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Franchute

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Posts posted by Franchute

  1. 44 minutes ago, misterfinn said:

    For flames it's important that you highlight "in reverse" to make 'em look right. Flames burn hotter near their source so the highest points of the sculpt will be the darkest. The brighter the crevices, the hotter the flame.

    kitchen-fire.jpg

     

    @Athiko did you see what you have done!? Now @misterfinn is burning his kitchen again! Stop giving excuses to this pyromane :)

    @misterfinn You may hate the sculpt, but how you painted it turned him amazing! I love the subtle green hightlight.

    • Haha 4
  2. 18 minutes ago, Jwinks said:

    Well I am still trying to get my head around the hiring two masters thing, but can you explain to me how you managed to hire both Collodi (DMH) and Zoraida (Bayou/Neverborn)? They don't share a common keyword and are from two different factions.  I assume that Zoraida is your master so that you could use the Neverborn upgrade cards in the future.  Otherwise if you use Collodi you can not use any upgrade cards outside of the DMH faction.  This is a limitation that I have been learning playing Collodi myself.

    The way Dead Man Hand works has changed since the closed beta. Collodi is now Neverborn: just look at his card ;) 

  3. There is this model in your crew, probably the master or a beater, that you need to move forward, but you dont want to use its APs. In M2E, you were probably using Frank/Grimwell/Investigator etc... to move it. Now with which model do you do it? And why do you use this model over alternatives?

    A nice option with Hoffman is tossing the model you want to move with a Guardian. If the Guardian has fast from Hoffman, it does stay too far away from the rest of the crew. But, now I feel like trying Sonnia and I'm not sure I want to pay the merc tax to do it (though a 10 inch toss is quite OK to be frank!). Alternatives seem to be the Rider or even Grimwell.

    How do you do it? And Why? Any better alternative?

  4. There is this model in your crew, probably the master or a beater, that you need to move forward. In M2E, you were probably using Oxfordian Mages or Angelica to move it. Now with which model do you do it? And why do you use this model over alternatives?

    In the beta, I have been playing with Hoffman mostly when declaring arcanists. A nice option is tossing the model you want to move with a Guardian. If the Guardian has fast from Hoffman, it does stay too far away from the rest of the crew.

    Another option I have been experimenting is the Mech Rider with Ride with me. In the end, I preferred the Guardian because I convinced myself that Hoffman does not need that much card draw given how many power tokens you can get.

    How do you do it? And Why? Any better alternative?

  5. 2 hours ago, Dark Reaper said:

    Witchling Stalkers have dispel magic, so removing distracted from her shouldn't be too much of a problem.

    Cant anybody within 2" do it with Assist now anyway?

  6. Today I played a game with a folk from the Southern part of the country who was in town for the day. It was his first M3E game. I prefer not to reveal his name here because the game was quite unbalanced (I have a bit more experience than him): Is this OK @Kyle? If not, I can tell you through a private message who it was. Anyway, even if one should not pay too much attention at the result, there are a couple of things I have to say that could be relevant (see my remarks below).

    The strat and schemes were the following:

    Reckoning, in Flank Deployment

    Detonate Charges
    Search the Ruins (Arcanists and Guild)
    Hold up their Forces (Guild)
    Deliver a Message
    Claim Jump (Arcanists on Rusty Guardian)

    We played about three hours and arcanists won 6-1. Arcanists scored 2 for the strat and 2 for each scheme. Guild scored 1 for the strat.

    The Arcanist list was:

    Hoffman with a cache of 1ss.
    Mechanical Attendant
    A Guardian with Magical Training (9+2ss). I'll call him "Shiny Guardian".
    A Guardian with Diesel Engine (9+2ss). I'll call him "Rusty Guardian".
    Arcane Emissary (10ss)
    Soulstone Miner (6ss)
    2 x Watchers (8ss)
    Mobile Toolkit (3ss)

    While the Guild crew was:

    Perdita, with 7ss
    Enslaved Nephilim
    Francisco (10ss)
    Papa Loco (7ss)
    Nino (7ss)
    Abuela (5ss)
    Austringer (7+1ss)
    Witchling Stalker (5+1ss)

    A succinct summary:

    During the turn 1, Hoffman gives fast to the Emissary and the two guardians. On his center/right flank, he had Perdita with finger on the trigger with Frank and Abuela nearby. Papa Loco was further on the right. Nephilim in the back. On the left Austringer, stalker and Nino. Emissary gets focus from mobile toolkit and given fast and amazing mobility, he charges Austringer on the left and kills him.
    Score: 0-0

    Turn 2: Hoffman was not well positioned and gets badly injured by Perdita. He decides to move away towards the left to get healed by the toolkit and hides behind a house. Emissary kills Nino. Frank hurts badly Rusty Guardian. Rusty Guardian throws Frank 10" away. Shiny Guardian kills Abuela, engaging Perdita at the same time. Soulstone Miner stops Papa Loco on the right flank. Watchers drop markers. Arcanists reveal Search the Ruins.
    Score: 2-0

    Turn 3: Emissary hurst stalker and charges Perdita, putting negation aura on. Perdita hurts badly Shiny Guardian, who strikes back and leaves her on one wound. Frank charges Shiny Guardian and kills him. Rusty Guardian charges and kills Perdita. In the mean time Toolkit and Attendant had healed Hoffman and Rusty Guardian. Watchers drop more markers. Soulstone Miner mines a stone and keeps entertaining Papa Loco.
    Score: 3-1

    Turn 4: Fast Emissary kills Frank (Red Joker luck I believe). Rusty Guardian puts himself in the middle for Claim Jump. Watchers drop more markers. More healing from Attendant and Toolkit. Stalker charges Hoffman. Miner and Loco keeps entertaining themselves. Arcanists declare Claim Jump.
    Score: 4-1

    Turn 5: Hoffman kills Stalker. Arcanists score the end parts of their schemes.
    Score: 6-1

    Some remarks:

    - the Arcane Emissary was the MVP in this game. He is so mobile! With two Ap, he can charge somebody who is 18 inches away. Indeed, Rush allows him to move 6+2 inches with a charge. Given that he can charge more than once per activation (Frenzied charge) and charges do not need to lead to an attack (hence he can move with a charge), that's a 16 inches move with an extra 2 inches engagement range. Moreover, with Fast from Hoffman, he can even attack twice and he may get an extra attack or damage from triggers. He does not benefit from power tokens, but the mobility is so good and Negation aura is so annoying that I may prefer him over Howard. I'm wondering if he is not a little too good for ten stones. I defenitively prefer him over the Rogue Necromancy (another 10 stones model I have been playing with lately).

    - Soulstone Miner: I played him like he can unbury and charge somebody straight away. It seems like too much to be honest. With armour 2, he can stuck somebody in melee. A useful annoying piece.

    - My opponent clearly did not play Perdita well. But I remembered her much more powerful from M2E. A mistake of my opponent is that he did not use her Analyze Weakness attack, but, thinking about it, it is not clear if one wants to use it given that you lose one AP for applying it while one could have used the AP to shoot. At least, I want to say that Analyze weakness does not seem like a big benefit. I'm wondering if it should not do some damage as well, or maybe it could be a bonus action. Thoughts?

    • Like 1
  7. I like Fading Memories as it is now. If I had to change something, it would be Disturbing story. It could be improved a bit. If you want to do damage with it, you really have to give a lot of cards to your opponent. When you think about it, abominations were making 2 damage to get a card in M2E. @Paddywhack made some suggestions in another thread that are interesting.

    • Like 1
  8. Is it just me or do you think Rogue necromancy is now a bit overpriced compared to Archie? I understand that with three headed he was a bit too much damage effective. But now I'm wondering if Archie is not strictly better given he costs one stone less. I might be underestimating Grit (Frantic) and Projectile Vomit though.

    • Agree 1
  9. I played Hoffman as an arcanist a couple of times. I was very exited about the idea. The first thing I did was to check Joss. After reading the card, I immediately went for Howard. Joss is not the guy he used to be. And now we can hire guardians---two were autotakes for me.

    By the way, I am a big fan of the new Hoffman. He feels much more flexible under this edition than he was under the previous one.

  10.  

    5 hours ago, Kyle said:

    Yes, the TN should be 10:crow- this change will be in the next update.

    Another thing about Asura: she lost the Revenant keyword and became versatile, but she still has Final Veil. Maybe you want to drop this ability?

  11.  

    6 minutes ago, gelter said:

    It would be a nice ability if you can choose a number between 1 an max hand size. Then you have a good dmg output, molly havent any good dmg right now. And the tradeoff is that the opponent get maybe good cards. This is the main point atm. Why should i do 1 to 2 dmg an give my opponent cards? No way

    dont underestimate fading memories.

  12. @NotSoEmpty dont forget about the power of outactivating beyond turn 1. It is specially useful to score points without having your opponent reacting. I havent played Seamus in the beta but I played enough Sandeep and Ramos games in M2E to understand that. I did used doxies and belles with Molly though. With the new design of schemes, I suspect lying in wait could be useful in turn 5 to score the end parts of schemes.

    • Agree 1
  13. 19 minutes ago, Morgan Vening said:

    He can. But it's "conditional". Hah!

    Requires having less Power Tokens on the target than on a friendly model you have Power Tokens on. This shouldn't be an issue for the most part, but it might require some work and timing to get it done.

    There's also some questions regarding timing that I hope get hammered out.

    Hahah!

    Regarding timing: since you can target more than one model, what I was doing was to first remove tokens from the model from which I wanted to remove the condition so that it would have less tokens than another model nearby, allowing me to then give this model a token from the model nearby to remove the condition. Are you saying that this was not necessarily correct depending on how you interpret timing?

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