Welcome to Wyrd Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

Jordon

Members
  • Content count

    1,318
  • Joined

  • Last visited

About Jordon

  • Rank
    Avatar
  • Birthday 02/10/1987

Profile Information

  • Gender
    Not Telling
  1. I think Kaeris has plenty of game. She's certainly not top tier but she's probably got the most utility along side Sandeep for the faction. I think it's due to the fact that she's a jack of all but master of none that gets people down on her. She's pretty adaptable so use her to fill in the gap for whatever you need her to do any she can likely get the job done.
  2. So with the new errata change to prompt, i've been looking more into "all together now" It can be a somewhat difficult ability to get the most use out of and is probably something you'd want to tailor a crew around. I was curious if anyone has any experience with this ability and could shed some pointers on a good setup. I feel like the best way in making this work is to go with mostly cheap ranged models to stay within her bubble. Also models who can drop additional markers for little investment such as the union miner and/or practiced production. Another reason to go cheap is typically cheap models don't have any (0) actions and so making use of Colette's aura doesn't affect their own abilities. Maybe something like the oxfordian mages with their new update. They're cheap, ranged and without a (0) and should have an easier time staying within range of Colette. Fire gamin are another really good option as they are super cheap, but have a very effective shooting attack for their cost. Performers are another very obvious inclusion as they can drop while engaged.
  3. So with the recent change to prompt, what are peoples immediate thoughts on the future of Colette? Do you suspect you'll be altering your lists any? Maybe take more solid middle tier models instead of one or two bigger ones? Personally I don't see a massive shift in my own style of play as I typically run her in a more minion heavy crew rather than relying on the single lynchpin models. I suspect there will be an adjustment period and a more calculated style is probably required but overall I still see her as one of the top in her game.
  4. It seems like while it's definitely a boost for Ironsides, it's probably also more of a clarification in a sense. I think people get caught up on trying to play her as a beater and she simply doesn't fit that role very well. This change is not an overhaul or even really all that big in my opinion. In fact I always attach "bring it" as an upgrade so I was generally getting the trigger most of the time anyway. This change really emphasizes her role in my mind as a more control oriented master. Offence through defence and a high ability of disruption. I love the idea of just having Ironsides stand around mouthing off at people and exchanging punches.
  5. I actually think he could work pretty well with Tara actually
  6. I don't know I think he's alright. With his upgrade, your going to have to jump through a few hoops just to hit him as while your in base contact you might need to pass terrifying (at -1), discard a card to target him, and ultimately beat a Df 6. If you do manage all that then he still has H2W to help keep the damage low. All of that paired with 10Wds is probably where a 9ss model should be. He's still more of a card drain on the opponent than an outright damage dealer, but thats okay because outcasts already have that in spades. Also the ease in which he can paralyze should not be undersold and with his whole base contact schtick working better, it's made much more viable. I still don't think he's going to set the world on fire or anything, and he's still going to have bad matchups, but he now at least looks like he should play like a 9ss model. Time will tell if thats true or not.
  7. Also don't forget that the scion got an indirect buff too. His (0) to unbury minions and henchmen now makes him pair well with the NB, who he can now unbury (as he couldn't do that before now) and without any damage penalty. That essentially enables the scion to run as a second beast bomber, freeing up AP on Tara, or at the very least allowing for a second vector to drop the NB.
  8. The one thing about Toni though is that she really likes a very specific set of models to be engaged with. In order to get the most out of her trigger you'll want to be engaged with middle to low threat models that attack with Ml and don't target WP. If the model is too powerful, she'll crumble unbelievably fast, if they use Sh or Ca actions, she cant trigger. So in reality it's a powerful ability but its one you need to use wisely. Just as she was before, you'll really need to know your opponents list before committing Ironsides. Another way to help circumvent her trigger is by focusing. That way you reduce the risk of taking damage and focus more on quality of attacks rather than quantity. Without armour or H2W, she can be quite susceptible to those damage spikes.
  9. I feel like this change will make her more dangerous defensively than offensively. Similar to a brewmaster mechanic in which you'll get stuck in her bubble of bad options. You can try to walk away prompting a Ml7 positive flip, or attack her and get a smack back for your trouble. In the meantime Toni will be luring people into her punch bubble (which also got a slight boost since it also auto triggers her Good shot but with a double negative on damage), mostly spending her AP trapping models as opposed to throwing punches, waiting for that adrenaline meter to spike before you start swinging those uppercuts. I also feel like the boost to union miners will also be an indirect boost to Ironsides as well. So all in all its a good day to be a Toni player
  10. I'm so happy about the Colette change as i'm sick of seeing her tactic's amount to "prompt Howard three times and call it a day". Now it will require more of a balanced list and things operating in tandem as oppose to a single model doing everything. I feel this will have a learning period, but will ultimately lead to a better experience for both players. She's certainly not now somehow under powered.
  11. In case some of you may have missed it, there is a massive errata that just dropped that should shake the meta quite a bit. Arcanist changes: Colette: Prompt is now once per turn per model. Ironsides: Gained a Tome to her Defense. Union Miners: Improvised Weapon gained +1 Range. Modified Welder increased to Burning +2. False Claim only discards a Scheme Marker if both are still in play, instead of one Marker no matter what; restriction on only being able to be used when they can Interact changed to only being able to be used when unengaged. What do you guys think!?
  12. I'm not sure what I'd count as a Kaeris themed crew. She's the only master without a specific synergy built around her characteristic. She has great synergy with models that do fire, but she's also a member of the M&SU. So would an all M&SU list be considered thematic, even if those models do not contain burning. I think ideally her most thematic list are those M&SU models who have both burning and M&SU
  13. Well if your looking to stay in theme then Mei got some awesome new models in the crossroads book with the mechanical pork chop (gremlin foundry minion) and sparks (gremlin foundry henchmen). I'm not sure if you already have them since you play gremlins but both are really solid inclusions to Mei, while also staying in theme. The dark carnival has the nightmare coryphee if you can find them. If not than regular Coryphee also stay somewhat in theme with the nightmare Colette crew. If your really feeling creative, the slate ridge mauler just got a "circus bear" upgrade so you can slap a tutu on a 4 armed bear if your so inclined. Outside of specific themes, you cant really go wrong with mech rider (although you may need some additional models for it to summon). Also the arcane emissary is a great model that is a real swiss army knife in terms of what it brings (and it's Mei Feng specific upgrade is quite good)
  14. I would actually say adrenaline is more of a trap than her melee action. So many people get lost in the potential of a high adrenaline Ironsides that they often make poor decisions and just toss her into the biggest group of models in hope of farming some adrenaline. My advice would be to simply ignore adrenaline until you reach the 5-6 mark (but don't focus on it). That's really the sweet spot for that one turn explosion. I don't know why everyone hates on the gunsmiths so much though. I get that they naturally get compared to Acolytes, but to be fair the Acolytes are 8ss models disguised as 7ss models. Gunsmiths are great and are nearly essential with Ironsides in my opinion. They have such an array of tools that fill in so many holes with Tony herself. Having access to blasts and the 2/4/6 damage track combo's exceptionally well with HPM and they have in my opinion one of the best Df triggers of any minion in the game. The only model I absolutely hate (and I don't use that lightly) is mouse. I think he's a complete waste of stones. I bring him out about once every 4 games and each time I swear to myself its the last time. Not only is he really expensive (tied with Ramos' as the most expensive, not counting Banasuva) but he just doesn't pull his weight at all. His rope toss is cool, until you actual use it which then completely shuts him down as he has no means of attacking while in melee. His heal is also cool - until you realize the suit requirement, making it highly unreliable for what amounts to a low level heal. Not a minion, not significant, and has no real synergy outside of being M&SU. If "arrest him" was a discard to take ANY action not just walk/charge then he'd be more interesting. If he was a significant minion, he'd be worth considering. If he somehow tied into Ironsides adrenaline mechanic, he might work on certain builds of her. Just as he is now, I see no value in what he brings. Points are tight when you have access to so many good M&SU options that I don't ever bring him anymore and I have never regretted it. I think the model is cool and I want to like him, but he's just too awful and easily our worst totem IMO.
  15. Ironsides biggest problem is that she suffers from an identity crisis. You look at her card and immediately see "melee master" and that's really not the case. If you look at her more as an "opportunist" instead of brawler, you'll be doing yourself a big favour. I've played a lot of Ironsides since she came out and I've had to learn the hard way of how to get the most out of her. After all the those game, I can tell you her strongest trait is her unpredictability and her ability to switch up roles on the fly. She's doesn't have a big damage output, but in the right circumstances she'll absolutely crush. She can be really tanky but also very vulnerable. She can tar pit against the right models, or be incredibly mobile if the situation arrises. The thing about her is that she can do a whole bunch of things, but those things are situational and it takes experience to know when and where to apply her to make use of her abilities. I've tried bringing things from outside of her M&SU theme, but honestly there really isn't a need. Sure silent ones bring great attack and healing, mech rider brings scheming and summoning, Cassandra is... well Cassandra. But in most cases I found it better to just double down on M&SU and fix problems by eliminating models. HPM is just amazing and there are too many great M&SU options to take advantage of it. That's not to say that out of theme models are bad, because they aren't. I just find that when I take Ironsides, I try to maximize on what I consider her strongest ability. The most successful way I play her is to play her supportive on turn 1 -2. Use her "You looking at me" to pull my own models forward, or drag enemies into the open. It might even be worth causing some minor wounds on those turns to start benefiting from HPM. From there, I assess what my opponent is doing and what I can and cannot take on. If a big threat needs to be taken care of, don't use Ironsides, use her M&SU. Drag scheme runners into her engagement, build up adrenaline, go on a turn 4 - 5 rampage. Don't be afraid to get her killed, just make sure your doing it for your own benefit. I probably have her live to see the end of the game only about 1/3 of the time, but her sacrifice is rarely ever in vain.