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Trample

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Trample last won the day on January 16

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  1. I've only tried Tull maybe 4 times. Of those I used Watson only once. My experience with the King's Wall was similar to yours. It was completely unimpactful in each of those games. He looks good on paper and should have, in theory, an opportunity to take 3 attacks with his 2/4/6 spread quite often. On the table he just hasn't performed the way you would expect a 9 point tank to preform. He is difficult to remove, by my opponent just ignores him. It seems like he needs something like challenge or take the hit to help him.
  2. I can't recall where the picture of that female executioner showed up originally, but ever since I saw it I have been waiting for this model! So happy about that!
  3. I do agree Von Schill is up there. Also Hoffman, Von Schtook, Mah Tuckett, and Youko. The delta between top masters and the next rung down is very narrow in this game.
  4. Does the Monster Hunter actually do this? The model replaces without discarding the upgrade, but does that actually mean it reattaches it? I'm not so sure. I think the upgrade just stays with the new model (not discarded) and doesn't technically attach. I not sure about as written, but should certainly be as intended.
  5. I think you're on to something here. I haven't tried GG All, but rather sink in to the current GG whatever it happens to be (by the way, I think the current GG is great). That's just kind of the way I've been playing for years. The breadth with GG All allows you to really employ a broad range of keywords and models though. I would definitely like to try for a few games and see what it feels like.
  6. Trample

    Minicus

    I put together the new Marcus last night and he's a bit underwhelming. Great sculpt as always, but he just seems so small. He's gamin-sized. I expected something that would fit in a bit more alongside the cerberus or rattler, but he's about 1/3 the size of a sabertooth. He is probably man-sized overall, but the crouched pose makes him disappear behind most 30mm models. I don't know what he's going to look like on his base. Maybe I'll try to build something up to make him look a bit more intimidating. Anyone else feel the same, or is it just me?
  7. Thanks for tagging me! The 29th doesn't work for me unfortunately.
  8. I played Von Schill last night and made a note of my cards partway through round 1 after I had used tools for the job once, drawn four cards, and was running with arcane reservoir: BJ, 2, 2, 3, 4, 5, 5! So hand sculpting doesn't always work!
  9. Well, Yannic is kind of absurd in Freikorps. Azahul is right about that. We've been talking a bit about engineers interacting, but we haven't really mentioned the Steam Trunk in the room here. His Armory ability really shifts this into overdrive. Consider what Yannic might allow you to do on the first turn in wedge with VS2, Trunk, Hannah, Arik, Yannic, Metallurgist, and 2 Engineers for example: Steam Trunk activates and give boots to Von Schill 2 then moves up a bit ahead of the wedge to establish position for future activations VS2 activates, drops scheme, leaps (removes marker to exchange boots for rocket launcher and draw card; boots go to Hannah), focus, shoot with launcher feeling free to burn 1-2 severes to make sure you're pumping out plenty of damage (RL goes to Hannah), Stoic nod Hannah (attach something) Engineer activates and, if the opponent hasn't made you use your discard, you have TFTJ to grab it. Then, move, interact, use you bonus to draw cards 2 & 3 Hannah leaps, interacts, shoots RL (using focus from VS, siphon, and feel free to burn cards; exchange for shield and pick up marker for card 4) Engineer2 activates in a similar manner to the first and draw cards 5 & 6 Metallurgist activates, move, interact, bonus to attach upgrade to Arik, draw card 7 (which you attach is highly dependent on board state this could be RL or boots) Yannic can activate now to set up Arik and interact, bonus to draw card 8, and leave a marker for Arik (plus take an action) Arik activates and probably isn't drawing a card, but depending on what everything looks like he could draw a card if you're shooting the RL, but probably not. Potentially you're drawing 9 cards with two instances of TFTJ and a arcane reservoir. With Iron Heart you can actually start this process immediately (without activating the Steam Trunk) since VS can attach the boots to himself with Stoic Nod. I like moving him to a better spot though. I love starting the first turn with a rocket launcher or two! It's so easy for Freikorps to dish out 6 damage with these things. Clearly a savvy player isn't going to make this easy. They'll stay out of range or get in your face, but if they get in your face you have VS, Arik, and Hannah. Now, we've just talking here about Armory (and to a lesser extent the bonus actions on Engineers and the Metallurgist) but with OG Von Schill you can durdle a bit and have that exact some crew (exchanging titles) draw nine cards and get a pile of focus with Shouting Orders and have a god hand for turn two. That's probably too many cards to draw if you're not burning them like you were in the first instance but you can sure do it. Like others have said, there's a lot of discard in Freikorps and I don't often leave Yannic at home.
  10. Yannic is worth the stones in my opinion. As the others have pointed out, she really makes engineers shine. My standard VS crew includes Yannic, an engineer, and the metallurgist. Yannic allows both the metallurgist and engineer to essentially trade an AP for a card during the first turn at least by using their free actions. Since the engineer is drawing two cards during that action you're drawing 3, using tools for the job, and normally operating with a 7 card hand. You should be able to do some serious work at the end of the first turn! As hydrannix pointed out, Yannic isn't bad to have around just on her own. She's a surprisingly good healer with democratic elections and consolidate power.
  11. glad to see scrapyard on there. I would love to see survival of the fittest too! Hopefully it's still on track to be in stores at the end of this month!
  12. I swapped out the Blessed and a Silent One for Snow Storm and a third kaltgeist last night. I don't think it was a good trade. Maybe it was because I lost this game by a point while I won the first! Really though I don't think Storm's movement tricks are necessary in with revised Raspy and kaltgeists in the mix. He's just a beater. Cheaper than the golem with SSC, but not as good.
  13. I tried her for the first time tonight (well, since the errata) and had some fun with her. The min three damage doesn't really seem like its that hard to set up with the amount of ice pillar generation you can have with two silent ones. The opponent really has to do some work to get rid of the four you're likely dropping on the first turn and her free action can move any of those 4" (and you can target this through another ice pillar - or Kaltgeist). So it isn't really too terribly difficult to get 3 min 3 attacks off with her. Speaking of Kaltgeist, they seem to do pretty well. The movement tricks they have through icy winds and shattering surprise seem pretty good. I didn't use the latter, but the former was a regular action for me. They're great for the unpack and as bodyguards for Tina to turn on her card draw, move her around, and be there for sub zero shield. It's tough to imagine a list without at least one. I took two to try her out. Rounding out Tina, Wendigo, 2x Kaltgeist, and 2x Silent Ones (one with MT) I took the golem with SSC and the Blessed (Carve). I'll probably trade him for Snow Storm next time and maybe a Silent One for a third Kaltgeist. We'll see. The Silent Ones are pretty crucial for getting the pillars out.
  14. Secret meetup in all three pools. Interesting.
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