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Skyeline

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Everything posted by Skyeline

  1. They do seem to be in the Garrick's tier of squishy. I'll give them credit though, it's a very reliable inspiration mechanic which I find to be a big boon. Having the flexibility to inspiring someone of your choice for that extra 1 move and/or 1 damage can make a play possible. That "Path to Glory" upgrade also gives me some hope for some pretty wicked warband specific cards for them (Which I think they're going to need with those iffy statlines). +1 Wounds and +1 Attack Dice is a fantastic upgrade even despite the caveat of it going on a fighter that already has an upgrade. We didn't even get a glimpse at their gambit spells as of yet. I'm even really interested in the Dark Oath objectives. The three we were shown are all exact mirrors of existing cards, with the added bonus that if you call it out you'll rake in an extra glory. To me this doesn't indicate that you'll have to call out the Dark Oaths every time if you want to simply keep up. Instead they feel like standard objectives with an optional risk vs. reward option built in. Maybe you'll draw Oath of Murder at the top of Turn 3 and see that the opponent's leader is sitting open with a measly 1 wound left. I'd be willing to take the gamble and call out the Oath of Murder for the extra glory since there's virtually no risk and only potential reward. Alternatively maybe you draw Oath of Denial at the top of Turn 3 and see that your opponent has some high move fighters left that you don't think you can catch if they run deep into your side. In that case I wouldn't take the gamble and I'd treat it like the standard Denial.
  2. But I've already played Ironskull's boys? I thought I already did that? Jokes aside this warband looks ridiculous in the best way. Really digging these oddball mechanics built straight into teams that we're seeing more and more of since Nightvault. Mollog getting to move more than once a turn is going to be amazing. Also awaiting a 0 movement Mollog due to Sudden Growth and Deathly Fortitude. The Stalagoth. Although a part of me dies when I see awesome faction ploys that require hammer/crits to go off.. damn it Ironskull!
  3. That's fair. I'd agree that objective only decks are in for a struggle nowadays. @Skritt That's a tough one. I think goblins are probably going to be the absolute worst case scenario for something like this. Most warbands (particularly those that play aggro) simply won't have the bodies to spare to babysit all three objectives in their territory. Sepulcheral Guard, Goblins, and other Briar Queen decks will probably pose the biggest issue. Your deck has some options, but they will require a degree of luck and planning. Pop a Great Concussion OR a Howling Vortex to shake up board positioning and then use a Faneway Crystal'd fighter to hop onto a now vacant objective. Use Sudden Appearance to get as close as you can to an objective in your opponents side. Charge someone, go for the kill (or at least the push!) and then use one of your push ploys to get yourself onto the objective. Irresistible Prize even works in a pinch in this case since you can simply elect to push your fighter first and get them onto the objective and then push any other enemy fighters as needed. Do any number of stupid things with Ready For Action. Something like charging for a kill and then popping ready for action to hurl yourself onto the now vacant objective. I'm reaching on this, but with great circumstances you could even do something silly like this: Pop Howling Vortex (Pray to your deity of choice that it goes off) Apply Faneway Crystal to a fighter Use Ready For Action Move with the Faneway'd fighter to a now vacant objective Ssshh your opponent doesn't have great concussion. Don't be silly. In any case a lot of these will come down to having the right cards, ideal positioning, and getting as much off in your last activation of a turn as possible. Hopefully you're going last as well to minimize your opponents opportunity to spend an activation on a counter of their own.
  4. @CanHammer-darren I don't quite buy into all forms of objective play being dead. Having Supremacy and/or Our Only Way Out tucked away into a defense oriented deck is still viable in my mind. Some examples that I've noticed from recent tournaments: Clash In The North 2018 - Sepulcheral Guard 1st place (Deck linked here) Running both Supremacy and Our Only Way Out. Has quite a few options for pushing/teleporting onto objectives. UK Team Championships Grand Clash 2018 - Thorns of the Briar Queen on the 1st place team (Deck linked here) Another Supremacy/Our Only Way Out combo. Built more aggressively than the SG deck, but still has solid push options. @Skritt I think that deck is looking good. Some suggestions: 1. You might want to try to fit one more immediate in there somewhere. Swarming Spirits seems like a very solid option to me, as I don't think it's too tough to score. You could also run Change of Tactics given that you're running Spectral Parry (more on that later). 2. I'd recommend trying to fit Quick Advance into your gambits somewhere. Having that double push could very well make or break some pivotal objective holds. 3. You might want to consider swapping out Spectral Parry for Inspired Command. The latter gives you the flexibility of a push or guard as long as your leader is still alive. Alternatively you may simply want to swap it out for something entirely different (Quick Advance?). Most decks that I see running a gambit which allows you to immediately put a fighter on guard generally also run Change of Tactics for a potential easily scored immediate 1 glory. 4. Do you actually need Shardcaller? Your objectives don't appear to be setting you up to want any specific numbered objectives. Shardcaller doesn't really help with this strategy as far as I can tell.
  5. We'll definitely be getting a new warscroll, but I don't imagine he's going to be remarkably different from a standard khemist (unless they don't make him a khemist, which seems extremely unlikely based on how he looks). I'm not expecting a command ability based on the track record of the warscrolls we've seen from other Underworlds teams. Chosen Axes and Spiteclaw's were the only two that received command abilities and they were mirrors of the generic leader models they represented (Runefather and Skaven Warlord, respectively). This is however a case where I'd be happy to be wrong. New options are always great! The rest of the team will almost certainly be a unit you have to take with our new mystery Khemist in order to use him. It'll be interesting seeing the statline for a unit that features a Rifle Thunderer, Volleygun Arkanaut, Standard Arkanaut, and a Skywarden.
  6. I've never been convinced that Shardgale is the way to go with the boyz, simply because there's a decent amount of 3 damage attacks out there which you're so much more susceptible to dying to without forcing opponents to blow valuable cards like Trap, Twist the Knife, Ready For Action, etc. Hakka and Basha in particular feel somewhat wasted to me as being hit by shardgale since their damage is still lackluster at a mere 2, while the resilience inherent at having 4 life is lost in the trade. This is ultimately just conjecture from me however as I was playing Ironskull's before Shardgale dropped. Back then Shadeglass weapons were my preferred avenue for getting value out of Hakka/Basha and probably the route I'd still try to take. Off Topic: Ghoulish Pact caught my eye when I was looking through the new cards, but I was actually looking at it for the sake of teams like Reavers where you can make a loser who is going to get 1-shot anyways into a loser with a dangerous shardglass weapon. Obviously it wouldn't be worth it if you aren't already running Spoils, but still something I may end up playing around with.
  7. @Oreaper84 Makes sense. I do wonder how the overall introduction of magic and seemingly an increasing amount of ranged attacks might shift the meta. Ranged was quite uncommon in Shadespire but we've already got two leaders who can get up to a 3 damage ranged attack (Averon, Vortemis) and we know that more range is coming. Kharadron's aren't lacking in firearms , the Sylvaneth team clearly has a bow-wielding character, and that darkoath team had a fighter holding a javelin/spear in a throwing pose. It may very well be that our traditional run-in-and-smack-things teams may need to shift to a more movement oriented loadout in order to try and shut down teams who aren't so eager to get in and brawl or at least start packing more tertiary objectives that can help carry the glory before a melee actually breaks out.
  8. @Oreaper84I've got quite a bit of experience playing AS them at this point and I'll admit they do feel extremely powerful. Given that I was playing Farstriders before this, Averon alone feels like he overshadows the ranged pressure I was able to previously put out unless I drew some great cards and snagged lucky crits with my inspired leader. I'm not sure what the answer is yet to consistently put up a fight against this team for the average/slow moving teams. Of all the warbands that have ever put out the best pressure on me, it's actually been chosen axes getting out some timely speed upgrades. Tefk and Fjul rocketing into me without being able to space them out led to a loss for me after the almighty Fjul 1-shot on Averon. Adding some movement shenanigans like Faneway Crystal, Great Speed, or Hidden Paths seem like a decent option to me, but I'll admit that you probably won't want a deck stacked with such a focus on movement the moment you go up against team where there isn't significant spacing play going on. I'm also curious about what mechanics felt non-interactive to you. Was it gambit spells going off where you don't get to roll any sort of defense, or something else?
  9. My own experience with Sourtongue was pretty great yesterday, though I can fully chalk that up to dice being dice (they giveth and they taketh away). In the three games that I played he was consistently able to score me Obliterated by the end of turn 1 or 2. The highlights were definitely spinning into the Briar Queen 3 times in one activation for 3 unavoidable damage and an absurd 4-hammer scatter roll which allowed the little lunatic to run over Targor, killling him striking him from the records of mortality and finishing with a bump into Garrek to get some damage on his card. The game where I sent him bowling through nighthaunts resulted in him getting Acrobatic and Sudden Growth. 4 defense dice and 5 HP made him a very tough little git to shift. Dice will be dice however and I was fortunate enough to not roll a ton of half moons and/or full moons on any of those scatters, which could have sent him veering back into my own team.
  10. @Tutenkharnage Not necessarily backwards. If you're not worried about the prospect of taking a lethal return hit, leaving a 3 damage fighter available for a charge or a move can be very useful. I'd also considered the usage in the other direction like you mentioned, as the blue horror does seriously seem to open up some really cool opportunities. Having to eat up an extra action just to kill the damn thing is going to be incredibly frustrating. Really this just highlights the flexibility of that card! Mere days away now..
  11. I get the feeling that movement shenanigans may very well end up being the name of the game for this warband. The swap two fighters within 3 hexes of each other (Bound by Fate) card for example has some serious potential in my mind for charging in a horror and then swapping it out with K'charik, if you can setup the proper spacing. Deceitful step also seems to play into that theme of movement shenanigans. A more flexible if a little bit unpredictable illusory fighter seems really fun. Hopefully this all comes together to allow them to make some relatively "safe" attacks without exposing themselves too much. All bets are off though against Aggro skaven and bloodreavers. This a hundred times over.
  12. I get the vibe that the Gits may very well end up having some surprising damage output if Stab 'Em In The Knee is any indication. Assuming you can indeed scurry nearby fighters off of a charge activation, it seems like it'd be quite doable to use that gambit to bump yourself up to the coveted 4 damage threshold as long as you're charging with a 2 damage fighter. That is however predicated on the idea that making a charge would let you immediately move up 2 supporting fighters before you make the attack roll itself. It seems like that's how it would work based on how the rulebook defines charge actions. Even if Stab 'Em in The Knee ends up being the only damage ploy in the deck, it at least makes for a hell of a threat on someone rushing into multiple gits.
  13. The sheer number of varying fighter profiles, special rules, inspire conditions, etc. in this band is almost too much for me to even try and gauge yet. I can definitely see the fear of handing out glory like candy with this team if you aren't careful. I think your point of not knowing where they stand until we see their cards is more true for this warband than any other I've seen yet. If nothing else I feel like Gambit spells are going to be a big deal for this team's ability to close out kills due to the entire team not having an attack with a damage higher than 2. If nothing else Snirk gets to carry the accolade of being the only fighter in all of Underworlds thus far that can have 3 defense dice without any gears or gambits in play.... I guess he also gets to carry the accolade of being the only fighter who can scatter into a wall all game and legitimately never do anything useful if your dice particularly hate you. And I thought the tzeentch team was giving me some head scratchers on trying to envision how to play them...
  14. In the vast majority of cases I don't think anyone will care if you use sky port rules with mismatched color schemes. If you're going to be gunning for the tournament scene you might catch some flak, but I'd imagine it's probably something you just clear with the TO first before you even get there. As for your direction with the colors, It sounds like it'd work to me! Give it a whirl and see if you're happy with it. You can always make adjustments if you find that it's not quite right.
  15. Urbaz is indeed similar to Nar as the purple/pink is maintained while the metallics diverge between the two of them. I'm not sure how detailed you're wanting to go with your models, so I'll make some suggestions below on how I'd try to tackle the scheme you mentioned: Overalls: Stegadon Scale Green Base, Sotek Green layer, Karak Stone highlights This is copying the Barak-Zon blue overalls, which should give you dark blue overalls to contrast brighter silver armor. Make those karak Stone highlights really small! **It's also worth noting here that if you're generally happy with the color of the overalls for Nar that you can copy their Screamer Pink -> Druchii Violet -> Genestealer Purple -> Slaanesh Grey color progression to achieve the same effect. Armor (Helmet, Pauldrons, Backpack, Etc.): Leadbelcher Base, Guilliman's Glaze (treat it basically like a thin wash for this), Stormhost Silver highlights The guilliman's glaze will give your leadbelcher a blue tint, while edge highlights with stormhost silver will add definition back into the shapes Metallics: (Beard, Weapon Ornaments, Backpack Details, etc.): Balthasar Gold Base, Reikland Fleshshade Wash, Fulgurite Copper Highlights This will give your model some warm bronze accents and help pick out metallic details instead of everything getting lost in silver I didn't touch upon the other color choices you'd want to make for KO models since you didn't mention them (I love how packed to the brim with details these duardin are!) but here are the other areas you'll want to keep in mind as you figure out a color scheme: Leather Boots and Gloves Straps and Pouches Weapon Handles (these can mirror your other metallics if desired. I personally find them to be great ways to incorporate in other accent colors) Eye Lenses Hope that helps give you some ideas!
  16. Are you looking at the KO on the far left of the picture as an endrinrigger? He looks like a standard arkanaut to me. The KO on the far right side looks like he's holding a vulcaniser pistol, which would make him a skywarden (though we can't see his melee weapon. A sword would be pretty cool!) A khemist with a saw though, now that'd be awesome. Here's hoping he's got some sort of melee weapon more intimidating than some heavy instruments!
  17. My Shadespire time took a dive over the last few weeks due to a painting contest/Soul Wars. I'll be trying to get some games in this weekend, though I suspect my usual opponents will be too busy running their new nighthaunts or sacrosanct chamber to notice Shadespire. Can't say I blame them! The release of the new board and new cards should inject some life back into my local scene. My attempts to play agro v. agro generally see me deploying with as much board connection as possible. More room to maneuver into their territory is important for me. I think your first turn placement should be dictated pretty heavily by your opening hand and the opponent's warband. Against Skaven for example I simply deploy way up. Their movement is going to get to me regardless of what I do and I'd rather start knocking out rats for glory ASAP. On the flipside against Agro Stormcast I have a tendency to only put one farstrider in range of a turn 1 charge (Twist the Knife, Trap, Tireless Assault, and Righteous Zeal all make me wary of early 4-damage oneshots) and see if I can deny his ability to get any of his other fighters into combat. Running Daunt/Finest however does change the dynamic pretty considerably. The vast majority of my Farstrider games did not include Daunt/Finest, so I can't claim to be an expert around a deck featuring those cards. My gut tells me that unless your opening hand is simply awful that it's probably worth going full aggro straight from the onset knowing that you have Daunt/Finest in the deck.
  18. I'd feel a bit hesitant to run a deck which has 2 sets of objectives that run mostly counter to the rest (the moment you lose a fighter, both supremacies are dead draws, whereas your other cards still promote getting into some fighting). My gut tells me that double supremacy should warrant a fully defensive playstyle with a warband that can't afford to lose any fighters to score them, but I could be wrong. I built a hyper defensive double supremacy deck at one point but never actually gave it a shot on the table. Hearing about how your mixed objective deck fairs will be interesting!
  19. Well to be fair you'll never get a Californian showing up in your tournies waaay over there in the EU. So you know, just share all the secrets with me. Promise I won't tell anyone. ? Joking aside, I absolutely get the intent behind being careful with your deck progress. GL with it! I'll be interested in hearing about whatever iteration you came up with after it wins you a solid spot in a tournament.
  20. Admittedly I was actually just struggling with getting three relics up consistently. Again though, I'd chalk it up to a lack of practice with the deck.... and an embarrassing realization that I didn't understand how Masterstroke worked. Oops. I actually want to give the deck one more weekend of play though since 6 of my 8 games with it were against agro stormcast. Getting to try it against a wider variety of warbands and decks would be nice. Definitely enjoy it though! The deck raised eyebrows for the two opponents I played it against. In particular a Chosen Axes player wasn't expecting the 4 glory swing in turn 3 simply from Dauntless and Sigmar's finest when I was so outnumbered. Second In Command was only pivotal in one game for me, but I'm intrigued by it to say the least. I do expect that it's usefulness is going to shoot way up once that Leader Pack gets dropped on us.
  21. I couldn't give you a solid number on how often I score Denial, but I do like having it in my deck. Against objective based warbands I feel I can score it pretty reliably, and it's a toss up against agro decks. To a degree I chalk this up to my local meta not having much in the way of speed. Lots of agro warbands with average movement (virtually no reavers or skaven) who don't really run movement ploys that let them suddenly dive deeper into my territory later in the game. Since I did give Malakree's deck a shot over the weekend I got my first chance to try Dauntless and Sigmar's Finest. It was never much of a challenge to score them given that I was deploying way up and smashing right into them turn 1. Most of the time I didn't go into turn two with 2 dead Farstriders already (Opponents getting through 8 HP in just four activations isn't a sure thing) which made me start to feel like getting them in my turn one hand wasn't really a good thing. I'm probably going to start tinkering around with running a variant on Malakree's setup without the Katophrane Relics (which I had no end of trouble trying to get up and running effectively every game, but I consider that due to my lack of practice with the deck). If nothing else I'm definitely going to try fitting in Dauntless, Sigmar's Finest, and Army of One to experiment with.
  22. @fishwaffle2232 Prior to this weekend where I gave Malakree's deck a shot I've been running an aggressive deck that I've been having solid results with against my local (admittedly small) meta. I'll drop a link to the list below, though it's not set in stone as I have been continuing to play around with different objectives primarily. https://www.underworldsdb.com/shared.php?deck=0,343,219,218,334,329,369,347,215,357,348,231,229,225,232,376,227,393,395,389,384,204,211,272,305,247,293,252,234,253,284,243,257 Against Objective decks it's straight forward. Get into their side. Kill things. Against Agro decks I usually play a pretty reserved turn one. I really only want to try and kill one fighter and get out whatever boltstorm chip damage I can get on other fighters (Agro skaven are a whole different story). Turn two is where I try to turn up the aggression with at least one form of a 3 damage attack (Flashing Handaxe, Well-Timed Lunge, or Inspired Eagle-Eye) and ploys that increase damage (Shattering Terrain, Trap, Lightning Blow). I can also usually get my warband into the midfield by now, if not at least one into the opponents territory to snag an inspiration. Turn three is simply a continuation of two. I'm starting to look for Denial and/or Conquest at this point as my endgame, and playing accordingly.
  23. I had a feeling you were keeping the list close to the chest until your tourney was over. Sounds like it served you very well. Hearing that Kataphrane's are in your deck (With the beta rules no less!) is a hell of a twist! It sounds like getting Army of One is a crucial part of getting this strategy up and running to add that third defense dice. Are you putting a lot of effort into pulling it prior to the start of turn 2 if it didn't show up in your natural draws? It feels like not having that in hand and being left with one fighter would put you in a risky situation, even if you get 2 kats up on them to add the rerolls in.
  24. Generally my experience reflects what @Red_Zeke said up above. If I'm fortunate enough to draw it going into turn 2, I'm usually pretty comfortable that I'll get a chance to score it before the game is over. I'm happy enough with it that I'll be keeping it in my Farstrider decks. I'll also be giving a Hyper aggressive deck with Dauntless and Sigmar's Finest a whirl this weekend. The one thing that gives me some pause is that a couple of my usual opponents like to run Annihilation. I get the feeling I'm going to give up some turn 3 five glory swings while experimenting with this deck. Maybe Army Of One will finally fall into the list of cards that I actually like. Might even try out Second In Command. That was a card I'd never thought I'd put into a deck.
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