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frumpypigskin

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Posts posted by frumpypigskin

  1. Some thoughts after 1 game.

    Silent protector Huggy and lunch with 3-4 models with brilliance on them around him make Huggy really hard to kill without specific Teck or positioning.

    Huggy using double walk charge with a High Ram, a stone, spending focus to delete a squishy model without worrying about dying is an intimidating threat. 

    Lynch's feed the darkness is easy to forget... But getting to push an extra 2" at the end of your activation is pretty sweet and really adds up.

    Lots of fun. I feel like having a 2nd luck Thief model is extra hard too deal with. Even if they are only df6

    Silent protector on an illuminated or possibly a Beckoner sitting next to Lynch feels really good when you can heal it 3 each turn. Illuminated gets bonus points with brill shaper... You're never running out of brilliance on this guy. Mine died eventually with 8 or 9 on him.

     

     

    • Like 1
  2. 10 hours ago, Kaeris_Main said:

    Like it wouldn't need to be GOOD, like... Ignite, or drop a scrap marker, or pick up a scrap to draw a card, or something unique. I just think it'd be cool to be able to push 2' afterwards. I do find she can be a little squishy so it might help. Plus it just seems like a bit of a waste! She's got these cool trigger abilities and no way to trigger them on defense. I agree she doesn't need it but it'd be fun!

    Since you can "declare" a trigger anytime you have the suit it would give her a more restricted butterfly jump... Would have to be careful about what the trigger actually does beyond that buuuut.... I would love it, she'd be even more slippery...

    She could declare it against friendlies doing things like magnetism, pneumatic toss, lure, dispel magic or wrench heal (depending if trigger happens with DF/MV/WP etc.) It also doesn't matter much if her steam is up for these. She can push regardless if the attacking friendly hit their TN on a neg or not. A friendly can try and magnetism her in concealing, she relents, decreases her dual total by 2 to add suit before declaring DF trigger. Push, profit. Would be awesome... I get why they haven't cracked that can of worms tho....

  3. 1 hour ago, admiralvorkraft said:

    Cooper, Ivan, and McCabe all share a faction so I'd start with one of them. 

    Though Perdita is about the most affordable master to start the game with - her box plus stones and upgrades gets you to 50ss. I like Family a lot and have successfully played them almost exclusively in-keyword so there's that too. 

    Hoffman shares a faction with Perdita so either is an okay start from that perspective. And Hoffman might be the easiest master in the game to get your head around. 

    +1 to this sentiment. While you can just buy and play keywords, the 2nd step of the game comes in when you start playing a faction so if this is what you like guild or Explorer's might be good first factions. 

    Agree that Hoffman is a great master to learn the game with as it's mostly clear how to use models and what everything does (except Hoffman's bonus action)

    Rule of cool is important to get you through your first 10 games though as it can be a steep learning curve at the beginning. 

  4. 47 minutes ago, bedjy said:

    Not sure about that. They may preview some very interesting concepts that went through the beta but may be "broken" in some ways and let a great many number of people see what could be the problem.

    Welp, we've got the card. Let's give her a go like Mr Schemes and Mr Stones did 👍

  5. 1 hour ago, Jinn said:

    I'd heal it up with a Tanuki or something (LRM?) first, no way this version of Asami doesn't include OOK healing anyway given her stats and lack of healing. Ideally it would end up on the other side of a <1" thick wall or on a roof or something out of LoS of the enemy crew, but it would depend on the terrain/matchup and some boards would be more abusable than others.

    Thinking about it, it might be better to bury one of the Jorogumo on the other and then put that one in the Huckster for even more reach.

    Inception Jorogumo. I like it...

    • Haha 4
  6. 1 hour ago, solkan said:

    It’s option 2.  The previous edition was more explicit about pointing out that the two sides are going to end up performing different duels, but you don’t end up with the “Wp melee” duel for the attacker.

     

    Thanks. Some of the language made it seem like one opposed duel, two parts. Not two opposed duals compared.

     

  7. I recently realised I've been interpreting page 10 definitions of duels one way since the beta and came across a different interpretation so am wondering what others use... 

    Opposed duel example: charm warder using chi blade vs paltergeist and within engagement of Teddy... 

    Option 1:

    The charm warder and the paltergeist are taking an opposed melee WP duel against each other.

    Option 2:

    Charm warder takes a stat 6 melee attack duel, the paltergeist takes a melee WP duel and the results are compared as an opposed duel. 

     

    In option 1 the charm warders attack is at a neg and a resultant fail heals Teddy.

    In option 2 the Charm warder attacks on a straight flip and a fail won't heal Teddy.

    Which do you play?

  8. On a more serious note I was going to say that Yokai synergize with flickering lantern really well. Allowing them to do a once per activation level 2 butterfly jump with shielded around Asami. They also get to place then remove one of their 3 flicker when doing their 2nd activation. 

     

    Reading this I've realised Asami can make any model's 2nd activation survive provided they've already activated once and she then possession buries them. Then they get to place within aura of her and strip one. The fact that lanterns happens after finishing a move does limit the mobility of that 2nd activation if you don't want to lose the model...

     

    Definitely going to take some practice to get the most out of flicker with this version of the crew as well. 

    Love the Huckster trick. Could work with any of the flying versatiles too without requiring an extra flip or blocking terrain but less range total.

    Out of activation places to up in value too. Having a Silent protector to take the hit for an Oni or Sun Quiang (😭) who can place a damaged Oni to give it 2 shielded and less flicker potentially... This needs to be taken with a grain of salt however as there's still no card draw here I can see and no arcane reservoir...

    • Agree 2
  9. First thoughts are Yokai and jorogumo get a look in (for out of activation and targeted flicker movement/flicker removal). 

    Minako plus 1-2 akaname might work. I think summoned Katashiro would get shielded, no flicker and a free hit if within aura of Asami and engagement of opponent. 

    Yokai would actually great fun. If asami picks one for a 2nd activation when when they take it they gain 3 flicker, place for free and so decrease their flicker and gain shielded so don't die at the end of it. 👌

     

  10. Can confirm Sparks auras still work. Sparks giving the piggy shielded turn 1 and telling the golem to vent steam meant I had 2 forward, steam vented, vectors for Mei to attack from. Top of 2 sparks goes first to move into range for his auras and get the Enforcer next Mei to vent steam early. 

    Mei getting to attack DF 5 models, pushing them around over scrap markers in steam is gross! 

     

    (The "with me" on Ten Thunder's masked agent makes the turn 1 dive all the more effective)

  11. What are people's favourite uses for Sparks now?

    Shielded AOE bomber Metal GAMIN?

    Turbo Tickel Pig? (Reckless pings shielded, he's already got Vent steam potentially from Spark's bonus action)

    Bossy Sparks telling Hoffman what to do!?! (It says LEADER! not master....) 

    Pain train keeps rolling... Either turn on vent steam before the golem goes to town or get it to go off the rails again after its activated... Gotta say most of the time I can see myself going early with sparks to set up his shielded on a model I expect to get targetted though...

    Anyone else got any wonderful favourite  actions of non-constructs they'd sink and AP,a scrap and a bonus action to get off an extra time in a turn?

     

     

     

  12. 12 hours ago, Ogid said:

    Haha, I see you take that to the next level. Ty, good to know it works :)

    A suggestion to push that even more into obnoxiousness if needed: Instead of a Tanuki, try Sun Quiang; then If the Wouko is going to get reduced to 1 Wd, you only have to discard a card to use Bedside manners, which will put it at 2 Wds.

    Sun Quiang and a minion with silent projected near a vital piece to protect is a strong combo. It's a fair investment into support stuff though and the small auras can be be restrictive so make sure whatever you're using this combo for its going to score you some points. 

    Also, Sun can turn corpses or scrap into schemes for the wokou. One of his limitations might be the TNs on all his actions, needing 6s or 7s to all succeed. 

  13. 7 hours ago, MajorUndead said:

    What rumor? if you mean the deployment on the centerline, it's true. But they are insignificant, so don't get your hopes up too much to put scheme markers all over the place.
    FYI they showed the cards during yesterday's game :

    Runaways_Front.thumb.jpg.b66865ec24614d1e3a31c6ba4b604d85.jpgRunaways_Back.thumb.jpg.bb71e4f0b53d0ae6d58d8cb6ec69d2ed.jpg
     

    Note Lord Cooper treats the totems as enemies and he has a built in trigger to drop a scheme marker on death... So while the totem can't interact. It can move into position and bonus action to have Cooper shoot it (maybe with neg to hit and POS to damage if you have a 1 you can spare to cheat the Defense flip) kill it, drop a scheme and gain a SS. 

  14. 11 hours ago, green-n-dumb said:

    So I understood right - Mei is pretty ok in her own keyword and can stay pretty ok with only them and 2-3 OOK models?

    Plus she has lots of play styles available to her between her 3 5ss minions and being able to play as Arcanist or 10T for completely different hiring pools and upgrades. 10T versatiles are still pretty sweet with her.

  15. 2 hours ago, Jesy Blue said:

    So I'm sick today and have a fever, but I had a thought about chain throwing the Lodestone token with Ama & Tengu's Dark Bargain Tactical action.

    Tengu interacts to put the Lodestone from someone to the Tengu.  Tengu interacts to put the Lodestone from itself to a another model within 6".  Tengu bonus actions Dark Bargain to make the model with the Lodestone interact and send the Lodestone to another model with 6".

    That's about 15" of movement (accounting for 30mm bases on all models) in a single activation of a 4 stone summonable minion.

    And if the model with the Lodestone is engadged, have a Yokai Corrupted Essence the Lodestone out if the engagement.

    From the looks of things, looks like the Oni keyword has this one down good.

    Can't you do a similar thing with 1 fewer model? 

    Tengu interacts next to ball carrier and throws it to himself, walks on the ground using his walk 6 without placing then interacts with his bonus action and a card flip to throw it a further 6". Potentially to a model that hasn't activated.

    Or, if the tengu was your first ball carrier;

    It spends turn 1 walking to first lodestone and focusing. 

    Turn 2 it can walk, throw, tell the new ball carrier to throw. In this case unless you're going horizontally or to the middle the final target will probably already have moved for the turn to get that far up. That's 18" and 3 bases away from 1st lodestone (assuming optimal positioning and unengaged 1st Target). Just gotta hope nobody shoots or engages birdboy.

    Interestingly, you could use a summoned model for the last point as it only has to be in btb not interact. It's not insignificant... Hmmm. 

    Also hopefully getting my first game in with Asami for GG1 this week.

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