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dancater

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Posts posted by dancater

  1. For Marcus I would consider a Slate Ridge Mauler as an alternative to the 2nd Cerberus, with the upgrade he is interesting.  Another alternative is the Blessed which is also good and leads nicely into a later Rasputina build.

    Otherwise no comments, Arcanist's really have a solid initial run of mutually supportive and adaptable boxes, I think the Captain in the Ironsides box can also compete with Joss or Howard in certain scheme/strat combinations.  

    Sandeep box looks interesting, the combination of station characteristics will be important.  Sandeep is clearly Academic (would be nice if he is also M&SU), Kudra is probably an Academic (could also be M&SU and/or Showgirl - I'd love her as Showgirl), the Poison Gamin are Beast and Construct according to reports which is huge for the upgrade Blade & Claw and would give real potential use in almost any Arcanist list (they may also get M&SU but I doubt this).

    For obvious purchases in the next stage Arcanist's are still strong.  Apart from expanding to the selections you've made here I think its worth also mentioning as a player expands in particular:

    • Mechanical Rider, is great particularly if you already have Ramos box for Spiders to summon (this is even an option for Colette build instead of Coryphee, but summons within budget can be an issue [not enough Mannequins])
    • Arcane Effigy as a 4pt condition removing, burning boosting construct model the only reason not to include it in your start purchases is its price : points ratio is bad
    • Malifaux Raptors as the current holder of irritating models which have to be removed and take more resources than they cost to do so
    • Silent Ones which work in multiple lists if only for healing but in particular Raputina and Colette tend to like them

    Otherwise proof that Arcanist's really do do the job better, faster and cheaper - Go Union Labor! 

    • Like 2
  2. The new Guild Thrall unit seems tailor made for Lucius.  40mm base minion with solid damage, wounds and some other abilities and the give away is "always passes horror duels" (at least according to reports) so not immune but auto pass, perfect for the masked man.

    • Like 1
  3. Interesting to get more information on Blade & Claw.  Fortunately nice as obviously over powered as I feared but it does seem pretty flexible and interesting and certainly potentially boosts several of the slower Arc choices.

    So my thinking at the moment, just chalk boarding.

    • Obvious first use is to put a slower beater into a ideal position to inflict the pain, as I've already identified Ice Golem just got teleport!  Equally smaller faster minions have an interesting place and threat potential, so Molemen, Steam Arachnids, various Gamin, the Hoarcat pride, the Effigy.  Can also as identified be used to wave in beaters so the Blessed and Golem chain for example.
    • Next and equally observed is to use to pull a beater out of an exposed position after they have charged forward to maim something or had Black Joker misfortune while trying to, now you can get out before the full counterattack.  This would also work for Joss in particular.
    • As identified it has very interesting application for the Beast/Construct hybrids, so Scorpius, Rogue Necromancy, Mechanized Pork Chop and any abilities which can "grant" Beast or Construct so Marcus and Sparks.
    • The Mechanized Rider which is fast, adaptable, not easy to kill and a construct just got a incidental buff.
    • It has some obvious scheme/strategy applications where you can place things into and out of critical positions for things ranging from Assassination to Bodyguard.  In this role could be an excellent "misdirect" so a big beater could charge around threatening various things only to be teleported out in order to alpha the master for assassinate surprise.

    Basically a potentially significant upgrade.  But having said that still very situational because you will need to build a list in order to take advantage.  So the Scorpius really is significant now, if the Poison Gamin is a Beast & Construct that will be huge.  Myranda also could be interesting in certain lists, she is pretty quick and can become an instant Beast that I need piece.

  4. 8 hours ago, AWOL said:

    I spruced up some portions of the post, including more information on poison gamin. That said, this isn't our job and we don't want to infringe entirely on Wyrd IP, so we didn't spell out every detail from the book. Apologies if your questions aren't answered by this post. 

    Thanks,

    Enough questions have been covered that I am really looking forward to getting my book and theory-crafting.  Hell without your posts I'd not even know we have a Showman..

    So thoughts..

    Sandeep looks cool but as I've heard mentioned elsewhere (cf Schemes and Stones) is maybe more a versatile fighter who can also buff and summon than a pure summoner.  His primary summon will be the totem and after that maybe the opportune Gamin as AP and cards permit to frustrate strat and scheme completion.

    Banasuva is the totem, he's in effect free and hits hard while taking up space.  What else need be said.

    Kudra looks like a aggravating to eliminate scheme runner and anti scheme runner kill piece.  Her attacks could have use in a poison spam list (Marcus, maybe Colette or a devoted Sandeep build) otherwise I can see it being a nightmare for lower Df minions scheme runners who rely on armor to protect them - charge in and 4x1 dam death of a thousand cobra bites with Poison to finish if needed.  She looks irritating to kill, I imagine her Wds are 7, hopefully Df 6 and Wp 6 we'll see - if she is Wk 5 and Ch 7-8 she'll definitely have a place in certain builds and strat/scheme pools.

    Amina is simply a great concept for me, like her.  She appears to be a great little irritating crew buff and denial piece.  She obviously appears to resonate most strongly here with the good lady Ironsides but I think she may have some resonance with almost any Arcanist master, Mei Feng also seems interesting (but not a construct which is a negative).  The tricky thing will be at 9SS she really has to compete in a tier of some elite Arcanist models.

    The same of which can be said for Carlos.  He appears to be a hybrid Firestarter-Show(man)girl and the critical question will be what does he bring that Firestarter does not (for 2SS less) and in comparison to Joss and Cassandra (who both cost the same and are worth every precious death rock).  Lots of burning and some area denial, so obvious resonance with Kaeris and maybe Mei Feng.  Big questions on durability and speed which will determine his strat/scheme utility.  The 9SS Arcanist slot is looking so damn fine.

    Poison Gamin at the moment look very niche.  The poison and beast makes a clear reference to Marcus obvious, also interesting potential use with Blade & Claw upgrade.  Otherwise I don't think on first blush that they look tricky/fast enough to be 1st class scheme runners, the don't have the reliable damage output to be cheap surprise killers and they don't appear terribly durable (next to Metal Gamin or Spiders or Rail Workers).  So they are looking like Fire Gamin which rarely see the field except for specific niche builds because something else at the same price does whatever they do better.

    Shaster Vidya Guard are an enigma, they really need a full theory-craft.  Who will they work with?  Do they have any inter-crew build resonance?  What will certain upgrades do for them?  They seem to move pretty well with some pushes and such and the damage track is OK but 8SS is a damn big payout and the question is are they in any way superior to Large Arachnid, Slate Ridge Circus Mauler, Cojo, Rattler, Gunsmiths which are all around there value not to mention Kudra at 7SS and the aforementioned deep Arcanist 9SS henchperson pool.  They may simply suffer from comparison underwhelming syndrome.  We'll see.

    Circus Bear is excellent and interesting.

    Temporary Shielding will depend largely on whether (a) it dsiplaces the Ward upgrades which the Ox Mage need and (b) do I need three to benefit from the -1SS/cost, as that is my impression.  Ox Mages x3 at 15SS with the three Wards are an interesting selection, but very expensive.  If Ox Mages lose Ward then nope.  If they reduce each Ox Mage to 5SS then why not simply a errata.

    Well Rehearsed seems OK but I need to study it, seems like it could have certain uses.

    Blade & Claw.... well see my post above.  This could range from (unlikely) useless, to damn... that is good, to wow over the top excellent and opponents wail, to the hopefully equally unlikely shit that is broken and it simply should not be allowed because it simply devastates all around it.  The precise wording and play of this upgrade including which models it effects at what range and when will be the single most important uptake for Arcanist's and there opponents in the RoF release.

    • Like 1
  5. Yeah, been hoping to see this outline but left as uninformed as I am informed in the end.  I have many questions, I would not expect them all answered but hoped for more and this preview left still more questions then I received explanations, sorry.  Fortunately my RoF got shipped today so I expect a 2 or so week wait to get all my answers.

    No mention of what Sandeep's limited upgrades do beyond Gamin summoning, I know they buff his melee, anything else?  Also I heard the draw card when an academic discards a card has a Wd cost, is that correct?  No quick synopsis of the Gamin summon upgrades, I know they are on another thread but would have liked them in the review.

    Banasuva's damage track (like a truck.. I think its 3/4/6 but not certain, any triggers?).

    Kudra so Butterfly Jump and the Df/Wp trigger (built in [on both?] on a book?) and the trigger is only on a hit - correct? How many wounds and what is her Df/Wp? Any triggers on the melee attack (I assume 1AP normally and gets x2 attacks on a charge only?)?  Is the Elemental Bolt the same as found on the Ox Mages in all respects (Ca, RNG, Dam and triggers)?  What are the Gamin buffs she gains, in what radius is nearby, only one buff or would it benefit from multiple different Gamin, does it do anything else?  What is her Wk/Ch stat, can she scheme run because otherwise she is a little limited it seems?

    Amina, when she suffers damage after the damage immediately push the enemy 2 inches (ability I assume not trigger) correct?  What is her Df/Wp and Wds stats?  The cast action only slow? Ca and resist Wp? Taunt trigger?? any detail please.  Pistol attack Sh, dam track, range and triggers?  Does she have a melee, is the pistol RNG and melee?  How does the pseudo lure work and is it a Ca attack resist Wp?  The second (0) action hands out Peon and insignificant condition? What are the Ca and RNG of the two (0) actions?  Does she have any upgrades?

    As an M&SU model my first thought for her is Ironsides, seems she would buff that middle mob crew build.  Maybe any other crew that needs frustration model but she has stiff competition at 9SS hench(wo)man in Arcanist's. 

    Carlos, when he pushes the Pyre marker if it touches another model then Wk duel or damage/Burning??  Can he push the marker every time he walks and does it need RNG and/or LOS? What are his Df/Wp/Wds and any other defenses apart from Burning = armor and Smoldering Heart?  He gains Burning+1 at beginning of each initiative, does he maintain burning or will it vanish at the end of each round as Burning normally does, so is it a steady stack each rnd or will it cycle, is he immune to Burning damage normally?  His melee does straight Burning +1 and then triggers or does it have a damage track (dam or burning +X?) and then triggers?  So the (0) action places a Pyre marker (in what range? Need LOS? any restrictions?) and then he can walk to move it before it vanishes at end of turn correct?   What is his Wk and Ch stats as this will impact his utility a great deal, any movement specials?  His upgrade, allows him to heal from Burning, otherwise does he take damage from Burning or is he immune?  Does the 1AP scheme marker detonate work on any scheme marker (friendly & enemy) or only friendly and what is the pulse radius, is this a Ca and if so what cast?

    Burning is Kaeris schtick, maybe Mei Feng but not a construct, Show(man)girl so perhaps some interesting synergy with Colette.  Maybe any other crew that needs frustration model but he has stiff competition at 9SS henchman in Arcanist's. 

    Poison Gamin, ummmm, this tells me they have 5 Wds and nothing else, no speed, no attacks, no defenses, no other abilities, tactical actions.  

    Shaster Vidiya Guard 8SS enforcer (is it M&SU and/or an Academic, any other station characteristic?).  Draws a card if it cheats Df, what is its Df, any armor, triggers or other defenses (Hard to Kill, is that auto or only on discard for focus?)?  Only on Df or Wp as well, what is its Wp?  What Wds stat, (8?) is it a tar pit model?  OK melee dam track but what Ml value/range and does it have built in suit, what are the triggers?  Weak ranged attack? Pistol stat? Sh or Ca?  What dam track?  Not sure how this trigger works here nor why it would benefit Raspy much at all, what am I missing?  Is the (0) a Ca action and if so what does if base require?  For  8SS here this so far seems.... meh.  Need much more info.

    Circus Bear Rare 1?

    Temporary Shielding Rare 3? Is it -1SS to take the upgrade on an Ox Mage and will it displace the Ox Mages 0SS upgrades or does it not count towards upgrade limit?

    Well Rehearsed Rare?  Is it enforcer only (is it supposed to gel with the SV Guard above somehow?)?  This seems very niche but I could maybe see its use, very occasionally, might be missing something or have not recognized a utility it has..

    Blade & Claw wow this seems potentially legit, does it go on the leader or a henchman and then buff the construct/beast?  Does it have to go on one of the pair construct/beast for the buff?  Does it buff any and every construct and beast in the list?  If it provides a (0) action does it do so to one construct/beast, or two, or every construct and beast (would Scorpius get two (0) actions and be able to switch with itself???)?  Is there a range on the swap?  Is it a auto action or a Ca and if so what casting requirement?  Can you switch any construct with any beast or is it limited to a station type (Enforcers only, Minions only, Peons only, like for like )?  If you can can cast this on any beast and construct can it be used multiple times in a single turn or only once and can it be used on the same models repeatedly in a turn?  

    This upgrade is potentially amazing or could (unlikely) be total garbage, we need much more info.  The worst case (for opponents) is you drop it on a henchman and it buffs the whole crew so give it to Joss, Cassandra, Myranda, The Captain depending on crew - then all constructs and beasts gain advantage [including Joss] wow.   This would allow (0) multiple times/turn potentially and if it is not range or cast limited this will break the game when Arc's build into it [2x Raptors fly one in (0) in Howard to combat then on Howard's activation absolutely destroy something then (0) out to first raptor [or second depending on rule], with a reactivate you could even do this twice]. :huh:

    Alternatively it goes on an enforcer beast or construct and gives them the (0) so is this case it goes on Howard [or something similar, but sadly not the Coryphee Duet :(] and either they charge into the fray and unleash then (0) action out to safety after or something else moves into engage and then Howard activates and (0) actions in to melee fully charged with AP for violence.  This does not even include the scheme and strat implications.  

    It makes the crossover Scorpius potentially interesting.  If it works on Raptors opponents will cry.  Several Gamin are constructs and Poison are I believe beasts and the Gamin can also be tossed by the construct Ice Golem which has interesting applications.  Putting this on a Cojo, Cerebrus or Blessed and then moving in to cause some damage before (0) out and sending in Howard or the Coryphee Duet (woot it could work even on narrower ruling) for a follow up would kill pretty much anything or multiple things close together, would be particularly useful to murder models which protect with auras [like certain totems] and the like on initial attack and then (0) in the actual master assassin.  This would also potentially let the Ice Golem really use his smash - imagine Blessed with Imbued energies Fast and leap into something then does some damage if it has AP left [either on something nearby primary target or as a warm up] and next activation (0) in the Ice Golem to engage and make something a bloody smear on the snow, damn :blast.

    Blade & Claw could be incredible.  I imagine it must have limitations not apparent yet, otherwise simply wow.

    This turned into a very long post.  

     

    • Like 1
  6. Front page news.  Love your work.

    I'm thinking from the description on the Witchling Thralls that Lucius may love them, "always pass horror duels" would seem to mean his special ability would work for them (as it is always pass and not immune, correct).  Add to that they are super tank minions on a big base that hit pretty hard and heal.  Seems legit for my favorite guild/NB when I'm not playing Arcanist's master.  

    • Like 3
  7. Rasputina is great fun to play and I've taken and won with the Ice Golem on occasion, including using Gamin toss (snowball fight!) and ice smashing an unhurt Pandora once (when it comes off it is devastating).

    The Raspy box does play solidly.

    But if, and I mean if, you plan to play veteran players and tournaments then the Ice Golem is not ideal, he will not hurt you but he will not turn games unless a experienced player makes an error.  I also love the look of the Snowstorm so that helps my decision making parameters.

    For fun and casual I will take him without hesitation and have fun.  He's also not fabulously hard to paint :+fate

  8. The essential problem for me, as he rarely sees my Raspy lists if ever and never anything not Raspy at all, is that he is a pure and simple damage dealing melee beatstick and in order to really do this properly you must take other models to make him really work.

    • His damage output is impressive but he's slow and very easy to dink down with ranged and maybe a charge with his paltry Df2.  Sure with his armor he often (Ignore Armor is a killer for him) takes only 1 dam but this adds up quick and with his Df you'll be finding it impossible to avoid damage completely even if you cheat 9/10.
    • Because of his Df2 and low (in relation to his hit magnetism) wounds his Arm2 will not really protect him overly long without any healing or significant other defense (such as good Df triggers), if he survives past 3rd turn he is either being ignored or was lucky.  He simply is not durable enough to be tanky.
    • His throw is an interesting schtick but ultimately very niche (throwing Ht1 models).
    • His huge damage output attack will (if it does not ambush an opponent) very, very rarely be used.  Anything with the wounds to genuinely be at risk will do everything in there power to avoid being in his melee when he has yet to activate, its a 2AP melee, yeah you can zerg a low wound model but its an untoughed heavy hitter you want and they'll only close if they are confident of the alpha kill and with his low Df and Armor they can be pretty certain of this (or not and thus avoid him).
    • Thus he needs Imbued energies and/or Snowstorm and/or Ice Dancers and/or The Captain at least one preferably two to really make him work.  None of these models are cheap and all of them also buff other models equally.  Additionally Snowstorm does some of what Ice Golem does anyway.
    • Rasputina does amazing damage, extra raw damage is the lowest of her crew priorities, she needs speed.  The Golem ain't that.
    • For raw hit power the Blessed of December is faster and hits hard enough to make it count, she'll live longer or at least drain more resources to kill.
    • Snowstorm adds good damage and is a much better defensive piece and buffs crew movement a real need.
    • December Acolytes are cheaper, faster, more flexible, pack good ranged and are potentially vicious in melee.
    • Outside Frozen Heart several Arcanist models are simply either faster and as killy (Cerebus or Howard) or more flexible and still killy (Joss and Cassandra for example) or cheaper and nearly as good (Slate Ridge with new buff, Rattler).

    So yeah, subject to any surprising upgrade or review the problem is you need to take other models with the Mega Popsicle to make him really work and not end up looking like an ice sculpture that has been attacked by a confused woodpecker.  The problem is that these other models equally buff his superior alternatives anyway.

    What he brings (damage) Raspy's crew needs the least and other crews have viable alternatives.  What her crew could use; speed or a really good tank damage soak he simply does not do well without significant support.

    Sad but true. You can use him, he is not useless or fatally flawed, but there are significant better options at the moment.

    • Like 2
  9. I have thoroughly enjoyed the game through 1st > 1.5 > 2nd edition and I certainly have appreciated your and all the other worker peons efforts in steadily improving the game, playability, pace, balance and general product over these last years.

    Sad to see you go because change is scary, glad to see you are moving on to new and different things however.  Thanks for your efforts, work and commitment to steadily improving a game which has given me a great deal of enjoyment.

     

    • Like 1
  10. I made a couple of orders early on and one more a little later.  Its a long way to my homeland so I'll honestly be elated to see anything by early September and won't be worried till the end of that month.

    Usually Wyrd has been prompt and courteous in the extreme.  Though I will mention I've had orders where I've had multiple in the same event arrive in a strange and out of sequence pattern before, so I don't expect orders to be done "because it was earlier than other orders".  Not sure what the system exactly is, I just know I've always got my stuff in a reasonable time before and hope for this service again. 

  11. Archie and "He's dropped his ice cream" apart from simply being awesome, you've said he can only heal four wounds/turn for reasons which will become apparent...

    I am a simple minded man and it did not become apparent.  First only heals 4 wounds seems like a lot and not an only.  Second how does the power work? It does not seem to be an upgrade, is it a tactical action? Is it a healing flip of some type? Is it a Ca action or a trigger (either on an action or when he does something)?.  Finally is the reason becomes apparent to do with him or can the heal effect (or is related to) other models?  The only other mention of 4 wounds was that the Shieldbearers have 4 wounds but I imagine it is not that restrictive.

    I am wondering if I totally missed something, is it somehow related to his upgrades, damage track or corpse counter use?  Not sure....

    Otherwise, simply an awesome (again) short and informative post.  Got to say I think Rezzers are taking the prize for overall most book keeping and tricky (also tricksy) faction to play.  While Seamus and Nicodem are (fairly) straightforward the others, Molly, Kirai, Yan Lo, McMourning, Tara all seem much more complicated and while Reva is not to bad I guess both Archie and Vincent appear to be really multi-task mindf*** henchmen to both play and oppose.  Hell even the minions, Shieldbearers, Draugr and Goryo appear to be a learning curve to maximize.

    Rezzers, you'll not only get to play the evil dead but afterwards you'll feel like your brain has been eaten by one...... 

    • Like 1
  12. I'm given to understand:

    Recruitment Drive is an excellent starting adventure.

    Bad Moon Rising is meant to be a harder mid-range adventure.

    Ferryman is a harder mid-range adventure

    Any advice, things to be mindful of or recommendations are greatly appreciated, and I'm hoping will be a useful resource for others as well.

     

  13. So the list as I am aware (have not included the Chronicles short adventures, but feel free to mention them if any particularly stand out).

    DriveThruRPG.com Penny Dreadful One-Shots:

    Adventure Boxes:

    Penny Dreadfuls (multi sessions):

     

  14. Morning folks

    Looking to get an idea of the power levels in terms of difficulty in the published Penny Dreadful's.  Most particularly I'm thinking about combat (amount and difficulty) but also generally.  Obviously everything can be varied and modified but trying to get an overall idea from folks who've run.

    Thinking in terms of (assuming balanced TtB character builds)

    1. Novice's (say 0-2 pursuit levels)
    2. Fresh (3-5 pursuits)
    3. Experienced (6-8 pursuits)
    4. Veterans (9+ pursuits)
  15. Agreed I want to really look at her compared to Firestarter, a 7SS henchman who is fast, scheme-y and adds interesting options.  How does Kudra stack up here.

    It is a false framework to put her next to Cassandra (9SS and superb), The Captain (10-12SS because his upgrade is awesome), Joss (9SS construct tank-beatstick).  All these hench(wo)men are exceptional, flexible and see Arcanist list time regardless of master but they are at or near the 10SS (usually they sport at least an upgrade) mark.

    Snowstorm (11SS) is a great henchman but really sees action mostly in Rasputina's crew's and Myranda (8SS) is interesting and can often get a look in simply as a economical way to get a more expensive Arcanist beast.

    So Kudra would seem to fill a different role here, several factions have multiple cheaper 7-8SS range hench(wo)men and until this release we've had Firestarter and Myranda and honestly Myranda is extremely situational in particular if you are not planning to shapeshift her into something with teeth, claws and an abundance of rage.

    So back to Kudra vs Firestarter.  This is why I want to know speed details, poison details and other synergy things.  Firestarter is a great scheme runner (where he is fast and dangerous enough to complete the tasks and fight off 90% of other scheme runner models) and niche supporter with fire build type crews (Kaeris, Mei Feng).  Will Kudra have similar utility, is she fast, durable and dangerous enough to solo flank schemes? Will she have real poison synergy and is that even a viable Marcus or Colette build yet?  Is she a Showgirl with all the interactions that can bring (which given how solid Colette already is I honestly doubt, but would love to see).

  16. Interested to know is Kudra anything beyond an Academic (I assume she is), most particularly is she a Showgirl?

    Also what speed does she bring, is she fast enough that she could be utilized as an interesting and tricky to kill scheme runner, at 7SS she seems affordable enough for this.

    Lastly would she be relevant to a Marcus poison list beyond just her cobra attacks, or even a Colette list (getting back to Showgirl...)?

    Disappointed all round with this box (outside Sandeep himself) on first blush review, you folks seem to indicate that it brings nothing new and where it does add (poison mainly, perhaps a cheap henchman and another Marcus beast) it is underwhelming or merely buffs slightly (inadequately) a niche Arcanist build (poison).

    Is the Poison Gamin a construct (you talked about it being 5SS and not a Mech Rider summon, but would that not also require construct?), is it construct/beast or like the wind gamin established a non-construct gamin model.

    For 5SS I support that Rail Workers and Performers both do some solid heavy lifting in there own ways.  Otherwise the other Arcanist 5SS choices are more below av to average and situational, which appears to be the slot the Poison Gamin is shooting for.

    Of course all final opinions are reserved until I actually get my RoF book, hopefully by the end of the month (go Wyrd mail-minions!) 

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