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Fetid Strumpet

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Fetid Strumpet last won the day on May 8 2022

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  • Birthday 12/21/1978

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  1. I wouldn't characterize it that no master got more than 3. Good masters got or get 4AP worth of value in some way each turn. Bonus actions are as important or more important than regular actions. If your bonus action as a master isn't good and usable all the time you need something else to make up the difference, ala Kirai1. But yes I would agree that once you get significantly beyond that the value gets too good, to my mind anyway.
  2. I think he gets way too much value on his card. He never, or rarely ever has to spend any of his own AP on movement. He gets free value on card draw and marker removal without having to spend an action. He gets the ability to just give out his upgrades at vast range and with little to no downside. Hole in the World is a bonkers strong trigger on any model and especially one that can SS for the suit, and or just make sure it's there, and that's before we ever talk about combos the abilities he has with other abilities. I don't dislike any one thing on him, but the combination of abilities COUPLED with the fact that he has arguably one of the strongest keywords means he really does need a whack with the bat in my opinion. Conversely, if he is a reasonable power level, a significant amount of keywords, and masters in the game, need a SERIOUS buff to be relatively close to him in viability.
  3. Depending on terrain I'd be hard pressed to leave the boar at home.
  4. K2 would be my suggestion then. She can swamp him in models from Join Us, and has a disposable beater she can throw in his face.
  5. Dunno the terrain, dunno about scenario, but Seamus1 or Kirai 2 (Possibly 1) would be my initial answers. I ran K2 against a Cooper list using 2 Gwisin with GST each. Cooper can't 1 shot a Gwisin with a severe, and with both of them in range guarding each other as well as K2, 2 shots won't kill either one as well, as long as they are full up to start. Coupled with Terror if he targets one and you let him go after that one (yes I know if you TtH that instance ignores terror), and regen tossing with Anchor to reality, as well as Seishin, you can either let him kill something you don't care about, or toss the dmg back and forth between the Gwisin while K2 advances and throws the Ikiryo into his face, which Jedza is fine to kill as you can just resummon another one. Seamus1 has a similar gun, but better in some ways, and its effectively a longer range, as he can jump 12", shoot 10", and jump back behind blocking terrain, hiding from LoS. In this case I'd likely try to stay out of his LoS, and possibly swamp him with models that will be inefficient for him to kill. Swamp him with low cost, high wound models with H2W or H2K, so it is inefficient actionwise for him to murder them all with his gun, while using Seamus to jump in and kill as fast as possible any of his models that are advancing up the board trying to score. Force him to have to use the models he spent lots of points on to remove your models to score his points so his models are used inefficiently. That would be my initial strategy in anywise.
  6. No worries. My suggestions for fixing them, possibly with other changes would be to do one of the following: 1: Make weeping widow just a los ability. They still wouldn’t be great, but the could honestly then serve as a tech pick. 2: invert their bonus action so they could could count schemes as corpses. You couldn’t use it directly to stop an opponent from scoring, but with so many abilities in Redchapel that want corpses, and not a ton of efficient ways to generate them, they could have a pretty decent role in scheme marker heavy scenarios. 3: Before Seamus2 was a thing I’d have suggested giving them a corpse version of walking forge, but not sure giving the summon engine is a great idea, but maybe it would be fine. Thinking of how Mei2 works. She needs multiple scrap, but she doesn’t need a card or suit either, so… 4: Give them an aura or a bonus action that puts up an aura that lets them both drag a corpse around when they move and protects it from destruction. 5: possibly take feed on grief away and give them Terrorize at stat 6. I mean the big issue I have with them is at least in Redchapel they don’t really do anything worth 6ss. Give them something useful to do at range that plays into the other synergies of the crew and we could be talking. 6: just bake the ram into their attack in some way. Again if they did something useful after hiring they’d be fine. Strong melee hits that requires the set up of stacking distracted on something could also be useful. But honestly, Seamus is pretty ok with the current version of GG, and therefore I’m doubtful they are gonna do anything with mourners. A keyword minion being terrible isn’t exactly uncommon, and they buffed up to use ability his henchmen, so though I think the design on mourners is pretty bad and could be improved, not seeing that is needed or likely at this point.
  7. Because everything you say you bring them for is more efficient, cheaper, or both on other models. I personally never found that what they do actually do or enable at all worth it. Weeping widow is a pretty worthless ability in a lot of cases. Sure it can some times be useful, but Terror is only a card tax or a minor play pattern changer. It’s short range, so Ruthless models with guns don’t care, and it’s an aura, so they can still negate it by blocking LoS to the mourner. So I basically found that the ability almost always didn’t matter, and when it did it was trivially easy to negate. Scarlet seduction is on all the nominally female models in the keyword, so if you need that I’d hire Doxies in every situation over Mourners, since they actually do the enabling, and are useful upclose or long range. Even belles, since in my testing I’ve never found Sybelle worth it without at least 2 of them. Though I’d never hire a belle without hiring Sybelle. And I never found them all that resilient if they were actually helping score points. If they somehow got into a position to help score a point they were basically instantly killed. Doxies are more resilient and scarier to attack if you don’t negate defensive triggers because if you attack them with actions left you have to be aware you might just lose the rest of your actions to their regret trigger. Though Doxies drop pretty fast to be fair, with or without GST. For focus, you can pulse it once and get a fast, though fragile, scheme runner for 2ss less by hiring a Gravedigger. And that’s only if you need focus on anyone other than Seamus. Focus, I find, in very general terms, mostly a nonissue for the rest of the Redchapel crew as anything other than a defensive mechanic. Sybelle doesn’t care since it’s only a step up of 1 dmg, belles don’t need it since their max is 3, and they are almost certainly getting a positive anyway, doxies can use it, but they hardly ever take cane swings when I use them, and so on. Seamus does want focus, loves it, but I find it’s more efficient to hire a nurse to give it to him than to spend 8ss to get focus once and then have basically a brick of a model for the rest of the game. Buy the nurse and get all the tricks she does with tools for the job, condition removal, a fast assist action if necessary, and forced movement if you need it, as well as another seduction. Or instead of hiring 2 Mourners with GST hire Bete with GST and a Dandy, and get lots more utility for 2ss less, and still get 1 pulse of focus, and get a good cheap anti schemer and a really fast and good scheme runner who can double as a minor melee model. I personally wish they were good, in GG0 I had 80+ games with Seamus after the open beta closed and at least half of those were trying various iterations of Mourners, and they never, not once, felt worth it to me, which is when I, personally, consigned them to the display shelf, never to return until a buff or M4E. If they work for you, I’m genuinely happy they work for someone because I do quite like their sculpts, but my general advice for new or beginning Redchapel players is to just ignore they exist. But all metas are different so maybe your meta is one of the few where they are worthwhile. And everything here is my opinion. It’s an opinion based on a long history of playing him, 10+ years across multiple editions, and lots of games in 3, but still just an opinion. Even people who take my advice I recommend trying whatever they like even if I think it’s garbage, since it’s how we innovate. So if they work for you, great! Honestly, great! But I do not think that is, or will be the case for the vast majority of the players if the game.
  8. That's one of my areas of disagreement. I think Mourners are beyond awful as anything other than a cool sculpt you should paint and display and never under any circumstances hire into a Red Chapel crew. Though to be fair, I did try them in a great deal of configurations when 3e came out since on paper they looked pretty ok to me. But ultimately I discarded them since their bonus action, at least through the first 3 iterations of GG, doesn't really help actually score points, and they just don't do anything else that actually helps win the game, in my experience.
  9. I appreciate someone else writing a guide with different perspectives, so great job! Been playing Seamus as my main since Book 2 in 1e, and I'd personally disagree with a large portion of the advice here, but I appreciate differing perspectives being put out there.
  10. The issue in my opinion was that during the changeover the developers and play testers were still caught in M2E mindset, and they overvalued both Lure (one of the more powerful abilities in 2e, but in 3e it’s no where close to as valuable), Manipulative, and distracted. The change to how Focus works, lasting across the turn limit, and 1 AP charges really changed the value of their mechanics.
  11. Performers have similar issues to belles, though belles are a little less problematic now that they can be summoned. Problem being lure is an order of magnitude less powerful than it was in 2e due to the underlaying rule changes, and they were balanced as if lure and manipulative were as strong as they were last edition. They’d be more playable if they had a crew support bonus action that was always useful and activation order agnostic. chain gang, a 10” range distract, a short range aura to turn an enemy scheme marker in range as friendly until end of the turn to help prevent scoring. Something like that would help them a bit I feel.
  12. For me Kirai2 and Yan Lo2 definitely need nerfs. Do not agree Seamus does. The fact that you need to build differently for both was one of the stated design goals. Not sure if VS needs it, but his draw card mechanic generates so much value over the course of a game it should probably be looked at. Not sure how to take Y2 down a peg, but the stoneable hole in the world, and the action less marker removal for cards seem to be the biggest targets for me. For K2 I’d make her summons get the K1 upgrade to force her to lean on her anchor to reality ability for herself rather than allowing her to use it move freely on her crew. I’d also limit her sundering to +2 or +3. Alternatively you could go after her trigger on her swirl that allows her to move, but that is so crucial and so signature to her if you hit that, I think you’d need to pull back on other nerfs.
  13. Part of that stems from definition and expectation shifting. There originally, was an expectation that minions would’ve the weakest of the models in the game, and then it sort of morphed or gained the idea that minions were those models you could have more than 1 of, but the balancing still treated them as if they were weak. Hanged would be a sizable percentage less good if they were enforcers for example.
  14. I dunno, I think they are mostly fine. The solutions proposed here don't really address the perceived problems I feel. The only models that are ever going to get given an upgrade are those that are going to get commensurate benefits for doing so. Scaling cost isn't really elegant, so I wouldn't be in favor of such. The only thing I don't like is that Upgrades kinda punish enforcers. I sort of wish the abilities scaled with station, get the most if you are a minion, get a little less if you are an enforcer, less if you are a henchmen, and the least if you are a master. I don't think the system is flawed enough at the moment to warrant a change wholesale, personally.
  15. That’s a big reason when I play Seamus1 I certainly want to kill the most expensive thing I can in a round, but more important is just getting important models off the table.
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