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Daveman

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Posts posted by Daveman

  1. 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.

    • Like 1
  2. 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".

    • Like 1
  3. 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.

  4. 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.

  5. From the article:

    Quote

    Nightvault also features a brand new system of magic spells – powerful gambits and attack actions usable only by sorcerers. Spells add an additional layer of tactical depth to the game, as well as a number of interesting considerations when building your deck, promising to shake up tournaments (not to mention your games with your mates) considerably.

    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.

  6. I'm thrilled they're putting out more content to help tide us over until whatever they're going to call the next "wave" comes out, 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.

    Looks like that mostly hidden objective card is "The Stage is Set"?  Reading what's there it looks like it scores 2-3 points if the only surviving fighters are leaders?

  7. I don't follow AoS, but the new Stormcast in that article feature the anvil-lightning bolt icon on the new card preview  so it seems certain they'll be what we're looking at in the new Shadespire release.  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.

  8. I do like their pitch that you could paint a second warband set as the "inspired" version of those figures to swap out when they inspire but I'm not interested. 

    A "neutral card pack" would be very tempting just so I could deckbuild/play more with my son at home.

  9. I've never been a Games Workshop consumer until Shadespire but I've painted miniatures for board games recently and for Battletech a looooong time ago.  I'm firmly in the amateur camp and happy with just a basecoat, cleanup details then wash.  Figured I'd put my work up as I like to think that for the time invested they look pretty good and hopefully inspire others to give it a try knowing you don't have to do two thin coats, wash, drybrush, detail, wash again, drybrush again, etc.

    Not really knowing the game world I stuck pretty close to what's on the box for most of these:

    dDdEio9.jpg

    g4s9Izl.jpg

    a1VGqZb.jpg

    For the Sepulchral Guard I didn't like the idea of them being in "uniform" so I gave the named guys their own color scheme, leaving the Petitioners in khaki:

    X7CqD90.jpg

    For the Orruks... I just didn't like that bright yellow on them at all and went with something a little more muted:

    xU2SccD.jpg

    For the Chosen Axes... early in their "Let's Chat" thread someone talked about maybe painting them to look like the Earthen from World of Warcraft (a sort of Golem-like precursor to the Dwarves in that game) and I liked the idea so much I decided to give it a try as I really didn't like their default look:

    PuDNUJS.jpg

    I thought about putting some gold or other color on them but wound up committing to the gray/steel/blue look.  I wasn't really happy with them until I got the "sapphire" runes and eyes done and that put it all together for me.

    • Like 10
  10. 5 hours ago, Cerve said:

    So....they took BOLTER-CROSSBOW in a game where the longest range weapons are a long stick, a kunai and an Axe with a chain. 

    And glass darts, don't forget about those :P

    I believe they're the only range 3 weapons, actually.  Can't imagine what the range on those bolters will be.

    • Like 1
  11. The combat sequence is:

    1. Choose a target within range

    2. Attacker rolls attack dice

    3. Defender rolls defense dice

    4. Compare successes

    As discussed earlier, I think there's some vagueness as far as when re-rolls take place, but to me that's pretty clear that both the attacker and defender roll, in that order.  Doesn't matter if the attacker rolls all misses, the defender rolls after.

    • Like 1
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