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psychogeek

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Everything posted by psychogeek

  1. I will be using Pride In my next game to try him out. I heard someone tell me it was good so time to test it!
  2. So I am finding daw to be a blast. I don’t like using his resser models other than hanged tbh. What other outcasts models are good picks for him. You said drachen in the right spots, but what else?
  3. So Pride is one of my favorite models aesthetically, but I have not yet used him in 3rd ed. What are your experiences and opinions of him as a hire into outcast crews? I am thinking of using him in Jack Daw and Hamelin.
  4. Oh I could see how I would have problems in a 50 vs them for sure. Her mechanics are better at choking out jack daw than jacks are on her. And she has tools to directly counter (bill for example). i didn’t score a scheme until end of turn 4 which helped stop leverage. A main reason I was able to kill youko was she took damage to move the strategy markers. I hardly touched her early which helped keep leverage shut off. Daw I can see winning still, but his weakness is if he gets spread out against her crew.
  5. I played jack daw in 30ss against The new TT lady. 4-2 in my favor. Idols was the start and I took assassinate and breakthrough, opponent took breakthrough and take prisoner. daw w/servant ligea monty hanged guilty 5ss game ended up being a mash in the middle, in which turn 2 was not going well for me.. but turn three turned it around. By the end of the game he only model he had left was emissary in 1 wound. man that lady can choke your hand, but my bubble combos proved stronger in the end between daw, ligea, and Monty. Next week we go up to 40 ss
  6. He thought about using the flintlock on parker multiple times but never seemed to have either the steady nerves or something else got in the way. Parker doesn’t know he keeps the gun in his bag
  7. I see dead outlaws as pocket picks vs upgrade crews (Marcus), but he is better in daw. benney is a pocket pick in hamelin for marker heavy crews and scheme pools. wouku raiders are wonderful in scheme marker pools and is a fantastic roadblock but not the most durable of you can’t win duals. i never take dead outlaws with parker in 3e due to wanting other options. For the role they play I would either prefer a bandido or sue
  8. i dont think the gunslingers are bad, but i personally am a bigger fan of sue in their place. it is of course all preference. I am a firm believer that nothing is unusable and most pieces are preferential. I like using actual characters vs nameless models, tipping sue in my favor
  9. Gunslinger can’t use soulstones, upgrades doesn’t grant that. But yeah his def trigger isn’t easy to achieve
  10. I need to give the gunslinger more chances, but I only run one regardless. I can see him doing well as long as I don’t want him to be getting in the opponent’s face. Sue is great for defensively shutting down triggered and even charging into an enemy to keep defensive trigger shut off
  11. What the outlaws add is the god pseudo obey (good especially in corrupted idols), good utility against crews like yanlo or Marcus due to upgrades, covetous cravings is another good counter to scheme markers, they have good use for only 6 stones, but they are generally betting on daw, I agree. If I want extra healing I will take the effigy or emmisary tbh. And I hate hold up their forces..
  12. So this is the “all comers” core I am thinking about: Parker - master doc Mitchell -totem mad dog - his damage is incredible and if the opponent fails to spread out he will destroy their crew. His blown apart is incredibly valuable in certain situations bandido - a solid core minion. Flexible with decent damage. I sometimes take 2 Sue - a main damage dealer with built in crit strike and can help zone and draw cards. thie is 22 points for a core and I am gonna be experimenting with certain other models for possible adds either as a core or for certain needs: Barbaros - a versatile pseudo tank with some movement control. Haven’t tried yet so still need to experiment hans: tech piece against concealment, cover, and terrifying, also good for hitting models like Zoraida with conditions to minimize their effectiveness woku raiders: too expensive to take more than 1 but in a pool with mostly scheme markers or vs scheme marker crews she can be incredible. Also a good roadblock vs pure Mele models dead outlaws: I can see their use especially taking one vs taking a second bandido. Not sure what specific role they fill other than a slightly more damage focused vs a bandido midnight stalker - a crutch model as he fit anywhere as either a scheme runner or a runner hunter. I like taking him but he is used so often it bugs me lol my go to for breakthrough and search ruins Hodgepodge emissary - a great model for added mobility and utility.. but I struggle to get the greatest use out of his upgrades in this crew other than regen on mad dog. Since this crew spreads out more I find him less useful than elsewhere. prospectors - another model I have yet to try but I can see their value particularly in scheme marker heavy pools, bandits seem to have a heavy synergy with him. I will be taking 1 every game for at least 3 games to evaluate his value to me. Pride - a model on my painting table that can lock an area down. Looks great on paper and will have to try him in my games. He looks great at stopping a major beater from being able to do much but both both nullifying the cheating potential and handing out distracted. Convict gunslinger - I only see myself taking this vs crews with a lot of shooting tbh.i don’t like them very much but can be useful as glass canons So far out of all the crews I have played in outcasts this crew is the most flexible. You want at least a 4-5 bandits to get side out of bandit raid and draw their attention but can fit pretty much anything else is. The crew doesn’t need to bubble so it can spread out and be quite Mobile. any other suggestions, recommendations, or comments about potential choices? Anything you agree/disagree with?
  13. I have put down the woku raiders a lot but I recently saw the light! Played a scenario that was almost 100% scheme marker based an just one Raider not only proved a decent roadblock but she shutdown their schemes hard by eating, moving, and otherwise disrupting there scheme markers
  14. The way the rules forum works sometimes things get out of order lol
  15. Can you point me to the rulebook page reference please? It’s something I want to be able to show when the issue comes up again locally
  16. So I know I saw it somewhere but now can’t find it. When the bandit get their trigger to force markers to be dropped, the enemy model is dropping them. Normally they would then be friendly to that enemy model, but the ability says they drop an “enemy scheme marker”. Does this mean it’s enemy to the model dropping It, thereby being friendly to me?
  17. Played a Hench led crew with nix.. not a good game style for the plague models.. you need hamelin
  18. I agree, control is a part of the game but it’s also not a game about just killing things. Playing the strategy and schemes is huge!
  19. Maybe I am misunderstanding you, but the range is based on the model being targeted vs from the scion. That is the difference here.
  20. So first of all.. welcome to the game! Now for the main meat: you crew looks solid and 2x hanged are never going to be a bad idea as the are really good. this crew is a lot of fun to play as but be warned.. they are akin to play black discard in MTG. They can be super powerful and delightfully sadistic in game terms, but they can be very frustrating for the opponent. this crews challenge for you to learn is going to be maximizing their unconventional movement. They have a lot of pushes and hanged and daw basically teleport to enemies. You are about to have a lot if fun with this crew... maybe try out dead outlaws too
  21. Upgrades there are per taste imo. That can certainly be an effective tactic. I prefer servant on mine but I could see changing it out based on the scenario
  22. I also run him in outcasts 😜 so a bit different on upgrades
  23. Yeah I think I ran 7 ss with the crew and kinda want to stay around that number. I don’t run them with upgrades though...
  24. Do not underestimate the hanged ability to teleport around. I shut down power Ritual by using the guilty to slingshot my hanged and had enough ranged to hit the scheme runner wither staggered. My playgroup has a new phrase because I played this crew for the first time and I said “my crew is slow” and found out I can move across the table by turn 2. There is tons of unconventional movement.
  25. Here’s a tip, the deliver a message says you have to be within one inch to take the interact, not that the interact has a 1 inch range. It’s a small difference but it’s enough as nothing is within an inch of a buried model so no... can’t do it.
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