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Goblin-King

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Posts posted by Goblin-King

  1. So I had three games yesterday, all against Magore's.

    Game 1 - Was charged by Magore and hit for 2 wounds. I used Shardgale to inspire. Missed Magore with Mollog's attack. Inspiration struck on doggo, while Spoils of Battle gave him Light Armor. He successfully charged my Mollog and pushed him into spikes. DEAD! F*** me! I concede!

    Game 2 - This time I didn't use a hazard board! Mollog managed to get inspired and with very easy and controlled objectives, Mollog were quickly decked out with a whole lot of upgrades. He annihilated Magore and his buddies unopposed. Exact opposite game from the first one.

    Game 3 - My opponent was able to learn from Game 2, and Mollog was largely ignored to prevent triggering his inspiration. Instead Magore Hidden Path'ed down to my squigs and proceeded to slaughter them for easy glory. Only Magore and Mollog were standing at the end of the game. I barely won with a single glory point. Important lesson: Don't lump your squigs together, even if it's in the furthest corner.  Also, NOT getting inspired is a very real problem.

    I will never build this deck without Shardgale - the ability to make 4 wound enemies 1-shot'able in Mollogs uninspired form is extremely valuable. The squigs usually won't suffer much since most enemies do at least 2 damage anyways.

    My strategy of packing a whole lot of defense and healing items payed of (except in that first game, but what the heck are you gonna do against such a series of unfortunate events?). Game 2 and 3 Mollog was immortal.

    It seems to me the squigs aren't there for my own sake, but more as a balance thing so my opponent actually have something easy to kill. Personally I'd wish I could refrain from fielding them 😂

  2. I got a bit burned out with Shadespire, but this guy... This guy got me back into Nightvaults!

    So... This is the first warband ever where I have trouble keeping the number of upgrades down while the ploys easily landed at a good number.
    The fact that you got one big main fighter changes everything.

    I'm thinking definitely Cursed artifact (-1♥, +1Def)
    But should I double up with Cursed Shield? (-2♥, +1Def)
    3 shields defense is SCARY, but it does leave him at only 4 wounds. 5 if he gets Fortitude.

    I'm also thinking such overlooked upgrades as Vampiric Weapon, Blessed Armor and Regeneration might actually be worthwhile on this guy?

    Basically I'm thinking he is already a beast, and just a couple of upgrades will be dedicated to improving his fighting skills.
    But if he goes down, it's game over man! So survivability all the way!

    What do you guys think? 

  3. 20 minutes ago, tunaspire said:

    Hello, i'd like to ask a couple of questions:

    If I make an attack with a fight equipped with Total Offense and then play Time Trap in the power phase, can i activate the same fighter with it?

    What about if I make an attack with a Total Offense equipped fighter with Demonic Weapon and react to my own attack with My turn? is the product of My Turn a viable attack?

    The thing about Time Trap is that it doesn't let you activate a fighter; it grants an action. These two keywords are very different and important.
    Charging with a fighter doesn't stop them from taking more actions, it only stops you from activating them again.
    Of course most actions comes from activating fighters, so often it feels like the same thing.

    So yes, you can attack with Total Offense, then use Time Trap to attack again.
    Same goes for My Turn. It let's you take an Action, not an Activation. So both of your combos are absolutely legal! ??

    • Like 1
  4. 2 hours ago, Daveman said:

    but I'm not sure why I'd choose a board with hostile terrain on it as "my" board.  Maybe if I'm playing defensive, but even then I'd be hesitant to have dangers close to me.  As if we needed another reason to put more push ploys in the deck.

    I'd say it very much depends on the actual rules for this. If it can help me kill faster, perhaps it's a risk worth taking?
    Imagine an Earthquake/Great Concussion combo... And like THAT the entire enemy warband fell into the rotating blades ?

  5. 11 hours ago, Anthony225 said:

    My guess is the white hexes are just blocked hexes like the normal boards. And I also think the boards are double sided. If you look closely at the white hexes, the one next to the fire/red hex looks like a tipped over cauldron. And the other white hex looks like it could be an empty cauldron just sitting there.

    Absolutely. Thick white border means a blocked hex.

    I wonder if these in actuality  only has ONE new mechanic: Red danger hexes.
    I kinda doubt we'll have rules for hidden blades, pit traps and fire. It's all just different artwork for the same mechanic if you ask me. 

    • Like 1
  6. Makes sense.

    So I could score Blood for the Blood God at ANY instant it's in my hand and I meet the criteria?
    Even if I just drew the objective because I scored another immediately.

    All that matters is whether it an "instant" or a "state"?

  7. So how exactly does "score immediately" cards work now?

    Quote

    Q: Can you score a ‘score this immediately’ objective if, as an activation, you discard and draw an objective, and you meet the conditions of that objective (e.g. if you draw Blood for the Blood God! in an action phase in which three of your fighters have made a Charge action)?

    A: Yes.

    I have already charged with 3 fighters. If I score another "score immediately" and draw "Blood for the blood god", can I score it immediately?
    Can I score it later in the same phase? If, when is the window?

    I have charged with 3 fighters. I have "Blood for the blood god" on my hand, but forget to claim it. Can I score it at anytime within the same phase?

    The implications with the new FAQ is that "immediately" doesn't actually mean *this very instant*, but rather just that these cards can be scored outside the end phases. 

  8. 8 hours ago, Kugane said:

    I wanted to get magores fiends done since I do not plan to play the warband, but still wanted to finish it in case I change my mind in the future. So I decided to experiment and see what i can produce speed painting. I spent about 15 minutes per miniature with the below results. Still need to finish the rims and such. What is your honest opinion about these? I overpainted a lot due to the speed, but the wash seems to have fixed most issues. Is this a decent enough standard? The hound failed slightly, but oh well.

    First of all...! If you brought these to the table, I would say "it's always a pleasure to play against painted miniatures".
    THERE IS NO SUCH THING AS "NOT GOOD ENOUGH PAINTED MINIATURES"! ! !

    That being said, I do have some C&Q.
    They DO look good! Very grim and dark, and this is probably what "real" chaos warriors would look like, prowling through the streets of the twillight city.
    However, as miniatures I do miss something to make them pop a bit, as when you squint, they are just a dark blob.
    Some splashes of red blood? Green glowing eyes? Or even just a bit brighter highlights to help differentiate the shapes.

    All in all, fairly standard tabletop quality.

    • Like 1
  9. Quote

    Hidden Paths (#331)

    Q: Hidden Paths says that the fighter is considered to have made a Move action. Does this count towards triggering cards like Quick Thinker, Kunnin’ But Brutal, and March of the Dead?

    A: For the rest of the round the fighter is considered to have made a Move action (this will affect what actions they can make later in the round) but Hidden Paths is not a Move action (or, indeed, an action of any kind). This means that Quick Thinker and Kunnin’ But Brutal cannot be triggered by Hidden Paths (because there was no action to make the reaction to), and you cannot score Cover Ground from Hidden Paths (because it isn’t a Move action). However, as the fighter is considered to have made a Move action in that round, that fighter does count for March of the Dead when you check that in the end phase.

    I think this ruling is weird. If "considered to have made a move action" is never considered to have made a move action it's truly one of the worst worded cards.
    But no use discussing it at this point I guess ;)

    Quote

    Katophrane Relics

    Q: How many times can I use the draw cards reaction on a model with 4+ Katophrane Relics making a Charge action?

    A: You can take the reaction after each of the fighter’s actions (assuming your opponent doesn’t play a reaction at the same opportunity), so normally you can use the reaction twice for a Charge action: once after the Move action and once after the Attack action. If the Attack action targets more than one enemy fighter, you can use the reaction after each of the Attack actions made as part of that Attack action.

    I'm in shock over this one! This is so absolute BS. If someone pre-FAQ had tried to do this I would have told him to go F himself.
    Making  charge a move action followed by an attack action may have seemed smart and clean at one point, but I honestly think it's only a source for confusion and BS.

    Charge should just have been it's own separate action, not two in one.

  10. On 6/5/2018 at 8:38 PM, Daveman said:

    I hope we get a diverse warband... using the names from that article, maybe a Knight-Incantor as leader, plus a Castigator and Sequitor (or two)?  Guys with different stats/abilities like the Sepulchral Guard and Spiteclaw's Swarm, less like the Farstriders who are all fairly similar.

    SO MUCH THIS ^

    They need to start recognizing Shadespire as a game in it's own right. Having similar models make sense for putting them in AoS, but for Shadespire it's an actual problem that some of the models look the same. I'm looking at you, dwarfs!
    They really should make sure each fighter is a unique character. And no that doesn't mean each fighter must be a huge pimped out champion. They can be rank and file and still have character. Also, please make some coherence between the models and their rules (Skaven literally holding a shield isn't the one using shields for defense)

  11. Of course it's a deal as it's literally cheaper. But does it make any real difference? It just feels like a product that doesn't need to exist. If I was GW I would just put the little pamphlet with the AoS rules in the Shadespire box and just make it a single cross-product. I think it's a bad idea to confuse customers with two such similar products. Do it like Chaos. The same box of demons can be used for either/both AoS or 40k.

    • Like 1
  12. Of course shardgale shouldn't be seen in the vacuum of being an inspire ploy only. 
    Lots of cards lets you attack several times during a single activation/power phase.
    Attack, but don't kill two different targets. Finish them off with shardgale. Losing your own durability doesn't matter so much if you just took out two of your opponent's fighters. 

  13. 2 hours ago, glitch said:

    I think Shardgale is a trap choice for Orcs - their Inspiration does not improve their defensive stats at all, and you've now put all your models in much easier one-hit range. I'd much rather take Inspiration Strikes and use it on whichever of Gurzag/Bonekutta isn't inspired.

    This! Nobody except the dwarf leader being inspired can naturally 1-shot 4 wounds.
    But lots of dudes can hit you for 3 wounds naturally - and even more dudes can one-shot with an upgrade or ploy.

    The main thing Gurzag has going for him is his insane amount of life. Nothing can 1-shot him without several ploys or upgrades.

    Sure getting all the boyz inspired at once is nice, but it definitely comes at a significant cost. It's not an obvious choice imo.

    • Like 1
  14. A lot of the new models have sculpted bases though. 
    I have a really hard time believing these should be a warband as they are literally the same model in different poses. That is too rank and file even for Shadespire.

    But I have no problem believing the new warband will be in this style.

    If these actually turn out to be the warband, I'll say GW really needs to hire some board game designers.
    Let's not forget these are playing pieces with individual abilities. Making them so similar would be insane.

    • Like 1
  15. 2 hours ago, Inaspin said:

    Couple questions. Playing Undead: Can a Skellie stay off the board and place/inspire later in the game, when more favourable?

    Also, some attacks generate additional damage if a crit is rolled. What if a crit and a successful roll on a second dice were made in attack and a crit only were rolled in defence. Would the attacking crit still generate any possible bonuses (as crit cancels crit)?

    Thanks

    When reduced to 0 health, skeletons are removed from the board. They return if and when you decide to use the Warden's ability to bring them back (or a ploy).
    So yes, YOU decide when the time is right to do so. Indeed you shouldn't bring a skeleton back instantly just because you can.

    If the attack was a success AND you rolled a crit, then the crit effect happens. It's wrong to say a crit "cancels" a crit. If you both rolled an equal amount of crits it simply means you are tied in how many crit successes you rolled. But you still rolled a crit.

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