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MechaBri.Zilla

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  1. Like
    MechaBri.Zilla reacted to Kako K. in Expansion stalker   
    I don´t know if some of you follow the rumors about the future of warhammer tabletop. It  seems Games Workshop will destroy the existing fractions and create new ones like humans, dwarfs and ogres united, everything elvish in one army and so on. Some rumors even say lizardmen will be gone completely.
     
    If this will become true I guess it´s the end for warhammer diskwars support as this game still works with the existing armies. What do you think?
  2. Like
    MechaBri.Zilla got a reaction from Manchu8990 in Expansion stalker   
    This would seem to be good news for the continued survival of our game.
     
    http://www.fantasyflightgames.com/edge_news.asp?eidn=5246
  3. Like
    MechaBri.Zilla reacted to Jedhead in Expansion stalker   
    I wouldn't mind posting it up here at some point.  I have filled out existing armies as well with my own homebrews.  It might be a bit before I get around to posting it, though, as I am currently writing my other posts on hero and unit roles, and Christmas is about to interpose itself as well. 
  4. Like
    MechaBri.Zilla reacted to Jedhead in Expansion stalker   
    I think they would need some heroes or some characters that allowed them to break the medium disk restrictions for starters, so that you could take lots of knights if you wanted.  The knights should have low toughness, but potentially resistance, and maybe some stamina on the elites.  Impact would be a given of course, and cheap peasants (strong bowmen, weak infantry) should also be a feature.
     
    I actually have a whole army list worked up somewhere in case I ever need to create my own--Pegasus knights, grail reliquae, battle pilgrims, mounted yeomen, a few types of peasants, damsels, trebuchet, heroes, and many iterations of knights mostly mounted and a few dismounted.  I think I had something like 15 or 16 disks totally planned out and ready to go.  I even have command cards prepared.  If the army is never developed by FFG (and I know it probably won't be) I fully intend to make it happen on my own somehow!
  5. Like
    MechaBri.Zilla reacted to Jedhead in Expansion stalker   
    Wood elves though would be weaker in melee for the most part (the wardancers are their elites) and would have more high toughness disks (any of the tree stuff).  They also lack the level of heavy cav that the high elves bring to the table.  That would give them a fairly different role right there, though the ranged overlap is definitely present. 
     
    The different flavor aspect would definitely be stronger with other armies, though.  That is partially why I really want Brettonia and Ogres--they have very unique armies compared to everything else.
  6. Like
    MechaBri.Zilla reacted to MarsCreed in Expansion stalker   
    I also really want to see more disk wars!
  7. Like
    MechaBri.Zilla reacted to Kako K. in Expansion stalker   
    Hell guys! This threadname expresses exactly how I´ve behaved during the past 2 month.
    I´ve just gotten into the game and have to say it is really great (and addictive). I showed it to 2-3 friends with which I had played warhammer invasion before and they were drawn to diskwars immediatly. What I really enjoy is that they don´t have to buy their own games. I instantly bought the two expensions and two coresets. You could even go for fourplayer games with just one box. I really love it.

    What I don´t like, and that´s why I decided to reactivate my old account here , is the fact that there are no news concerning new expansions. Maybe it´s because I got used to the living cardgame character of warhammer invasion. But it feels like there is so much potential in this game that I just can´t wait to get a glimpse on future plans. It´s a pity ffg hasn´t spread any news since the last expansion arrived.
     
    Maybe some wishlisting compensates my urge for news ;D
    - Instead of new races I would love to see them expanding the existing ones for new armycompositions. Therefore they should add new heroes to every existing race.
    - Also I would really like some more scenarios, especially for 3-4 player games (maybe some king of the hill or capture the flag stuff?)
    - They also should add more different objectives. For 3-4 player games one could imagine things like "destroy the army to your right etc. Remember the game risk?

    What do you think? I don´t know how ffg works, but I still tell myself maybe if enough players showed up here to express their craving for another expansion they´d hurry up a little ;D (An illusion I guess
  8. Like
    MechaBri.Zilla reacted to Jedhead in Expansion stalker   
    Good to see another fellow enthusiast!  Welcome to the forums as well, and the Diskwars community in particular! 
  9. Like
    MechaBri.Zilla reacted to Jedhead in Hero Types and Roles   
    Additional analysis on the base army units will further this discussion, but here is a teaser:
     
    I think that the type of hero you select can really impact army building, as you want any good army to fulfill a minimum of two roles, and hopefully, it will fill even more.  Thus, if you want to go heavy ranged, you will also want to supplement that with some tanks or some hunter-killers to help keep the enemy off of them while they get the job done.  A hero can help fill one of the roles, but may need help in other areas.
     
    Case in point:  Teclis is all about the ranged damage, and in my experience, he benefits greatly from having a sun dragon, Tyrion, or some other form of heavy-combat unit around to help him deal with opposing heavies.  The role diversification makes both parties more difficult to deal with.  Conversely, taking Tyrion and Alarielle means that you can be very aggressive with Tyrion as a combat unit, which frees up the rest of your list-building to feature more ranged damage from your rank-and-file.  This gives you hunter-killer, ranged damage, and a support piece, so everyone is more dangerous.
     
    That said, you could always go super-ranged or all-melee, but I find these lists to be a little less successful than a more balanced approach.  The more roles you can occupy, the more responses you have to a given situation—you are not simply stuck with ten copies of the same unit.
  10. Like
    MechaBri.Zilla reacted to Jedhead in Hero Types and Roles   
    In response to your other comment, I have already started ruminating on the various types of units and how they fit this model--or if they do at all--and the book may be published soon.
  11. Like
    MechaBri.Zilla got a reaction from Jedhead in Hero Types and Roles   
    Wow.  Awesome breakdown.  I'll need some time to digest all of that.  You should consider posting this over at BGG too.  I think they get a bit more traffic, and I think this analysis is pretty darn useful.  Even if someone disagreed with something here, it's a great place to start when looking at how to use your hero's.  Do you think some of the hero's you mentioned as almost belonging to a different category, would move to the the other category depending on what they are being fielded with?  In other words, do you feel like hero's change roles based on their armies composition?  For instance, Azhag in an army that sports the arcane attack, brain bursta, and fist of mork card.  Does he become a ranged hero?  Or just 5x as scary?
     
    I know I'm asking a ton here, but I'd love to see a similar analysis of all of the units.  I know, I know...  You may as well start a blog if you're going to do that...  Or just write a book, and be done with it.
  12. Like
    MechaBri.Zilla reacted to Jedhead in Hero Types and Roles   
    The final "installment" of my personal rantings is here.  We will begin with category four...
     
    4. Support
     
    These heroes are a mixed bunch.  Some can magic you a bit, some have decent combat stats, one is Volkmar, and just sucks…(Okay, I won’t pick on him anymore—he gets you extra squad points!)  All told, though, their defining characteristic is not the aforementioned statistics, but is their ability to aid the rest of the squad in some way.  You take them for their ability or squad-enhancing role—stats, if they are there, are just gravy.
     
    Heinrich: 
     
    Vampire Counts are all about reanimate, and if you are taking Heinrich it is most likely for his ability to bring skeletons swarming back from the dead.  Three magic meets the hero baseline, and his baseline toughness is impressive for a magic user, but you probably aren’t taking him for that, and if you are, you would be served much better by Isabella or Mannfred in a combat role.  Reanimate those skeletons, or you are doing it wrong!
     
    I actually find him to be the least beneficial of the VC heroes, but I dislike skeletons, so I may be biased.  I think Isabella is just flat-out better, and Mannfred is an improved reanimation platform, but to each his own!
     
    Kairos: 
     
    Again, like Heinrich, he packs a decent magical punch, has high toughness, and even adds flying to boot, but his stats don’t really jump out at you in any particular area, so he is not really a combat hero.  Why take him?  Probably so you can drop a Bloodthirster directly on somebody’s head.  Also is useful for dropping the plaguebearer stinkbomb right in the middle of an opponent’s empowered formation.  Overall, a piece that shines in support, and definitely not a front-line combatant.  If chaos casters ever become critical for command cards, his value could spike as well, though Archaon also has that part down pat. 
     
    Alarielle:
     
    Has some very useful combos, all of which use her healing ability in a support role.  She enhances Tyrion or a sun dragon nicely, can let you use a Hellblaster with impunity, and really just makes anything with stamina that much better.  Her swift counter helps protect her somewhat, though she needs to stay out of heavy combat.  Her magic attack is weaker than others, but pairs nicely with her support role and her need to stay out of the scrum.  Additional points to build your regiment could also come in handy.  Overall classification: support all the way.
     
    Mannfred: 
     
    Mannfred is a weird disk, in my opinion (well, the VC are a weird army, but that is another discussion).  Mannfred seems designed to do everything that heroes can do, and do it moderately well.  When I first saw his stats spoiled I thought that there must be a Mannfred fanboy on the design team:  “Let’s make a disk with solid, baseline combat stats.  Let’s also give it magic three.  Let’s give him an extra wound!  I know, let’s give him the highest value of a race-specific keyword as well!”  And there you have it: Mannfred.  
     
    His main role, though, in my mind, is to reanimate any beefy allies hanging around your discard pile.  If you are jumping into heavy combat with him, he will do alright, but you are probably not getting the most use out of him as he will quickly be pinned and lose most of his utility.  He is also an excellent back-ranks lurker; when your depleted enemy’s forces finally hack their way through endless waves of reanimated minions, Mannfred is hanging out with multiple stamina, magic blasts, and good combat stats.  He can be a real pain to bring down late-game if he has anything left to help him.
     
    Volkmar: 
     
    For as angry as he looks, Volkmar’s combat stats are not that scary.  He has weak caster-like, below-baseline stats on a disk with no magic ability, and even when empowered only just manages to raise himself to the hero “standard.”  His ability has a nice propensity for arriving where it is needed most, though, and when he is activated with the right card, he can throw down an empowerment twice, so that is something.  Not the most broken combo ever, but not a bad one either.  Really, though, I run him mostly for the extra points he provides, and for the fun of it, as he makes priest-themed armies more fun.  The extra points and the ability=support, and you won’t be taking him anytime soon for his combat stats. 
     
    Karl Franz: 
     
    Karl is a stud. He has a gryphon, he has a sweet hammer, he flies, he deals impacts hits, he has at-baseline or above-baseline stats everywhere…and that is all secondary. 
     
    Talk about support…just look at that ability!  Knights Panther are scary.  Knights Panther that smack you around twice every round are even scarier.  Do you like Teclis or Sun Dragons?  Well, I like both, a lot, and they just got better too!  Actually, there is no unit that is not better when it gets to be used twice, and rally makes the whole situation even more fun at times.  Even if you don’t use the ability, it’s not like a 5, 5, 5 flying/impact disk isn’t welcome to join the fight.  Karl simply delivers as the ultimate coordinator of your forces, the perfect support hero, or as front-line general, and we will end the category with him.
     
    I sum, support is a varied bunch.  Their stats do not define the category, but rather, the abilities that they offer your forces.  Select them for what their abilities do for your army, and anything else is just the icing on the cake. 
     
    5. Magic/Ranged Damage
     
    I sincerely hope that this group will fill out with future expansions, maybe with a few truly dedicated ranged heroes (bows, anyone?).  It consists currently of two individuals whose sole purpose is to deal out ranged damage.  I though about lumping them in with support, but the fact is, these guys lack the army-enhancing vibe of the heroes listed above, and care solely about dropping magic on you in the worst way possible. 
     
    Teclis: 
     
    Teclis is without a doubt my personal favorite character from the fluff, so I like running him in game as well...I will try not to fanboy too much, here.  His below-baseline stats in combat are spot on, as is his unparalleled magic value.  There really isn’t too much more to say…he exists solely to drop magic on you, and be completely immune to the attempts of lesser magic users to stop him. 
     
    Obviously, he pairs amazingly well with Speed of Asuryan, and is the best base in-game for casting the always-popular Arcane Attack, not to mention his ridiculous value when he buddies up with Karl.  Teclis is the closest thing we have in the game right now to a traditional glass cannon, at least as far as heroes are concerned.
     
    Ikit Claw: 
     
    Ikit, like Teclis, has no other purpose as far as your army is concerned aside from zapping his foes with magic—at long range!  This qualified him to join this select club of heroes who really deal ranged damage above all else.  Of course, Ikit is no slouch in close combat, either, as his baseline stats are impressive for a caster.  Overall, a solid combatant on multiple fronts, and a character just waiting for more of an army to lead!
     
    And that sums it all up.  Please feel free to comment, disagree, etc; the more the merrier.  I am just so excited about this game I am willing to spend hours creating posts like this...I am even more willing to talk about it with other human beings!
  13. Like
    MechaBri.Zilla reacted to Jedhead in Hero Types and Roles   
    I'm back with yet another over-long analysis of heroes!  This installment includes my next two categories:  Hunter-Killers, and Tanks.
     
    2. Hunter-Killers
     
    These heroes have two main characteristics as I see them: First, they boast above-baseline stats on both attack and defense, and second, they also feature irritating abilities that make them a pain to pin as well.  This gives them the ability to go one-on-one with almost any opponent whether they are pinned or pinning, and ensures they will get in their licks even if they don’t deliver on the charge.
     
    I though about calling this group “challengers,” or “duelists,” or something similar, as they excel at destroying high-value targets.  What makes them different from the “impact” heroes is the fact that this bunch can also dish out the pain from the bottom of the pile as well.  Basically, they go for the throat of your best unit, and will often manage to kill the other troops you send to stop them, too, even if you pin them!  If I had to create a code for this bunch of heroes it would be, “I am taking you down with me.”
     
    Chakax: 
     
    He has above-baseline combat stats, the hallmark of any hunter-killer, but what really emphasizes this role is his combination of relentless and his combat ability.  He is obviously intended to go after the enemy champion as hard and as fast as he can.  Also, he deserves super-bonus points since his artwork totally matches his role and his ability—you can almost hear him calling out the enemy champion and demanding to meet in single combat!  I like him as the poster child of this category of hero, so I ran him first to explain what a “typical” hunter-killer looks like: above-baseline combat stats, and swift or some other ability that helps them when an opponent engages them.
     
    Grombrindal:
     
    Grombrindal has frenzy on a small base, which isn’t ideal, but it’s really just gravy; when it is paired with his above-baseline attack it makes him good at eviscerating enemies while pinning, and if you get more than one at a time, so much the better!  
     
    His stats (and his below-baseline counter) make him seem like an ideal candidate for the impact hero ranks.  What separates him from the impact heroes, though, is his ability.   When paired with stalwart, his ability means that he is actually capable of essentially dealing above-baseline counter damage (while also smacking around anyone underneath him).  Thus, Grombrindal is capable of shaking off enemies that pin him, making him less reliant on the charge.  He is unlikely to be pinned for long, so he is a good candidate for dealing with opposing heavies, as he will not simply be left to rot underneath an enemy rank-and-filer.
     
    Tyrion:  
     
    Tyrion, like our other hunter-killers, boasts above-baseline stats standard.  That alone qualifies him for the ranks of hunter-killer, able to pursue and pin enemies and defend himself as well while he deals his damage.
     
    Tyrion also features a wildly unpredictable ability that give him a chance of insta-wounding an opponent in a duel.  Although his ability is random, it does help dissuade an opponent’s cronies from piling on too eagerly when you pull of a good charge/pin, and gives him the chance of pulling out some truly epic assaults single-handedly.  That said, the lack of guaranteed results on his ability makes him the least threatening out of this group, in my opinion, but they are a pretty scary bunch in single combat!  Overall, Tyrion is a tenacious attacker and defender that will usually deal out his fair share of wounds in close combat—not a guy you want on top of you. 
     
    Valkia:
     
    While Valkia does no sport the above-baseline stats of the other heroes in this category, she definitely has the flavor of a hunter-killer, and you know she will almost always be empowered.  The fact that she has flying is a nice way of getting past enemy chaff and dropping in on a juicy target, which further compliments her role as a seeker missile. 
     
    Once empowered, she is tough to wound, and will throw out high-strength swift attacks in both directions.  She can chase heroes down, and kill them and the troops sent to stop her.  That is the definition of hunter-killer.  She feels the most like Chakax, and I would say she and he are the pure form of the breed, with Tyrion and Grombrindal being the next tier (thematically, not necessarily in terms of effectiveness). 
     
    In summation, these heroes have one concern—getting into an important scrap and then holding on to drag down the enemy champion.  They don’t help buff the rest of your army, but rather act as the bulldog that goes for the throat and hangs on to the bitter end.  I think you could easily throw Archaon in this group as well, especially since his ability is a nice anti-pin bonus, but as I mentioned above, I feel his defining characteristic is different.  With Archaon, the fact that I never want him rolling in and scoring a mega-impact on my units was the first thing that came to mind, so I placed him with the impact heroes instead.  
     
    3. Tanks
     
    This category of heroes is full of disks that are simply tough to kill.  High toughness, swift counter, or special abilities make them a pain to bring down at times, and they tend to showcase defensive abilities or statistics.  They don’t always have the best movement or above-baseline stats in every area…but they don’t die easily!
     
    Throgrim: 
     
    Magic resistance, six toughness, extra stamina, five counter…overall, not a good guy to pin, and a tough guy to kill under any circumstances.  The fact that he gets really angry when you kill his friends just makes him even more fun, and confirms the fact that deep down he is a soft-hearted guy with protective instincts…or maybe a raging madman who wants to rip your face off if you are on his ****-list.  His book of grudges is totally awesome, by the way.  Who is brazen enough to carry around a giant list of everyone they hate, just waiting for the day they meet them so they can punch them in the face?  THIS GUY.  His health will help make sure he lives long enough to do it, too.  When I think Throgrim, I think of a lot of dwarf that you have to chew through to put him down. 
     
    Luthor: 
     
    Luthor has pretty good stats.  Luthor has pretty sweet armor (love that artwork).  But that is just the beginning.  When Luthor is empowered, he turns into a raging hate-machine of frenzy that shrugs off enemy attacks like they were unwanted PDA from a girlfriend he doesn’t really like.  If you run him with High Elves you can toss shield of faith and shield of saphery on him for added lulz.  I’m not saying it’s a perfect competitive build, but tell me you don’t want to try it once…
     
    Isabella: 
     
    Isabella has good combat stats and mobile magic, so she is pretty effective as far as combat goes. So why do I think of her as a tank instead of a hunter-killer?  Well, for one, she doesn’t counter that well, but second…she regenerates, and you basically have to completely kill her in one round to make certain she won’t just continually bounce back. 
     
    Speaking anecdotally from games I have played recently, she requires a highly disproportionate amount of damage to destroy for a disk with only four toughness.  Vampire Counts also possess a stable of cards that help make her untouchable… *plays card* “Oh you can’t pin me.”  *plays card* “By the way, you can’t deal counter damage to me, either.” *plays card*  “And I will resurrect the angry dead on top of anything that gets too close to me, mkay?”  Pretty tough to deal with, sometimes.
     
    Drycha: 
     
    Six toughness standard, and you know you will run skin to bark with her, so it’s really more like eight if necessary.  Or maybe it’s nine with an empowerment, because why not?  If you bring some dryads along for the ride, you have a pretty tanky front line, albeit one that might not throw down the most damage in melee.  Definitely a tank-oriented hero, and there’s not a lot else to say about her. 
     
    I thought about throwing her in with the support heroes, as her ability obviously enhances the rest of you forces, but until we see more forest disks (and I REALLY want a treeman and some treekin!) I think of her six toughness as being her defining trait. 
     
    Helga: 
     
    Five swift counter and magic resistance make her a bear to bring down…especially if she is surrounded by swift hammerers just waiting to pile on anything that pins her.  The range restriction on her ability means it primarily influences combats right next to her, so I see it as being more tanky/defensive than as a support role.  It is ideal for getting enemies off of your other disks in the front line, and lets you be more defensive. 
     
    That’s it for the tanks—tough, resilient heroes who can hang around to the endgame and become a thorn in your side.  Next up, look for the section on the final two categories of heroes: Support and Ranged!
  14. Like
    MechaBri.Zilla reacted to Jedhead in Hero Types and Roles   
    So today I was thinking about the heroes that have been released thus far for our beloved game, and because I like to categorize things, I came up with some basic archetypes of heroes that I see as existing in Diskwars.  You will find the heroes sorted according to my classifications below.  I warn you, it will be long (and quite possibly boring), but I was having fun theory-crafting, so if nobody reads it, I don’t care.  It was still fun to write.    
     
    Before I move into the categories themselves, a few disclaimers: 
     
    * I assigned heroes to categories based on what I felt was their core attribute, or their central purpose.  To put it another way, what do you think of first when the hero pops into your head? 
     
    If I say “Teclis”—everyone would say, “Magic.”  “Azhag”—everyone thinks, “I don’t want that guy pinning me.”  “Volkmar”—“That guy sucks!”  (Kidding—sort of—I put him in as support, read on to see more on that below).
     
    * When I first started this endeavor, I established a set of hero “benchmarks” in order to aid me in making comparisons.  A hero that meets my “baseline statistics” has at least 5 attack, 4 counter, 5 toughness, and one stamina.  Anything above baseline is obviously better, while stats below baseline fail to measure up.  Magic three would be the hero baseline for magic attacks, and as far as movement goes, I set the baseline at five flips for a small disk, four for a medium, and three for a large.  If you disagree with this analysis, too bad, since I wrote it and you didn't .  Seriously, though, what do other people think of this as a hero baseline?
     
    * Some heroes clearly overlap categories a bit, and I note that in my discussion at times, but not always.  To echo my initial point, I placed them in categories based on what I feel is their seminal trait.  Think they should go somewhere else?  Let me know!
     
    So without further ado, I present the first of my categories:
     
    1.  “Impact” Heroes.
     
    The heroes I have termed as “impact” heroes do not necessarily have the impact keyword, rather, they are the heroes who give you an utter thrill of satisfaction any time you flip onto an enemy (and, preferably, as many enemies as possible!)  These heroes rely on the charge to gain an edge; without it, they are noticeably weaker, so their “impact” on the game swings wildly depending on whether or not they can secure a critical pin.  Their attack stats tend to be above the baseline, but their counter values or toughness tend to be at or below it.  Consequently, they really want to pin you rather than the other way around, which lends a feeling of “weight” to their pinning flip.  When they catch you, there is a sense of finality, and the reverse can also be said; if these guys are the centerpiece of your army and they get pinned early, your heart sinks at the impact on your game plan. 
     
    Azhag the Slaughterer: 
     
    I will start with Azhag, as he epitomizes the concept of the “impact” hero.  His attributes are well known: Frenzy. Large Disk.  Seven attack.  Flying.  SCARY.  If he pins your army (or even just a chunk of it), you weep, and most likely lose the game as well.  If you pin him, you feel a sense of relief, and may want to laugh in your opponent’s face (unless he has intimidate handy, which with Azhag, he probably should).  At any rate, Azhag is a highly effective “impact” unit, capable of smearing an entire force across the board.  The flip side (no pun intended)?  His counter and toughness are both baseline, which means that if you can pin him, he isn’t really that scary after all.  Even then, Azhag seems to me to be one of the strongest impact heroes in the game: his extra wound capacity makes him tough to remove quickly, so he has the potential to hang around and fight his way clear of a scrum with some support…and you better not be standing too close to him if he does!
     
    Lokhir Fellheart:
     
    Lokhir is another good example of an impact hero.  Fear coupled with frenzy is simply an incredible pairing (imagine this on Azhag for a moment…… .......... !!!!!!!!!!!.....okay, come back to reality and be sad or relieved as appropriate).  Lokhir’s healthy attack rating also makes him a beast if he manages to pin an enemy or two.  His biggest limitation in this regard is obviously his small size, as he is generally unable to pull of the holy grail of pins, but he still forces your opponent to split up a bit or risk losing multiple units in one nasty skirmish.  As with the rest of the impact heroes, his baseline counter is nothing to write home about, and his low toughness limits him even more.  If he is pinned early by a unit with decent statistics, there is a good chance he may never fight his way clear, allowing you to contemplate in complete safety whether or not Lokhir is actually from Game of Thrones or from Warhammer…seriously, I can picture this disk screaming, “Did you pay the IRON price for that?!” as Theon cowers away from him.
     
    Grimgor Ironhide: 
     
    Grimgor’s powerful, swift attack and weaker counter make him feel like a “need-to-pin” kind of guy, and his extra stamina plus swift means you are in trouble if he pins you.  He has less impact than the rest of our heavy hitters in many ways, but you still don’t want him on top of your disks!  His low toughness definitely comprises his greatest weakness, though this is compensated by his stamina value of two.  He is probably the weakest member of this group thematically speaking, as his role in game fits the “impact” hero style the least.  Like the others discussed here, though, the key point is that his baseline counter value means you can pin him with something tough and ride out the storm.  I see that as the essential dichotomy he faces in every game: pin him early, and he stinks, but if he runs around and pins you, it is very irritating! 
     
    Grom the Paunch: 
     
    In some ways, Grom feels like the ultimate impact disk due to his high value on the charge and utter worthlessness when he gets pinned.  Though he lacks the sheer army-slaughtering capabilities of Azhag, he packs a good impact of three, and also sports relentless for even more fun.  Pair that with high movement value and decent attack, and you have the recipe for a disk that is pretty fun to throw around on the charge…Simply put, he is countless pounds of obese, chariot-mounted goblin plowing into you.  That said, he looks like the worst hero in the game if he gets pinned early on, as his counter strength is actually below baseline.  He’s not even hacking his way free of Marienburg Swordsmen without some help.
     
    Archaon the Everchosen: 
     
    Archaon is actually a well-rounded combat disk, and can hold his own when pinned more successfully than the fellows mentioned above due to his arcane damage.  That said, when I think Archaon, I think, “please no multiple-pin charges from this guy.”  If I can isolate him and pin him, I feel much better, but if he bears down on my front line and throws both impact and arcane damage everywhere…well, it just feels like someone peed on my carpet, and there’s nothing I can do about it.  Like most of the “impact” heroes, he is at his best when he smashes into multiple enemies, and at his worst when pinned by a tough disk that can hold him down for a bit.  Overall, he is a solid choice if you want to run over some enemies, and a disk that always feels much less valuable when he is pinned. 
     
    Final thoughts on “impact” heroes in general:
     
    First I wanted to mention a general fact: I realize that most heroes don’t want to get pinned, so the fact that these guys are less effective when pinned is no surprise.  These heroes, however, combine their great value while pinning with the fact that they really don’t want to get pinned.  These heroes generally benefit from pinning many enemies, and shudder at the though of being pinned early, as it effectively removes them from the game.  I find Grimgor to be the weakest fit thematically with the category, but his devaluation while pinned is so rapid that I put him in anyway. 
     
    Another observation: I think it is nice to note that the orcs are heavy in the impact hero department.  It just feels appropriate to me; it’s only a proper fight when you get “stuck in wiv da boyz” and smash some face!  The category is filled out with other destruction heroes as well—again, this feels appropriate, as they have the biggest, scariest, meanest back-stories and appearances. 
     
    I will put up two more posts soon, each one containing two more categories of heroes with discussions on each disk and why it fits the theme.  Drop me some comments below if you feel so inclined!
  15. Like
    MechaBri.Zilla reacted to Westonard in Hope for Diskwars   
    Vampire Counts seem to play differently than other armies. Where most other armies benefit from rushing in on massive Scrums, Vampire Counts benefit more from the long game, with whittling down their enemies and reanimating their own.
  16. Like
    MechaBri.Zilla reacted to Jedhead in Hope for Diskwars   
    I never thought about it in those terms, but that actually makes sense.  They have said (or at least strongly hinted) in interviews/In-Flight Reports that they had something akin to this problem with the Star Wars IP, where they run up against resistance from Disney on certain design possibilities due to the "in flux" state of the canon.
     
    In response to the cover consideration, I love the idea of cover and stealth stacking.  It would make stealthy units much more pesky to root out of woods, etc., and right now, the stealthy units as designed could use all of the help they can get (in my opinion).  They tend to be overcosted so far as my playtesting has been concerned, and the stealth/cover stack would be a mild buff that would certainly not overpower them. 
     
    As it stands, I dislike Gutter Runners and Corsairs rather strongly.  Gutter Runners in particular seem to always trade poorly.  It feels almost like they were designed to be mobile, but they accidentally printed scout or stealth on them instead.  Without mobile, they feel like really expensive Marauders. 
  17. Like
    MechaBri.Zilla reacted to Westonard in Hope for Diskwars   
    So, In a room I moderate in, which is a Warhammer general discussion chat room, people are discussing the current drastic overhaul to the WHFB meta. It occurred to me that very well could also be a reason why WH: DW was put on hold. Either FFG wants to see how things will end up playing out story wise -or- GW told them to wait before they release heroes/units that might be killed off in the current setting. 
     
    Edit: Yes, -technically- Isabella von Carstein is dead but she is a general for WHFB, but things can be changing such as..what is currently happening with Naggaroth, which would actually change Dark Elves and High Elves.
  18. Like
    MechaBri.Zilla reacted to Westonard in Hope for Diskwars   
    I agree that certain combos need to go away, or have counters or other viable options. However, something to remember, DW only came out this year. With the current stuff they are hyping launching now or within the next couple months, I would expect to see some more previews for other stuff in the near future, which will hopefully be Elves, both Wood and Dark. And, a hope they would change the stance on cover, because it would really change the meta, and how terrain is placed if Cover stacked with woods/terrain that gave it.
  19. Like
    MechaBri.Zilla reacted to Westonard in Hope for Diskwars   
    So, I was just looking at Elder Sign, which is the other thing I really enjoy. I do like FFG and their Cthulhu stuff, I have a bit of Arkham Horror, not as much considering all the expansions, and I don't have all the expansions for Mansions of Madness. That said, it took a year and a half for Elder Sign to get its second expansion, I just think that we were a little spoiled since we got two-ish expansions within six months of the game's release. Honestly I will be hopeful and remain optimistic until FFG has obviously abandoned this game and it has been years with no news/tournament kits/expansions. They are pushing their new stuff, SW Armada, 40k conquest, their new RPGs for the end of the world stuff, SW will likely get a lot of hype and sales with Episode 7 coming out next year, so their focus and milking it makes sense. 
     
    So I just counsel patience.
  20. Like
    MechaBri.Zilla reacted to Lepusek in Hope for Diskwars   
    I just want some info from FFG and that's all 
    some hint or spoiler anything !!!
  21. Like
    MechaBri.Zilla reacted to Jedhead in Hope for Diskwars   
    Agreed.  It is difficult to be patient when you love a game so much, but it is the best course of action without a doubt. 
     
    Part of what makes it so difficult to wait is that WDW "feels" like an LCG (or at least it does to me), which causes me to expect expansions and content at an LCG pace.  In reality, DW is more like a board game than an LCG, so that level of product outpouring is improbable.  If there were that many expansions coming in at that rapid a pace, it would actually be far more than I could handle financially, and I probably wouldn't get in enough games to use all the disks very often anyway.  I guess I am actually okay with the pace of releases.  It doesn't stop me from wishing for updates and a few more expansions, though.  I know I shouldn't eat chocolate all day, but that doesn't stop me from wanting to eat it...
     
    The tournament support that just came out gives me a fair degree of optimism, actually.  I interpret it as a commitment to continue the game for at least another year, and possibly beyond.  Not many games get organized play support, so hopefully that means we will see another expansion or two sometime this coming year.  Speaking of organized play, I would love to attend a tournament and drum up some local support, but sadly, it seems nobody in my area is really into this game outside of my own gaming circles. I don't have the time to attend gaming stores often to try and raise some interest on my own, but I wish I could make an impact and sell more people on the idea of this excellent game.
  22. Like
    MechaBri.Zilla reacted to JTG81 in Measurement values of each disk   
    I agree and would be against the use of rulers or tape measurements in actual gameplay as well for the same reasons that you stated. The reason I posted it is in practice and for evaluating potential disks to add to my army. In practice, if you know the exact distance a disk will travel, it can help you to eyeball more effectively in a game. For evaluating disks, I think that mobility is  important and with different disk sizes and number of flips, it can sometimes be difficult to see what disks have the greatest reach; with this simple formula I can quickly figure out how far a disk will travel against other disks and make my decision based on those values.
  23. Like
    MechaBri.Zilla reacted to Jedhead in Measurement values of each disk   
    If you really want to memorize measurements, it might work out a bit better to estimate how far along the range ruler a disk of each size can travel, since you are actually allowed to check range in game with that.   I wouldn't pull out a ruler and measure, nor would I allow my opponent to do so, but the range ruler is valid per the rulebook.
     
    I actually know roughly how far a disk can travel in term of long-range, medium range, short-range on the range ruler, but I don't allow myself to measure unless an actual shot is going to be taken.  Measuring for movement just feels like it is a bit against the spirit of the game.  It also feels more real to prohibit non-shooting measurements--you wouldn't really stop in combat to measure the distance between yourself and an enemy, you would eyeball it and then make your decisions from there.  Of course, you wouldn't really measure before you shot at someone either, but you get my drift...
     
    Just my two cents; maybe I just like the uncertainty when I try to close out a long charge.
     
    That said, this is interesting information, thanks for figuring it out! 
  24. Like
    MechaBri.Zilla got a reaction from Jedhead in Expansion stalker   
    Fo sho.
     
    It's just me and one other guy where I play. But I keep trying to pull people in.  And, hey! Christmas is coming.  I'm sure someone needs a copy of diskwars.
  25. Like
    MechaBri.Zilla reacted to Jedhead in Expansion stalker   
    Yeah, I saw that.  Now if only I can drum up some local interest and find a store to host a tourney...
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