll replace all the cards people have currently.
×
×
  • Create New...