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Daysleeper

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Posts posted by Daysleeper

  1. 18 hours ago, Alerteddonkey42 said:

    Interesting. I see flesh constructs as one of the most efficient models in the crew. Decent damage output, relatively tanky, great mobility. I'll actually forgo Rafkin usually (really squishy and doesn't add a lot after poison stacking turn 1). I'm not even that fond of Sebastian. The mobility provided by 2 Kentauroi and 1-2 flesh constructs can make it difficult for opponents to react to. The Kentauroi ferry McMourning around hunt scheme runners/help the doc if he needs it. The flesh constructs complete schemes and are also able to kill scheme runners. Opponents don't expect that much mobility from Ressers generally (I mean, outside of Molly having members of her crew across the entire table turn 1).

    Interessting points, maybe I'll try them in one of my next games 🙂

    • Like 1
  2. I've only played one game with Mc Mourning so far and I had one of each.
    The Kentauroi did sooo much work, kept him alive via blood poisoning if he got too low. 
    The little gasser put poison on my models mostly and tried to scheme otherwise.

    So to the question of the topic:
    I find it hard to find room in a Experimental Crew because Sebastian, Raftkin, Kentauroi, Rogue Necromancy, Nurses ... all not cheap. I don't think Flesh Constructs are that important so I don't see me hiring any. Also Sebastian can try to make Canine Remains here and there, don't see me hiring them either.
    The hardest thing for me was figuring out if I want Guild Autopsies or little Gassers and how much of them. So yeah, I don't have any real answers, just more questions 😄

    • Haha 1
  3. Mostly that, stoning to "instakill" a summoned Executioner/Mounted Guard/Sergeant etc. seemed very nice.
    But he can also burn corpses so Dashels Crew cant turn them to stones, me having a lot of incorporeal there werent that much corpses for him to get to anyway. So double bonus in that part 😄
    And then he drops the piremarkers from burning corpses or killing enemys, but all my incorporeal models ignore them anyway so they basicly only hurt the opponents crew. Plus I thought about which 5 models he had to put the markers for "recover evidence" on and Vincent was one more model that doesn't need to get in the thick of things so is a fairly safe carrier.
    Edit:
    Also, just like Kirai, his crossbow ignores friendly fire, so summoning into melee with Kirai to get "coordinated attack" triggers doesn't hinder his shooting.

    • Like 1
  4. I will be facing guild next weekend with the following pool:

    Flank Deployment

    Recover Evidence

    Let them bleed,
    Breakthrough,
    Vendetta,
    Catch and Release,
    Research Mission

    ... I need to read cards to see if anything screams at me to play it. But without having all the things in mind my first idea is to play McMourning because his crew can kill and take a punch/heal at the same time. 

    Question for "Let them bleed": It's only the cost of enemy models that is checked right? So his two most expensive models need to be at half health or less, no matter what my models cost. Correct?
    If that's true does it make sense to play to big hitters with lots of resilliance and give them both GST? What would good candidates for this be?  

  5. So, I played this pool last weekend and used the following list:

    Size: 50 - Pool: 7
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Datsue Ba
      Lost Love
      Vincent St. Clair
      Jaakuna
      Onryo
      Seishin 
      Seishin

    --> I picked Vendetta (Onryo on Sergeant) and take prisoner (guild patrol)

    My opponent played Dashel

    Size: 50 - Pool: 0

    Leader:
     Dashel Barker
    Totem(s):
     The Dispatcher
    Hires:
      Executioner
    Guard Patrol
    Guard Patrol
    Guild Hound
    Guild Hound
    Mounted Guard
    Sergeant
    Rifleman
    Rifleman

    --> he picked Vendetta (Executioner on Vincent) and Spread them out

    We called the game at the end of the third round after it stood 4:0 for me. We both agreed at that point that I would win this pretty easily as all he had left was 1 half dead summoned Sergeant and the two Rifleman which where out of position to be of much use.

    All in all the Crew worked realy well for me but my Opponent made a lot of mistakes and bad choices and so I dont think it was the best benchmark.
    Biggest problems for him where not bringing any stones and hoping to get enough from corpses (he got two - but then Dashel dyed so couldn't use them for much), a generally less than ideal Crew and the biggest mistake was that he thought the "drop it" Trigger on Dashel, Sergeant, Mounted Guard and the two rifleman meant he could force me to drop HIS scheme markers thus easily scoring "Spread them out". Also he put the counters for "Recover Evidence" on Vincent, Jakuuna, Lost Love, Onryo and Datsue Ba ... all (except Datsu Ba) not exactly the models do push into his crew and deliver the Strat Markers.

    Afterwards we had a long discussion what went wrong because he also only summoned once in the 3 turns and didn't realy see the value in it.

    MVP for me was definitely Ikiryo which late in turn one got a guide spirit with crossing the river sanzu from Datsue Ba to charge Dashel. Opponent only had one or two activations left (not dashel) and couldn't kill Ikiryo because of Terrifying and an empty hand. I won Initiative next round an Ikiryo got 4 Attacks on Dashel (onslaught) and left him at 1 Health which meant he couldn't retaliate. 
    All in all I liked the crew and every model performed as intended. Only "surprise" was Kirai beeing at half her wound in the end from the few summons and hatred (once on dashel) + walking of a roof :-D. She wasn't in any danger but i can definitely see with preassure being applied to her that it can get tricky to use her to her full potential without a dedicaded healer (Lost love had to heal Datsue Ba in this game ... a lot :-D)

    • Thanks 1
  6. 1 hour ago, MajorUndead said:

    On the GenCon sale details article (here), they are listed as 50$ each :
     

    *WYR23207 Honor Roll                                 $50.00

    *WYR23208 Study Group                              $50.00

     

    That should at least give you an idea of what the price of retailers should be

    Thanks!

    Oh god, my poor wallet. 100$ + shipping to germany + 19% Tax ... :(

  7. Do we know the prices of those boxes yet? I have the same problem as Morgan and together with shipping costs the two boxes will probably be a bit steep for me.
    I will probably just use the 3 Students i have from the old Transmortis Set and use them to proxy whatever I need I think.
    ... Well let's wait for the prices.

  8. On 7/17/2020 at 11:15 PM, Maniacal_cackle said:

    I'd lean towards Vincent (though I've only played against Anna). Anna/Vincent will have an evidence token, so you want to be a bit back from the action. Anna's auras have to be right up in the action.

    Yeah, that's what I thought.

    I looked over the stuff once again and I saw that the Dashel Crew doesn't necessarily have a lot of wounds/armor and Dashel himself only has 10 Wounds. Maybe I can try to go for Dashel if the opportunity shows. I don't think there is any healing that can go to Dashel in his keyword.

  9. 11 minutes ago, Speedguyjp said:

    I've played Reva into Dashel before and utilized this - Vincent and Anna. But it was a more killy pool. Either way, watching Vincent one-shot an Executioner was the highlight of the game! I misplayed Anna in this game so didn't really get to see how useful she was. I held her further back because the of weight of his shooting so did not get huge benefit of her gravity well and hostile work environment until late in the game. I should have just pushed her forward I think. 

     

     

     

    Vincent seems also great (and 1 SS cheaper than Anna). The obviously greatest thing in this matchup is the Execute Trigger on the crossbow, but the pyre markers are also realy nice as most of the urami models are incorporeal and wouldn't get hurt by them. Remove corpse markers could also come in handy to deny Dashel to get stones from them (Anna can do this too, but drops a scheme marker for dashel do summon of, if shes not close enough). The Crossbow also ignores Friendly Fire ... hmm ... decisions decisions ...

    Size: 50 - Pool: 7
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Datsue Ba
      Lost Love
      Vincent St. Clair
      Jaakuna
      Onryo
      Seishin 
      Seishin
     

    It's one more Stone in my cache than with Anna.
    Note quite sure.
    What list would you guys prefer? The one with Anna or the one with Vincent?

  10. 4 minutes ago, Graf said:

    Against summoners, I would consider Anna and/or Vincent. Anna works well to force your opponent to use his own markers and deny the option to summon right into your frontlines. She worked quite well for me against him.

    Dashel's summons come with an Upgrade, so Vincent can trigger his Execute.

    Taking both is only in Transmortis and Revenant an option imho, as both are expensive, but one OOK hire can be incorporated everywhere. Not sure which one I would prefer, though I tend towards Anna. She has more abilities that can be useful anywhere. 

    Seems like a good idea, seeing as hostile work environment also means he cant use some of the support mechanics of the crew. Anna has Spirit Barage ignoring Friendly Fire, which seems important in this crew. Remote Detonator could blow up a "used up" Drowned but doesn't have any other targgets in this crew. Her df/wp (6/6) and armor 1 together with soulstone use mean she is not that squishi. But one "excecute"-Shot from the Riflemen is enough.
    Maybe Anna has a place ...

    Size: 50 - Pool: 6
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Datsue Ba
      Lost Love
      Anna Lovelace
      Jaakuna
      Onryo
      Seishin 
      Seishin 

    Anna instead of Goryo (so two aggresive summons) but only 6 Stones and two Seishin . Hmm, not quite sure if it's worth the Seishin and the Stone.
    What do you guys think?

    • Like 1
  11. On 7/15/2020 at 4:41 AM, Maniacal_cackle said:

    Good thinking on the schemes.

    Just a heads up that many regard Dashel as one of the best masters in the game, so don't be surprised if it is a rough battle. As long as you learn, you're doing well!

    One thing to keep an eye out for is if he alpha strikes you with two executioners. They're somewhat squishy, so if you survive the initial onslaught you should be fine. Consider deploying a bit back from your limit. Make him work to come smash you.

    EDIT: I haven't played against Dashel, though, so I'm not expert!

    Thanks for all the Input!

    I thought a bit more about interarctions between my crew and Dashels'.

    I think possibly the best answer I have to executioners is a well placed Drowned summon.
    They have quite some wounds, htw, he can't cheat :ToS-Melee:Attacks against them and if the executioner is summoned drowned can hit harder with the :Guild: trigger and also draw a card after damaging.
    Also mark of vengeance on some important models in the dashel crew could be important to cancel the healing of Dashel (and the executioners can heal themsselfs).
    And then there is Challenge of the Shikome which can realy help if I challenge someone and then fly behind a building for example. Also if I can put Challenge on Dashel he has to discard a card to target The Dispatcher. Thats all situational but could come in handy.
    Also I should make the most out of incorporeal and hide behind blocking terrain, then move/charge through it. This could be very important to keep the Vendetta Model in my own crew alive (probably the Onryo).

  12. 2 hours ago, Stumpyfjord said:

    Out of Urami, I’d look into Jaakuna for this pool. The lure and triggers on her attacks are useful for recover evidence and take prisoner.

    She might be too vulnerable to the expected shooting but her offensive tools are good for this pool.

    Thanks, yeah I like that idea! 

    In the meantime we declared our masters and my opponent declared Dashel and I declared Kirai.
    So checking out Dashels Crew I really don't want to pick any schememarker based schemes. They have great anti marker play, worst case scenario my markers don't just vanish but turn into Excecutioners ^^ 
    Also they remove corpses like crazy so I think Research Mission is completely of the table.
    That leaves me with Vendetta and Take Prisoner. Jaakuna seems pretty good for Take Prisoner and Recover Evidence. Hiring her also gives me the option of summoning the second Goryo and go hard with him without thinking to much about it. So yeah, Jaakuna is in!

    Size: 50 - Pool: 7
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Datsue Ba
      Lost Love
      Goryo
      Jaakuna
      Onryo
      Seishin 
      Seishin 
      Seishin 

    So, after checking out Dashels Crew I think I can aspect pretty aggressiv play and also quite a lot of Excecute Triggers (Dashel, Excecutioner and Riflemen ...maybe more). So I'll have to keep cards for that and also try so screen Kirai from the Riflemen. 
    I see lots of Fokus in the Crew, card draw via dispatcher and after there are a few corpses quite some stones for my Opponent.
    Anything else I should look out for?

    Also what Master/Crew would you guys prefer for that pool? I mostly picked Kirai because I haven't played her yet and her Crew looks fun but other Masters would maybe be the more obvious choice here.

    • Like 1
  13. Hi and thanks @Maniacal_cackle for using my suggestion for the pool!

    I was a 2nd edition player and so far have only played one game of M3E (right when it was released/ McMourning vs. Nekima) and taken a hiatus since for game-unreleated reasons.
    So I'm not familiar with the crews anymore and just finished me re-read of the rule book. Also the GG Season 1 Strats and Schemes are all new to me.
    I have a game coming up with this pool and my opponent declared Guild :Guild:. He will probably play either Sonnia or Dashel, but that is knowledge that shouldn't come to heavy into play for selecting the crew. Later of course after we declare masters I can then tailor a crew with that knowledge. 
    I have most of the faction with the exception of von Schtook whose crewbox I have but he's neither build nor painted.

    So, my plan before knowing the pool was to play Kirai because I haven't played her so far and the crew read relatively simple to me (Crews like Jack Daw or Yan Lo seem less then ideal to learn the game again). But then I read up on my opponents crews and I feel if it's Sonnia on the opposing side of the table the Urami Models will melt away super fast with low wound count and the fact that burning doesn't stop at the end of the turn in M3E.

    So alternatively I thought about playing McMourung again because his crew seems good for the Strat and they are relatively sturdy with all the poison healing. ... but I realy wanted to try Kirai :D

    I feel Kirai can get the killing for the strat done easily and her crew will be right in the opponents face so they can pick up those strategy markers easy, but then again they will deliver their own right to the opponent also.
    Schemewise I feel like Vendetta is probably a good choice with all the killing going on and maybe Research Mission? (btw. are scheme markers one type of marker or do enemy + friendly scheme markers count as two kinds?). Seeing as Kirai doesn't do a lot with corpse markers there should be corpses (altough not much of my own crew), scheme markers, strategy markers and the drowned could put down riptide markers, maybe scrap if my opponent brings something that could drop it.
    The markerbased schemes (Runic Binding and Spread them out) seem like something Kirai can do but isn't particularly well suited for.
    Take Prisoner needs a little cooperation from my opponent it seems with the whole no other enemy models in 4" , or me killing them all/ pushing them away. Also it means one enemy model will basicly have immunity and can do what it wants without me punishing it to hard. That seems fine on a cheaper, not to dangerous model but if my opponent catches wind of this (or after the reveal) he could just attack some of my Urami models (which he will do probably anyway) and kill his own model that way with vengeance (and the whole "... or if the chosen model was killed by an enemy-controlled model ..." wouldn't work in that case, right?)
    But maybe I'm overvaluing the schemes anyway. They only give 4 points now combined and they seem a lot harder to achieve then in M2E. Maybe i should focus on the strat and Vendetta and pick the second scheme on a whim and what seems most easily done that day (game is a few weeks away).

    So I guess I would take something like:

    Size: 50 - Pool: 7
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Datsue Ba
      Lost Love
      Goryo
      Goryo 
      Onryo
      Seishin 
      Seishin 
      Seishin 

    The plan would be to just rush in there with the Goyos and Ikiryo to kill and get strat markers. Seishin + Lost Love are second row and there for support (maybe assist to remove burning if Sonnia is burning the place down ... so she would probably just blast the seishins easily:(). Kirai summons a model/turn maybe two if Ikiryo is already killed (she would probably deliver her strat marker to the opponent tough) and also shoots parts of the enemy crew with the trigger to let the freshly summoned models hit them too. 
    The Onryo is for Vendetta. It will have to sit back till i damaged the target already, then scream at it and get the reveal point. Then the target can be killed and the Onryo will have to sit back, survive and shoot if there is a good opportunity. Lost Love can try to help to keep it alive.
    Seeing as killing an opposing model with a intel counter drops a corpse and a strat marker (most likely, the opposing crew will have mostly "living" models) Research Mission doesn't seem like the worst option. Maybe summon a drowned to help that with riptide markers.

    Like I said i could also see Mc Mourning with his usual core doing mostly the same but sturdier but I would like to use Kirai if possible.

    Anyway, I will definitly let you guys know what Crew I picked, what Crew I faced and how it went.

    Thanks for all your Input in advance :D

  14. On 7/3/2019 at 8:14 PM, Saduhem said:

    I go back and forth on how I think that works. Technically it’s a “may” clause to consider them enemies for actions, abilities, and triggers. 

    It’s unclear if I can choose one of the aspects. As written, It looks like I may consider them friendly for the action, but enemies for the trigger. The other interpretation lets you achieve the same result, you just have to cheat more cards.

    I hope we get a clarification. If the Guilty can’t relent on that, it kinda defeats the purpose as you’d always need a high-ish card for your trigger and a lower card for cheating down. Playing Jack Daw on an empty hand is a death sentence.

    There's a whole bag of tricks enabled by targeting your own guilty, having them unable to relent would really limit their feasibility.

    Do we have any clarification on this by now?

  15. Easy ... just use Arrrchie, he's almost as good as the original, some would argue better!

    On a more serious note, i think it depends on what you want from archie. No other model does all the same thing - sure. But if wou want a fast, robust model i would go with Manos. If you want your min 3 beater who can take a punch it's the grave golem. Rider is also fast, killy and is no push over.

    • Haha 1
  16. 1 hour ago, unti said:

    Hmm, I am kind of frustrated, I got destroyed and called the game at the end of turn 2.

    My crooligans were onehits for his guys, the Punkzombies got shot down from fuhatsu and Archie was killed in one activation from the lone swordsman...

    Yes, he had nice flips and I started surrounded by severe terrain, but it just felt (again) like I can't kill anything while not surviving the first activations...

    Enough of that bad attitude for today... 😃

    I hate games like that so much. I admittedly get salty and that gamenight is ruined.

  17. Not sure if i like Yin in this list.
    I would rather go for a drowned or crooked man, to apply staggered at range. Also both of them can attack the opponents mv stat - wich is nice.
    I also want to "force" Jakuuna in there exactly that is my problem. I run out of points.
    I'm always ending up with something like this:

    Jack Daw - 0
    Lady Ligeia - 0
    Montressor - 9
    Hanged - 8
    Crooked Man - 7
    Drowned - 6
    Dead Outlaw - 6
    Guilty - 5
    Guilty - 5
    5 Stones

    Would love to have Jakuuna in there, would love to have Grave Spirits touch on Jack (and the hanged) but i have no idea what to cut.
    I haven't have a game with him at all so i think this at least let's me try out a lot of different models.
     

  18. 18 minutes ago, Paddywhack said:

    Yeah, it was pointed out in Beta. It is a really, really strong ability. Seamus himself is a very strong Master. Balanced by a crew that is just average... 

    Damn it, i thought i caught something 😁

    3 minutes ago, unti said:

    I have a question: do you need to be within range of the corpsemarker on the opponent's half (within 2") or is Seamus able to just remove a target corpsemarker in Los?

    You need to be in range.

  19. Hey fellow ressers,

    i just re-read Seamus' A cause for celebration Bonus Action:

    :ToS-Fast:A cause for celebration 2''
    This Action may only be declared if this model is this Crew's Leader. This model may remove target Corpse Marker on the enemy table half.
    This model may take an Action. If this model removed a Corpse Marker from this action, the generated Action may ignore any special requirements listed in italics.

    So, cool assuming you removed a Corpse Marker on the enemy table half this lets you shoot twice, use secret passage even if you're not around blocking terrain or it lets you scare your own people.
    But that's not all ... at least i assume so, please correct me if i'm wrong.
    It also lets you charge while engaged (and even twice in one activation), Concentrate twice, Interact while engaged (or after disengaging) or disengage while you're not even engaged (HA! ... wait what?)

    I've never seen this mentioned before, so maybe i'm wrong but this also gets around the requirements (italics) of the generic actions right?
    Sure most of the time shooting twice is really nice, but maybe you just need to drop that last important marker while engaged. Also charging twice (even if engaged for one of those) seems really efficient.

    So didn't i see this mentioned before because it doesn't work, or just because everybody knows it and i'm just late to the party 😅 ... or was i just not looking hard enough?

    • Like 2
    • Haha 1
    • Agree 1
  20. Thanks for the reply guys.
    I'm still reading cards and trying to wrap my head around M3E Crews.
    I think i will focus on "forgotten" and "experimental" as they seem to cover most of the strats together.
    I also have a brand new Jack Daw Crew that i'm itching to get on the table but they seem a little to complex for the first game in the new edition.
    I'm sure i'll make enough mistakes as it is 😁

  21. Hey fellow ressers,

     

    due to some private matters i couldn't play any M3E games up until now. 
    In two weeks time my first game will be played.
    I heard a few podcasts and i'm really really hyped for M3E.
    My question is, wich Masters are strong for what strategies / schemes.

    I know that is a tall order as the answer will depend on the opposing faction / master, the board, is the master played in keyword and many more ...
    I'm just looking for very generall and broad advice.

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