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Roadhouse

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  1. Beating unprepared opponents in this game is easy, Dora and Daw absolutely slaughter unprepared lists, continuing to win when your game plan is known is much harder.
  2. I don't think your Hoff2 opponent was a good test case. Titania2 isn't good vs Arm 2, in guild Hoff has access to unimpeded horsebois as well as LLC to stop your offensive movement and in arc hes got Steam Arachnid Swarms and Diesel Engine to give concealment, which Titania2 doesn't ignore, though if they didn't see 2 coming they probably don't bring DE. In either faction he has unimpeded Langston and Bulldoze absolutely ruins the Underbrush denial. What seems likely to me is your opponent did not anticipate the need to bring the tools to deal with the UB and was punished for it. They're unlikely to make the same mistake and will have better success the next go around.
  3. So I got a bunch of reps with T2 when she was initially spoiled and I think you're on the right track with playing her as a control/denial master. Tons of offensive movement stuff and Stunned while absolutely flooding the board with Underbrush and having unassailable Autumn Knights. Its a strong plan, but you really need to have a good grasp of what your opponent is going to be bringing. This playstyle is really weak into things that aren't bothered by the terrain, can remove it, or don't intend to interact with you at all. Its a niche that T2 lives in happily, but has some really bad matchups. Consider Hildegard with her, speeds up Aeslin, draws a card, makes non concealment ignoring ranged attacks absolutely trash against your tree fort.
  4. I've put her on the table 10 times now, with Titania1, Luci2, and Z1, and I think she is awesome. Take by the Hand is generically good The triggers on Unassuming Demeanor are great. With a Crow you can get another 3" push on a friendly model, with a Ram you can heal for effective 1, full 2 if you punch one of your own Incorp models. There is alot of utility here when attacking your own stuff, relenting, and cheating the suit, and with Negs treated as Pos, even if you don't flip a weak you can still cheat one in for Min 1 The front of her card is where the obvious power is. No Focus use is potentially huge, it shores up that weakness of Manipulative and Intimidating Authority, allows a master like Z to sit in a forest with impunity forcing the opponent to stone for straight to attack her from range, and it makes Hildegard herself almost impossible to 1 shot(there are models that can, but its not a long list) The card draw off being within 6" of a Master or Hench is great, her job is to babysit someone with the no focus aura so its pretty much always gonna happen. I thought she seemed pretty meh on first look of the card, but I've come around and definitely think she can do work if you hire her for her niche.
  5. Did R2 practice last night Titania Gorar Mysterious Rex Kurgan Bowman Titania and the Emissary took 0 walk actions because of the Kurgan, it also brought the Gorar turned Rex in to the game from the back of my DZ in a single activation. Very good unpack fixer and allows some serious aggression
  6. Bultungin shouldn't be charging. They're schemers and are allergic to combat. The only times they should use Old Ways is defensively, so they can take 1 instead of a damage flip.
  7. I dont think that taking a point making a Hungry Land is a bad trade off unless you're going to 1 doing so. They're already not 1 shotting it so the 1wd probably isn't critical.
  8. You've done your research! You can pass on Spawnmother and McTavish boxes, though Spawnmother and Gators have niche cases, theyre not at all a must have or even a priority beyond completionism. Widow Weaver(WW) and Mysterious Emissary(Emi) are often takes with her depending on the pool. WW gets to turn the Voodoo Scrap into Stitched Together and her Webs combo with the Emi's Planted Roots and ranged attack that puts opposing models on negs to resist it. 1st Mate is absolutely vital, probably one of the top 3 Henchmen in the game even after the nerf. Mature Nephilim are very strong OOK for her as they Fly With Me they provide can keep her from ever having to spend AP on Walks, Rider does this too but sometimes the Flight is better than Unimpeded, but its map dependant.
  9. Planted Roots means they heal 1 if the begin their activation in Severe(which Underbrush are) Ambush requires being in concealing or discarding, Underbrush are concealing allowing them to ambush for free. Df and Wp 5 are bad, so the concealing from Underbrush help keep them alive.
  10. Before titles, I would've said Autumn Knights need a buff, but now they are so hard to remove in Twotania I don't think you change them without it being too much. Aeslin's issue is failing to have a role. She doesn't scheme, her mobility limits her target selection and 3/3/4 isn't setting the world on fire(She isn't Bill with Debt of Gratitude), she can't hold a spot with only Df5, HtW, and 9wds. Change her bonus to Life... finds a way Target a corpse, scrap, or scheme marker. Drop an Underbrush Marker into base contact with the target, then remove the target and draw a card. Draw Out Secrets Study isn't a real bonus the vast majority of the time and it being range 6 on a Mv5 model that wants to be 8" away from the action is bleh. If Leave Your Mark comes back Study isn't bad at all.
  11. Lucius1 needs a buff Carver needs a buff KJ needs a buff Aeslin needs a buff Bultungin need a buff Lelu needs a buff Razorspine Rattlers need a buff All the Half Bloods need a buff. WW needs the stat on her summon lowered, shes too good at 8ss. Candy needs some sort of change, but I have no idea how they'd do it because I think even a small nerf would result in her not seeing the table. Possibly making Manip into Serene Countenance then nerfing Corrupted Innocence. Removing the OPA part of Misery would be nuts. If anything needs to be done to buff Dora its take the OPA off her shockwave. Give Cyclops the Tome on their Ice Pillars action.
  12. @kaintxuI usually hire 2 with Insomniac, for Dreamer 1 I'll hire one for Ley Lines to carry the ball. Mv6 Incorp with all the OOA movement makes them great ball runners and Scatter means they can also deny opposing points
  13. His draw is not his melee, but his cast action. The blasts drop Severe/Haz which is huge vs almost everything in the game, the other part is opposing models are at negs to resist when in Severe Terrain so they can't cheat. With Z specifically this means you can unload on them with an Obeyed Emissary, dumping your hand while they can't cheat, then bonus for a new hand, breaking the parity of the draw. With T he gains lots from Underbrush, but the sauce is it turns Into Thorns into +2 instead of +1, as it makes Hazardous you can throw them into.
  14. Piggybacking off Sev, they all have a place. With the Dreamer title I've taken both Emi and Hooded. All 3 have a ton of play with Z, and I frequently take Emi and Hooded in Titania1 in the same list. Pick up Bowman and you've got the powerhouse versatiles of NVB.
  15. Mysterious Effigy is one of weakest to summon, Intrepid is probably the most universally good, Arcane is good for Dispel and Negation Aura, Carrion is good for its aura. I've had 5 games with Z2 and think she's fun, but less outright powerful. Knowing what to Fate Seal and what to summon are where you get the juice, so she's definitely a thinking player's master.
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