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HowNot2Wargame

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Everything posted by HowNot2Wargame

  1. Haven't read this through from the start.....(*waves pom poms for himself*). Wouldn't the simplest solution be a line on Nexus saying "When this model is the Leader, only models within their keyword can be hired"? Sort of fluffy - they only want people infected Cuts out all of the Emissary/Crypto shenanigans. Very blunt, breaks a key design concept but..... seems simplest and cleanest way of toning things down.
  2. I find with Howard's mobility you can usually get him back within range of a Steam Fitter at the end of a turn. That's why I prize Howard, he can charge, move someone into your bubble, then get back as needed.
  3. Also Hoff in guild if backed up with some of the Arcanist models can get quite a bit more healing. So for me the key is to understand how much hitting power, movement tricks, and aura healing you need in the crew for the strat and scheme pool. Hence why my starting crew I edit towards the pool is.... Hoff and Attendant (5ss) Joss Mobile Toolkit Howard Langston Medical Automaton Union Steamfitter Hunter Watcher Haven't tried Phiona, but I guess I would swap Josh out for her in certain match ups. Peace Keeper, Guardian, and Riot Breaker come in as needed.
  4. Agree with the comments of McMourning being direct and there is nothing wrong with that. He's one of my fav masters and I basically started collecting ressers so I could still play him lol. Where there is 'next level' is when the opponents know your crew is about poison/speed/stabbing, its getting the mix of these fairly different between each turn. The amount of times I have wrong foot opponents by turning McMourning into a schemer turn 3/4/5 has allowed me to scrap a few extra points out of nowhere. Also vomitting people 5/6 times in a turn with 2/3 Flesh constructs can really dampen down the rest of their game. Saying that.... he is occupying similar space to Von Stook and Yan Lo. I've played a bit of Von Stook and the versatility is great, even if the beat down potential is not quite as much. Haven't played Yan Lo at all, but would expect its a similar pattern. Hence totally get @KingJocko 's point.
  5. For me Guild Hoff is the best option for public enemies in particular, but when I am back in guild its usually him, Sonnia and Lucius as my 'main crews'. He does have more options in Arcanists for sure, but struggles against Collette and Sandeep a lot of the time for play time 🤣
  6. Hi - are we being pulled into one server for discord communication? Tried to send a message to my opponent to arrange a time, but realise we are not sharing any servers. sorry if I am being too eager. Happy to message using forums as such instead.
  7. Hi I would like to join as well please if there are spaces left.
  8. I'm not 'anti' changes to Sybelle, but I do see most of the comments in this thread are not looking at the keyword as a whole, and when they are, its keeping the limited areas to buffing, its bringing back a 'call belle' ability, which I am not saying isn't a suitable option, but has been done before and will have some players of 2nd Ed twitching as they remember recursive hordes of 8 statted Lures... To me the whole keyword is simply too grindy and slow overall compared to what I see in the game. Its a synergistic blob, but its not enough to control more than a 8"-12" diameter bubble on the table. The current schemes and strategies dont support that, which is a good thing as it would lead to a more similar games overall as everyone bundles into the centre. Its also a question crew, mainly "Can you get through hordes of minions with solid defensive tech?", and in fairness most players are going to want to bring the answers against any Resser crew, so know who to grab when you declare Ressers, nevermind Seamus. So what if Sybelle granted a buff (not bound by an aura) which allows Redchapel models to gain "Agile"? IE if I don't want to be in the fight, I can move away. Perhaps Bette Noire then gives the opposite, perhaps a buff (not bound by an aurao) which grants "Constriction"? IE you can't move away unless I want you to. My main problem with the crew for me is that it needs ways to increase speed and flexibilty, but without a host of mobility tricks like Seamus/CCK himself or lots of other resser crews. I'm also not totally against keeping Sybelle as she is but reducing her to 8 SS.
  9. Hi, McMourning is my 2nd fav master fluff wise (you may be able to guess my fav one ), so have played him quite a bit over the past few editions. Not amazing with him, but have had some good results with the crew and always have enjoyed the games. What people will tell you: He's a tank crew which you want to load up with poison and heal. You then grind through. Ok you can get Sebastian and Rafkin to do this during turn one, but you are then positionally be on the back foot. It can work, don't get me wrong, but its not all the time. What I used to do: Mainly a scheming crew, with McMourning, Seb, Nurses and Flesh Constructs in the middle tanking the enemy crew, with Kentauroi, other Flesh Constructs, Rogue Necro, and Gassers winning the game running down the flanks. If McMourning did not die before end of turn 3, then something had gone wrong. I wanted the enemy to spend their AP taking him out, and getting frustrated as he heals from Killing. this is still not a bad tactic against slower crews. Where I am now: Rogue Necro is my 'Bullet Sponge'. McMourning and Seb chase down enemy minions, when Kentauroi pick on groups of enemies to weaken them before being taken out. Flesh Constructs are my MVP, debuffing the crew to stop them damaging others, but can be scheme runners with Reckless. Gassers hide till they can run and score. Hence any scheme and strat pools where I need to dominate a centre line, I do think McMourning. I hope this helps?
  10. I probably would have been in the pub by now! Hope to see you all next year!
  11. I think if you did remove the additional initiative boost, pass tokens would need something else like cycling extra cards through your had or something. IE I have 3 pass tokens, I draw my hand of 6, draw 3 more, then discard 3, then soulstone etc..... And that I think is more powerful. I think the initiative boost is the cleanest way of rewarding the lack of activation at the end of the turn, or allows you to activate later if you give up your early activations.
  12. What was your podcast @jerhien? I use to listen to lots so probably listened to at least a few episodes (forgive me, I don't understand the initial PNW)
  13. Main issue is that its predominantly in Journalist, Elite and Asylum. Playing Ressers for the past few months has shown me how much it matters having control/debuff/denial options in most crews, as well as beat down. It's also why I find it hard building guild crews without 6 pts for False Witnesses!
  14. So while I am playing Ressers at the mo, Hoff has always been one of my fav guild masters to play. Can you play with Guild only models? Sure, but I find you are left with a beaty crew with some examples of speed, and a rare example of a cheap mobility option in the Watcher. What I would recommend is that as you play, if your are sat there going 'If only I could move those models away from there auras' (Hank), 'I wish I had some blasts/irreducible dmg' (Joss), a way to heal constructs and drop two scheme markers in an activation (Steam fitter), then the Arcanist models add lots of variety/flex to overcome issues yo uface
  15. Ah yeah! Me and mr P.Symes have a ticket
  16. Hiya, Please can you add: Matt Cole Paul Symes Matt Haynes to the list please. Woo!
  17. I use my old performer proxies (from female multi part kit) as false witnesses till models come out. Oh my days these models are amazing rules for guild!!! I cannot tell you how great false claim is for a faction which struggle historically with scheming efficiently. Any 'get marker near x' schemes they simply smash. Key part will be keeping them safe as Manipulative along will not stop people gunning hard to scapel them out.
  18. will wait to seem deployment, terrain, schemes and strategy before picking master, but then most masters I have a core which then build/adapt to the pool.
  19. So I think you are right that you want to plan out which sections of the board you need to control and when, and if this is the same for your opponent. For example in Turf War I may want to turn my back two markers early, but fully expect them to be neutral/enemy controlled by the end of the game. By that point I should have centre then as many of the enemy markers as I need. How you are going to do that is really going to be crew vs crew dependent. For example a few models scattered around which can do mass pushes to get everyone away for claim jump. Hence in your example that may be something to bear in mind on the strength of taking claim jump or not. If we both have breakthrough, I may need to get a model there by moving, they may have models which can 'teleport' there. Hence they are not going to need to provide a 'safe corridor' for their model. Hence the premium placed on Soulstone Miners in Arcanists. In short I think it's always worth evaluating these questions during deployment, and making notes as such to reflect on with a specific crew. However I think this needs to be something you iterate on with a specific crew, rather than able to build a general framework if that makes sense?
  20. I would personally take Perdita for a 2nd Master as you get similar dmg from distance (more focused then spread out sure) and Kicking Cans can be a total life saver, and probably more useful in guild then summoning witchlings personally.
  21. I've found quellers felxible enough to run down flanks with a Sanctioned, allowing me to get witchlings, handler (s) and Sonnia down the middle pushing the crew back. I also really like the crew for any corner/flank deployment as the range on most models allows thern to cover each other and always interact with the enemy crews. +1 vote for keeping Sonnia back a bit throwing fireballs, but people will always try to close on her and her healing sword helps a lot personally.
  22. Yeah when you obey, they drop their own scheme marker as they are still friendly to their crew. Nellie dumps on that with her exclusive interview and you can control whatever interact it will be. So much fun if I could find someone playing showgirls who hadn't realised that,. I don't like gotcha's but I couldn't resist that one...
  23. So not sure how useful but.... Steamfitters with Hoffman look ok. Drop, Walk, bonus to drop if I have a card or scrap nearby (If I have read it right?)
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