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Qaz

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Posts posted by Qaz

  1. 40 minutes ago, DanielFM said:

    I see, so some of these must depend on external buffs (5+ save through Blood Shield or Bladed shields and losing an attack, for example) and -1 to hit is already the single elegible Temple. I guess it's never a bad idea to try to kill some of this support if it doesn't require disproportionate resources.

    He forgot to mention that only one unit has 5+/5++/5+++ and the -1 to hit is for shooting only. 

    But unfortunately, killing the Hag usually require rather disproportionate resource and there's usually more than 1. (They are only 60 pts afterall)

  2. 3 hours ago, InvalidUsername said:

     

    (Oh and just for funsies, a unit of 30 bravery 8 witch aelves(they get+1 for their cauldron) with mindrazor and witchbrew will do 30 wounds to a 3+ rerollable save.)

    You can, just put your general (Anvils of heldenhammer) behind the line of sequitor since he's force to take the -1 Bravery command trait. Then the witches only do 15 dmg. :D

    • Like 1
  3. On ‎7‎/‎2‎/‎2018 at 1:53 AM, Mohojoe said:

    Anyone usin Lord magnate in any lists? 

    ko.jpg.835fcd569405663df8d884b9ce480d9a.jpg

    My list that got me 2nd out of 18 last year after ghb2017 came out. In the new edition, it now has enough space for a navigator :D. Still wish that Brokk has a generic version though.

    Now caught a Tzeentch bug but this still will be my go-to list if I feel like playing kharadrons. 

    • Like 5
  4. 17 hours ago, Mr.Pengwinn said:

    So getting ready for an upcoming 2000pt battle this weekend was probably  going to run this list:
    Allegiance: Tzeentch

    Leaders
    Tzaangor Shaman (180)
    Ogroid Thaumaturge (180)
    Curseling, Eye of Tzeentch (160)
    Gaunt Summoner (180)

    Battleline
    20 x Kairic Acolytes (160)
    20 x Kairic Acolytes (160)
    30 x Tzaangors (480)

    Units
    6 x Tzaangor Skyfires (440)

    Total: 1940 / 2000

    Drop 10 Acolytes for the Alter-kin Battalion? Might be fun to get a few tzaangors here and there.

  5. 8 hours ago, Funstock Funhauler said:

    The grapnel nerf is nothing compared to what they just did to zilfin. No more move, disembark, move with "theres always a breeze"

    Grapnel nerf is … more of a formality. You wouldn't be able to shoot out of combat anyways. It's sad to see that Zilfin  tactic going out of the window though.

  6. 4 hours ago, Forrix said:

    What are people's opinions of the Lords of the Lodge warscroll battalion?  I also noticed the GHG 2017 Lodges say you have to take an additional berserker unit but the warscroll itself doesn't give that option. Is that a bonus for taking the vostarg/greyfyrd lodges?

    Lords of Lodge was good, and is this probably going to be the go-to warscroll battalion if you are running Hearthguard berzerkers. Lodges require you to take an additional unit on top of the sub-warscroll battalion so 2 Hearthguard Berzerkers for vostarg lodge.

    • Like 1
  7. 3 minutes ago, kenshin620 said:

    I mean how the heck do you balance Matched Play rules with gaining 6 extra spells for free.

    How does one balance Matched Play with free summoning? Well GW attempted to do it by point adjustment and making it restrictive/conditional. Too early to tell whether it's "gonna be too abusive for Matched Play" since only had a couple of game with it but Tzeentch feels stronger with Realm rules in place.

    Realms are as optional as terrain rules are, some places don't play them but it is part of the core rules. I didn't read anything in GHB2018 that overrule this. So FLGS having the first AoS 2.0 1k tourney with Realms. Will probably be able to get a better feel of it by then. 
     

  8. 19 hours ago, Anthony225 said:

    I was wondering how Reavers have faired after the new sets have been out. 

    I have a list in my head that I think may be good and/or fun. It's mostly an aggressive deck and greatly relies on models dying, friendly and enemy. I thought of the idea when i saw Pure Carnage. Pure Carnage is 3 glory and if you can manage to have your own warband dead by 3rd phase you'd only have to have 2 enemy fighters out of action. 

    Other new cards which seem like they'd be good for Reavers are:

    Twist the Knife, Shadeglass Dagger, Inspiration Strikes, Invisible Walls could be good defense,  Quick Thinker, Deathly Fortitude for defense, Incredible Strength can replace Whirlwind of Death as it can go on any fighter

    In my mind I think it'd be funny to have the Reavers all die and have your opponent continue the game because you have objectives you can still score such as It Begins, Khorne Cares Not, and Pure Carnage.

    I had fun with Pure Carnage Reavers and it works against most warbands (other than Steelheart). I would also run "Shardgale" because of your guys gonna die anyways but it even makes Targor a threat to a 4 health dude. Just make sure you don't lose guys too quickly or too "freely". Make them pay every time they spill blood!

  9. 13 hours ago, Red_Zeke said:

    Tried this one out:  https://www.underworldsdb.com/shared.php?deck=0,204,205,234,235,243,257,272,284,289,298,305,245,215,219,222,329,330,331,335,334,348,369,226,227,228,373,376,384,389,424,433,436

    Faction: The Farstriders

    Objectives (12)
    204 - Behead the Beast
    205 - Brave but Cautious
    234 - Advancing Strike
    235 - Alone in the Darkness
    243 - Change of Tactics
    245 - Complete Victory
    257 - Escalation
    272 - Master of War
    284 - Precise Use of Force
    289 - Skirting Danger
    298 - The Bigger They Are
    305 - Victorious Duel

    Combat based Sepulchral Guard: 9-6 win

    Objectives:  The objective deck feels kinda impoverished, but I'm not sure where to go with it.  I had a commanding lead in the first game, which in the past, translated to bigger wins.  I thought Alone in the Dark would be a little easier (though SG for 2/3 games made for a crowded board), but it was hard- people were shutting it down without even trying to do so.  Without having movement ploys (other than Great Concussion) it is a bit of a tall order.  Won't yank it yet, but it's on the bubble.  On the other hand, the right set is kinda amazing.  I had a dream combo of an on-guard Sanson charging to kill a petitioner in enemy territory, scoring 4 (Change of Tactics, Precise Use of Force, Advancing Strike).

    [..]

    Very interested in other thoughts here.

     

    I would swap out "Complete Victory" or "Skirting Danger" with "Victory after Victory" because in my experience Farstriders are really nice and chaining off multiple objectives like "Change of Tactics", "Precise use of Fore" and "The Bigger They are".  "Alone in the Darkness" is one of those cards you can easily score if your opponent also has one or it's in third end phase.  Most of the time, my guys barely survive in the third round unless the last guy is stacked with Army of One and Deathly Fortitude. Then again, my regular opponents are all crazy for Magore's and Ironskull's.

  10. 44 minutes ago, Resolv said:

    The objective of the deck is to reach enemy territory as soon as possible. Once in enemy territory hold as much as possible and not let the enemies get us body to body. And focus on each of the turns a focus to a single objective. It is always a priority to try to score the three supremacies.

    DECK URL: https://www.underworldsdb.com/shared.php?deck=0,208,292,210,234,252,207,293,257,247,298,281,278,389,410,384,387,227,231,228,420,404,330,360,216,218,311,347,215,219,221,348,224

    What do you think about this deck? Upgrades? Opinions?

    Thanks for all.
                                                                                                                                                                               

    Supremacy is pretty hard to do on this warband. I tried making it work at first since 3x supremacy sounds doable with ranged attacks but... they'll chop you to pieces round 1 leaving you with 3 dead cards.

  11. 1 minute ago, Biboune said:

    I got how you stop Trap or Twisting the Blade whit Superior Agility but I don't see why Teamwork blocks Soultrap.

    Teamwork and Soultrap happens at the same trigger "During [..] Attack action". In the same way that you can't use "Last Chance" when someone used "Twist the Knife" and "Trap!" since it's "During an Attack action" and he gets to react first since you were not dying before the ploy.  (But you can use "Soultrap" because it lets you react to a ploy if it was "Trap!". Ongoing discussion if "Twist the Knife" can be soultrap-ped).

    18 minutes ago, Biboune said:

    Are you sure that Great Fortitude is not better than Superior Agility? It will "block" Trap and Twisting the Blade and help you survive "normal" attacks.

    I get to move back or reposition (from Time Trap, Ready from Action) if I don't have any counters or not wanting to take risks. Some of my regular opponents started picking up +1 damage ploy cards instead or Shattering Terrain because of this rather than running both Trap and Twist the Knife. Great Fortitude is however nice too and can replace Flickering Image, Trusted Defender, Deathly Fortitude or Army of One (Upgrades that's just are my preferences).

    I feel like active prevention is important for farstriders: Keep moving and stay out of charge/attack range; Do not let them hit you for free; make sure you start a round not adjacent to an enemy etc, etc.   Getting inspired is not important at all in this warband. it's a luxury. 

    Brave but Cautious -  "Bravery is commendable. Bravery untampered by caution will get you killed"

    • Like 1
  12. I had a handful of games with Farstrider and this build has some success:

    Faction: The Farstriders

    Objectives (12)
    205 - Brave but Cautious
    210 - Punishing Volleys
    235 - Alone in the Darkness
    243 - Change of Tactics
    247 - Conquest
    252 - Defensive Strike
    257 - Escalation
    273 - Masterstroke
    284 - Precise Use of Force
    296 - Tactical Supremacy 1-2
    297 - Tactical Supremacy 3-4
    298 - The Bigger They Are

    Ploys (11)
    218 - Rangers, Advance
    219 - Rapid Volley
    220 - Retribution
    329 - Great Concussion
    331 - Hidden Paths
    333 - Improvisation
    334 - Inspiration Strikes
    343 - My Turn
    347 - Quick Thinker
    348 - Ready for Action
    367 - Teamwork

    Upgrades (11)
    225 - Flashing Handaxe
    226 - Furious Blow
    227 - Lone Warrior
    228 - Overcharged Boltstorm Pistol
    373 - A Destiny to Meet
    375 - Army of One
    384 - Deathly Fortitude

    387 - Flickering Image
    404 - Light-footed
    422 - Superior Agility
    433 - Trusted Defender

    Most of the players have given up on the way of objectives (other than the first few games), most decks will either carry earthquake or great concussion and unlikely to be both.  Strategy is to play reactive: to let them come, other than against skaven and fyreslayers. Most of the time, you'd only need to kill one guy and it's ok to lose one member of the warband.  I've bolded the objectives that are gets  scored easily. Winning about 60% of my games, losing mostly to greed/caught offguard.

    Light-footed and Superior Agility??? FLGS rule it to as "when" for reactions so these upgrades stops "twist the knife" and "Trap!" cards since they happen "During an Attack action" and in combination of "Retribution" or "My Turn"  (which happens "after an Attack Action"), I get to swing back. 

    Teamwork??  Funnily I either use this to sneak onto an objective, block "Soultrap" or put other warband members out of charge range. lol

    Anyways, would love to hear everyone's experience on how to best use the Farstriders. 

  13. 25 minutes ago, BigT said:

    Quick Thinker - as long as I'm reading the rule interactions correctly here the most recent FAQ clarifies that if a declared Charge action cannot be resolved as e.g. 'my opponent makes a reaction that moves the target out of range of my fighter’s Attack action' the fighter still counts as having made a charge action - so your opponent declares a charge against your fighter, at the end of the move portion of the charge you play Quick Thinker as a reaction, moving your fighter away out of range, the enemy has been robbed of his attack and is left unable to activate again this phase as he counts as having charged. A premier defensive card?

    Yes, it looks pretty good especially if you're not planning to move anytime soon. The counterplay is to charge models that have moved. 

    29 minutes ago, BigT said:

    Frozen in Time - only a 50/50 chance but removing a key enemy fighter from consideration for an entire phase is potentially huge, and this is a card that is broadly more favorable to higher model count war-bands as the lower model count bands will feel the loss of a single fighter for a phase more acutely.

    Absolutely brutal when timed right. Imagine playing without the Warden or Skritch in phase 2 or 3.  

  14. 21 minutes ago, TheOtherJosh said:

    What do you call an attack that successfully connects and the opponent fails the save  .... but does no damage?

    Its like Kylo Ren shooting Luke Skywalker with the entire group of AT-ATs ... and doing no damage ... I believe that was not a successful attack ...

    As per page 20 in the rulebook "if the attack total is greater than the defence total, the Attack action is successful. The target suffers damage [...]" . The full stop is important here. The Attack action is considered a success before damage is applied.

    Doesn't really matter to me. As long as everything is consistent then all is good (like how they rolled back on the first Time Trap FAQ).  

  15. Experimental Total Carnage deck, totally fun deck to kill in the name of Khorne:

    Objectives:

    1. Advancing Strike
    2. Blood for the Blood God
    3. Masterstroke
    4. It Begins
    5. Draw the Gaze of Khorne
    6. Pure Carnage
    7. Khorne Cares Not
    8. Ploymaster
    9. Precise Use of Force
    10. Escalation
    11. Alone in the Darkness
    12. Khorne's Champion

    Ploys:

    1. Blood Offering
    2. Shardgale
    3. Death Throes
    4. Twist the Knife
    5. Ready for action
    6. Reflected Injury
    7. Last Chance
    8. Improvisation
    9. Trap
    10. My Turn
    11. Time Trap
    12. Duel of Wits

    Upgrades:

    1. Awakened Weapon
    2. Frenzy
    3. Incredible Strength
    4. Light Armor
    5. Soul Trap
    6. Unparalleled Strike
    7. Berserk Charge
    8. Great Strength
    9. Tethered Spirit
    10. Grisly Trophy
    11. Deathly Fortitude
    12. Shadeglass Spear
  16. 42 minutes ago, Imperial said:

    BCR is dead faction now.... First dead faction with new version of battletome.... Ironjawz ok! I think it's was really nice release 2 years ago, but after second wave for many faction and KO/Deepkins/etc it's very poor when we compare it. Same situation for Sylvaneth and Fireslayers now...

    Fyreslayers still have a good showing (2nd at Adepticon). Somewhat agreed that BCR has disappeared.
     

    14 minutes ago, Still-young said:

    My heart is saying yes but my wallet is saying no~

  17. 4 hours ago, Bloodmaster said:

    A "light" version f a "dark" one. One looking more highelfish,  one more darkelfish. One a wierd bit friendlier than the other. 

    Eh? I only saw the eel riders had one with spear (atlantaen) and the other with sword (raider?) . Two builds from the eidolan of Mathlann (might be different warscroll since they were pictured alongside an army at the same time) and two different build from the deepmare (seahorse) rider . One is a named character.

     

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