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asrian

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Posts posted by asrian

  1. What would others suggest for Jack Daw, or Leveticus as he plays him too, as good scheme runners?

    I played a game last night against Jack Daw, and afterwards was talking to opponent about scheme runners in his crew. (We had Squatters Rights, LitS, Power Ritual, Plant Explosives, Break Through, and Assassinate...a lot of scheme marker heavy strat/schemes).

    He had taken guilty and hanged mainly and asked me what I'd of taken as a cheap, effective runner (I don't currently play Outcasts so not versed in their potentials). I looked over the Wave 1 & 2 cards post-game and the only ones that looked like potentials to me were Crooked men or maybe Friedkorpsman or Ronin.

    Thanks.

  2. hmm on multiplayer...maybe a 2 action interact that gives accomplice to the person tagging out, except restrict it to 1" from 6".

    Something like: Tag In - This model may take a 2 AP Interact action with target friendly model within 1". This actions grants Accomplice to target Tagging model.

    This way if you're slowed or insignificant (see leg hold, headlock, etc) you can't perform the tag out. If you're fast then it'd be like a double team move (hit once, then tag/accomplice). Also the 1" range is to demonstrate wrestlers having to physically reach thier hand out to tag an co-fighter.

    You could even also have co-fighters do something like a 2AP move to assist while outside the ring. Maybe a 1/2/3 damage/heal move, depending on if they are targetting friend or foe. This will give them something to do for those turns when the have nothing else to do.

    Just spit balling ideas. :)

  3. omg thankyouthankyouthankyouthankyouthankyouthankyouthankyou

    THANK YOU!

    I doubt the big man will tell us what they'll do, but could you at least give us the number of new upgrades? Are they all Tara, or does Karina and the NB get some love?

    I thought he said on Malifools there would be two (or a "couple"). can't recall the quote but still leads to some potential utility with the crew.

  4. Had a game today (my Neverborn, though, vs Jack Daw, so apples to oranges for Master specific tactics). Basically just used terrain and lures to my advantage (plus Lilith's 0 action placing blocking terrain) and picked the crew apart one to two at a time. By the end of turn 3 Jack Daw and one Guilty were all that my opponent had left in a 50SS game.

    Take out Montressor, and any other crew specific priority targets first and Jack becomes less and less scary (Mine were Jaakuna -> Montressor ->  Lady Legeia -> the rest/others as needed). Granted, my opponent had an unfortunate two rounds of bad cards, so that helped, but the divide and conquer strategy worked nicely.

  5. I used Waldgeist for the first time in a game today and thoroughly enjoyed them. I do have one question though. What is the point of their 0 action Germinate being HT 5? I understand that it's severe and soft cover, but isn't dense, and I'm fine with all of that. But as it doesn't block LOS, why even bother having it HT 5, or is there something I'm missing?

  6. Ok, I read the other forum post on Hamlin, and most people seemed to agree you need around 6 to 10 rats in total for his crew (for potential summoning, etc). My question is, how many Rat Kings would you say would be a good model count to have for a game? 2 or 3? Maybe more? 

    reason I ask is I just picked up a Hamlin crew pretty cheap and was going to pick up a few other odds and ends like a Wretch and some Rat Catchers (and I have boxes and boxes of Skaven from WHFB with extra regular rats, so was going to make some Rat Kings once I picked up some bases).

  7. The range and the damage don't bother me, but as a potential future Hamlin player (just acquired a starter crew of them pretty cheap) I'm with you on the SH for the pipes. And I have to disagree with you Brightside as it makes no comparable sense (I know. I know. Apples to Oranges) when a Master has to randomize or is unable to perform the action while in combat himself when others (Belles, Baby Kade, Lilitu, etc) do not. 

    I've only played against Hamlin one time, and the player, though new, basically just didn't bother luring at all with the pipes during the combat, even though it would of been beneficial to him had he done so, due to the randomization.

  8. Ok. I had a few things over the past few games that have come up, and would like to get clarification if I can. Still just trying to get acclimated to the game and a few of my crew's models and abilities. Thanks in advance.

     

    1) Attacker charges someone who's Manipulative: Do they need to test for Manipulative for the initial charge only, or for the two attacks after the charge?

     

    2) TN opposed duel: In an opposed duel (say CA 5, TN 10, Resist on WP for example) If the Attack flips a 3 for a total of 8...and the defender has WP 4 and flips and flips a 3 for a total of 7. Who cheats first?

     

    3) Rising Sun (Jakob Lynch/Huggy): Huggy is buried then returned to play once something with brilliance dies. Does Huggy retain any upgrades he had prior to being buried (Such as Fear Given Form)? I'm assuming yes, but not sure.

     

     

    4) Rising Sun/Activation: Say Huggy activates early in a turn. Mid turn dies. Late turn an enemy with brilliance is killed and Huggy is Unburied. I'm assuming, as he went early, he's still counted as activated for the turn? 

     

     

  9. As Uktena said, nobody sucks. All the masters/crews have enough options available to them to win against any other master. If two players, of equal skill, were playing and both players were proficient at all masters, honestly it'd be a toss up on who won/lost no matter who they picked.

     

    That said, some crews are more into direct damage while  some are into subterfuge and trickery. Some masters perform better at certain schemes/strategies than others, but you choose your crew after schemes/strats are randomly chosen, so that lends itself to bringing the right tool for the job.

     

    Honestly, for a first crew, it comes down to personal preference of aesthetics and play style. I liked the idea of manipulation and coming at my opponent sideways as it were, so my first crew was Pandora of the Neverborn faction, then from there I branched into Lynch. You said your first attraction was Ressers and Arcanist. Does one appeal to you more than the other for painting/figures? Do you prefer a more straight forward, in-your-face style of play, or prefer to mess with the opponent more?

     

    I'd suggest looking over the PullMyFinger wiki (http://pullmyfinger.wikispaces.com/) at the Factions that appeal to you. Read the general idea of the masters in those factions. Look at the artwork and figures available from the ones that you like then choose that one. No master is truly overpowered compared to any other as Wyrd has done a decent job of keeping the playing field pretty level at the 50SS game range (which is what the game is designed to be balanced around insofar as game size is concerned). Once you think you have an idea of what crew(s) you'd specifically like to play, look over the faction forums for any information about those crews and feel free to post questions.

    Best of luck to you.

  10. Just listing Wave 1 (cards available now) and Wave 2 (PDF format until cards are released) for Ressers and Guild as I'm not sure what else you have.

     

    Wave 1 (all listed masters are in the big rule book and have Arsenal Packs under their respective factions for sale via Justin's link):

     

    Guild: 

    - Sonnia Criid

    - Perdita Ortega

    - Lady Justince

     

    Resser:

    - Douglas McMourning (Dual Faction Guild/Resser)

    - Nicodem

    - Seamus

    - Tara (Dual Faction Outcast/Resser)

     

    Wave 2 (All leaders are found in the Wave 2 PDF files that are free to download until later this year when the cards go on sale, at which time pdf will be removed):

     

    Guild: 

    - C. Hoffman

    - Lucius (Dual Faction Guild/Neverborn)

    - Lucas McCabe (Dual Faction Guild/Ten Thunders)

     

    Resser:

    - Molly Squigpidge

    - Kirai Ankoku

    - Yan Lo (Dual Faction Ressers/Ten Thunders)

     

    Hope this helps. 

     

     

    As for the game itself. I never played 1 or 1.5, only learning M2E. As a new player I'm enjoying it. It's very balanced between masters (especially once you hit around 40 to 50SS games as certain crews have a bit of an advantage at lower cost games), and I've yet to find any qualms with it other than wanting to pull overtime to buy my figures.  :P

  11. As an addendum: I did listen to the episode and enjoyed it. I liked the battle and the concept of very large games for a change of pace (and what was the actual time to play that game? lol). But physically watching it for any period of time really messed with me visually. That's a personal thing though, so please don't take offense to it.

     

    Keep up the battle reports. I look forward to seeing more.

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