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Skinnyboy

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Everything posted by Skinnyboy

  1. Yeah, I would imagine that the sharks, eels, elodion have a single warscroll but options for equipment. Melee thralls and bow thralls I could see being seperate warscrolls. So from the list previously posted we'd be at 12 with 2 unknowns
  2. My thoughts exactly, sprint would still be my go to for getting out of the way objectives
  3. This is a neat list, I'd maybe try and get in the shattering terrain, shadeglass hammer and heroslayer for some good damage 4 potential to oneshot stormcast Orruks and leaders. desperate gambit could be a cheeky ploy to combo with heroslayer if people start stacking +1 defence. Nice to see an all out offensive Khorne deck, not my style but I'd be curious to know how you get on with it.
  4. If you go to the card library (link for ease: https://warhammerunderworlds.com/card-library/) and use the Chosen Axes and Swarm filters theres a few cards we havnt seen before already posted
  5. Need some help please chaps, can an upgrade be attached to a fighter that's taken out of action? Important to know for Guard and Swarm but curious if you can attach a restricted upgrade to an out of action fighter to stop a Daylight Robbery. Many thanks for your help. Edit: Figured it out, pg 29 of the core rule book, no you can't.
  6. No its not, and best of three is definitly a more robust tournamnet system then just one game. The store manager was just trying something out with the goal of all of us getting to meet and play each other which was quite successful id say!
  7. Took part in an 8 player event this past Sunday. It was an interesting format, we all played each other once and totaled our glory for every game, adding 3 for a win, 1 for a draw, 0 for a loss. The player with the most amount of glory at the end of the day was the winner. I managed to take it home with Reavers, 7 wins and a total glory of 109, 2nd was Orukks with 73 glory and SG with 68 glory, Of the other participants there was 1 SG, 2 SCE, 2 Orruks. It was a great day with some fantastic people. I'm really looking forward to the league season coming up particularly if this is the caliber of players coming out for shadespire. I was also voted Best Painted which was absolutely the highlight of the day. I can remember the specifics of games but if anyone has questions about general match ups or how a game went down fire away. The deck I used was almost the same as the one posted above with some minor tweaks:
  8. I use it offensively to take objectives. Charge in, hope for a success, drive them back and push onto an objective. In an ideal situation. Its almost like a 2 point swing in points, you deny them an objective and you score one. Ill try to do this as my last activation in a round so as not to give the trick away. Very useful if I only have two objectives in my territory. Can also be useful for finishing off an enemy fighter with one wound with arnulf or targor, two hammers is better than two swords or if you need that one extra hex to scoot into enemy territory to deny Conquest or Denial. It doesnt come up all the time but its nice to have for that long bomb objective grab.
  9. Played in a small (4 player) local tournament at the weekend and ended up winning it by going 5-0 with my Reavers with a total of 69 Glory over those 5 games. My deck list was Without going into too much detail Ill give the gist of the games and how I think I won. Round 1, Game 1 vs Guard. He had 3 objectives so I set the board length ways such that his starting hexes were at least 3 hexes to getting into my territory. This is pretty key for 2 reasons. 1) He cant charge me on turn 1 but I can charge him. 2) makes it easier to score denial and conquest as he cant get to my territory till turn 2 and I can block the no mans land territory with my fighters turn 2/3 and drive him back into his territory. Ill lose on the objective game but score big on the territory fight and can maybe get supremacy with a cheeky distract/sprint combo or something like that. Also I will typically not kill early except for petitioners with the harvester or champ going down late 2 early 3 to ensure denial/conquest. And thats pretty much what happened, some early position jockying, Turn 1. Some conservative charges backed up with Illusory fighter or time trap for hit and runs. Turn 2 Block my territory and send garrek into his for objective harass/as bait. Turn 3 hit his better fighters and keep everything contained. I score 2 hold objectives, supremacy, denial, contained, determined defender, ploymaster and have a few kills for a total of 17 Game 2 I have 3 objectives and he sets up the board very similarly to Game 1. Again I deploy such that he cant make charges Turn 1 but I can. I sit Targor, Karsus and Arnulf on my objectives. I had last activation so I charged Saek into his turf to push (not kill) the Prince of Dust off an objective. I score 3 or 4 Glory to his 1 Turn 1 and critically attach Soultrap and Great Strength to Saek. He goes first and just moves some guys then I go with Saek and charge the Warden which he just doesnt see coming. Movement 4 was just messing with him the whole time. The Warden has support but Saek cuts him down and my opponent concedes. We kind of play out the last turns to figure out total glory and it ended in a 14-1 win to me. Round 2, Game 1 vs Guard again. I get three objectives and he places the board in the same way as my previous two games. Hes playing a lot more aggressively than the previous Death player by moving into my territory but still cant charge turn 1. I score a lot of Glory from objectives and gear up Garrek and Saek. I take the fight back to him and also manage to keep him in his turf. He does manage a fair amount of scoring from objectives and moving things with the final score being 12-6. Game 2 he gets the three objectives and I set up the boards as before (turns out Death players really like the board with the 3 adjacent blocked hexes...) He plays aggressively again while also taking the objectives. I charge Garrek deep into his territory to start killing petitioners with Grisly Trophy. He Reacts and moves to counter Garrek but he lives and in turn 3 charges back out towards my territory and blocking him from moving into my turf. He eventually gets garrek, saek and karsus but uses activations to kill them rather than moving. I last activation heroic charge from arnulf pushes the prince back into his turf so I get Denial and contain. A cheeky Insensate means that the Warden cannot even kill Arnulf in return. This was a tough match and the best game of the day with a final score of 13-8. Round 3 with only 4 of us we decided to play a 4 player game to round off the day. So much went on I wont get into it but essentially I beat up on my second round opponent who was sandwiched between everyone and won with a total of 13 glory. Plenty of trickery and betrayal in that game, it was fantastic. And thats that Reaver friends, any questions or more details on how my deck works or anything just drop me a line!
  10. I believe the loser chooses a board, the winner then chooses a board and lines them up how they wish. The winner gets to decide if it will be short or long edges that are touching and how much they will touch. the loser then gets first placement of objectives. I have the english version and was playing it incorrectly up untill last week!
  11. Nice set up, very similar to the decks that I use, best of luck with your games!!
  12. Just had a cracking game with Revers vs Orruks which really highlighted some of the best features of the Reavers. I lost the role for set up so he placed two open boards short edges together with 3 hexes touching. I deploy objectives 1,2 and 3 in back, mid and forward in my zone and he puts 4 and 5 mid and forward in his. Deployment ends with his Ironskull the most forward and everyone else in the middle and I set up with Targor in the back Karsus and Arnulf mid and Saek and Garrek forward. Crucially none of my fighters are within 4 hexes of his so without ploys he can’t charge me first turn unless I move up. I Draw Hold objectives 1,3 and 5 and a decent power hand containing sidestep. He discards a hand of combat based objectives as he knows he can’t score them turn 1 He wins the roll and elects to go first. We go back and forth moving guys onto objectives. My second to last activation I move Garrek onto my forward most objective (2) which now puts him in range of being charged. This accomplishes a few things 1) I could bait Ironskull into a charge where he can’t kill Garrek and can then be counter charged 2) if he plays some ploys to power up Ironskull so that he could kill Garrek I can simply sidestep away 3) I don’t have the objective card or Supremacy, yet but I’m setting up for future turns. He plays it safe and doesn’t charge Garrek. My last activation I charge Saek at Basha who is standing on Objective 5, I land a hit, push him off and sidestep onto it. At the end of the turn I score Hold Objectives 1, 3 and 5 and the Orruks score hold objective 4 making it 3-1 to the Reavers. I attach a Demon weapon to Arnulf and Greet Speed to Garrek and my opponent put Waaaaagh for +1 damage on the charge onto Ironskull. I draw Ploymaster, Objective 2 and Supremacy for Objectives. At this point I’m feeling good. I’m sitting on four objectives and have a good hand of power cards. Saek is vulnerable but the only guy who can one shot him is Ironskull. I have more Glory and more Upgrades and none of my fighters are wounded. I win the initiative turn 2 and have Saek take a swing at Basha. He defends put I bush him back. I play Insensate. He goes with Basha and charges Saek for 1 damage and pushes him off Objective 5. I go with Saek again and charge Basha. I made a misplay here and did not move Saek far enough to avoid charges from anyone else, I should have gone around to the other side of Basha. Fortunately, I hit (played Khorne Calls) and kill Basha but Saek is vulnerable to Ironskull. Mistake number two; I don’t even consider that Garrek is in range of an Ironskull charge and he has +1 damage on the charge. I have a Shardfall which could block the charge but don’t see it and Ironskull takes out Garrek. I charge Ironskull with Karsus who has +1 damage from his unique upgrade. Karsus finishes the charge on Objective 2 and manages to wound for 3 and push back Ironskull. Bonekutta charges Saek and finishes him off, Inspiring the remainder of my fighters. My last turn I draw a power card and play shardfall just to score Ploy Master. He moves Hakka onto objective 5. I score 5 Glory and he gets 1 from objectives making the score 9-4 for me. I draw Khorne cares not, objective 4 and Denial for objectives and put Frenzy onto Targor. My power hand contains Blood Offering, Distraction and Illusory fighter. I’m still feeling good but two of my best fighters out for one of his worst is not a great trade. If I can win initiative I can attack with Karsus and maybe kill Ironskull (who also has soulshard and great fortitude at this point…) I’m confident I can score Khorne cares not but need to keep casualties to a minimum and try to deny his objectives. He wins the initiative, walks Ironskull forward and plays Brutal but Kunnin to give him a free attack and wreck Karsus. I teleport Targor next to Ironskull with Illusory fighter and power him up with blood offering. Rolling 5 dice I manage one success but he fails to defend and I do two damage and push him back. He has 1 wound left but uses a healing potion to bump him back up to 3. Fortunately, Bonekutta and Hacka are too far away to do anything and Ironskull is not in range to attack anything so he cycles an objective. At this point I can charge with Arnulf, use the demon weapon and go for the kill on Ironskull which scores Khornes cares not. If Ironskull survives and kills Arnulf I still get Khorn cares not but give up a glory either way I have an activation to kill so I draw a power card and get Great Strength. He goes and cycles another card. I attach Great Strength to Targor and charge Ironskull. My reasoning here is that 4 dice on the charge from Targor has the same chance of success as the Arnulf Demon Weapon but more chances to crit and both do 3 damage. I rill a crit and a success and he can’t possibly defend. He roles for soulshard and…..FAILS!! Giving me a Glory and Khorne calls. Since Targor Charged he is now in range of a Great Speed Hakka charge and promptly crit defends and stays where he is. My last move is to run Arnulf into my opponent’s territory to deny his Denial. I score Khornes cares not which will put me at 12-4 for the final score. Man, that was a nail biter but not getting flustered when I made mistakes and lost my two best fighters kept me in the game. I got ahead in turn one and kept that lead. I really appreciate having a fighter in the enemy backfield particularly if there is only one thing that can deal with him in one shot. I was prepared to lose Saek to Ironskull as it would take him too far back into his own territory and out of the game for the rest of the rounds. I’ve got to remember to use my speed even when I’m already fighting to make counter charges impossible or pull enemies into disadvantageous locations. All in all, great game and I continue to love the Reavers!
  13. I agree thats why upgrades and early glory scoring objectives are so important to us. I usually dont inspire till late turn 2/early turn 3 so i need the upgrades before that happens to make my guys do work. I aim for 2-4 glory end of turn 1 and spend it all as soon as I can. Inspiring is nice if/when it happens but is too unpredictable to rely on. The thing to bear in mind about our inspiring mechanic is that the whole warband gets better at once rather than piecemeal.... I havnt really gotten a ton out of that but its unique so its something I try to keep in mind in case I can figure out an advantage from it. When i first started I couldnt see the advantage that the reavers extra movment gave and thought the stormcast were just hands down better. Now that Ive played that last 20 or so games with the reavers I wont go back. To all the newer reaver players that feel like they are struggling I say hang in there! I feel that they are currently the warband with the lowest floor but the highest ceiling and can certainly compete with all the other warbands. There are no easy wins with the Reavers but that makes them all the more satisfying to play.
  14. Wild speculation but I think the Reaver "motto" from a design perspective is 'Everything Counts In Large Amounts'. That is to say we dont get very high damage or cleave but you can have a fair amount of extra dice, you get all the movement to get multpile charges on an isolated enemy and start stacking support bonuses. Who needs cleave when you roll 5 dice and hit on anything but a sword??? With rolling that many dice you also increase your chances of rolling crits which is obviously fantastic. I think the reavers were designed to roll lots of dice with lots of guys and to make the most use out of support and aim more multiple successes or a higher chance of crits to overcome shields rather than straight up ignoring them. Certainly less reliable than a cleave but its how I've gotten them to work. Our inspiration mechanic is rough though, i think dropping it to 2 out of action fighters would not have driven the reavers into overpowered territory but thats just my 2 cents
  15. I don't worry too much about cleave. the way I see it its only useful against half the warbands (in theory, your meta may differ so please disregard this if it doesnt apply) so having an individual-specific upgrade that will only be useful half the time and not at all if that person is dead is probably not worth the space in my deck. Now a khorne specific ploy or upgrade that gave cleave might be something I would consider but I would still rather a khorne specific +1 damage (either ploy or upgrade) or a few more decent khorne only objectives. I've been having a lot of success with the reavers but almost all the cards in both my decks are generic which is a little sad. @killax wholly agree with the long board, been loving it when i can get it. I've been keeping my objectives hidden in the back but I need to try putting them a bit more forward so I can claim them but still have guys close to the fight. Ive also come to really appreciate our movement in the final activations of turn 3. Being able to hot foot it into enemy territory has blocked a lot of denials/ scored a lot of conquests
  16. Im sorry, I think wicked blade is really bad. First its a unique upgrade for arnulf which is just a wasted space in your power deck and second its cleave on a crit is only useful against an inspired stormcast that rolls a crit and a success to defend if you roll a crit and success to attack which is a pretty niche scenario. Id look at shardblade sword or demonic weapon instead. With those upgardes both targor and arnulf can be efficient!
  17. @Killax you've got some good points there, I think I will have to try a more forward arnulf and targor but not with my currant objective deck, right now i need those guys sitting on objectives. I think if I had an opening hand with and aggressive set of objectives and a Demonic weapon or Shardglass sword id like them up front. My main reservation with them up front is that they dont actually pose that much of a threat to anything so they are not pressuring my opponent. However, a cheeky demonic weapon will turn them into a one turn saek and something my opponent thought was safe is now in big trouble.
  18. I've actually been having a lot of success with the Reavers and find them just as effective as the other warbands but definitely more difficult to use. I favor a more defensive, counter punch play style with an objective deck that looks like: Objective Deck Hold Objective 1-5 Supremecey Conquest Denial Khorne Cares Not It Begins Ploy Master Determined Defender The aim is to get 2-4 glory in the first turn from objectives and weakening/ killing 1 "priority" enemy. First activation of turn 2 should see an enemy dead with a second one finished off by the end of turn 2. By high profile enemy I mean Any Stormcast, Any Orruk, The Warden, Karsus or Saek. If I place the first board for deployment Ill play the long board edge and stick 3 objectives in the mid-back field. Targor and Arnulf will deploy in the back and jump on objectives. Everyone else will deploy mid field, at least 4 hexes away from an enemy starting hex and within 4 hexes of one of the others if possible. If not possible Garrek is the one that gets deployed closer as he is the least likely to be one shotted. If I place second then I make sure I can deploy Garrek, Karsus and Saek 4 hexes away from an enemy starting hex and within 4 hexes of one of the others. Arnulf and Targor stay in the back and jump on objectives. I will spend activations milling my objective deck if I need to in order to score at the very least 2 Glory in the first turn. I'm a firm believer that 2 Glory now is worth more than 4 glory later. The strategy behind this deployment is that there wont be a fight unless its on my terms, allowing me the best use of my ploys. 4 hexes away means I can charge you but you cant charge me unless its a mirror match. Keeping Targor and Arnulf in the back scores me glory for objectives, keeps easy glory away from my opponent and can provide counter charge if needed.. Karsus is generally who I use to initiate fights, him pinging a wound off something usually means it can now be taken out by Saek. He doesnt even need to charge, just walk up and start throwing axes. His range means that he can (often) attack and must be charged for a counter attack, this will draw an enemy fighter in so that they in turn can be counter charged without fear of reprisal by Saek or Garrek (even arnulf or targor if you need to do one wound, they're utility goes way up if you can stack supports. Things that can kill Karsus in one charge are generally worth trading him for and if he didnt get one shotted you are likely up one kill. If he doesnt move up but decides to play defensive thats what denial and conquest are for. This is the key I've found to having success with my Reavers, you have the ability to threaten a charge without being charged back and if something does come into you everything pounces on it. It allows me to control the flow of the game and forces my opponent to make decisions where most outcomes are bad. Come into me and get counter charged, stay where you are and have Karsus attack you or move back and let me move up and score denial and conquest. As Killax has mentioned we don't have a lot of extra damage cards so I like to focus on damage mitigation (insensate, soultrap, illusory fighter) and increase chance of hits or extra dice (frenzy and blood offering) ploys and upgrades. The demonic weapon and shardeblade are also great one use additions to arnulf and targor, I try to think of these as ploys that cost glory. Also any ploy or upgrade that can get glory is seriously worth considering like Grizzly trophy, daylight robbery and scavenge.
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