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Daveman

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57 Celestant-Prime

About Daveman

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  1. You'll only find Universal spells in the current season of Nightvault expansions. The Shadespire season expansions don't have any spells as there was no magic system at the time.
  2. The game keeps going even if your warband has been eliminated. You still get to take activations (although without fighters on the board you'd only be able to draw cards) and play cards after in the power step, play cards as reactions, play cards during their power step, etc.
  3. More speed painting! Maybe a little too speedy, wound up slicing a finger off Vortermis. Nine fingers for Eyes of the Nine?
  4. Ghostly parts are just white base with Nikhalak Oxide. Was going to drybursh some white on top too but thought they looked good enough as is. The grey is Celestria Grey with Agrax Earthshade.
  5. Nightvault warbands are coming along, knocked out the Cursebreakers and Thorns. I'm still a "lazy amateur", just a basecoat, wash and cleanup the details kind of guy but I like the results for the time spent:
  6. There's one ploy for the archers, Volley something or other, that lets two archers attack if they're adjacent... you could wind up pushing two targets for some extra/free damage with Shattering Terrain.
  7. Just making sure, but Sourtongue + Shattering Terrain would mean: 1. Targets that get hit/pushed would take 1 extra damage, but only 1, even if they get hit/pushed multiple times. 2. Sourtongue would only take 1 damage.
  8. One small point, I wouldn't call Warhammer: Underworlds a "skirmish" game. It is a game that features small groups of miniatures from the same setting as Age of Sigmar so at a glance it might look like a small scale version of AoS but it's not. It's more of a card-driven strategy board game with deckbuilding added in. Depending on your team and deck, fighting the other player's figures might not even be your best strategy.
  9. Ack, serves me right for skimming the rules before just diving in on the painting! Thanks, I thought scatter was rolled one die at a time and was much more random.
  10. The wording on Sourtongue's ability is a little odd. Do I have this right? 1. You roll to scatter 4 hexes but then push him 3 hexes "along the chain". I initially envisioned this as him moving, sequentially, along the scattered hexes before him but why would you bother rolling a 4th hex if you only push into 3? Do you instead choose 3 of the 4 hexes, but still sequentially? For example, maybe there's blocked/lethal terrain or a friendly unit in hex 2 you want to avoid so you push to hex 1, then 3 and 4? This gives you a little more control over where you're going and explains why you'd roll to scatter 4 hexes yet only push to 3 of them? 2. It goes on to say that if you would push to an occupied hex, before you push, that figure takes 1 damage and is then pushed 1 hex, which must be further away from Sourtongue. Since you push the opposing figures first, can you push them into a hex further "along the chain" and hit them again? That would still put them farther away from you at the time since you have to push them first before Sourtongue pushes into the target hex. This seems pretty strong, so much so I thought perhaps the intent was that you have to push targets out of the "chain".
  11. New preview is up for Zargab's warband: https://www.warhammer-community.com/2018/10/03/3rd-orkt-warband-focus-zarbags-gitzgw-homepage-post-2/ This is a very diverse warband and I love it.
  12. Unless there's some detail in the rules we've yet to see, I'm a little sad to hear that the spells appear to essentially be power cards that rely on dice results. I've avoided those cards so far in Shadespire. Granted in this case if you have a caster with 2+ skill you're rolling more than 1 die so you've got better odds of getting a good result, but it still gives me pause.
  13. Wow, the Briar Queens lieutenant, Varclav the Chained, can push all chainrasps 2 spaces as an action. That plus Drifting Advance is an awful lot of figures moving 4 hexes for one action. Doesn't look like there's a reanimate mechanic (unless they have an action card) but I'm excited to try these guys out.
  14. From the article: Looking at Averon's card there's a new icon next to his name, I'm guessing that marks him as a "sorcerer". The number 2 after it... just some guesses: 1. For the total value of "sorcerers" in your team you can add X many spells to your deck? 2. Spells are treated as upgrades that can only be played on "sorcerers", in Averon's case no more than 2? Love the chainrasp miniatures! Happy to see it looks like we're getting a Stormcast team that's slightly diverse (1 sorcerer, 2 guards?) but don't like how similar the 2 guards look.
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