now weve got the basics out the way its time to talk deck building!! before we go into tactics this is the most important part of playing vangaurd being able to build a deck. their is a simple check list to use when building a decent deck
starting with the basics we need to use 50 cards with 16 triggers plus a starting card that means we have 33 cards left for the rest of the deck and ill use my kagero deck for examples the basics are kagero are high damage and retiring rear gaurd units we can do other things but these are the main stratagies that i use
my triggers are
embodiement of spear tarr x4 (critical)
lizard soldier ganlu x4 (stand)
dragon monk genjo x4 (heal)
gatling claw dragon x4(draw)
conroe is my starting vangaurd
i use a balance of all 4 triggers as after u draw 6 cards theirs nearly a 50% chance to draw a trigger when u attack or take damage and 25% chance to draw any of the above triggers obviously you can change these if u feel ore inclined towards a certain play style
conroe is my starting vangaurd because he can counter blast and fetch a grade 1 or less kagero in 2 my hand
with the 33 remaining cards we need 2 create a curve with the first hand that is drawn IE 0-3 then secondly the deck needs synergy so that you can ride up quickly to grade 3 this curve is so important for defending if u draw to many high grade cards u wont be able 2 defend early game
this is the set up i use for my deck
grade 0 17
grade 1 13
grade 2 11
grade 3 9
this means that my starting hand shud contain atleast atleast 1 from each grade giving me a gd curve
synergy
this is created through 1 or more cards boosting others and helping you on the road to victory this can be done through cards fetching other cards or drawing them having a high number of cards and beng able to superior ride :D
the next article will be a list of all the cards in my deck and my tactics
Monday, 26 March 2012
Sunday, 25 March 2012
vangaurd part 2
we looked at the basics now im going to go over the cards and more indepth game play
each card indepth!!
as well as the lv of each card and its power they also have shield written on them this is the amount of damage they can help block.
as you can see from the card above their are 3 different types of abilities
cont in red these are continuous abilities and as soon as the card is played they come into effect
act in blue are activated abilites these require you to perform a certian action
auto in green this means that the ability will come into effect its important to pay attention to auto effects
some cards can also soul blast or soul charge
the above card can soul blast a soul blast is perform by flipping face up damage cards face down
a soul charge is done by putting the top card of the deck underneath of the top card (any card below the top card is called the soul)
damage check drive triggers and combat !!!!!!!
as i mentioned in the first article you win by causing 6 point of damage and that balancing taking damage with bocking
dealing damage
only front rank cards can attack to deal damage to the player u must attack their vanguard. you can also attack other front rank rear guards.
simply declare which will attack first
if u will boost
then the opposing player decides to block or not
blocking
the opposing player can block any cards vanguard or rear guard by calling his cards to the guardian circle. defence is worked out by adding the amount of shield to the power of the vanguard if the total beats the attackers then they lock if not you take damage.
the twist check the drive trigger!!!
if a vanguard unit attacks then after the opponent guards or not the drive trigger is checked this is done by revealing the top card to the opponent if a stand draw heal or critical trigger is revealed the evvects activate:
firstly all triggers give a card 5000 powe this can be added to any card including the vangaurd to boost his power to do damage
stand trigger after a card attacks it is put on its side (called resting) a stand trigger means the card can go back upright or stand to attack agen
draw triggers alows you to draw another card (triggers wont activate)
heal this lets you heal 1 point of damage for this to work you must have equal or more damage than your opponent
critical this is good one this adds +1 damage to an attacking unit so if the opponent didnt guard thats 2 damage!!
now if the opponent guarded and the attack still went thru or they didnt guard then its time to damage check!!
this is done in the same way a drive check is done reveal the top card then place it on the left hand side of the play mat face up if a trigger is revealed resolve the effects first so all the effects above apply although critical wont work on the defencesive but giving +5000 to the vangaurd makes it harder to do damage
thats it all the rules are on line as well and the next articles will be about deck building tactics and the elusive FINAL TURN!!!!!!!!!!
each card indepth!!
as well as the lv of each card and its power they also have shield written on them this is the amount of damage they can help block.
as you can see from the card above their are 3 different types of abilities
cont in red these are continuous abilities and as soon as the card is played they come into effect
act in blue are activated abilites these require you to perform a certian action
auto in green this means that the ability will come into effect its important to pay attention to auto effects
some cards can also soul blast or soul charge
the above card can soul blast a soul blast is perform by flipping face up damage cards face down
a soul charge is done by putting the top card of the deck underneath of the top card (any card below the top card is called the soul)
damage check drive triggers and combat !!!!!!!
as i mentioned in the first article you win by causing 6 point of damage and that balancing taking damage with bocking
dealing damage
only front rank cards can attack to deal damage to the player u must attack their vanguard. you can also attack other front rank rear guards.
simply declare which will attack first
if u will boost
then the opposing player decides to block or not
blocking
the opposing player can block any cards vanguard or rear guard by calling his cards to the guardian circle. defence is worked out by adding the amount of shield to the power of the vanguard if the total beats the attackers then they lock if not you take damage.
the twist check the drive trigger!!!
if a vanguard unit attacks then after the opponent guards or not the drive trigger is checked this is done by revealing the top card to the opponent if a stand draw heal or critical trigger is revealed the evvects activate:
firstly all triggers give a card 5000 powe this can be added to any card including the vangaurd to boost his power to do damage
stand trigger after a card attacks it is put on its side (called resting) a stand trigger means the card can go back upright or stand to attack agen
draw triggers alows you to draw another card (triggers wont activate)
heal this lets you heal 1 point of damage for this to work you must have equal or more damage than your opponent
critical this is good one this adds +1 damage to an attacking unit so if the opponent didnt guard thats 2 damage!!
now if the opponent guarded and the attack still went thru or they didnt guard then its time to damage check!!
this is done in the same way a drive check is done reveal the top card then place it on the left hand side of the play mat face up if a trigger is revealed resolve the effects first so all the effects above apply although critical wont work on the defencesive but giving +5000 to the vangaurd makes it harder to do damage
thats it all the rules are on line as well and the next articles will be about deck building tactics and the elusive FINAL TURN!!!!!!!!!!
stand up the vanguard
vanguard cardfight is finally out so now ill be doing some deck analysis combos etc etc coz i love to blog. for those browsing and dont know what vanguard is its a card game made by bushiroad and the guys behind duel monsters and yu gi oh!
card fight game play area basics and stuff !!!
its very simple each player has a 50 card deck with exactly 16 triggers which are stand draw heal and critical these are very important during combat as they can add an extra 5000 damage to a card which makes the difference between doing damage and not(more on that later). after that each card has a level and these levels have different abilities. the picture below is a playmat
the green semi circle is the gaurdian circle
the blue circle is the vanguard circle
gold is rearguards
the rest are labelled
level 0 cards
these are mainly trigger cards (heal triggers re capped at 4) and the initial card you will use as your avatar to start the game. the main ability of lv0 cards is they boost attacking cards
lv1 cards
these are used to boost other cards when attacking
lv2 cards
these cards can intercept if a lv2 card is on the field in the front row then it can be placed in the gaurdian circle to defend the vanguard
lv3 cards
twin drive!! these are the most powerfull cards and will also have devastating effects such as retiring all rearguard units or being able to summon your own units from the drop zone to rear guard spaces
how the game works !!!
each player has a turn which has 4 seperate stages
ride phase - this is where you place a card with equal or higher level on the current
main phase - call any other cards to rear guard and activate any abilities
battle phase - this is where you battle :D
end phase - this is where u end your turn and the steps are repeated for your opponent
the winner is the first player t ocause 6 points of damage!!
the most important part of vangaurd is being able to weigh up when to block attacks and when to take damage this will be covered in the next article :D as well as other card abilities such as soul charging and soul blasting
card fight game play area basics and stuff !!!
its very simple each player has a 50 card deck with exactly 16 triggers which are stand draw heal and critical these are very important during combat as they can add an extra 5000 damage to a card which makes the difference between doing damage and not(more on that later). after that each card has a level and these levels have different abilities. the picture below is a playmat
the green semi circle is the gaurdian circle
the blue circle is the vanguard circle
gold is rearguards
the rest are labelled
level 0 cards
these are mainly trigger cards (heal triggers re capped at 4) and the initial card you will use as your avatar to start the game. the main ability of lv0 cards is they boost attacking cards
lv1 cards
these are used to boost other cards when attacking
lv2 cards
these cards can intercept if a lv2 card is on the field in the front row then it can be placed in the gaurdian circle to defend the vanguard
lv3 cards
twin drive!! these are the most powerfull cards and will also have devastating effects such as retiring all rearguard units or being able to summon your own units from the drop zone to rear guard spaces
how the game works !!!
each player has a turn which has 4 seperate stages
ride phase - this is where you place a card with equal or higher level on the current
main phase - call any other cards to rear guard and activate any abilities
battle phase - this is where you battle :D
end phase - this is where u end your turn and the steps are repeated for your opponent
the winner is the first player t ocause 6 points of damage!!
the most important part of vangaurd is being able to weigh up when to block attacks and when to take damage this will be covered in the next article :D as well as other card abilities such as soul charging and soul blasting
Tuesday, 13 March 2012
musings
over 5 games iv won 1 lost 4 so 10 games will be 2/8 thats a poor average when the tournament im goin to is only 3 games that means theirs a gd chance ill lose all 3 games which is not gd . now i am looking to win atleast 2 which means in the next 5 practice games i really need 2 win atleast 2 games this will put me 2 3/7 which is a better average and more hope of gettin those 2 wins that i need.
from playing iv realised i dont have enough shooting and 2 much CC 2 dedicated shooting units and 2 dual units in wave 1 wasnt enough so now iv changed the list and boosted the shooting to 6 units
the new lists look like this
Chariot
Bolt
We are legion / master of sorcery
X2
Herald of tzeentch
Disc
We are legion / master of sorcery
Bolt of tzeentch
Feinds x6
Might
Crushers x5
Fury / instrument
Plague bearers x5
Plague bearers x5
Plague bearers x5
Hs
Deamon prince
Wings
Armour
Might
Mark of tzeentch
Bolt of tzeentch
X2
now going back through the list
dedicated shooting units
both heralds as per the original list
a new herald with the same setup
flamers (herald on disc attached to these)
these have doubled from 2 to 4 lol this means that i shoud be able 2 drop these 4 on turn 1 along with 2 deamon princes being optimistic
CC units
feinds
crushers
these havent changed but with the improved shooting phase when they drop hopefully theyll be nice little juicy targets bcoz ill have destroyed sum boxes :P
dual units
deamon princes
these will be as they allways have been shooting a tank with bolt then charging it 2 finish it off from turn 2 they shud both hopefully take out 2 a turn all being well 4 wounds with a 3+/4++
so in total 6 shooting units and 4 CC units which is an improvement well see how it does on the table next thursday
from playing iv realised i dont have enough shooting and 2 much CC 2 dedicated shooting units and 2 dual units in wave 1 wasnt enough so now iv changed the list and boosted the shooting to 6 units
the new lists look like this
Hq
Herald of tzeentch Chariot
Bolt
We are legion / master of sorcery
X2
Disc
We are legion / master of sorcery
Bolt of tzeentch
Elites
Flamers x6Feinds x6
Might
Crushers x5
Fury / instrument
Troops
Plague bearers x5Plague bearers x5
Plague bearers x5
Plague bearers x5
Deamon prince
Wings
Armour
Might
Mark of tzeentch
Bolt of tzeentch
X2
now going back through the list
dedicated shooting units
both heralds as per the original list
a new herald with the same setup
flamers (herald on disc attached to these)
these have doubled from 2 to 4 lol this means that i shoud be able 2 drop these 4 on turn 1 along with 2 deamon princes being optimistic
CC units
feinds
crushers
these havent changed but with the improved shooting phase when they drop hopefully theyll be nice little juicy targets bcoz ill have destroyed sum boxes :P
dual units
deamon princes
these will be as they allways have been shooting a tank with bolt then charging it 2 finish it off from turn 2 they shud both hopefully take out 2 a turn all being well 4 wounds with a 3+/4++
so in total 6 shooting units and 4 CC units which is an improvement well see how it does on the table next thursday
Tuesday, 6 March 2012
5 weeks and counting
well were entering the few final weeks for open war and i have this to report
blood crushers done!!
deamon prince done!!
demon prince done!!
as for the gaming side its deffinately worth while to split the army evenly and this is how im gunna do it
heralds x2
deamon princes of tzeentch x2
feinds
crushers
this leaves
blood thirster
deamon prince of khorne
and 4 troops
hopefully with the drop on turn1 i have a chance to take out 4 tanks then after their turn1 hopefully ill have enough left to finish off what ever comes out of those tanks or do mor damage with the feinds and crushers and if the DP and thirster drop in ill be reinforcing the charge side and dropping troops out of the way thats the plan
next game necrons :D
blood crushers done!!
deamon prince done!!
demon prince done!!
as for the gaming side its deffinately worth while to split the army evenly and this is how im gunna do it
heralds x2
deamon princes of tzeentch x2
feinds
crushers
this leaves
blood thirster
deamon prince of khorne
and 4 troops
hopefully with the drop on turn1 i have a chance to take out 4 tanks then after their turn1 hopefully ill have enough left to finish off what ever comes out of those tanks or do mor damage with the feinds and crushers and if the DP and thirster drop in ill be reinforcing the charge side and dropping troops out of the way thats the plan
next game necrons :D
Friday, 2 March 2012
deamons cotinued
i have changed my list this week adding 1 bloodthirster and dp of khorne and dropping the horrors and soul grinder AND MY PACK GO ARRIVED ITS AWESOME!!! LOL
as for actual models
i have just ordered the chariots and magnets to stick larger models together etc etc and 2 more bases for these models
still need:
20 plague bearers
2 heralds of tzeentch
1 blood thirster
1 dp
time limit 6 weeks lets get it on!!!
gaming wise im still struggling with deamons and gettin the hang of them losing 2 nids with more fire power and its annoying
what iv learnt so far tho is make the drop as even as possible and then depending on the game saturate the weak half allways refuse flank!!
as for actual models
i have just ordered the chariots and magnets to stick larger models together etc etc and 2 more bases for these models
still need:
20 plague bearers
2 heralds of tzeentch
1 blood thirster
1 dp
time limit 6 weeks lets get it on!!!
gaming wise im still struggling with deamons and gettin the hang of them losing 2 nids with more fire power and its annoying
what iv learnt so far tho is make the drop as even as possible and then depending on the game saturate the weak half allways refuse flank!!
Wednesday, 22 February 2012
deamons so far
so far iv painted 2 scenic bases and 1 deamon prince and 4 horrors i have remaining to paint
33 bases
2 chariots of tzeentch
6 feinds of slaanesh
10 plague bearers
changeling
2 heralds of tzeentch
and i have to buy all of the above as well as paint it
heres some pics of wat i have painted so far
the horrors will have similar bases to the deamon prince and LOC they just havent arrived yet
33 bases
2 chariots of tzeentch
6 feinds of slaanesh
10 plague bearers
changeling
2 heralds of tzeentch
and i have to buy all of the above as well as paint it
heres some pics of wat i have painted so far
the horrors will have similar bases to the deamon prince and LOC they just havent arrived yet
Subscribe to:
Posts (Atom)