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Thatguy

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Everything posted by Thatguy

  1. I think you're probably going to be using the stitched in combat mostly. So while they are worse for strategies, if you're spamming Gamble Your Life it isn't much of a loss. As far as cards go, what a weaver has is one of the highest summoning stats in the game. You only need a Nine to get a stitched. I would think of it more in terms of: if you bring this combo you get a 4 ss discount on the Widow Weaver.
  2. Raiding Operation is worse at drawing cards than Lost Knowledge. It is however way better at summoning Young LaCroix than Lost Knowledge. 😎
  3. Yes you get to use the configuration upgrade
  4. That's a good point. I tend to be spending the chi defensively. I'll definitely try playing the more aggressively.
  5. This is a neat idea. I usually think about it only on more expensive 7+ ss models, but it's a neat idea. I'll have to remember it when I'm facing off with a crew with a lot of 5ss or less minions. They're so good at tanking, it's nuts. With a stack of poison they can hold up beaters almost twice their cost for the whole game.
  6. I think monks are one of the best minions in in the game. One of the rare minions that you will always bring two or three of. But I don't really think of them is damaged dealers. If you don't get that high Ram, they aren't doing much offensively. Because a 2-in engagement and drunken stumble is so good defensively, I'm rarely pushing them into base to base on the off chance I can flip a ram. I'm interested in why you like him. I always leave him at home because he seems like a model in a poison focused crew that doesn't actually hand out poison. I mean you can with Shower Booze and The Hooch didn't ignite, but it seems like you're chewing through soulstones if you want to make it happen consistently.
  7. Looks like you were right. No Mad Dog nerf. No underperforming model love either. This is a very good point. I feel like this is true of a lot of the best models in the game. They prop up under performing crews. Almost every crew has one or two options that are never-takes,often cheap minions. If you Nerf the best model in the keyword, without giving those models some love you're left with a crew that does very little. Things get especially complicated for models that fit in multiple keywords. Like First Mate got nerfed not because he was over-performing in Infamous but because he was an absolute monster in Swamp fiend where you can have two plus extra actions a turn. Bandit is already in a rough spot as a crew. I play against Bandit a lot, and the crew is usually half out of keyword. I think the correct answer is to devote more resources to it. They've got access to a whole lot of information via the app and tournament results. It should be pretty clear to see what models are taken disproportionately highly or never taken at all and address those models. Recruiting beta testers is another way to get low effort feedback.
  8. You're right. I think it's going to be way more than two though, cuz you can get it off when you Another Round, whenever you hit something with Shiner's Staff, when you get the Reposition trigger, whenever Moonshiner moves and the three Tipsy Slide pushes. It's weird how Som'er has gone from the master who launched Bayou as a faction to the redheaded and stepchild.
  9. I think you're mostly right. And I think with doing anything with small pushes like one or two inches, more is probably more important than upgrading to 2-3" Barroom brawl is another interesting mixed bag. Shifting from 1" range to base to base is a major downgrade. But it can now also get pings off of any models not just Tri-chi models. I feel like Tri-chi still in a good place. Fermented River monks are still amazing. Whiskey golem is still amazing. Fingers is still great. The rest of the crew is still... there. I did too. I've heard that some of the stuff was leaked in advance of the errata. I'm hoping we still get some more updates in February erata and this isn't all of it. I'm not sure what their options are other than a big Shojo redesign.
  10. New errata just dropped. Interested so see what you guys think. I can't say I'm surprised by the Ophelia Nerf I think I will have to try Moonshiner out a bit. Seems like a mix of nerf and side grade. Like most of his pushes got larger, if his damage has dropped.
  11. Interesting. Remember hearing people complaining about the new Tara, but I don't remember anyone really complaining about Lady2.
  12. Yeah. And there's a good chance that you also see Mad Dog on top because he's one of the best shooters in the game and has anti armor if they suspect the opponent will bring any. He's pretty stellar as far as putting damage out and threat range. He rivals most beater masters for damage output, between being able to spread it out or focus on a hard target. I have had games where he got burst damage, and a moderate and managed to clip a couple extra models for 10 wounds. Not many models can put that sort of hurt out on a moderate flip. Mad Dog also just eats many beaters in the same price range for breakfast. If the beater relies on armor, there's a good chance Mad Dog can delete them from half the board away. With fast he can walk and then charge for an 18" threat range, and a couple severes will kill about half the 10ss models in the game. I've played against Mad Dog and had games where he didn't do much. But he didn't do much because I devoted 20 or 25 soul stones of models to try and deal with him.
  13. You think so? Wong 2 has no access to positive flips on attack or damage. So you have to stack focus and still have the glowy requirement in a crew with way less glowy. I think you'd struggled to get it off more than once a turn. But, I've yet to play walk so I'm about as far from an expert as you can get. Mutilate would have been nice. Or Mass Hysteria for more movement shenanigans and rewards for hitting your own guys.
  14. Yeah. I'm disappointed that it's only irreducible for the target. If you could hit an easy target and spread the blasts out it would be better. Also, having to spend 2 glowy for the trigger hurts given how much less glowy you're giving out to your friends with Wong2. Do you find yourself losing a lot of AP walking because of the 0" engagement Swinecursed? That's a good point. Maybe more useful when you can have Wong teleport people over walls or through buildings. Still, a 1/2/3 heal an inside 4" place seems kind of meh for a Master level AP. Thanks for the feedback guys. Much appreciated.
  15. You might be right. I've got a pretty bad track record of predictions. I didn't think Som'er needed to be nerfed twice for example.
  16. I'd be interested to hear more. With most of Wizz-bang having easy access to Fast, and movement stuff like Alphonse's toss, Swinecursed's Heroic Intervention and Bokor's Consolidate Power I thought they'd be pretty set mobility wise.
  17. I think I might go so far as to remove it completely. He'd still be a great model without the ability to delete armored units. I'd be surprised if he made it though this errata unchanged.
  18. 3/4/5 ignoring Hard to Wound is better than 2/3/4 +1 Burning. Rusty is also more durable unless Hopkins brought his lead-lined coat. If you replaced Arcane Shield with Armor 1 and replaced Collier Revolver with Clockwork Seeker you'd probably have people complaining about Hopkins too.
  19. So I figured I would bump this thread rather than start a new one. I'm getting into Wong and was wondering when do you guys use Wong the Enchanter over OG Wong? Just looking at the cards it seems to me that OG has better support, handing out up to 5Glowy to the whole crew while Enchanter can hand out about 5 glowy a turn max. Enchanter has heals, but OG has healing+glowy pulse, and both have access to Bokors so I'm not sure how much Master AP you want to spend with Enchanter's heals. It's Explosive Solutions a big enough Damage output upgrade to use Enchanter a lot? Is there something else I'm missing?
  20. It's because with MV 6 she was impossible to lock in melee. If you tried to stop her shooting she simply disengaged, and unless you manage to hit her for severe, she just stepped away and rapid fired. A lot of crews don't have concealment bubbles so locking her in melee was the only solution to avoid getting shot to death. I wouldn't give her Mv6. I would give her nimble or some other movement shenanigan first, if I thought she needed movement help.
  21. You used a 9ss henchman + support to run schemes when you had pre-nerf necropunks in keyword?
  22. Juju is totally okay. He's an okay beater and outlet for Zorida ap. With hard to wound, eternal, regeneration and a 2" engagement it's a pretty good tar pit. Not as good to say Montresor but that guy is nuts. What do you think he needs to be worth his cost?
  23. It's mostly that is an expensive model that doesn't fit any niche really well. He's got a pretty good melee attack, but no ability to generate more than two attacks a turn himself. Also he doesn't really have defensive tech to stay stuck in. Range wise, he's a 9 ss henchmen with a stat 5 mediocre ranged attack. I think he suffers a little bit from Zorida henchman syndrome. Because Zorida is so good at feeding your models extra AP, a lot of them kind of have to be bad at their job to not be OP. Hence why TFM got nerfed.
  24. If I was designing the model, I think I would drop the aura to make room for something else because it synergizes poorly with the rest of the model's abilities. The model as is squishy but mobile with Run and Gun, sometimes fast and a defensive movement trigger. It's not the sort of model you want hanging out within 8" of one or more enemy models. If I were going to keep Trigger Finger, I think the model would need something significant to boost it's surviablility, so it has as chance to stay around long enough to use the aura. Maybe something like they can remove a scheme marker to prevent damage like Ivan's Dark Deception or Mei2's Iron Plating. Maybe not reduce to 0, but prevent 2 or something. Even if they have to burn actions to scheme, that scheme could be fast, or protection or something else.
  25. After the Nerf I don't really think of the first mate as a beater anymore. More like an upgraded Slurid. I think that after the recent nerfs, The Whiskey Golem is probably our best beater. Especially if you're not expecting a whole lot of anti armor, which you probably won't see if you declare Zorida. He competes with Zorida for Masks, but that's true of TFM too.
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