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Biboune

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Everything posted by Biboune

  1. Soon there will be a little tournament in paris, I'll tell you how it will go. Right now, i played against a turtle stormcast: I lost. Round 1 is wasted and they can score 3 glory points max and you none. In the first game, I killed 2 of them, still lost 4 to 7: strong argument to put Denial in my deck. A good turtle stormact will have Illusory Fighter in is deck to counter it, but... this kind of play is a hard counter with an aggressive decks.(I played against the same player with a skaven deck: it was more easy, keep in mind that in competitive play we can have multiple bands and deck according too the rule book). I think against Orruks the game will be 1/2 win. It is luck dependent but they will have phus and movement upgrade in their deck where you have aggressive cards + you wil have most of the time the first charge. I agree with NeverEasy almost with points. I like Final Blow and Death Throes but I prefer Last Chance, Rebound and Illusory Fighter. what is better? Dealing 1 damage when one of your model his killed or having of little chance to save it? I give your my deck reworked after the today games: Ploys : Blood Offering Fuelled by Fury Fuelled by Slaughter Trap Illusory Fighter Curious Inversion Ready For Action Rebound Last Chance Insensate Upgrades : Berserk Charge Frenzy Awakened Weapon Great Strength Helpful Whispers Light Armour Shadeglass Axe Shadeglass Sword Shadeglass Hammer Soultrap Objectives : Blood for the Blood God! Draw the Gaze of Khorne Let the Blood Flow It Begins Crushing Force Precise Use of Force Escalation Khorne Cares Not Superior Tactician Conquest Denial Worthy skull I drop Mighty swing because it give your opponent more chances to defend: I don't need dicey attacks, I need successful attacks. The point is to have a lot of card (upgrade and ploy) to save you models (last chance, Insensate etc), lot of stuff +1 attack dice, for the rest + 1 damage, free attacks etc.
  2. I think you can forget the Hold objective. NeverEasy describes a very similar approach on the "Let the blood Flow - How does it work?" thread. With other bands, i like hybrid decks (stormacast, skavens, the Sguard), but with the Reavers: you have most of the time round 1 opportunities to make charges, you have 3 good fighters to do it, you have objective cards rewarding you to do it. Supremacy would need 3 action to be done, a enemy ploy can ruin it. There is 5 Hold Objectives, almost half of your deck. You have 2 or 3 objectives on your territory; having the good card for the right objective is quite rare; most of the time you need to draw objective cards, wasting actions, go on enemy territory and let them charge you (and probably kill your models). Stormcast have cards rewarding doing "nothing", so drawing card is fine for them. The Sguard will put shardecaller and Confused Priorities in their deck, they have good fighter, they can resurrect them, they can fight with them while puting petitioners on their objectives waiting to draw the right number (or determined defender) Skavens will get on guard and run for the objective where ever they are (2 defend dices, shield or dodge: harder to kill than you ll ever be), if they get their model killed, they can resurrect them. Orruks can place their objective close to the no man's land or in the enemy territory (plant a standard); they may need to advance round 1 to charge round 2, their leader is tankier than our, they have a soul trap like car for him and probably a health potion in their deck. Choosen Axes just need to get on objectives. Bloodreavers have the mobility and nothing else arguing for going to objective.
  3. I think in 1vs1, the opponent gains a glory for each fighter taken out of action even if he did not "killed" it. FAQ page 4: Q: Who gains a glory point if a fighter is taken out of action as a result of Shattering Terrain? A: In a two-player game, when a player’s fighter is taken out of action their opponent gains a glory point. In a three- or four-player game, if you play Shattering Terrain and the damage it deals takes an enemy fighter out of action, you gain a glory point; if it takes one of your own fighters out of action, no one gains a glory point. Expendable says "remove them from the battlefield", I guess it means "take him out of action". Otherwise, where would be the model? He won't count for Reavers inspiration mechanism and, moreover, Skritch would not be able not resurrect him ("Place a friendly fighter that was taken out of action").
  4. I think that you can build something very aggressive. There is 2 new cards that can save a model: -Rebound: 1/3 to suffer no damage (and to hurt the enemy), nice but dicey -Last Chance: 1/2 to suffer no damage. This card is good for the Guard, for the Reavers, and for 3 of the Skavens if they are uninspired. There is another (and better) Final Blow: Death Throes There is a better Bloodrain: Curious Inversion, you can also use it for attacking. Reavers lack of cards to re roll failed attack but now there is Fuelled by Fury, and some upgrades like Awakened Weapon and Light Armour to make your attack more likely to be succesful Reavers lack ploys +1 damage, now there is Trap. If you drop ploys like side step and distraction that you don't really need as badly as 3 or 2 speed bands; you can have a lot of very offensive ploys, other to save your model, others to hurt you opponent when he kills one. The other bands have access to the same card, but it won't be as great for them (Curious Inversion, Last Chance, illusory Fighter is old but still better for reavers). The new objectives cards are not so great but there is some "score it immediately if a friendly fighter make a successful attack [doing a precis amount of damage to kill a enemy]..." when you kill a model, it goes well with the Khorne's card "Score it immediately if[...] during this phase". You can hope to score some a the first kind, draw some of the second, have a new activation and score the last one. Skavens are better with Objective base decks. Reavers can try to launch everything they have as soon as possible with 3 potent damage dealers, hope to save them or to hurt something loosing them, score some glory, gear up the 2 last guys and launch them too. I tried it against a Skaven, it worked very well: I could reach almost every of the enemy models. Other bands may be harder to bring down, but a least they will have to deal with early charges messing up with their plans.
  5. I have not played against them yet but I am quite surprised by what you said: I feel that the Chosen Axes should be very good against Orruks. SCE can scored without fighting and gear up while the Axes get inspired. But how do the Orruks spend their first round? Then, the Axe's offensive ploys look good, quite as good as Orruk's ones. I feel that you are quite hard with "the other three". Vol and Tefk are quite good. "The other two" is the name of the duo Targor and Arnulf, "The other three" is the name of the petitioners.
  6. Hi, I understand that you don't want to focus on Hold Objectives but don't you fear that playing none of them isn't a risky gamble? I'll try The Bigger They Are, Precise Use of Force etc. but with The Reavers: you need to pick your target in order to deal the right amount of damage. I think you may have trouble to do it with speed 2, same thing with Brawl and may be with Ferocious Charge. You have some ploys to push fighters but will it be enough to make reach the right target or the right number of targets?
  7. The second page of the official FAQ says: Q: When a fighter is driven back, is that part of the Attack action, or is it a new action? A: When a fighter is driven back by an Attack action, that happens within that Attack action (the Attack action is not over until after the fighter has been driven back).
  8. Hi, With the new cards coming, I am thinking about a very aggressive deck. I fell that the reavers get a boost and can now be played as they should: Attack fast, don't care about looses, try to kill the enemy before he can gear up and make Khorne happy. I have an issue to reduce the number of cards in this deck so i am looking for advices: Ploys : Blood Offering Boon of Khorne Fuelled by Fury Mighty Swing Fuelled by Slaughter Trap Illusory Fighter Curious Inversion Time Trap Death Throes Final Blow Rebound Insensate Upgrades : Berserk Charge Frenzy Whirlwind of Death Awakened Weapon Great Strength Helpful Whispers Light Armour Second-in-command Shadeglass Axe Shadeglass Darts Shadeglass Sword Soultrap Low Blow Objectives : Blood for the Blood God! Draw the Gaze of Khorne Let the Blood Flow It Begins Crushing Force Precise Use of Force The Bigger They Are Escalation Khorne Cares Not Superior Tactician Supremacy Conquest
  9. I think they are going to be a pain for stormcast or, moreover, for orruk. They jut need to inspired 1 or 2 models, then... they socer a lot of glory o be in the enemy territory (swift advance + unstoppable advance+ conquest = 5 glory point)s, they hare the hardest hitters, they can re-roll attack, cure or ignore wounds etc. They lack the fun of skavens, that is a fact. Bloodreavers and Skavens will aplha strick them round 1, but all the other bands would need good ploys round one to stop the train before it hits them.
  10. Yep, Shardercaller may not be the only one of his kind (why not a ploy doing the same thing, switching 2 objectives?). And i agree that Skavens, with speed 5, resurrection in enemy territory, seems to me more able to play holding objective than the Sepulchral Guard.
  11. I don't totally agree with you: supremacy for example is not very hard to score. It is the only 3 glory points objective card that can be scored round 1, without having to roll any dice. The Guard needs 2 activation get in position, and it also help to score March of the Dead, with lucky objective cards hand this band can score 5 or even 6 glory points round one without any fight. Not matter what objective cards the Guard player has at the beginning, he will put petitioners on his objectives without planning to score supremacy right away: Earthquake can be played in vain. Other bands need more activation to get in position but it is not "hard" once you have the 3 objectives in your territory. Supremacy is just no longer a must have card. There are forceful Denial, mirror Earthquake, Side Step and Shifting shard to help Objective-holding decks against Earthquake. May be new cards will help too. In other hand, there is cards that will help in the fight (Rebound, Curious inversion for the moment); Holding objective will be easier if Gurzag or any Stormcast punish themselves instead of smashing skelies. I want to underling that Illusory Fighter can ruin Denial and Contained, two others 3 glory points cards with are harder to trigger and are third round. Plus Illusory Fighter can be very useful in other situations.
  12. I saw some of the new ploys (skaven extension I think): Rebound: reaction after a successful enemy attack , roll a dice: on a dodge or a critic, the enemy suffers the damages, he cannot be push. Ready for action: reaction, after playing an upgrade on a fighter in the action phase, move or attack with this fighter. Earthquake: puss all fighter 1 hex in the same direction, nothing happens to a fighter who cannot be pushed. Curious inversion: for the next activation, switch hammer for sword, sword for hammer, dodge for shield, shield for dodge. Those cards are very powerful, look design for skavens or bloodreavers: Rebound will hurt strong fighters like stormcast, Curious inversion is much better than Bloodrain (Karsus against orruks or stormcasts...) both offensive and defensive. Ready for action is a free attack (or hit and run, better than the orruk one when played on a 4 or 5 speed figther). I fell there is going to be too many "auto-included" cards once the new extensions are released...
  13. Every time Fjul and Tefk are inspired, they are going to be Stormcast and Orruk's nightmare. The games will depend heavely on the ploys like distraction to counter them. I fear that round 1 will look like: Distraction, Side step... and then Peal of Thunder? followed by the Earth Shakes? Cunning Duellist and Confusion will be great to mess with the inspiration condition as well. I think the Bloodreavers will have good arguments against the Chosen axes: the revears will be able to pick one or two round 1, charging them without being oneshot next activation and Saek can oneshot most of them. I don't see how a game against the Sepulchral Guard and them will look like. Anyway, the game is going to get more bloody (bloodier?).
  14. Mmmh i am not sure, I read that there is spiteclaw, 1 skaven named Krrrk and 3 clanrats. Spiteclaw is better than Garrek (every leader is better than Garrek) but he is far less disposable. We don't know how good will be Krrk, range attack? hitting one hammers? Cleave on crits? About the 3 clanrats neither but there is great chances they would look like Arnolff or Targor +1 mouvement. So Spiteclaw's ressuction action will have no really good target, where the Warden has 3. He would probably use it to grab objective but the clanrats won't get improved; may be be even inspired they deal 1 damage, or 2 but only with 2 swords, 2 damages with 3 dices hitting one swords should be the best they can hope for. So why Garrek's reavers will still have a chances to be a valid band: they still have 3 good/average fighters, they are still prety fast and they could be quite good against the Skavens: almost as fast, probably hitting harder, doesn't care about the stipeclaw's potential cleave. It is ture that getting inspired is harder and harder for the Reavers. In a other hand, Orruk are going to be in trouble, the have combat aimed objective cards and they are slow, denial will be almost impossible to score. The Guard petitioners will be very exposed to skavens. Anyway, I am quite fond of the glipse on those 2 new bands: they seem to bring realy new thing, way of playing in the game. I can't wait to run after rats or using shardeshifter of desacrate to mess with the drawes.
  15. Hi, After the new FAQ regarding the SG's warden getting inspired and the objective card Eternal fight been scored even if the same model has been brought back to game twice: Do you think that Let's the Blood Flows can be scored if the successful attacks, or 2 of them, has been made by the same fighter?
  16. I think the point is that GW is not good at making clear rules, without loopholes , using clear and specific wording. Specific or unspecific actions... may be but i don't think the answear is that complex. The FAQ regarding Time Trap clearly goes against the rulebook, why? 1/ Time trap was OP and got nerf 2/ the card wording was bad. To show your stubborn opponent how fueled by slaugher like cards work: page 21 of the rulebook To know how Time Trap works: the FAQ.
  17. hi, I have a question about Shatterring terrain: Does the model take dammage every time it moves or get pushed? or does it take 1 damage only for the first mouvement or push and then doesn't take anymore?
  18. My 2 cents would be to have the shadeglass sword and darts in your deck as weapons for Targor and Arnulf, helpful wispher. I am not very fan of Garek's uprgrades: he is the worst leader and his upgrades don't make him better at killing but less fragile. I like blood offering: you need to hit when you attack because you won't have another chance most of the time. I also like Shattering Terrain, with it Saek can oneshot an orruk (he will suffer 1 damage ok, 2 with blood offering... well I think it is ok, and you have Boon of Khorne for something), with distraction it deals 1 damage (+last blow, it can end another orruk) etc. You try to score denial against a band who wants to go to contact and to score conquest itself, it would be better against the guard for exemple. Let's the glood flow is nice: you don't need to kill a orruk to score it, it is immediate... with weapon upgrades (low blow is nice too to finish someting), blood offering etc. it makes sense.
  19. May be you should show us your deck, and may be the orruk's deck. In an another hand, you were trying the SGuard before; the reavers are faster but just as fragile as the skellies. Reavers need to score some glory with hold objectives or supremacy, then getting most of the weapon upgrades you can get (low blow, the glass sword, deamonic weapon, the darts, disengage) them focussing every one on one target until it's dead. You have 2 main targets, the orruk boss and the other one fighting with the axe. Your better mouvement (and side step and distraction), help you to make some of his fighter unable to charge any of yours. Insansate and illusuonary fighter help to "save" one of your fighter after a charge. Try to get every one on one side of the board, far from 2 or 3 of the orruks, play objectives (even determined defender or plant a standard), charge isolated orruks. Conquest, swift advance (the objective card scoring when you are in ennemy teritory), don't focus only on the fight. If it doesn't work, really try the stormcast: you seem to have problems against the orruks from sometime now and they can't (without ploys or upgrades) oneshot a stormcast. You will have another distraction like card, another great fortitude, a ploy to deal +1 damage to oneshot them, aohter to re roll failed attacks...
  20. Is it the card that said "action: puss everyone around"? I think the only think that would make it usefull it a FAQ saying it is "attack action: puss everyone around". Shattering terrain would be ...not bad with it. Right now with Time trap, it would only be able to push somone out of your territory (Denial) or an objectif; but you can't play it in the last activation so they would still have chances to get back here they were. I think Time trap has better use than making a quite useless uprgrade little less useless.
  21. Sorry, i did not mean to be rude just to be clear. May be i sounded sharp but it is because I found the FAQ quite stupid: the 2 cards should do the same thing. The time trap's question has a very weird answer, it fells like they just nerfed the card and did not say that the wording was bad. Then for TA and NC, they explain the same thing about multiple targets attacks and give 2 opposite answers just because the 2 card are not written exactly the same way. Severin is not swinging his sword but turning himself in a helicopter. This is designed to be a competitive game, and I don't believe that they thought it would balanced the game if Severin should be able to one shot an unarmed orruk leader just with one ploy.
  22. The wording of the 2 cards are different. Tireless Assault (TA) says something like "make another attack action" the Necromancer Commands (NC) says "make the attack action again" When you target everyone around, let's say 3 enemies, you make 3 attack actions; When you fail one with the NC, you do it again. When you fail one with TA, you don't it again: you do anther one and this one can target everyone around also. And yes, TA says that the new attack action should target the fighter missed by the first attack action and Severin card says that his special attack target everyone around so... it is not exactly what TA authorizes English is not my native language but in FAQ it seems pretty clear : -for TA: " This could be another Mighty Swing* (allowing you to target other fighters as well)" * they speak about inspired Severin's mighty swing, not the ploy. -for NC: " The Necromancer Commands to make that single Attack action targeting the same fighter again." So to be clear, Severin can target multiple targets, being successful against every one except one, play TA and being successful against everyone again. Thank to TA he can deal 6 damages to one model without any upgrade.
  23. I am sorry but they speak about "[...]such as Severin Steelheart’s Mighty Swing?" What i understand is that with Severin you can attack A, B and C. If you are successful with the attack targeting A, but if you fail against B, then you can interrupt and make another Attack action against B. It can be another mighty swing, targeting B, C and A . Then you finish to resolve the first attack and attack C. The ploy Mighty Swing can be interrupt, but even with Tireless Assault the other attack you can make cannot be another Mighty Swing (ploy), The severin's Mighty Swing can me interrupt and the other attack can be another Mighty Swing ( Severin's attack action). (OP.....) With the Necromancer Commands, if you are succesful against, A, but you fail against B; you can interrupt the Harvester Attack attack B again nothing more, and then you attack C.
  24. I have a issue to understand why Tireless Assault and The Necromancer Commands are different regarding multiple model target attacks but... well
  25. I just remember that the bonus given by the Guard action is only cancelled by the Charge action. Did you, or someone else, try to use Garrek+blooslick on guard? It takes 1 activation but it makes him harder to hit than a inspired Stormcast. A bloodreaver gets a bonus more important than a stormcast or an orc by beeing on guard... A new plan(?): -get on guard -move close to a stormcast (but not just next to him) -charge the sormcast with another reaver to hit on single support if he/she charged or continue the process to grab objective or terrain (denial or/contained as objective card in our deck).
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