Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Skyeline

Members
  • Content Count

    121
  • Joined

  • Last visited

Community Reputation

49 Lord Celestant

About Skyeline

  • Rank
    Decimator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. No idea what to make of it. It strikes me as premature since there's virtually no substance to it, but maybe gauging the reaction was largely the point. Trying to build hype for something SO far away feels downright silly.
  2. The timing of this seems odd to me considering all of the cities of sigmar / greenskins models that were discontinued this year. I don't envision GW firing up production of those plastic kits again. Who knows what this means for Tomb Kings / Brettonians. The biggest question for me right now is who is spearheading this? Is this a GW or Forgeworld project? I'm assuming the latter, but we don't really know for now. Overall, I'm skeptical about all of this. I suppose if this gets me new sculpts of old models I really liked then I'll be happy. It'll certainly be interesting to see how this plays out over the years to come given how far away all of this realistically is.
  3. This seems like a solid call. Most of my games have felt like the Shrike Talon and Shadow Piercer show whilst the rest of the team tries to just hold objectives. In particular I haven't been that impressed with the Spire Stalkers. More often than not it hasn't been their damage that was useful to me but simply having the extra life tacked on to make sure they don't die and cost me an objective.
  4. Another more niche use of the raven is making sure a fighter doesn't get to where they need to be. If you harrying raven a model who you know your opponent wants to disengage with then move to an objective or something like that, then that raven may allow you to secure an objective that you would otherwise be contested on. Obviously there's a ton of factors there which revolve around when you activate your shadow piercer or cabalist w/ familiar, if the model you want to stop is already within 1" of one of your fighters when your activation comes up, if you think the model that is keeping the enemy engaged will just die anyways by invoking 2 attack actions in retaliation, etc. etc. I've only got 3 corvus games under my belt so far and haven't had the harrying raven ability result in any big plays for me yet, so I'll see over time if it's worth it or not.
  5. I don't have access to my cards at the moment, but I'd hazard a guess and say that the following would be generally true: Conditions involving killing X thing (Group, Chosen Fighter, Leader, etc.) will work just fine for 3 players Conditions involving placement and control of objectives will need tweaks on the # placed and the restrictions around where they can be placed Conditions involving an attacker and defender would be very difficult to make salvageable for 3 players This reflects my experience of trying to pull several Victory Condition cards during the games this last weekend and trying to figure out if we can use them or not without putting a lot of thought into it. Given however that I haven't sat down to actually peruse all of the victory conditions while keeping 3 players on the brain, I could very well be off base. It sounds like a fun thought exercise though, so I'll probably give that a shot when I have some free time.
  6. They were great. It was treated in a pretty standard fashion: Everyone determines their dagger/shield/hammer Draw a terrain card Roll a d3 to determine which of the 3-player deployments we use instead of drawing a card Draw a victory condition (we needed to redraw a couple times as some just don't play nicely with 3 players) Draw a twist Start killing each other The first victory condition we settled on was bloodmarked, which simply meant everybody picks a model from their first wave and if that model dies, they lose. We also opted to allow the first player to "lose" to stay in the game and continue playing until the end. Since we were using Deployment 3, Bloodmarked models were generally in a really scary position by turn 3. The arrival of daggers on the flanks of your initial starting positions put the two remaining bloodmarked models in very dangerous positions. The second victory condition I can't recall the name of, but it was if you lose half or more of your warband, you lose. Same deal as the first game, the first player to get knocked out still gets to continue fighting until the game is over. This one I imagine could become unfun if you have a player who refuses to leave a "corner" so to speak so they don't lose models excessively or get ganged up on, but we were all sporting about it and picking fights with each other. Nobody camped a corner and everybody was happy.
  7. @pseudonyme To be fair, the 9.3" doesn't stand out as so egregious when things like 8.6" and 2.3" are in these deployments too . I definitely contemplated fudging the labels to simply round down or up as needed (9", 8.5", 2.5"). In the grand scheme of things this isn't cutting edge matched play stuff anyways and differences of .3 of an inch at most are hardly much to worry about. Much to my delight I actually ended up playing some three player games this weekend without even planning to do so, so I actually got to use these. I've also got to throw some thanks/credit right back to you since I wouldn't have had anything to make pretty if you hadn't put in the initial legwork to draft up 3 player deployments in the first place. ๐Ÿ‘
  8. You may want to try a hurricane in the place of a longstrike. Given that they have a minimum range of 3 you can shoot after a full 3" disengage which means they're much tougher to die down than a longstrike. Rapid Fire on a high triple also edges out onslaught, which can give a use for your triples. I've definitely 1-rounded several leaders with a hurricane who uses Rapid fire for 6 shots on his first action, then follows up with another 3 shots on his second action.
  9. All three finished, now with 50% less silly placeholder titles and 100% more accurate shields in the first deployment.
  10. One person is all I needed! I'll work on the other two. Also just realized my measurements for the center Shield deployments on that one are inaccurate. I'll make corrections to it and post an updated version of it once I have the others finished.
  11. Think this is pretty close to the real thing. Lacks the fancy trim / correct font / textures / and 1-to-1 symbols they use on the real cards. Also had no idea what dramatic name to call it, so it got a placeholder. Edit: Whoops, forgot to mention this is for the first deployment only. If folks are interested in having the others mocked up like this I can do it.
  12. I won't be able to produce something quite as nice as the cards themselves, but I'll give this a shot for the hell of it and see if folks like it.
  13. Well I was going to reply earlier today and then realized the updated BAR makes it all a wash anyways. Back to the drawing board on loads of cards in my Thundrik deck as well.
  14. Chosen Axes into Mollog is a rough match up given that the duardin generally need a turn to pick up steam and get those solid combat stats onto the field (Inspiration Strikes and Blazing Soul are your best friends). Playing objectives on top of that isn't going to make your life any easier, unfortunately. The profiteers however are a decent match up against Mollog in my experience. Some movement ploys + the 3 hex range of the profiteers means it's time to hunt some squigs with anyone who can Faneway Crystal, Hidden Paths, or even Spectral Wings into the backfield. Feast on them for some easy score immediately objectives then feed the upgrades + inspirations back to whoever you plan to anchor with. I also can't help but think that if it took all 12 activations in the game to bring him down then something had to be going very wrong. I've been able to kill Mollog with fairly regular consistency, but typically it relies on knocking him down only 1 or 2 life and then stalling until major spike damage is lined up. Fighter's Ferocity, Gloryseeker, Trap, Pit Trap, and Toxic Gasses are all very powerful tools that you can utilize to lay the pain on him whilst maintaining spacing and making it harder for him to capitalize on cards such as Aggressive Defense (which is damn well near an auto include if the Mollog player isn't being cheeky and running tomes).
  15. I do think that the risk of Denial clogging up your other cards is pretty notable, even outside of the opening hand. Drawing it in turn 1 or 2 isn't just frustrating for lack of pulling something you can't utilize yet, but also because it will hurt Victory After Victory and Combination strike. I'd lean on putting something more low-risk in it's place, though it will lower the overall glory potential of your objective deck. Shining Example or Master of War come to mind as low risk examples that don't force you to land deathblows. Another small bonus is that they can also contribute to VaV during any end phase rather than Denial only playing nicely with VaV in the third. Overall though I like the look of it. You've got extra redundancies on all of your riskiest conditional objectives (Get Thee Hence, Cover Ground, Shortcut) and the rest of the gear/gambit selection looks good. Ancestral Might is iffy for me since it might as well be a Drakkskewer specific upgrade, but I can see your deck leaning on him making plays given all the movement shenanigans that you're packing.
ร—
ร—
  • Create New...