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![[Post New]](/s/i/i.gif) 2017/10/31 01:48:15
Subject: Shadespire - Glory first turn
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Dakka Veteran
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So got a game in, and its really interesting but our one complaint is turn one was so uneventful. Do you not start with any glory? It felt like we did nothing until turn 3 and then wished there was a 4th turn..
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![[Post New]](/s/i/i.gif) 2017/10/31 02:34:07
Subject: Shadespire - Glory first turn
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Regular Dakkanaut
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Turn 1 goes depending on your Warband and Objectives, but Turn 1 is best spent getting your fighters into a good position to either attack or defend Objectives in the next two rounds.
Like in a game I played today with Reavers. I made sure to have two Hold Objective Objective cards and had enough glory points to pimp out Bloodied Saek so in the first activation of the next round he was able to one shot Steelheart.
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![[Post New]](/s/i/i.gif) 2017/10/31 15:07:03
Subject: Shadespire - Glory first turn
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Fixture of Dakka
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Make sure to mulligan your opening objective hand if you don't think you can get some points from it turn 1.
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![[Post New]](/s/i/i.gif) 2017/10/31 15:11:03
Subject: Shadespire - Glory first turn
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Longtime Dakkanaut
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LunarSol wrote:Make sure to mulligan your opening objective hand if you don't think you can get some points from it turn 1.
This.
Also the reavers need to kill stuff/get killed to gain glory. If they just sit on objectives for a couple turns they won't be able to score any big objectives (the "need to have 5 dead guys" and so on). It actually forces them to play aggressively, and should result in some T1 charges/deaths most of the time.
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![[Post New]](/s/i/i.gif) 2017/10/31 17:16:17
Subject: Shadespire - Glory first turn
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[MOD]
Solahma
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I played two games last weekend (both times as Reavers). In both games, my starting power card hand was four upgrades and one ploy! I didn't mulligan because it's all or nothing and you can discard piecemeal during the end phase. Killing a Stormcast on your first turn is pretty tough but if you can pull it off, having four upgrades in hand is pretty great. Given many are character-specific, chances are by the time you have even one glory to spend some of those upgrades will no longer matter (because the character is already dead).
You should definitely NOT start with glory. Glory must be earned. I'm not sure how you could do nothing until turn three but the next time your opponent appears to be doing nothing, you should do something and take the easy win.
Also I never moved without charging in either game. (Won both.)
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This message was edited 2 times. Last update was at 2017/10/31 17:19:47
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![[Post New]](/s/i/i.gif) 2017/10/31 18:21:45
Subject: Shadespire - Glory first turn
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Fixture of Dakka
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The primary issue is if the Stormcast player backs up. Really though, when it comes to the starter matchup, its all about Blooded Saek getting some upgrades and chopping some tin cans in two. Unfortunately, the Khorne side doesn't have quite as obvious of personalities, so it can take a while to realize that two of them exist entirely for the purpose of getting killed.
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![[Post New]](/s/i/i.gif) 2017/10/31 22:10:32
Subject: Shadespire - Glory first turn
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Fixture of Dakka
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The Khorne objective that gets you a Glory if three models charge is useful. As is the ploy that lets you move a model, or swap two adjacent models - either to give one of your models a speed boost, or to grab an objective in your board.
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![[Post New]](/s/i/i.gif) 2017/10/31 23:08:11
Subject: Shadespire - Glory first turn
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[MOD]
Solahma
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Or knock someone off an objective at the last minute. Confusion is a neutral card and will probably be in a lot of decks.
I don't think of any of the Reavers as disposable. I just have preferences about the order in which they die. Even if my opponent focuses on killing Saek and Karsus, being left with inspire Targor is not terrible. Arnulf is the one I am least concerned about losing.
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This message was edited 1 time. Last update was at 2017/10/31 23:10:00
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![[Post New]](/s/i/i.gif) 2017/11/01 01:33:13
Subject: Shadespire - Glory first turn
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Longtime Dakkanaut
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Manchu wrote:Or knock someone off an objective at the last minute. Confusion is a neutral card and will probably be in a lot of decks.
I don't think of any of the Reavers as disposable. I just have preferences about the order in which they die. Even if my opponent focuses on killing Saek and Karsus, being left with inspire Targor is not terrible. Arnulf is the one I am least concerned about losing.
Arnulf is a tool, but some peoples job is to just die.
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![[Post New]](/s/i/i.gif) 2017/11/02 06:44:26
Subject: Shadespire - Glory first turn
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Resolute Ultramarine Honor Guard
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Arnulf is deifntiely the sacrificial lamb to help you get inspired. He might be more useful once sepulchural guard drops and there is a lot more fodder to get inspired from.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2017/11/02 07:04:32
Subject: Shadespire - Glory first turn
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[MOD]
Solahma
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As a red herring, Arnulf does start with a neat ability to do additional damage on critical hits. I say "red herring" because it works out to >17% chance of doing 2 damage ... and in a game where you're always looking for criticals, I guess this can seem better than it really is. What really sinks him, however, is he only gains a single attack die when inspired. (Contrast with Targor, who gains 1 attack die plus 1 damage.) There's no reason that Arnulf should survive long enough to get inspired. I mean, even if your opponent is avoiding engaging him for the sake of concentrating on your better fighters, this should tell you the right strategy is to force them to engage him by playing him hyper aggresively. Arnulf is your number one candidate for Turn 1 Blood Offering.
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