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Mikey_C

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  1. The Nothing Beast in particular had much better art IMO. Like Da Git said Tara and Karina had different art as well, but it's really just the Nothing beast I'm personally after.
  2. Will there be Nightmare edition Tara cards? Currently aren't any in the Outcast special edition cards.
  3. I would move scramble to the Scion, and make sure you put Void Shield on the Nothing Beast since it is 1) amazing, and 2) free. Survivalist on Tara may not do too much, because Out of Time is likely going to be your only source of healing and does so without a flip.
  4. In general I've had very good results playing a Von Schill Freikorp crew into Neverborn. On the flip side a Tara in theme crew struggles when a doppleganger is on the otherside of the table.
  5. The artwork itself is good, the art direction is.... interesting. I think this will be a very polarized preview.
  6. I think that is just someone having fun with word play, but I agree. If we were to play Marry, F***, Kill with the trapper, engineer and korpsman, I think the korpsman is getting killed everytime. I can't recall a time that a trapper was totally unable to push out of melee. It may have happened, but it certainly didn't leave any sort of lasting impression on me that it is something I need to look out for. The FM being bad at melee has so seldom been an issue, off hand I can only every recall that one game I had him charge for some reason and I can't remember why, but largely it hasn't been an issue in the slightest. There have been times it fired into melee and randomized, but that + flip is a real help there because if you do end up targeting your own guy you can often pick a low card and just miss. But this same issue also come us with a regular FM who doesn't have anyting in charge range. Not necesarily the point I was trying to make. For a zero card investment, the trappers damage track of 2/3/5 is like a FM damage track after the FM has referenced the feild guide for a ram (2/3/6). The trapper gets there with no card investment, the trapper also has the + flip which before cheating occurs avarages to a +2 to the attack stat. On top of this point, the trapper has a built in mask for reposition. So a regular shot from a trapper has +2", almost the effects of a FM feild guiding a ram, AND a free reposition with no card investment. I'm beating a bit of a dead horse here though since we already both agreed the trapper is better, and also costs more. Not the point I was trying to make, I doubt I'd give the trapper rams from an engineer either, unless I was trying to 1 shot something turn 1, in which case the engineer is likely not poisitioned to do it. My point was that because the engineer exists and because it has the option of giving the FM a ram which takes his potential damge very high, we will very unlikely see the FM get a buff to compensate for it's (IMO) poor ability to preform reliably. It is my opinoin that the FM is probably the perfecdt example of a 4.5ss worth model. Which really is the whole reason I think it's bad. It's a wave 1 model that at this point has fallen behind the curve and the "fixes" in place are card intensive and not worth it. But the fact that these "fixes" exist means the FM is stuck where it is presently at. Not good enough for 5ss too good for 4ss. For the points I feel like you'd get more reliable results from Anna or the Strongarm. the melee of 5 on the engineer could be bad, could be a good combo the right models though.
  7. I don't think the exagerations are out of place. The FM is outshined by many other models, if someone can make use of them in NB as a merc, good for them (I legitmatelty think that is cool), the only reason I see for hiring a FM in a schill crew is for cheap survivability (which in my experience isn't that great, they still die fairly easily). In terms of the trapper, it is just flat out better. 1) the trapper doesn't care about about melee, it will just push out using it's 0, so the FM being better at it is a moot point. 2) Trapper's min damage compared to a FM is 1 higher, which is like baking in a ram (so there is 1 card you aren't spending on the trapper) 3) The Trappers push trigger is built in, and connected to a + attack, which makes it a) not cost a card and b) more reliable 4) It's also 2ss higher so obviously it should be better. FM can be good but only if they cost you a lot of cards, the trapper preforms without cards, and only ever needs one to push out of melee. I've run the 2 box FM in Vonschill lists for ages, and only recently took them out, because they just aren't preforming well enough for a 10ss investment, or are costing me cards that are better spent else where. The whole crew wants rams, so it's not worth me spending them on an attack stat of 5 (shooting) when I could use them elsewhere on an attack stat of 6, also typically once oppnents see me invest multiple cards into a FM attack they drop a big card to make it miss. I used to be a big defender of the FM, but other models have come out at the 5-6ss cost that outshine them, and the engineer also came out, which hurt the FM in two fold. The engineer being only 1 cost higher than the FM just looks more desirable, and also since the engineer can add rams to other models it upped the damge output of a FM, which means it is highly unlikely to see any sort of boost.
  8. 2/3/5 done 6 times, each causing a TN13 WP duel adds up quickly, and burns the enemy hand. It doesn't actually. Fast does not go away at the end of turn. Fast goes away at the end of activation. So on Tara's reactivation she can pulse out fast (even if she already has no hand) and get a bunch of your models fast for nest turn. I always take this upgrade. Every time. Tara does fast/slow at 8" instead of 4", at CA vs wp instead of CA 5 vs df, and hers has a built in bury test and does a damage. Also, end of turn you pulse out fast, next turn win initiative with +flip, then use this to remove fast from the enemy that gained it. Ignore what this ability does for void wretches, that is just a situational bonus that might happen. You are taking this upgrade for + to all flips when out of cards. This is huge. It make her really scary late turn when your opponent is low/out of cards. It's a plus to ALL flips, duels, damage, damage prevention. This alone is worth a stone, and then it comes with the added bonus of an attack that damages without having to flip for damage, and heals at the same time. Dropping a card to prevent damage can be amazing, also turning TN 13 bury tests into TN 15 bury tests should not be under estimated. There are so many things in this crew that target wp debuffing it by 2 can be huge. Blinking back to your deployment zone can be a game winner. Popping up next to an enemy scheme marker and removing it can deny points so easily, and you can do this on your reactivation. Emptiness is 0 and doesn't even take up a slot, what more do you really want from it? Start spamming out glimpse tests and you'll see it take effect. Slingshotting a model up the board via Tara and Scion is a real threat. I think it's the most boring way to play the game, but it is legitimately effective. Tara is certainly an unusual master, and it takes a lot of practice to know what tools to use when. Once you get a handle on her though, I think she is greatly under estimated by opponents.
  9. If the scheme pool has multiple schemes where the points are scored all at once, it can be an amazing upgrade. If however the pool is full of 1 point per turn schemes, it is less worth while.
  10. Tara - Out of Time, Knowledge of eternity, Emptiness, then either Dead of Winter or Eternal Journey whichever suit the schemes. Karina - The Faces of Oblivion The Nothing Beast - Void Shield Scion of the void - (Scramble - option 1) Talos - (The Bigger they are - option 2) 1x Death Marshal 2x void wretch [Get yourself, 1 punk zombie, 1 drowned, and a box of guild autopsies for summoning]. That is my default list, then switch upgrades to suit to taste/scheme. I never bother with Obliteration symbiote because I think beast bombs are really boring to play as or against. I like one death marshal, because if they hang back a bit they can often enough hit way above thier pay grade by burying Nekima or howard etc. If you don't want to spend so much right away you could use a second death marshal instead of the Talos (that is what I did until recently when I got a Talos myself). The must have outside of the Tara box in my opinion is the Scion. It is amazing at being where it needs to be to score points or deny them, and has threatening enough attacks. Just remember that TARA DOES NOT ALWAYS HAVE TO GO FIRST. If something is going to die then often it is worth activating it before Tara. Often Tara's first activation isn't that great anyways because she has to play a bit cagey (she is very weak vs strong Ml attacks). This should be a solid Tara crew, until you get a hang of your personal Tara playstyle.
  11. You actually consider taking them in other factions? I wouldn't consider taking them outside of Schill.
  12. I think the easier fix at this point is to make them a little worse and drop them to 4ss. The addition of the engineer really ruined them. 1) for one point more you get a better model. 2) the fact that the engineer can add rams to the freikorpsman would fix them, except adding rams to pretty much any other freikorps model is a better return on investment, so the freikorpsman is still bad. Maybe drop crit strike, up the damage to min 2 and lower them to 4ss. Something else might also have to drop, but at 5ss they are just outclassed by so many things.
  13. The fact that she doesn't randomize on shooting is really great in a Freikorp crew. I think she combos well with the Strongarm or Schill getting stuck in. She's fantastic with fast from Oathkeeper each turn. Only thing to remember is that she doesn't have freikorp armor so be weary of blasts and pulses. Rush of magic is just gravy.
  14. Lady Ligeia is my favourite thing about a Jack crew. She has absolutely won me games, and ruined opponents plans. I also don't think it is very difficult to get her where you want her to be on full wounds. Hide her behind some large bases and/or cover on her advance. She's walk 6 and incorporeal so when it's time she can just walk right through said cover and blocking models. Give her defensive stance every single turn, and when you have her where you want her go defensive x2. There are so many ways to move her around in a tormented crew that I find it's never an issue to use 1 of her AP each turn for defensive stance.
  15. I think Jaakuna is a good pick in Ours. Give her unnerving aura and position her near the centre but still scoring. Use her lure to pull a decent enemy model into the non scoring zone, she’s pretty good at keeping them there while they slowly disintegrate.
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