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Spinsane

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Everything posted by Spinsane

  1. I love the old-school vibe you went with!
  2. Sigh. And to think that a few weeks ago the sky was falling because the Chosen Axe were obviously, according to you, being rendered inept to a point where the game was broken... It's surprising how jumping to premature conclusions can lead to innacurate judgement.
  3. and These are stunning! Makes me want to reconsider the scheme I had in mind for my Liberators!
  4. I was surprimsed myself at how useless it ends up being, truth be told, but then again chances *are* slim that it comes into play: Both players must roll Crits and roll just as many, and then the defender has to roll 1+ shield(s) out of the remaining dice. And even then, if the attacker didn't roll any regular successes, this only turns a Fail into a Fail+DriveBack, not yet enough to cause damage... So yeah, it ends up being a near useless ability when a Crit is required. However when it applies on every attack, it has quite a lot more impact, thankfully.
  5. So, I made the necessary changes to my spreadsheet. Here's a new example: 3 dice (Swords) vs 2 (Shields) w/o Cleave : 33.60% Critical success 9.12% Success 13.12% Fail with DriveBack 44.16% Fail 42.72% Total Success 57.28% Total Failure w/ Cleave on Crit 34.84% Critical success 9.12% Success 14.35% Fail with DriveBack 41.69% Fail 43.96% Total Success 56.04% Total Fail w/ Cleave 34.84% Critical success 19.61% Success 6.33% Fail with DriveBack 39.22% Fail 54.45% Total Success 45.55% Total Fail As can be seen, Cleave on Crit here barely changes anything, Total chances of success barely moving upwards by about 3%. On the other hand, Cleave improves our overall chances of success by 27%!
  6. One thing of note is that there's a huuuuge difference between Cleave and Cleave on a Crit.... Cleave on a Crit won't help you when you get a hit and your opponent rolls a shield, whereas Cleave will. It's easy to dismiss Cleave if the only instances you consider are those where you need a Crit for it to come up. I'll make some changes to my spreadsheet at some point today to highlight just how much of a difference there is between the two...
  7. So, in regards to Cleave, I decided (since I had some time to spare today at work), to make myself a spreadsheet so I could see just how usefull the ability can be, and found the ability to be mathematically significant most of the time. The sheet itself can be found at: https://docs.google.com/spreadsheets/d/1nV-p6mfJfTWV1qMa_0uUjzEhlDcYgDcUSj_jJzDU1kU/edit?usp=sharing * Just note that whenever a change is made, it takes a while for GDocs to recalculate the odds... You can download it as an Excel file if you prefer... * I've made a few tests and so far it seems my results are accurate, but if some don't seem to make any sense, let me know, I'll try to figure out what's wrong. For those interested in numbers, here are is an example. Rolling 3 dice, looking for Swords, against an opponent on Guard: Result w/o Cleave w/ Cleave Absolute Relative Crit Success 32.99% 34.22% +1.23% +3.74% Success 5.26% 13.90% +8.64% +164.30% Total 38.25% 48.12% +9.87% +25.82% Fail+DriveBack 13.27% 10.80% -2.47% -18.60% Fail 48.48% 41.08% -7.40% -15.28% Total 61.75% 51.88% -9.87% -15.99% As can be seen above, our chances of getting a success increase from 38% to 48, which is a net 25% increase in success rate...
  8. It's on page 2 of the scroll. https://www.games-workshop.com/resources/PDF/Downloads//aos-warscroll-magores-fiends-en.pdf
  9. I would t end to say no, that a warband includes its fighters and not the ploys : A Warband is "made of a specific set of fighters." A Warband "has access to unique objective and power cards."
  10. Don't get me wrong, I don't think it is. I said that considering how everyone seems to think it is, being able to easily disrupt the objective game might not be seen as useful...
  11. Well, attacking at range like they do is awesome to disrupt objective holders, but considering how everyone thinks the objective game is dead, I'm not sure how usefull the ability will be perceived. While they might have a harder time scoring points, all they need is to score more than their opponent...
  12. I'm convinced they'll be great once turned into Pirates. Replace their boltstorm pistols with (or turn them into) flintlock pistols, give them proper heads (Farstrider should have a tricorn hat and a beard, give one an eyepatch, etc), add a peg leg/proper boots and a decent paint-job and they'll be great. Plus the captain already has a parrot. Hopefuly, I can get my warband ready relatively quickly.
  13. Since your link appears to be broken (it is on my end, at least), here's one that works: https://warhammerunderworlds.com/wp-content/uploads/sites/6/2018/04/Warhammer_Underworlds_Shadespire_Rulebook_ENG.pdf Or just browse to the Warhammer Underworlds homepage (warhammerunderworlds.com) and scroll all the way to the bottom; the rules PDF link is in the second to last section, right above the twitter cast and desktop wallpapers, on the left...
  14. Just how many anti-objective-decks cards can you put in your deck if you never face a single objective deck? Just how many slots are you willing to waste because they're not helping you make points? If everyone is so sure Objective decks are dead, Aggro (and Katophrane) decks will be on the rise, which means soon those anti-objective cards won't be anywhere near as prevalent as people fear...
  15. I soooo want to turn Farstrider's gang into Pirates, with pistols and cutlasses, and a parrot on the leader...
  16. Not sure I find the Farstrider inspire condition all that easy; compared to the Chosen Axes, of course it is, but that's against a very low bar. Thing is, they have to be aggressive to inspire and, just like the Axes, can't inspire until the end of the Action phase.. Sure, their positioning isn't as specific, but it requires that they play aggessively, putting them at risk against other aggressive warbands...
  17. The preview also shows two new cards which right off seem to indicate that "Season 2" would bring 10 new warbands: season 1 will have 8, in the end, with 437 cards. The new set will contain 557 cards, so 437 + 2×60... Looks like the new base set might be Undead spirits vs what I'd guess is Stormcast Prosecutors
  18. @lare2 The Chosen Axe are a difficult warband to play, probably the hardest one in a competitive setting. They are slow and predictable, and they're the warband that's most easily disrupted: they are the models who rely the most on inspiring and yet are the ones which can most easily be prevented from doing so...I'd suggest getting as many push ploys as possible, and/or cards that could prevent your opponent from pushing your guys off: No Time and Forceful Denial. Ideally, especially if you have NoTime on hand, you want to play second, especially on the first turn; many opponents will wait after the last activation to push fighters off of objectives so you can't move them back on; if you were last to move, you can then play NoTime before they get to do so, saving you a lot of trouble. One thing I'd suggest avoiding is an #alleggsinonebasket approach: it's easy to load up Fjul-Grimnir with all your upgrades, but a single bad roll or unexpected ploy can easily leave him out of the game for good...
  19. I love these. They're not very dynamic, at least when compared to the Skaven, but I'm not sure whether I find this better or worse... Will be interesting to see the mechanics on this warband, as I expect they'll be the first to have stats that aren't standard accross the full warband; obviously, the hound should have better move than the others, at least, but I also wonder what Inspiration mechanics they'll all have. Will it be standard for all 4 (maybe get a crit on an attack?), or will it vary from model to model (for example, the hound could inspire when it provides an assist on another model's attack...) Anyway, whatever style they end up with, play-wise, they'll definitely become one of my main (if not the) main warbands...
  20. Not much of a fan of the Farstriders, but I definitely like Magore's Fiends! And for those who want to see clearer pics / video, Warhammer-Community has a copy of the original up now: https://www.warhammer-community.com/2018/03/14/kill-team-doom-lords-van-saar-and-moregw-homepage-post-1/
  21. If you roll the same number of crits, you then compare the number of non-crit successes. As Biboune said, if you roll Crit+Hammer and they roll Crut+Shield, Cleave can be usefull. It's a very, very situational ability, for sure..
  22. Well, the crit Cleave matters if both you and your opponent roll the same number of crits...
  23. Well, loading up the Hungerer has so much potential... In terms of upgrades, my deck has cards intended for Skritch, some for the Hungerer and a few all rounders which usually land on either of those two. Light Armour (or Total Offense, but I prefer LA) and Heroslayer work wonders together, especially if you can also get him Expendable; watch your opponent shudder when you play There are always more and pop him in right next to Skritch or the Warden just before your activation...
  24. Wow, looks like you Aussies get a pretty good deal on the starter (better not tell GW)! In Canada it is priced at $150CAD too, and the Start Collecting sets are priced $100CAD each, so the price differenced is significantly larger...
  25. Unless this change in Matched Play cost is because of a yet-to-be-disclosed change in the MP rules coming with GHB2? +Edit: Incoherent text, thanks to the stupid behaviour of my phone
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