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Made in us
Been Around the Block




Restricted and banned cards:

https://www.warhammer-community.com/2018/11/14/warhammer-underworlds-news-bans-restrictions-and-a-new-deck-buildergw-homepage-post-1/
   
Made in us
Longtime Dakkanaut




Maryland

I think it's a great idea, a good middle ground between everything being allowed and banning all S1 cards at some point. The Banned and Restricted cards in the list are basically constantly used in competitive play, and casual groups see people drifting towards them to improve their decks' effectiveness.

This should be really good for both competiive and casual (at least, the casual groups that adopt the BRL) metas.

   
Made in us
Fixture of Dakka





Great to see some pruning. I think that list is just my current deck.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Nihilistic Necron Lord






 Mr_Rose wrote:
You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.


That’s one way to stop people from getting to use it to Charge twice.

 
   
Made in vn
Longtime Dakkanaut




Look like the SS1 scaredy cat deck finally died for good. Get the ss2 cards I guess.
   
Made in us
Longtime Dakkanaut




Maryland

Chopstick wrote:
Look like the SS1 scaredy cat deck finally died for good. Get the ss2 cards I guess.


The BRL knocks out both the ultra aggro decks that made objective play impossible, but also doesn't take us all the way back to the "I sit on my half of the board and don't interact with you" decks that was dominating before.

   
Made in gb
Longtime Dakkanaut





I’m very happy with this approach and so is my whole group. Tournament Saturday so we’ll see who gets caught out...

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 AduroT wrote:
 Mr_Rose wrote:
You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.

That’s one way to stop people from getting to use it to Charge twice.

You mean other than reminding them that they can’t do that? It is supposed to be a normal action rightnow instead of after the opponent, which is powerful enough; you don’t also get to ignore the normal rules for actions like charges.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Dakka Veteran




 Mr_Rose wrote:
 AduroT wrote:
 Mr_Rose wrote:
You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.

That’s one way to stop people from getting to use it to Charge twice.

You mean other than reminding them that they can’t do that? It is supposed to be a normal action rightnow instead of after the opponent, which is powerful enough; you don’t also get to ignore the normal rules for actions like charges.


You can charge twice. They clarified that in the FAQ and it's how the rules read: charge token stops you activating that figure. Nothing else. Time Trap lets you activate it, overriding that. At which point, you can do as you want.

This clearly wasn't the intent of the card, but was how it ended up ruled.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





deano2099 wrote:
 Mr_Rose wrote:
 AduroT wrote:
 Mr_Rose wrote:
You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.

That’s one way to stop people from getting to use it to Charge twice.

You mean other than reminding them that they can’t do that? It is supposed to be a normal action rightnow instead of after the opponent, which is powerful enough; you don’t also get to ignore the normal rules for actions like charges.


You can charge twice. They clarified that in the FAQ and it's how the rules read: charge token stops you activating that figure. Nothing else. Time Trap lets you activate it, overriding that. At which point, you can do as you want.

This clearly wasn't the intent of the card, but was how it ended up ruled.

Citation please?
Because this says otherwise:
Spoiler:
Time Trap (#368)
Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation,
or do you get an extra activation and therefore change the turn order?
A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when
you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation
as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.

Emphasis mine.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Longtime Dakkanaut





It’s in the same FAQ under the general rules but. Search for timecttap and you’ll find it - it’s explicitly referenced.

I did exactly the same thing when trying to explain to an opponent he was wrong. Then he showed me the earlier text. Iots a dumb interpretation but technically correct. So thank goodness they banned it!

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in us
Crazed Wardancer




PNW

I do wonder if the faq line allowing it got stealth changed. When it originally came out it was like this:

Spoiler:


But now the last paragraph reads :
In the case of Time Trap, if the fighter chosen had already made a Move action in the round, they could not make a Move or Charge action, as the rules forbid a fighter from making two Move actions in a round (and a Charge action always includes a Move action). However, if the fighter had made a Charge action earlier in the round, this ploy would still allow them to make an Attack action or go on Guard, for example.

Emphasis mine.


Automatically Appended Next Post:
Oh, also, a charge action doesn't give you a move token.

This message was edited 1 time. Last update was at 2018/11/16 23:24:35


 
   
Made in gb
Longtime Dakkanaut





They’ve changed that in the last month in that case. In the last tournament I played, maybe a month ago, the text was quite different.

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in gb
Dakka Veteran




 Mr_Rose wrote:
deano2099 wrote:
 Mr_Rose wrote:
 AduroT wrote:
 Mr_Rose wrote:
You know, I never liked Time Trap anyway. Too many opponents forgetting (and “forgetting”) to pass their next action, or thinking the free action is unrestricted (double moving, for example). It’s a neat idea, really, but it’s both badly worded and powerful, which is never a good combination.

That’s one way to stop people from getting to use it to Charge twice.

You mean other than reminding them that they can’t do that? It is supposed to be a normal action rightnow instead of after the opponent, which is powerful enough; you don’t also get to ignore the normal rules for actions like charges.


You can charge twice. They clarified that in the FAQ and it's how the rules read: charge token stops you activating that figure. Nothing else. Time Trap lets you activate it, overriding that. At which point, you can do as you want.

This clearly wasn't the intent of the card, but was how it ended up ruled.

Citation please?
Because this says otherwise:
Spoiler:
Time Trap (#368)
Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation,
or do you get an extra activation and therefore change the turn order?
A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when
you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation
as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.

Emphasis mine.


That doesn’t say otherwise. You need to cross reference with the rules for charge tokens - notably, a charge token means you cannot activate that figure again. It doesn’t prevent that figure from taking any action (be it charge, move, attack or otherwise)- it’s just s blanket ban on activation.

Now look at the FAQ you cited - it’s explicitly an action, not an activation. So it doesn’t interact with the charge token at all.
   
Made in gb
Regular Dakkanaut




Any idea when to expect Godsworn?
   
Made in pl
Longtime Dakkanaut





Next WD: rules on how to use Gargant in UW:



This message was edited 1 time. Last update was at 2018/11/30 20:24:31


 
   
Made in us
Krazed Killa Kan






Columbus, Oh

welp, that becomes an Auto Pick Up for me..

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in ca
Experienced Saurus Scar-Veteran





California the Southern

That sounds like fun. Seems the card is included as well? Cool.

Don't have any GW giants though.

I wonder if the Kings of War: Vanguard GIANT giant would work. He may be too big...

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in us
Krazed Killa Kan






Columbus, Oh

Community article says "oversized card in magazine" so, yeah.

I have a nice Cyclops model that I think will be really good for this..

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in us
Krazed Killa Kan






Columbus, Oh

Got the magazine, the card is a bit larger than the basic cards, but not HUUUUGE.

The giant is gonna be a real bugger to kill.. 40 potential hit points vs 4 players

Wonder when the Mushroom Kingdom and the Hair Metal Barbarians are coming out?

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Built pics of Mollog's Mob! These are interesting since they're not painted (so can see the sculpts a bit better):




Below are also some of the painted Darkoath, but I'm not sure if these really show anything we haven't already seen:

Spoiler:





Source is Andrew Dickerson on Facebook, here and here (note it's a closed group so the link not might work for everyone).

Also a few posts in the comments about the preorder date, someone posted that they are slated for January 26th!

This message was edited 3 times. Last update was at 2019/01/05 21:25:02


 
   
Made in us
Serious Squig Herder






How many Warbands do they release a year for Underworlds? And do they do a new starter box for it every year?

Due to lack of time I've pretty much decided this is my best bet for sticking in the hobby at all. Am curious how long it might take them to get around to making warbands for some of my favorite races like Ogres or Lizardmen.
   
Made in jp
Longtime Dakkanaut





Schmapdi wrote:
How many Warbands do they release a year for Underworlds? And do they do a new starter box for it every year?

Due to lack of time I've pretty much decided this is my best bet for sticking in the hobby at all. Am curious how long it might take them to get around to making warbands for some of my favorite races like Ogres or Lizardmen.

This is only the second year for underworlds, so who knows how long they will continue. Each year has 8 warbands including the two in the starter set. There are four from this year that have not been released yet.
We already know that they will be the troggoth, Darkoath, Sylvaneth and Kharadron Overlords.
   
Made in au
[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

8 warbands per year for each ‘season’
New starter each year.
That could change in the future though as this is only the second release year.

It is a great, quick board and card game with minis.

2024: Games Played:0/Models Bought:7/Sold:0/Painted: 53
2023: Games Played:0/Models Bought:287/Sold:0/Painted: 203
2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
2016-19: Games Played:369/Models Bought:772/Sold:378/ Painted:268
2012-15: Games Played:412/Models Bought: 1163/Sold:730/Painted:436 
   
Made in si
Foxy Wildborne







It's a great game and still easy to get into even a year late.

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Upcoming pre-orders: https://www.warhammer-community.com/2019/01/13/next-weeks-pre-orders-underworlds-titans-and-middle-earth/

Warhammer Underworlds players will be getting two new warbands – the terrifying collections of creatures from the darkness that are Mollog’s Mob, and the Darkoath barbarians of the Godsworn Hunt.

Mollog’s Mob consists of Mollog the Mighty himself, a towering Troggoth who can sweep aside even the most powerful fighter in a single blow, alongside a trio of bizarre and brilliant fungal beasts – the Bat Squig, Spiteshroom, and Stalagsquig. Playing differently from any other warband in the game, Mollog’s Mob are a truly original experience for any Warhammer Underworlds player.




Led by Theddra Skull-scryer, the Godsworn Hunt are five Darkoath warriors (and their Chaos-touched hound, Grawl) from the Slaves to Darkness, vicious barbarians in the service of the Ruinous Powers. They provide a different tactical experience to the existing Chaos warbands, being armed with a combination of melee and ranged weapons, and are perfect for a dedicated servant of the Dark Gods who wants to try something new.




Each of these new warbands provides new miniatures and 60 cards, 29 of them exclusive to the warband in question, the rest usable in any deck. Both sets will add new tactics for any player with the new universal cards, and each of the new warbands plays really interestingly, providing a new tactical challenge for you and your opponents alike. You’ll also be able to order card sleeves and dice for both new warbands, with imagery designed to complement them.





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in si
Foxy Wildborne







I'l ltake both, please

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in gb
Using Object Source Lighting







Mollogs is great! When I get back into AoS I will get all of these mushrooms cool things.

   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

For those interested, Mollog is in the Gloomspite Gitz book as well.

He's "the eldest Dankhold Troggboss" apparently.
   
 
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