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asrian

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Posts posted by asrian

  1. I've used it to extremely good effect on Sue (all his attacks, close and at range are SH at +Flips). It does not limit the attack to no triggers, so he's hitting with Crit Strikes. It also is pass or fail on Df or WP, so even if you fail a Lure from a Belle, as long as you flip/cheat a crow in you're potentially knocking the crap out of them for the audacity of targeting you, especially as Sue is immune to horror so even terrifying opponent's have to stay on their toes or be ready to cheat their own defense flips while on the attack.

    Other Enforcer models in Outcast who have SH attacks for both close combat at range attacks (so it's always useful and you can only make SH attacks and they normally have :ranged so can't be used while engaged) are Convict Gunslingers (who also have +Flips to attack) and Lazarus. 

    The upgrade is Rare 2, so hire any of the two above, or two Gunslingers and slap it on them. After 5 games using it on Sue, it's become my auto-include for him from now on when taking him in Outcast as it makes him a vicious threat both in and out of his activation.

  2. 1 hour ago, Uncommon_Man said:

    Scout the Field for most/all of your crew is basically Nimble for everybody turn 1, That is a BARGAIN for 2 stones, and I can't think of any situation where it wouldn't be good. Especially with the way he cycles his upgrades like candy you're not even stuck with it. Honestly that upgrade wouldn't be bad even it was just the scout the field half.

    Coordinated Heist only effects other Bandits within :aura8  of Parker at the start of game. So, that's basically his box crew (minus Doc who's not a Bandit), Wokou Raiders, and the Dead Outlaws.

  3. 5 minutes ago, Kirby said:

    Let's be fair, it's not like cheating initiative is the only thing a Doppelganger gives you. :D 

     

    True. She gives me the personal satisfaction of ensuring my opponents hatred. ?

    • Like 1
  4. Had my first game with Parker tonight vs Gremlin Zoraida via Vassal.

    Deployment: Standard 
    Strategy: Headhunter 
    Schemes:
    Show Of Force
    Leave Your Mark
    Public Demonstration
    Set Up
    Convict Labor (Always)

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    My List: (Took Leave Your Mark & Set Up-Fingers)

    Parker -- 4ss
     +Oath Keeper - 1ss
     +Scout the Field - 1ss
     +Tally Sheet - 1ss
    Doc Mitchell - 3ss
    Mad Dog Brackett - 9ss
     +Lucky Poncho - 1ss
    Hodgepodge Effigy - 4ss
    Hodgepodge Emissary - 10ss
     +Conflux Of Conflict - 0ss
    Ronin - 6ss
    Ronin - 6ss
    Sue - 8ss

    Gremlins: (Took Show of Force & Convict Labor)

    Zoraida -- 5ss
     +Hex Bag - 1ss
    Fingers - 10ss
     +Hide In The Mud - 1ss
    Survivor - 5ss
    Survivor - 5ss
    Survivor - 5ss
    Merris LaCroix - 6ss
     +Hide In The Mud - 1ss
    Sammy LaCroix - 7ss
     +Crystal Ball - 2ss
     +Hide In The Mud - 1ss
    Slop Hauler - 5ss

    Caveats (and excuses :P ) - 

    I knew going in that I was playing Head Hunter and that all my ranged attacks would work against me, but didn't really care as I wanted to try out the crew anyway. I screwed up quite a few things, mainly in the way of forgetting draw card auras, gain soul stone on discarding an upgrade once, etc, but it's a learning experience. 

    Reasons for crew selection: 

    I only took 1/2 a bandit crew (Parker, Doc, Mad Dog) to ease my learning process as I knew I would make initial mistakes and already had all of Parkers upgrades to potentially worry with. The other 1/2 of the crew was just a test for Soul Stone/Card draw gain with models I knew functioned well. Ronin could self-sac to deny heads and gain me cards/ss. effigy could 0AP to buff Parker for SS gain and provide soft cover. Emissary could help boost my own scheme drops if needed, or feign Convict Labor as well as cast at range to ignore cover and pass out trinkets to make my models more effective (like regen on Sue and Companion on Doc). He could also 0AP to allow a mid turn card draw for the cost of 1SS. Sue could allow more card draw, and do his usual tool box tricks and anti-cast auras as needed (which helped vs Zoraida & Sammy immensely).

    I chose the upgrades on Parker that I did as I could burn 2 of them (for SS gain and use) while replacing them with his 0AP Five Finger Discount during the turns. I knew going in I was basically forfeiting Show of Force though with my lack of adequate upgrades, but as I had not taken Set Up once since it came out I said screw it. That, and I purposely chose Fingers as he can heal, change my markers to his (not a big deal for Parker to turn them back), and has a Chatty aura, so figured he would be around long enough and that my opponent wouldn't see it coming...and I was right on that.

    Match - 

    The game ended a 6-6 tie that we called on Turn 5 as we were both tired and it was a fun game overall, so I was happy to end it there. Could have gone either way had we had more turns though.

    I'm not going to give a play by play of the game as it's very late and I'm very tired, though I will try to give a more detailed report next time I do one of these.

    First and foremost, I liked the crew. I didn't get the most out of Parker or Mad Dog, but Emissary with Doc beside him for +Flips from the Conflux upgrade kept my crew alive way longer than it should have been. Parker scored full points for Set Up turn 3 by first having Mad Dog kill something at range (drops a friendly scheme marker when he kills something), and then Parker hit Sammy to drop an enemy scheme marker, ending the activation by discarding 2 cards to turn nearby enemy markers to friendlies for the scoring points. 

    Parker's ability to drop enemy scheme markers kept screwing up my opponent. I kept hitting his gremlins and dropping his own scheme markers near his Convict scheme markers denying him points due to proximity (my opponent lamented not taking Sammy's move markers upgrade). An uncontested Ronin on the southern part of the map ran up a flank to score 2 of my Leave Your Mark schemes (until Fingers said enough and ran like hell down to stop it).

    I thought the crew and the game was fun, but a head spin for me trying to not only keep up with all the multiple layers of card/ss cycling. It was difficult to not forget one bonus here, or to figure out which upgrade to grab there, though that will come with time. I found a strong need to balance which upcoming model/action is most needed as the crew is card hungry for things like moderate to high cards or discarding for abilities. This crew is definitely going to reward knowledgeable players who take the time to learn which upgrades/actions to use when.

  5. 1 hour ago, Bengt said:

    What station does the Bandersnatch have?

    Minion, also it's a nightmare so dreamer can summon it. If it buries (enters someone) and hits someone else, they get a return attack, so can enter your own guys, or the opponent's cause them to hit themselves.

  6. 12 minutes ago, Joel said:

    Think I've spotted a way to win with him - but will need a bit more testing before I'm sure. 

    I think there are ways, and I honestly don't think he's truly a lost cause. I just think he's so resource intensive to make him work smoothly, where as other masters do so naturally, that it's an imbalance in comparisons with him vs others. I like his concept, I just wish they'd tweak the master himself some (lower his TNs to 10, and/or add a suit to his attack, or something). It doesn't have to be a completely rework and anything major, but just a little easier.

  7. 1 hour ago, Chris Rivers said:

    Why the Cherub instead of the Primordial Magic, out of curiosity?

    Can't speak for Gitli, but I bounce between Cherub and Primordial (whim based more than anything else). It's a solid little bugger who allows cheaper interacts to people nearby (which is more useful under GG2016 than the old way due to scoring per turn more often vs all at once at the end), he's got a nice ranged attack that can push people around, and he can slow people. Overall, he's very worthwhile, especially now as part of the utility that made the Primordial so good (being counted as a scheme marker late game to score) isn't as efficient with the score per turn schemes due to removing the marker (except for Convict Labor of course). 

    @Bazlord_Prime 

    A generic type of list I've run to good effect with Lilith, utilizing swampfiends, for something like Interference, Squatters Rights or Extraction with Convict Gunslinger, Exhaust Their Forces, Covert Breakthrough, or other scheme marker heavy schemes

     

    Neverborn
    50ss Crew

    Lilith -- 4ss
     +Beckon Malifaux - 1ss
     +Wicked Mistress - 1ss
     +On Wings Of Darkness - 1ss

    Primordial Magic - 2ss

    Doppleganger - 7ss

    McTavish - 11ss
     +Hexed Among You - 1ss

    Silurid - 7ss

    Silurid - 7ss

    Waldgeist - 6ss

    Waldgeist - 6ss


    Lilith
    This gives me a leader with a lure, who can hit like a truck, force people to not move, drop terrain, flies, a rush of magice, gain an extra card when stoning for cards, and is overall a pain.

    Primordial
    I have a totem who can give me a second rush of magic, can be a scheme marker if needed, and can cause people to be insignificant at range

    Doppelganger
    Can allow me to cheat initiative flips, interact when engaged, copy abilities (such as enemy ones, or McTavish's gun or Primordial's insignificant attack), is a pain to hit and all around good toolbox model

    McTavish
    Merc with a gun that ignores engagement and cover, has a good 3" melee with a potential insta-kill, can drop an :aura3 soft cover marker (with the added bonus of all swampfiends in said cover can use it for all non-:melee attacks, McTavish is a Swampfiend himself as well). and has an alternate 0AP that allows him to eat corpse, scrap, or scheme markers for triggers like pushes, attacks, or heals. The upgrade on him allows up to 3 swampfiend minions to deploy From the Shadows. If you don't feel you want/need it, then I'd swap it for a Retribution's Eye on Doppelganger to ignore armor

    Waldgeist
    Solid minion with armor, the ability to create terrain, triggers to keep people from moving, and 2" to 4" reach depending if they are in terrain or not.

    Silurids
    One of the best leaping scheme runners in the game to me. Also swampfiends.


    That's just my take on a quick list and reasons why I would choose the models I did. By all means test things out though and see what works for you, and in with what schemes/strats.

     

    • Like 2
  8. 1 hour ago, Trample said:

    Sounds interesting. They sound a little like Oxfordian Mages when described that way. What sort of attack do they have? I assume it's a decent ranged attack, but with convict gunslingers and freikorps already available it will be interesting to see what role they play. 

    To me they are more an Outcast version of the Guild's Lone Marshall on foot. Sh attack that hits at ranged or in combat, triggers for an enemy scheme marker placement. 2 AP action that, like the Lone Marshal, but slightly shorter range, gives a push, a focused shot, and then another push for the cost of a discard.

  9. Though this is getting far off topic of NB related things, and my apologies to the others, I have to say that Asami was the one I wanted most, but as I already own, and have painted, every NB, Outcast, and Resser model released as of May it seemed appropriate to buy those, especially as all I need to do is build/paint a crew box and play. I have next to no 10T models outside of the respective dual faction boxes in the factions above finished, so would need to buy a ton of Oni, scheme runners, beaters, etc to have decent collection of tools at hand, unlike the other purchases I made. 

    I'm saving the rest for Black Friday and 2017 (My year of the 10T hopefully).

  10. I'm just glad I got mine right when the store opened yesterday...though sadly, I am starting with Parker instead, just due to the popularity of Titania and Reva (all three of which I bought). At the least I can help update the Wiki with Parker information while others fill in the other masters.

    • Like 1
  11. 2 hours ago, Kirby said:

    Thankfully our local henchwoman gets there bright and early.  Titania is safe in a bag, just waiting for Tuesday.

    From the shopping list she posted it looked like your henchwoman may have been solely responsible for Wyrd running out of Titania boxes. :P

    • Like 2
  12. There want be, as confirmed by Nathan. that said, it gives me a model that facilitates scheme running for my own guys, hands out trinkets to help, and has a good cast attack with useful triggers along with the generic upgrade of giving :+fate to nearby minions. Sue gives yet another tool box model who I can always find a use for, and that can gain the regen trinket from the Emissary to get a free card a turn (starting turn 2) without taking damage. He can destroy corpse/scrap counters, hand out finish the job, protect nearby friendlies from cast actions, and has the same attack (though not trigger) as Parker on his gun with a built in :+fate.

     

    That's just my idea for now though. 

    • Like 1
  13. Honestly, with what you have for her there, she should be able to do any strat/schemes in the core book or in the GG2016 list. Von Schill and company are all around toolboxes (jack of all, master of none) and Viks are blenders who kill all the things in melee. That is a nice spread of models. I'd suggest Hodgepodge Effigy for both crews (has a soft cover it can provide to help offset shooting at nearby friendlies) or Sue (:-fateCA aura). For game balance I would have a board with 40% to 50% terrain (not just big buildings, but also scatter terrain like bushes, barrels, trees, etc...soft and hard cover so that shooting crews nor melee crews have a distinct advantage over one another, but still retaining potential firing lines so that neither one loses out on it's strengths either).

    The only thing I wish Wyrd sold (I got lucky and found the old pewter ones) is a second box that sold another Librarian and Trapper so that she could have two of each along with Hannah. 

    Best advise overall though for both of you if you are both new is pick one 50SS crew to play (Crew box + an extra model or two to get you to 50). Then play about 5 to 10 games with just those models. Don't swap out, don't deviate. Come what may, win or loss (and don't sweat the losses just have fun) stick with just those models. That way you have time to not only learn the core rules of the game but you learn a set of models and be able to see where strengths/weaknesses lie. After that point, then start swapping out, but still take it slow and only swap out 1 to 2 models at most and play a few games with those to learn them and build upon what you know.

    The reason being, as a lot of players find out at first, is if you jump from one shiny to the next each game, especially while learning, you end up having to re-learn everything over and over each game. As you play just a core list at first, and later change it up and build lists per game as it was meant to be played, you learn dynamics of certain models along with synergies that they have with other models, which helps you better plan for the random strat/scheme nature of the game when it comes time to build a list normally.

    That's just my suggestion.

    • Like 2
  14. Well, Sue & Hodgepodge Emissary are both on my include list for future crews (Emissary hands out Regen to Sue, Sue draws a card a turn at the cost of one life).

    Ronin, in Parker's crew or anyone's really, are solid minion choices. I've used them in my Outcast, Neverborn, and Ressers. They are just good models.

    I also plan to see how the Hodgepodge Effigy works with him (Probably well I'd imagine going by his card alone) as he can allow for more soul stone gain via his condition to the leader he hands out (plus the new plastic Effigy has an outlaw look to him). It also helps that he is a 4SS, armor +1, hard to kill minion that can create soft cover, so is very useful for some moving protection and as a scheme runner with his walk of 5.

    Convict Gunslingers are another potential. They are very efficient damage dealers.

    • Like 2
  15. Any master really (well except Lucius because...Lucius). My first thought when I hear the opponent say, "Resser" is to hire Sue (tool box merc that disrupts a few things they have). Then I hire a crew as normal for strat and schemes. If the opponent is playing a summoning master, I try to put pressure on the master (Nico, Kirai, Molly), if an aggressive master or support master, I try to take away their crew while minimizing damage from said master (Seamus, Yan Lo, McMourning, Tara). The rest is just choosing schemes I know I can achieve and trying to ensure I get them. If I know the enemy's (once revealed, or if I suspect what they are) I try to minimize their ability to score as best I can.

    Honestly, I don't really do anything different for Ressers (in strategy or model choice beyond one or two guys like Sue) as I do for any other Faction.

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