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Erorior

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About Erorior

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  1. Does the defensive bonus of the disappear trigger stack if triggered multiple time during a turn?
  2. Erorior

    Kamaitachi

    I think the difference would be the investment needed to counter. If the opponent declares Hamelin you can always go for the wind-weasel without significant investment. It's a whole different story to go for Lucius as secondary master (if you hadn't already declared him as leader) to counter the Qui & Gong. I could foresee that no outcast player aware of this counter would declare Hamelin when facing ten thunders, at least not in a setting that is even mildy competitive.
  3. While I have only played one game with her, it indeed would seem that Hannah's critical strike allows her to go above and beyond most damage tracks. If I have a slightly better hand than my opponent (with at least 2 severes) it should be able to go off fairly reliably with the right setup in positioning, focus/rocket boots and as long as the opposing model doesn't have hard to wound or equal (or higher) df. If this continues to be problematic, I'd suggest exchanging critical strike for the burst damage trigger (the one with per ), while swapping sweeping strikes for surge. She would then revert a bit to her old blasty ways in melée and adjust it so that she doesn't deal as concentrated a damage. While 2/4/6 (or 3/5/7) is great damage tracks with focus and other positives to damage being available with the right setup and cards, it and similiar tracks seem to be possible for many beater models throughout the different factions. I will continue to test it out a bit more and see if we get similiar results most times though and urge others to do the same. As @Paradigm said though, a 10ss beater should deal their fair share of damage if you invest enough resources, as long as it doesn't lead to the game devolving to a place where it is always best to kill first, scheme later. Two other notes: Von Schill feel very durable but after the nerf to his gun it would be nice if he got another tactical option on his ranged attack. E.g. card draw/cycling, pushing friendlies out of engagements, generating pass tokens etc. Something to make you consider the gun as a more tactical option. Also, the outcast upgrades continue to feel quite undesirable (with the exception of Servants of Dark powers on certain models). I really hope this will change in the future.
  4. Agreed (which is the reason I started a thread about it in the Outcast sub-forum. Soldier for Hire: Nice with h2k but the rest of the abilities don't make it worth the 2ss Servant of Dark Powers: Niche pick but really nice on certain models. The only one I would be fine with as is. Wanted criminal: Way too disparate abilites which doesn't contribute much, expecially for the cost. You can squeeze it in on e.g. the Drach Trooper for the focus, but you'd probably be better off investing in a 10ss-model instead. Overall, upgrades seem to be both high and low. I'm hoping for a major review of them across all factions.
  5. Agree with point nr 1 and a lot of other arguments made above. Regarding point nr 2 I must say that I really miss the double blasts on her melee from m2e (but that's mostly because I used her A LOT with I pay better). The blast she got now certainly threatens models that are very close but 1 blast is so much easier to spread out against than 2, so I don't think many opponents will make the same mistake twice after being subjected to it.
  6. I took another read through the cards looking for built in crows on -actions and... there were a surprising amount, especially in Amalgam and Plague, with Mad Dog, Scion and the Freikorpsmann (with the field guide) being honorable mentions. Would it still be as good if it was once/activation? Other similiar abilites/triggers?
  7. Points well made. Any other suggestions of what could be more useful while not contributing to bad trends? Should it be something further to buff the model or a new kind of action/bonus action?
  8. Nice one! Updated it as a suggestion. Does anyone know if there already exists such a trigger somewhere (so we could be consistent)?
  9. As an optimist, I really think we should try our best to change their mind then!
  10. Wanted Criminal: Suggestion 1: Protection Money: After an enemy Scheme Marker is placed within a6, this model may draw a card. This model gains the following trigger to its -actions: Pilfer: Target must be able to use Soulstones. Target enemy model must discard one Soulstone. If it does so, add one Soulstone to this Crew's Soulstone Pool (Too many built-in crows as it right now...) If this model is a Minion, it gains the following Ability: Swagger: After this model resolves the Walk Action, if this model does not have the Focused Condition, it gains Focused +1 Suggestion 2: This model gain the following resistance trigger: Df () Squeal: Enemy only. After resolving, this model may move up to 3". This model gains the following Action: Expert Thief Rg: 1", Stat 5, Rst: Df - Target a model that can use Soulstones. Target must discard a Soulstone. If it does so, add a Soulstone to this Crew's Soulstone Pool. Mug: Deal 2 damage to the target Onslaught: Repeat this action, targeting the same model Drop It!: Enemy only. The target must place an enemy Scheme Marker into base contact with itself, in LoS of this model Drain Magic: Target discards a card. This model may draw a card and then discard a card. If this model is a Minion, it gains the following Ability: Swagger: After this model resolves the Walk Action, if this model does not have the Focused Condition, it gains Focused +1 More of the master thief who then dodges frantically when attack. If this would be real, I will promise to put it on a Freikorpsmann and name him "Larcenous Lars"!
  11. Servant of Dark Powers: Suggestion 1: Deadly Pursuit: During the End Phase, this model may Push up to 4".. Unnatural Vigor: After killing an enemy model, this model Heals 2. If this model is a Minion with the Terrifying Ability, it increases its Terrifying by +1. If this model is a Minion that does not have the Terrifying Ability, it gains the following Ability: Terrifying (11): After an enemy model targets this model with an Attack Action, the enemy model must pass a TN 11 Wp duel or the Action fails. More flexibility and foremost more consistent payoff during the game. Suggestion 2: ( @Zebo ) Intuition: At the start of this model's Activation, it may look at the top 3 cards of its Fate Deck and then return them in any order. Unnatural Vigor: After killing an enemy model, this model Heals 2. If this model is a Minion with the Terrifying Ability, it increases its Terrifying by +1. If this model is a Minion that does not have the Terrifying Ability, it gains the following Ability: Terrifying (11): After an enemy model targets this model with an Attack Action, the enemy model must pass a TN 11 Wp duel or the Action fails. Consistent payoff through communion with Dark masters!
  12. Soldier for Hire: Suggestion 1: Hard to Kill: When this model suffers damage, if it has 2 or more Health, it may not be reduced to below 1 Health. Nihilism: When this model would gain a Condition, it may instead discard a card to not do so. If this model is a Minion, it gains the following Ability: Bounty Hunter: After this model kills an enemy model, it may draw a card. If the enemy model was an Enforcer or Henchman, it may draw an additional card. If the enemy model was a Master, it may draw two additional cards and add one Soulstone to this Crew's Soulstone Pool. This should allow us to use thus upgrade when facing condition-heavy crews in order to protect key models from some of their influence, in addition to adding some survivability. Suggestion 2: Hard to Kill: When this model suffers damage, if it has 2 or more Health, it may not be reduced to below 1 Health. This model gains the following trigger to its -actions: Precision strike - Damage from this attack may not be reduced by Armor or the Shielded condition. (EDIT: Popular opinion seem to be against this suggestion) If this model is a Minion, it gains the following Ability: Bounty Hunter: After this model kills an enemy model, it may draw a card. If the enemy model was an Enforcer or Henchman, it may draw an additional card. If the enemy model was a Master, it may draw two additional cards and add one Soulstone to this Crew's Soulstone Pool. A more scrappy merc, experienced enough to know that there is a chink in every armor. Somewhere.
  13. While this topic have been discussed it has mostly been spread out over different threads or more been along the lines of "which upgrades goes on what model". I'd like to recap and summarize some discussions and suggestions regarding our upgrades here with focus on the viability of the upgrades themselves (with as wide a focus as possible over the faction) First discussion point; For me, I'd like upgrades to be somewhat situational. I feel they shouldn't be obligatory but more a niche to use your precious soulstones on to better achieve certain goals in certain scenarios and matchups. Two of the 10T upgrades are examples of this. One gives Stealth and unimpeded which can be great vs ranged crews or on certain boards (of which you might get an inkling based on master selection) and the other gives you the aura to shut down resistance triggers to combat specific crews where they tend to be a common nuisance. I like the "more expensive but more impactful" approach that they have taken so far, but that leads to the second discussion point; are the upgrades good enough to be taken in certain scenarios or with enough width of models? We only have three, so it would be really sad if only 1-2 actually saw play. Since they cost 2 ss, they have to be viable on e.g. a 6ss minion, to the extent that you might sometime take that instead of choosing a different 8ss model instead. Soldier for Hire - While Hard to kill is always nice there seem to be a general wish for This will fetch a high price to be changed into something that would actually see play on the models that would want this upgrade. Ruthless is a great suggestion, and I could also see Nihilist (for the jaded merc) as an alternative. Bounty hunter feel nice, and gives a bit more incitement to put on the more killy minions. I feel it should be something to bring when you want to protect your master from Assassinate or make a model stay for Claim Jump. With the changes, it could also see play more when expecting lots of conditions or terrifying/manipulative. Servant of Dark Powers - This seem to be the most liked one as is. Unnatural vigor helps a lot of models stay on the table. Herald gives a nice move but personally I'd like to see something that contributes more over the course of the game. Maybe Deadly pursuit (4" push at the end of the turn) for some movement shenanigans and making the occult creature/warrior harder to pin down and contribute more to certain schemes and strats (avoiding take prisoner, certain scheme markers etc). On minions, the terrifying will usually be a nice resource drain. Wanted Criminal - Seem to be the least taken and hardest to get mileage out of as is. The minion-buff, Swagger, is probably always great since focus is awesome. However, since both other abilities seem so limited I think it will rarely be seen outside the occasional Drache trooper or convict gunslinger. Expert Thief seem most underwhelming at the moment since it requires you to 1) be in close combat with a master or henchman and 2) be willing to spend an AP for the chance to steal a soulstone from them (and with stat 5 it is certainly not guaranteed) instead of using its own attacks to actually deal damage (and maybe make the opponent use the ss to prevent). My personal suggestion to it would be to either change it so that the model instead gets the Pilfer trigger on its -actions or at least give the action a bunch of triggers so that the AP you spend can do something more, such as (Mug - deal 2 damage to the target, Drop it , Onslaught - take the action again with the same target, Drain magic). This would allow the action to do more effects and be more worthwhile. The third ability, protection money, feel quite situational as well but might find use with the bandits and give resources in marker-heavy scenarios. Overall, I feel that our upgrades lack a bit at the moment. But that gives us lots of possibilities to change it during the course of the beta! Can we discuss and try them out as much as we can to make them as worthwhile as possible? (I'll hijack the following three comments to edit some suggestions as (hopefully) plenty discussion follow.
  14. Battle Report Form What Version of the Playtest Documents were you using? 2.7 Strategy Plant Explosives Scheme List Breakthrough Harness Ley Line Take prisoner Claim Jump Vendetta Time & Rounds Played 2,5h, 4 rounds Final Score Outcasts 4 - Guild 1 Forum Name Erorior Leader Jack Daw (Outcasts) Crew List Jack Daw w. Servant of Dark Powers Lady Ligeia Montressor The Hanged Guilty Crooked Man Drache Trooper w. Wanted Criminal Strategy VP Scored 2 Scheme 1 & VP Scored Take Prisoner - The Judge, 0VP Scheme 2 & VP Scored Vendetta (Guilty vs The Jury), 2 VP If you could play this same Encounter again, what would you do differently? Try to get in close with Lady Ligeia even sooner to drain even more cards with terrifying. MVP model (and Why?) Jack Daw, since he drained lots of cards and it was an interesting game for both me and my opponent to manage his health. Servant of Dark Powers really helped since the heal when killing could give him a slight boost in health to make him stay even longer. Also, honorable mention to Drache trooper. While the focused from Swagger didn't matter much (due to all the HtW) my opponent grouped up a lot in some ruins allowing even the weak blast to do lots of damage and burning. Forum Name None, since he aren't a member Leader Lady Justice Crew List Lady Justice Scales of Justice The Judge The Jury Death Marshal recruiter Exorcist 2 x Dath Marshal Strategy VP Scored 1 Scheme 1 & VP Scored Harness Ley Line, 0vp Scheme 2 & VP Scored Claim jump, 0vp If you could play this same Encounter again, what would you do differently? Gone with a second exorcist rather than the recruiter, and remembered to actually go for the mission instead of getting stuck in the killing. MVP model (and Why?) No specific, but the crew synergized rather well. Honorable mention to both Judge and Jury who performed well. Concerns and/or Confusions? I tried out some upgrades now, and (while only one game) got about the result I expected. Servant of Dark Powers is nice on certain models and worked well for Jack. The 6" move at the beginning is ok, but the heal upon killing is what really gets it going. To really make it feel worth the 2ss for more models, I'd want to change Herald to something that more consistently gives an advantage during the game, such as Deadly Pursuit. Wanted Criminal feel really lacklustre.While Swagger is great on a minion, the rest of the abilites feel rather unused in most cases. I'd propose some changes; Expert Thief: Fun on paper but too limited to use AP for, since it has to be in close combat and you have to target masters/henchmen. I'd propose to, in order to give it more value, give it a bunch of triggers (such as some damage on rams, distraced on masks, card draw on tomes etc) to give some more incitement to use the action. Protection money: It might synergize with the bandit-crew on paper but in practice people seem to not get much out of it. I'd propose to change it to something the helps the apparently skilled and cocky/cowardly thief to be more slippery. Manipulative comes to mind but might be too powerful. Maybe some resistance triggers such as squeel/leap aside? Or butterfly jump? What I'm getting at is that, while upgrades are supposed to be situational, 2/3 upgrades (Soldier for Hire and Wanted Criminal) seem so limited at the moment that they will probably rarely see play. Which is sad since they have the potential for a lot of flavor for some models and crews. Give me some triggers and tweaks to Wanted Criminal and I promise to start bringing a Freikorpsman with it named Larcenous Lars!
  15. Well, look at me not actually reading Hamelin's card before, during or after the game. Statement redacted!
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