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Marching Orders: Divergent Paths


Chumbalaya

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I only got to do one of my challenges. Child vs. Neverborn I legitimately lost both through poor play and a round with flips so dreadful Hoffman had a useless activation--four attempts to draw a 4+, no successes. Man vs. Neverborn I was ahead for most of the game but lost because I flipped two extra turns after I had no more opportunities to score. :angry:Sebastian and the chihuahua wiped out the Misery bubble with one well-placed dog fart, though. Small compensations.

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Yeah, we got some gifts worth mentioning this time for the woman and man. Little mechromancer we may have, but Guild ain't looking likely. :(

I've thrown down my challenges to shape the fates, but with the preponderance of Neverborn around here, I may just end up trying to undo the damage I did in the last round. :(

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I think we really need to push for the Woman, but her possible Frozen Heart switch is really tempting me. Death Marshals or Frozen Heart? I can't decide!

I think if we want the child as a mechromancer we ought to put her on the straight and narrow quickly.

Werewolf lawyer.... I don't like Lucius so I kind of don't want him swerving that way but the concept is hilarious and wonderful.

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I think I'm going to try to win one for the Guild. I don't have much Guild, so it will be rough. But Werewolf lawyer. Once it was said out loud, I can't not try for it. Or if my Hoffman player wants it, I'll probably play something else (I have never won a game against Hoffman, obviously, he's overpowered). I'll still try to win, but it's almost certainly a win for Guild.

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16 minutes ago, Parker Barrows said:

(I have never won a game against Hoffman, obviously, he's overpowered).

You wot mate?

Hoffman is like the weakest guild master (interminable and glaring weakness to incorporeal, armour piercing, and forced movement) aside from Lucius who happens to be probably the worst master in the game.

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Wot?

I admit, it's probably the caliber of the players who are really good (father/son duo). But I've at least beaten every other Guild Master I've come across (never faced a Guild McMourning or Nellie) at least once. It's become a running gag with them that playing Hoffman against me is an auto-win.

(BTW: I don't really think Hoffman is overpowered besides his ability to beat me.)

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21 minutes ago, Surrealistik said:

You wot mate?

Hoffman is like the weakest guild master (interminable and glaring weakness to incorporeal, armour piercing, and forced movement) aside from Lucius who happens to be probably the worst master in the game.

I disagree with the last statement. I can't say for sure about Guild as I am just starting to explore the faction but Lucius is definitely my strongest Neverborn Master - better then Lilith, Lynch and Zoraida. I've also played him competitively with great success, too.
...I actually just got Hoffman so I can start trying Lucius with the robots in Guild. I intend to play Hoff himself with some nasty Arcanist Assets. I'm hoping that Hoffman is indeed on the weaker side even after I explore him fully so I have a 'friendly' Guild Master I can play with newbies and whine-prone people.
Anyway, a werewolf lawyer, was it? Kekekeke...

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Am I the only one against the werewolf lawyer? I also love the concept, but it seems like a good way to way stretch a model's rule set too many different directions and end up with something that is over costed because it can do too many things OK but nothing great (or can just do too many things so you end up splitting its AP but paying for everything when hiring). Personally I'd love to see you guys take the Trickster. Female regenerating bad-ass (something I think is synonymous with Death Marshal) who fights with her head too (because she is the Trickster)? I'd love to see that model in the game, even if it is only on the other side of the board.

Note, this is not just a ploy to get you to leave the werewolf alone, I also don't want the Arcanists to take him this round.

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53 minutes ago, 7thSquirrel said:

Am I the only one against the werewolf lawyer? I also love the concept, but it seems like a good way to way stretch a model's rule set too many different directions and end up with something that is over costed because it can do too many things OK but nothing great (or can just do too many things so you end up splitting its AP but paying for everything when hiring).

Yes, you are. Quit bringing your speculative stats into our rule of cool speculation. :PBesides, toolbox models are in favor right now, not specialists.

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A regenerating combat monster that also puts red tape or fees on enemies with every slash of his claws.

Also give us an Alt lawyer model so we don't have to buy the Lucius box please.

The Trickster is also a really attractive choice, but I'm torn because I kind of want something new for my Frozen Heart crew.

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13 hours ago, 7thSquirrel said:

Am I the only one against the werewolf lawyer? I also love the concept, but it seems like a good way to way stretch a model's rule set too many different directions and end up with something that is over costed because it can do too many things OK but nothing great (or can just do too many things so you end up splitting its AP but paying for everything when hiring). Personally I'd love to see you guys take the Trickster. Female regenerating bad-ass (something I think is synonymous with Death Marshal) who fights with her head too (because she is the Trickster)? I'd love to see that model in the game, even if it is only on the other side of the board.

Note, this is not just a ploy to get you to leave the werewolf alone, I also don't want the Arcanists to take him this round.

Nope, I'm with you 100%. There are enough lawyers and red tape in the real world. We sure don't need them here. Now, a werewolf bandit on the other hand... 

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20 hours ago, Eclipse said:

...I actually just got Hoffman so I can start trying Lucius with the robots in Guild. I intend to play Hoff himself with some nasty Arcanist Assets. I'm hoping that Hoffman is indeed on the weaker side even after I explore him fully so I have a 'friendly' Guild Master I can play with newbies and whine-prone people.
Anyway, a werewolf lawyer, was it? Kekekeke...

He worked well for me as a newbie's opponent when I was working at the game store. Giant stompybots can sit there and absorb hits, so the newbie can see what happens over several attempts to hit the same target and how card flips do and don't vary. If I needed to show off scheme running, I loaded a watcher with modifications and let it fly. Severe terrain? One stompybot walked through at half speed, then Hoffman would use the push from Magnetic to move through it at full speed: both types of move in the same AP, good for teaching. The only objection I got was once to the mechanical attendant--opponent got testy when I shut down his auras, and yes it wasn't fun for him to get neutered like that.

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Lawyers WERE type beast in 1.5, so it's not a stretch.

I'm more into the guild winning either the trickster or child personally. I want Nellie to write a stunning piece on our cute little friend!

Arcanists basically get to pick their choice for the week, so they will probably go for Frozen Heart on the trickster and then finish up with the beast later if it's interesting.

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So far for me:

  • The Man - Werewolf
    • Guild - Lawyer - Awesome and bringing back beast Lawyers is much needed.
    • Rezzer - Corpse Marker destruction is powerful Anti-Rezzer.
    • Arcanist - MS&U doesn't add much to him I feel. Though there might be an MS&U only upgrade he could take? I'm not that familiar with Arcanists.
    • Neverborn - Don't know what this is, but losing the Human Form in favor of pure beast removes the Werewolf aspect that makes him so cool.
    • Outcast - Bandit Werewolf!!!!!!!!!!!
    • Gremlins - This doesn't make sense to me either. Maybe he becomes tormented? In any case he is more feral which isn't awesome in my opinion.
    • Ten Thunders - Monk training would be awesome! Especially if he is a monk who can shift into a "animal spirit" form.
  • Trickster - Undead
    • Guild - Death Marshal - Having another Undead Death marshal model sounds fun. It would be good for Guild McMourning I think.
    • Rezzer - Skin walkers(?) would be cool. She would probably gain the Disguise ability.
    • Arcanist - Frozen heart is good for Raspy, but out of faction ifrozen heart is amazing.
    • Neverborn - Summon Stitched Togethers? Or maybe repair them. Not necessary for Guild.
    • Outcast - Become a debuffer. Generally awesome.
    • Gremlins - Taxidermist? No idea what this means, but seems like she'd be summoning Mindless Zombies.
    • Ten Thunders - Becoming a Wastrel. Black sheep maybe? Not the best, but still cool if she becomes a 10t only Black Sheep.
  • Child - Teddy Bear Constructs - It sounds like this is just a single teddy bear, not being able to summon teddy bears.
    • Guild- Little Orphan Annie - While I hate the implication the idea of her becoming a child of an Aristocrat puts her in a better position for her being Guild. And Guild needs more summoners or construct healing I feel. Hoffman needs some help in the workshop.
    • Rezzer - Molly helps her? Maybe gives her Rezzer secrets... No idea.
    • Arcanist - Performer little girl. Interesting, but not what we need I think. Probably gives her Manipulative.
    • Neverborn - Summon Wicked Dolls, could be useful for McMourning, but not Guild overall.
    • Outcast - Blight is not at all necessary in Guild.
    • Gremlins - Dolly making? This might be summoning constructs?
    • Ten Thunders - Asami? This might lead to Oni Teddy Bear. Which would be cool.
  • Overall
    • Guild down the list for me, but Man(Outcast), Tickster(Rezzer), and Child(Gremlins) might be cool.
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McMourning was on the clock when he fought Lucius over the Self-Righteous Man. Ultimately, McMourning came up with the win slaughtering all but Lucius himself. Admittedly, not exactly a surprise that the the Guild won, but it was a fun game (well, except for my opponent who took it hard from the Werewolf during Turn 1).

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Because of family stuff I was only going to get one shot this round and my opponent chose rampage.  Went with Lucius as I have not given him a spin for a while and thought the ability to interact in combat would be important for laying down the Scheme markers.  Opponent went with Parker.  Won the game but it was kind of hanging there for a moment.  I underestimated how aggressive he was going to be when I gave him first activation on the first turn.  Parker himself moved up, dropped a hail of bullets to create a bottleneck, and then took 6 damage from the wolfman when it jumped him.  His activated the strongarm suit shortly after that and drew the wolfman even further back to his deployment *and took another severe damage for it*.  In the end what brought the game around was Lucius's obey like actions and the Wolfman deciding not to move much after turn 2.  Some bad luck with the Black Joker almost sunk me *Francisco with double crit on Mad Dog BJed the damage, and once to hit with Hidden Sniper against Doc*.

Still in the end Lucius walked home with his wolf... minus 4 guild hounds and an old lady.

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