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Jordon

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Everything posted by Jordon

  1. Certainly not a bad idea. The crows would help dead rider and Levi as well. Dead rider might work Pit Traps as well. Another good option is Hans. You can add a ram with Mech and add another using his own free action for a min damage 4 sniper. Mech can also reactivate him, which if I'm understanding it correctly, he can reference the field guide again to stack another ram himself since its until the end phase.
  2. Care to elaborate on that? I sort of feel like Kaltgeist are beyond useful, borderline required hiring. Nearly all December models interact with ice pillars in some capacity. Having mobile ice pillars makes those interactions so much easier to use. I'm on the fence on whether I'd hire three of them, but almost certainly I'm taking two every time. Of course this is all just speculation at this point.
  3. I managed to get my first game in with Levi2 and I figured I'd share my first impressions. I was mostly impressed with how the list performed. I went with all 4 riders and Levi with SoDP +4 stones. We played reckoning, which I feel like is a good strategy to play using the riders. Levi himself is great. I found myself playing support on the early turns. Bolstering fate tokens, focusing, and charging up the other riders. Starting on turn two, I committed him, mostly as a distraction and to protect my real threat (the riders). Fate tokens mostly went to summoning, card draw and healing. With H2W and SoDP, he's able to tank quite a bit of damage and hold up quite a bit of the enemy crew with his summons. He didn't survive the whole game, but I was okay with that given how it allowed the other riders to build up for a fatal counter attack. So I found that the riders really rely on Levi early game, but Levi really relies on the riders late game. It's a nice synergy I was also surprised with how useful Mech Rider was. I had initially wrote her off as being dead weight in the list, but that didn't seem to be the case at all. She's quite capable of running most scheme's all on her own late game. Early game, I got a lot of use from her as she was able to feed Levi fate tokens (the other riders free action is more situational or requires enemies). Levi can also use her to feed other riders fate tokens as Mech doesn't really need them as badly. Her ability to give suits should also not be undersold. Once you commit with Levi and one other rider, those suits go a really long way in helping Dead Rider or Hooded Rider tank twice as much damage without dipping into their fate tokens. My only disappointment I'll say is with the Waifs. I do think you can get use from them, but they do seem to lack any real purpose. You really only have three options with them. You can Ride With Me to shoot them up the board and act as a speed bump and minor annoyance. You can keep them close to Levi, who can turn them into cards and fate tokens. Or you can keep them around to finish off nearly dead models or expunge injured into damage (you can build lots of injured in this list). Personally, I'd burn them early on for cards and tokens, which also has the benefit keeping your model count down (pass tokens can be a big deal) I really like SoDP, I'm considering it on Dead and Hooded rider instead of Levi.
  4. It's also a 0" range so using terrain to limit how 33 can base you will be big. You can also bubble wrap your key models with chaff for a similar effect. You should have an activation or two before it's deployed. I also don't like these "all in" abilities like this or the recent Kaeris2 super bomb but hopefully they work themselves out once people become aware of how they work.
  5. So while I don't feel like Auguste is a priority hire for Jack, I am trying to see what value he could bring. Certainly Disturbing Whispers is a solid ability for Jack. Especially Jack2 who doesn't have it anymore. Many tormented models rely on terrifying and you can SoDP on other minions to give them terrifying as well. I also think Exclusive Interview can be pretty powerful in the right scheme pool. Standing next to a strategy marker basically forces the enemy into dealing with Auguste in order to score. It's something pretty unique that Jack doesn't otherwise have access to within keyword. Ignore the Voices and Interview the Dead are going to be more niche with Jack but still will likely see play at some point during a game. Certainly not the reason to hire him but nice abilities all the same. So getting into the more weird stuff. I do think Auguste has some interesting play with Guilty. I don't mind giving Guilty the Distracted condition since they can use their Share Guilt free action to burn it off. What this gives you is some nice efficiency with Auguste's Chasing Ghosts action. Giving a little push to all Guilty, but more importantly the trigger to draw (I'm not sure how many because the artwork is cut off) cards if those guilty have distracted. Not bad for a free action if you ask me. Or it can also allow you to stack some distracted on Auguste himself. The other thing you can do is use his Crazed Swipe on a Guilty. The 1 min damage is nice as it's not doing all that much to the guilty. More importantly, if you have a low tome you can pulse out some unresisted distracted. If the Guilty has an upgrade, you can also draw a card from them. Again, I'm not saying that these are amazing reasons to hire Auguste, but if you like the model or you want to change up your Daw lists. Then these might be some tactics that'll get you some value.
  6. I'm trying to get an understanding of the DCU. It's nice to have a model that's a little more straight forward within keyword. However I'm struggling to understand its role. Ranged blight seems like the obvious answer but is that really an issue for either version of Hamelin? Having a 5 stat in everything kind of hurts (I know its 6 versus activated models but that still isn't as good as just having a 6). Hidden axe suffers even more by needing blight or conditions in order to receive any respectable damage. Both of these rules combined seem to really hinder this model. Also it seems like the usefulness of dropping a corpse marker is very niche within this keyword (Eyes in the wall I guess?) The flamethrower is a decent attack given that it blasts on weak. Unresisted blight seems like it's going to find its uses in either version of Hamelin. Probably more importantly is the ability to remove an enemy scheme marker which the Rat kings can sort of already do but is situationally easier for this model. Rapid Response seems kind of random. Maybe it makes more sense in Guard but the 6" range makes it a bit unwieldily. Needing a 7 of mask to get a rat also seems a bit excessive given how easy rats are to get through other means. Again the heal, while nice, also seems like it's going to be tough to get off. Am I missing some interesting plays with this model?
  7. It seems like they were wanting him to go into a card denial direction but then stopped half way. Forcing discards to charge and being able to stop card draw via blight. However nothing else on the card or within the keyword seems to lean into this mechanic at all. It still seems like your doing the rat engine or blight nukes for the most part. However I do agree that Obey opens up some scheme options that may have been otherwise difficult for Hamelin1.
  8. @Azahul So what are you thinking in terms of hiring when you think of Hamelin2? Obviously that is mostly based on strat/scheme/opponent but is there a "core" that maybe differs from Hamelin1?
  9. I'll admit that I'm new to Hamelin1. However in looking at Hamelin2, I'm not really seeing much difference between the two. What I mean is that this and the previous version seem to mostly focus on building up rats/blight with the eventual goal of bleeding disease. Seems like Hamelin2 is more blight focused and Hamelin1 is a bit more rat focused. From there things seem to be mostly variations of each other. Obey is a superior version of Lure. Bleeding disease is shared, as is Demise (Agony), Nihilism, and Source of Contamination. Both have a ranged blight pulse (one targeting a rat the other a marker). The major difference between the two seems to be in their free action. I do think Hamelin2 has the superior version but it does require him activating early to make good use of it. I don't really see one version better than the other (which is good) but I also don't know when your hiring one over the other. I do with Hamelin2 utilized blight in something other than damage. Obedience seems very niche. So my question to you all is when are you taking one Hamelin over the other? How do each of these different versions play differently? Does it change up how you counter Hamelin?
  10. Yeah this model has been through the wringer several times. At first it was an amazing scheme runner, then it was just used as a useful Magical Training caddy. The game has changed so much since then so I wonder if it needs a tweak in the opposite direction now. I've still had some success just using them as a way to keep my opponent honest. They can be pretty annoying to deal with for your average scheme runner/back line support model. I use them to try and pick off the stragglers or to pressure my opponent on their weak flanks. Once the job is done, then I'll focus on schemes and stones. They certainly aren't what they used to be but I don't think they're terrible either. Most crews can find better uses for their stones but I do occasionally bring them for the mind games. Edit: Oh and markers sound like they're going to be a real thing with all these new titles, so that might give them a bit of a new lease on life as well.
  11. I agree, I'd just run what you have until you figure out the game. Then once you have a good grasp of the rules, you can figure out what appeals to you and go from there. From the looks of things you have enough to play a 50ss game using Marcus (Core box + Blessed + Scorpious) or Mei Feng (Core box + metal gamin + Rail Golem). If you play either of these as Arcanists, you can hire the effigy, which is a pretty solid model in any list. Also most of the Ramos box works decently with Mei Feng in Arcanists as well. I think you have enough models to have a solid list with either of those masters. Try them out and see!
  12. Well for one, she can summon three models with her free action. That's some exceedingly efficient action economy. Those summons unlock unionized and haul around scheme markers which also unlock everyone's grit ability. I feel like the big draw with Toni is just how different each title is. One is a board and action control bubble crew, the other is a potent schemer crew that can spread out and spam models. Toni as a complete package (both titles) offers the broadest variety of play styles and she's going to be difficult to counter. I feel pretty confident bringing her in just about any matchup. Gunsmiths with grit are very efficient. Now that they can hunker down next to scheme marker or move up with a drudge taxi, it just opens up their flexibility. Union miners can summon two drudges to gang up on enemy models. Drudges themselves look like pretty decent hitters when paired up as well. Fitzsimmons makes those summons way more tough than they ought to be.
  13. Does the pipers influence give suits during that action? As in would I be able to declare Infestation despite not flipping the appropriate tome? Or does it not work until after you resolve the action?
  14. To be fair, I think Acolytes need this change, not Raspy2. If not then they're still DOA for Raspy1
  15. Sandeep has a similar effect in that friendly academics and elementals "may ignore the effects of friendly terrain markers" Does that mean that models can shoot through ice pillars without giving the opponent cover? I'm not sure if "blocking" is considered an "effect" of a terrain marker or not.
  16. Just thinking about the new models and what they bring. Are there any that you'd consider auto includes? If so for which version? Again I think Raspy is the clear winner here as well. Kaltgeist really unlock both versions of Raspy and I'm honestly considering hiring all three of them in either version (well mostly Raspy2 because I doubt I'll be running Raspy1 anymore). I also think that Deacon is a very solid include for either version of Kaeris. Offensive condition removal was a bad time for Kaeris (especially the golem). I do think he's probably a little more geared for Kaeris2 as she gives him the suit for his pyre teleport ability. I'm not sure if he's an auto include though (which is actually a good thing). I do think he's very solid though. Dorian is okay. I feel like he's a lot more niche than Deacon but still a decent include. I think he's got some interesting tricks but nothing that really shakes up the keyword in the same way as either of the above options. Colette doesn't really need to stick to keyword so I think he's going to have tougher competition comparatively to most. Wind Golem is still a mystery to me. I like that he brings something more unique than the other golems but I'm a bit worried about its fragility for that cost. I don't think your hiring it for Sandeep1 and honestly I don't think your summoning it either (18ss for 10ss is not the best trade). I think it had more play with Sandeep2 where you can steal it's abilities via academics. I'm liking the look of the Rock Hopper more and more. There is a LOT of marker removal with these new titles and this lets you keep those key markers on the table. It also packs quite the punch for its cost. Salvage Site is pretty niche but could be big in the right matchup (nice triggers too). I think it's a good hire for either version of Mei but obviously will work a bit better in Mei2 because how much better she is at supporting her crew. Empyrean Eagle finally gives Marcus a decent low cost hire and schemer. It's leagues better than molemen (not that it's a high bar to hit). Honestly I think Marcus was sorely missing that role so this is a great include for either version. I do think Marcus1 can probably get a bit more from them but adaptive evolution makes them a solid include for Marcus2 as well. Maybe not an auto include Metallurgist seems great for either version. I assume you still get access to the equipment regardless of the list. So load him up with a rocket and boss around some robots. Enchanted Steel seems like a pretty big deal against a lot of matchups. Drudge is pretty impressive for a 2ss model but really seems tailored for Toni2. I'm not sure how often I'd be hiring one of these given how easy they die. A great model but I don't really see them as anything other than a summon.
  17. I guess the question is whether you stop counting it as an ice pillar or not. My initial feeling is yes but I can't really back that up with any definitive proof.
  18. I largely agree with this power assessment. However I'll be the first to admit I'm not a power gamer so I'm completely open to being wrong. I just played a game with OG Raspy today and got schooled so I can see why she's bottom of the barrel even after this new shiny title. It's obviously people will be choosing title Raspy unless Raspy1 gets some kind of buff. Acolytes are still pretty bad even as a summon, but as hire in Raspy1, they're downright terrible. I'm a bit shaky on where Sandeep might land power wise. I'm still unsure how I feel about the wind golem but I can see the scheming potential it has. Sandeep2 seems like he's going to take a while to really crack. I can see him being a sleeper hit once things have started to settle. As for Hoff and Kaeris. We'll see if they get nerfed in any way. I'm less concerned about Kaeris (even though I really despise the mechanic) but I can see Hoff trapping models with immovable terrain as a serious problem. Even if they do receive changes, I still see both of them in the top half of the power curve for Arcanists. Colette I'm also a bit uncertain. With the recent nerf and an awkward, somewhat lacklustre title. I see her more towards the bottom. I think these new titles have really opened up the options of a bunch of masters. With her new title not really changing much, I feel like she's dropped a few spots. Still quite viable but lacking dimension.
  19. Just love the mental image on some dude pushing Levi, the harbinger of the apocalypse, off his horse into the mud... "Your welcome"
  20. I just realized how bad stunned is for Levi. It's usually very bad on any master but almost all of the power of Levi2 is locked away in triggers. It's great that he himself has some condition removal to protect the riders (who also get completely shut down by stunned). However he has no means to protect himself and his hiring options are quite limited. Malifaux child cannot copy dispel magic since its an attack action so he's out. Johan, I think, is the only way to get condition removal for Levi?
  21. That is how I read it as well. It's just odd that most triggers have benefits for having multiple of the same suit. So the only real way of getting two of the same suit is through Soul Stones or Mech Rider. Edit: I guess that is pretty much the case for most masters though. It also does give Mech Rider a bit more relevance in a horseman list.
  22. Question regarding Levi's Fate's Messenger It says that this model may add a different suit to its duel total. Does that mean that if I flip a tome, I couldn't then use two fate tokens to add an additional tome? Or does it mean that I can't use four fate tokens to add two tomes (every two fate tokens must be used on different suits)? If that is the case then it seems difficult to actually get multiple suits for the same trigger. Mech Rider and Soulstones being the only ways I can think of.
  23. @Caspergad So with your interpretation, how does the Close-Up Magic trigger work when used via decoy? Can you get around the once per turn restriction?
  24. For me, I'm less about competitive viability. I'm more interested in finding new and exciting ways to play my favourite masters. Ascetics, mechanics and crew altering are all things that I hold in high regard when thinking of these new titles. Best: Rasputina: I think it goes without saying that she's gotten the biggest boost with her new title. Not only does it completely change how she interacts with the game, but it also changes up her hiring priorities. The new Kaltgeist are a huge shot in the arm that really elevates both versions of Raspy. My only real issue with this title is just how much better it is than OG Raspy, which continues to lag behind the curve. Look wise, I'm not as convinced, she looks rather plain compared to her OG version. Worst: Colette: It hurts to say it but I have to admit that I'm a little disappointed with Colette. I don't feel like she really gains much from her title. She still acts fairly independent of her own keyword and doesn't really offer any new hiring opportunities. Her mechanic feel undercooked and complicated and likely to cause many problems. I just don't see the draw over her OG version. I also feel like this new model doesn't ascetically fit with the rest of the crew and I'm not a big fan of the new look. The Rest: Marcus: I really like the new mutation sharing mechanic and feel like it ties in much stronger with adaptive evolution. Being actively encouraged and rewarded for passing around mutations is a great change. Marcus himself is a beast (pun intended) and likely going to greedily covet as many mutations as possible, turning him into a killing machine. Crew wise, not much has changed, which it probably the worst thing I can say about this title. Look wise, I'm totally sold. Sandeep: I'm still trying to process his card but I am intrigued. He himself gaining the elemental keyword is pretty interesting and opens up a lot of new possibilities. I do wish there was a bit more of a focus on the academic side as I feel like this and the original are still primarily elemental focused. Loosing out on summoning does likely change up his hiring priorities but I see myself reaching for the same models. Look wise, it's meh. Not much of a change really. Ironsides: Another big win, likely rivalling Raspy in my opinion. A complete change of mechanics, hiring priorities and scheme options. Going from a fighter/tank to a summoner/schemer is a complete 180. Her theme and mechanics seem very well aligned and I can see Ironsides being a real powerhouse for this faction. I don't really have anything bad to say about new Ironsides. While I like the boxer look better, this new art does seem fitting. Mei: She's gone from a card hungry beater to a crew enabler. I can see her open up her hiring priorities greatly with this new title. Ride the Rails feels like it'll just work better in this crew. I think it's debatable on whether this version is just better, which is not exactly a good thing. I also feel like she's very similar to OG Hoff. She does have her own things going on but largely I feel like she's doing a lot of the same things as him. I find her new look kind of boring, lacking even the personality of the steam fitter sculpts. Hoff: Okay so potentially broken marker shenanigans aside. I'm more intrigued by this version of Hoff. I prefer new Mei to OG Hoff and I feel like this version has a bit more interesting things going on. His gameplay is less constrained and you can take him in a few directions now. I'm not sure how much his hiring priorities changes with this new version but I'm thinking this version will certainly favour some models over others. Love his new look. Kaeris: She seems powerful but I'm still on the fence on how I feel about her. I don't really like how all discussion seems to revolve around her scorching radiance. I like the idea of it, but not the execution. It just opens itself up to bad experiences (on either end) and forces you to play her in one very specific way. I do like the mobility and her blazing a path right through the enemy line. Its a nice contrast from her OG version. I think both have their strengths/weaknesses. Look wise, I like how she's gone completely unhinged.
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