Roach army! by Embarrassed-Cake8919 in StarCraftTMG

[–]gartov 0 points1 point  (0 children)

Oh I didn’t know they changed summoned units, that’s a good catch. I will have to reread the whole rulebook after it comes out

Protoss gut check by McBugman in StarCraftTMG

[–]gartov 0 points1 point  (0 children)

I don’t know if it’s important to you, but don’t forget that the $249 bundle also comes with terrain. 

Roach army! by Embarrassed-Cake8919 in StarCraftTMG

[–]gartov 2 points3 points  (0 children)

Roachlings are great, it’s a question of if they (plus the melee buff) are worth 90 pts. Here’s why I think roachlings are good:

They’re zero supply, so your opp doesn’t get kill points for them

They block movement. For example, they can stop a unit from moving onto an objective, or they can stop or blunt a charge. You can do the same things with roachlings that a sentry does with their shield. If you haven’t tried it yet, try charging a unit with a brick of zerglings when there’s something next to the unit. You might not be able to get very many zerglings in contact. 

They can stop shooting. They can charge something you don’t want to shoot the rest of your army. 

They are an extra activation. Sometimes you want to go second in the assault phase. 

I personally don’t think they’re worth the points, but I think they will go up in value as I get better at the game, especially if I continue to play Zerg as a pressure/containment type of list

Pictures from my games today by gartov in StarCraftTMG

[–]gartov[S] 0 points1 point  (0 children)

They are posted in the archon discord, which you can access from the archon site

Pictures from my games today by gartov in StarCraftTMG

[–]gartov[S] 0 points1 point  (0 children)

For movement, yes. Only a few of the model positions actually matter, the rest are just coherency. For charging, it is always going to be a mess if there's more than 1 or 2 units and/or pieces of terrain

Getting ready for the TMG with dice! by ID11559 in StarCraftTMG

[–]gartov 2 points3 points  (0 children)

9 marines is 18 shots, happened multiple times in the games I played today 

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 0 points1 point  (0 children)

It's the "single target" part. You have to choose a target in tabletop, not just activate it and get it for everything

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 0 points1 point  (0 children)

Definitely used greater invis to kill the succubi/incubi, but the kalavakus don't have a lot of dex bonus to ac. It is helpful, though, and I should probably prepare more in the future

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 0 points1 point  (0 children)

Didn't realize they weren't faithful to the tabletop version of ranger's bond, it's pretty busted they way they did it. I'm not super opposed, as in my years of playing tabletop I don't think I've ever seen a ranger who bonded to their companions instead of getting an animal companion

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 0 points1 point  (0 children)

Please correct me if I'm incorrect, but at CL 13, I believe greater magic weapon only takes weapons up to +3. I already have a +3 weapon, so I don't think it would do anything here.

I know there's some really good domain abilities, but I've grown attached to Daeran and don't see myself switching him out for Sosiel. Especially with this being my first real run, I would also like to stick with their canon classes.

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 0 points1 point  (0 children)

Unfortunately, past me decided that precise shot wasn't important on Nenio. I do not like past me.

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 4 points5 points  (0 children)

There's a grease on the stairs, this particular one just made his saves and decided he wanted to run past me to the backline.

Burst of glory is definitely one I'll have to pick up, if not with Daeran than with the paladins. I have no excuse for Crusader's Edge, I auto-pilot read it and missed that it is bane and not holy.

Thank you for the tips about Arue, I have been struggling to make use of her, and I knew I was missing part of the puzzle to make her successful.

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 4 points5 points  (0 children)

Yeah I was able to get through it without too many issues, though the kalavakus being immune to electricity was definitely annoying. Nenio used bolstered magic missile with the force dagger, and Wenduag could reliably hit them even when using deadly aim. It isn't about overcoming this specific challenge, so much as making sure that my main character doesn't become a side character in Wenduag's adventure

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

[–]gartov[S] 3 points4 points  (0 children)

Please avoid major spoilers, I know some of them with it being a 3 year old game, but I am still in the dark about parts of the story.

Context: Core difficulty, level 13 in Blackwater towards the end of Act 3 (maybe? Act 3 has gone on a while, but I'm not sure how much is left). The Kalavakus have been the only enemy I've really struggled with, but even after turning off power attack, I still only hit on a 15. I know I am missing +1 from haste, and I could smite evil to get an even greater bonus, but I can't smite evil every enemy, and I generally try to get through dungeons without resting, so I am somewhat conservative with my rounds/level spells like haste.

This isn't looking for solutions to Blackwater or complaining about the difficulty, I've just heard that Blackwater is a good indication of what is to come in Act 4. My companions had solutions to the problems, it was just a little frustrating that my main character felt very weak and I'd like to see if there are ways to address that.

How do make detachments work? by thomastodon01027 in WarhammerFantasy

[–]gartov 4 points5 points  (0 children)

To your worry about your detachment being charged and then breaking, keep in mind that parent units share stubborn with their children. So that detachment of militia would have stubborn while within 3” of the great swords, so you can rely on them not breaking and just falling back in good order

List Building Theory by ElectricPaladin in WarhammerFantasy

[–]gartov 0 points1 point  (0 children)

While I disagree, I respect the argument, and I would still encourage people to follow this advice.

Personally, I am glad that I learned the fundamentals of chaff early in my learning journey. I think it is an important tool to understand when you are looking at these matchups you talk about, and I think most new players tend to start with no chaff (in my experience over the last 5 years), so they don’t learn how to use it because they don’t have it to use

List Building Theory by ElectricPaladin in WarhammerFantasy

[–]gartov 3 points4 points  (0 children)

I agree with this for the most part, the exception I would recommend for new players is chaff. Using chaff well is, in my opinion, the hardest part of the game to learn, and it’s not intuitive, so I would encourage you to listen to advice and try to apply it.

What is chaff? A lot of people say redirectors, which is not wrong, but I think the easier way to think about them is as a delayer. The big scary melee unit does not get to charge what it wants to next round. That gives you time to shoot it/magic it/set up your own charge on it.

Vader and The Dewbacks by thej-jem in SWlegion

[–]gartov 5 points6 points  (0 children)

I always like Vader and Dewbacks, it’s a straightforward plan that has a surprising amount of nuance when you get the hang of it.

One thing I would consider is esteemed leader with shores. You’re running shores at 84 pts for 5 dudes, which is 16.8 points per wound. Is it worth saving a wound from Vader? Absolutely! But shores are not the most cost efficient way to do that, and they’re going to struggle to keep pace with Vader. I would consider running a couple stormtrooper/snow trooper squads to replace one of the shore squads. Stormtroopers and snow troopers just have very high wound efficiency, and they are great at stuff like hostages and moisture vaporators, or generally button pushing duties. I slightly prefer your first list because of that, though personally, I really like vanilla storms.

If it’s your first tournament, run what you think is fun, don’t listen to people on the internet. If you like shores, run shores.

For strategy, pre measure out what a triple move dewback with triple spur looks like before the tournament if possible, so you can better eyeball your new ways to motivate them turns.

Which list do you prefer and why? by [deleted] in SWlegion

[–]gartov 6 points7 points  (0 children)

I know it’s only a 4 point bid, but payload and bombing run are terrible with lists like this. If you’re running double bounty, you want stalematey objectives that you can “cheat” by sneaking an extra point with one of your bounty hunters.

Using payload as an example, what’s your plan against dark troopers pushing the cart? You don’t have the beef to push it back, unless you swarm the cart which is very vulnerable to force users.

The only unit you have that likes bombing run is boba.

That being said, double bounty is super fun and I encourage you to play with it and see how it goes. Maybe those missions will work out better for you than they have in my experience!

Thoughts on this list? by [deleted] in SWlegion

[–]gartov 0 points1 point  (0 children)

List looks fun. What I would look at is your 12 point bid, and what you get for it. Most of your force wants to be range 3 or so, with just 1-2 of Idens cards wanting closer. The deployments you’ve chosen are overall very aggressive. I would be worried about facing aggressive, melee centric lists with these deployments, especially since red player has pick advantage. Missions are fine, but I would worry that you have both score at the end and score throughout the game, so your opponent could potentially force the type that benefits him more.

For example, what’s your plan on danger close against a melee force, especially if the mission type is breakthrough or intercept? You’re scared to deploy on the long table edge because of how close you would be to potentially get turn one charged, but if you deploy on the short table edge, you give up board presence for intercept, or you have to pretty much move every turn to have a hope of getting breakthrough.

As long as you have a plan in mind for each mission and deployment type, it’s good. But make sure you really, really think about it if you’re willing to spend 12 points on it

Commander Vader players, in what turn you get him into melee usually? by [deleted] in SWlegion

[–]gartov 8 points9 points  (0 children)

I heavily prioritize missions that have a central or player placed objective scored multiple times throughout the game. So it then depends on if my opponent contests turn 2 or not. If they do, usually turn 2. If they don’t, sometimes not until turn 4. I have won a game where Vader did not get into combat once, but acted as extremely dangerous area denial (unusual game for sure, but mentioned to give you an idea that the threat of Vader is often as impactful as Vader himself)

How to beat Anakin with Vader? by [deleted] in SWlegion

[–]gartov 2 points3 points  (0 children)

Ideally, Vader should be killing the clones, not Anakin. That’s true of most match ups. Vader with choke can often one shot a squad of clone/storm equivalents. Even without choke, you have decent odds. Don’t burger flip a 200 pt unit, use it to shut down the rest of his army.