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Trample

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Everything posted by Trample

  1. What did you decide (or perhaps you posted that over on the Outcast forum)? Did the Professor make the grade?
  2. You're right, that 2nd is weighted pretty high. I do think it's that good not normally because it hits an additional model but because it sometimes lets you hit the model you really want to hit with the attack. So I do think it's pretty nice. I agree with your other points on Mad Dog and Basse. Once you get them into a crew and a game everything changes! I played against Basse once in beta, but haven't seen him since. as a standalone model he looks pretty good.
  3. Yeah, Parker is a really fun master. Easy to learn but he has a lot of depth to him as well. You'll play him a number of times before you start to realize how many different things he can do. He is also pretty easy to get started with. There are a couple of other models you'll want, but probably slightly less than with most crews. He can play a 30 point game or so with just his box. The box that has Sue and the Convict Gunslingers would probably be the first I would add on and would get you to 50 SS.
  4. Who do you think is the best blaster right now? Is it still Sonnia in this edition? I think it probably is, but there are a few other good ones. I was looking at some of the blasters and trying to see what they could accomplish using their own AP (not that you would do it that way most of the time) in a situation where you could perfectly hit one additional model per blast. Most of them have 3 AP and, being as efficient as possible are concentrating, taking a focused attack, then taking a regular attack. Assuming they all hit twice, Sonnia does do the most damage (baring triggers and assuming you’re cheating severe for the focused attack and stuck with minimum on the second. Sonnia has the 14” range going for her. She does 7 to the primary, 4 to a secondary, and 3 to a tertiary with each receiving burning (4/4/2). Assuming they don’t remove the burning, that’s 9/6/4! Before the burning she’s dishing out 14 total damage at a pretty good range. Basse is surprisingly good as a blaster. He doesn’t really have the range, but he sure can dish out the damage, primarily due to the 4 moderate damage. He’ll do 8 to the primary and 5 to the secondary in this scenario (for 13 total) but he doesn’t have much else to go with it. The injury trigger is nice. He also has gunfighter, so Basse can blast in melee. Rasputina obviously has the longest reach. She doesn’t have quite as much damage output, with 6/3/3 to the primary/secondary/tertiary targets. The 1” push built in can be pretty fantastic in certain situations. She also has really good triggers, although they’re harder to use when she’s targeting through an ice pillar. Mad Dog does the same damage as Basse, assuming he’s fast from a scheme marker. He too only has an 8” range. He does have a trigger to get an additional blast, which would spike his output a bit. Zipp only has an 8” range, but he is so damn fast and has such a good defensive trigger that it doesn’t hurt him much. Zipp can do 7 to the primary and 4 to the secondary and, like Rasputina, can push them 1”. He has an extra blast trigger and the convulsion trigger, both of which are really good. Som’er, unlike the blasters above, only has a 5 stat. He also doesn’t do much damage (6/3/3 in our scenario) but he does have some awesome triggers. He has a 12” range, so he isn’t quite up there with Sonnia or Rasputina, but better than the other 3 I’ve mentioned. Really though, he isn’t going to be using 3 AP to do this. The Samurai is surprisingly good. With his bonus action concentrate he effectively has the same capabilities as the others on the list. He is the only one with a 6 severe and one of the few with a moderate of 4. His blast isn’t built in though, so he’ll have to cheat to get it. If he did on the first shot he would do 8/4 at 12”. His stat is 5 as well, but with a plus flip. Finally, Von Schtook. Only 10” and only 2/3/4 with a blast on each, but he does have Injury +1 built in (and injured is strong). He’s the lowest on the damage with 6/4 in this scenario and injured +2 on both. I probably missed someone who can be an effective blaster (not shockwaver) but I think Sonnia is still the best on this list, although I probably like Zipp and Mad Dog together the most. Crew aside, who is the best blaster?
  5. Fly With Me, unlike Ride With Me, can not be used in combat or to carry someone who is engaged. The Iron Skeeter shouldn't have been able to do this. Thank you for the reports BTW, I enjoy them. I just bought Dashel during the Easter sale and I love some of the new models!
  6. Maybe they'll find Rasputina's avatar while they're at it!
  7. Had a game last night where I decided to play Lady J against Zoraida. I drew perhaps the best hand I've ever had - RJ, 13(mask), 13, 12, 7, 6(rams). Since I was facing Zoraida I was really worried he was going to eat that beautiful hand , so I ferried Lady J forward on the Pale rider during my second activation, cheating my 7 to make it go off. The Pale rider shot and hit McTavish twice, hitting Moderate both times and forcing him to use a couple of stone. McTavish had been lured up by a wisp, so both were in striking distance. He used a Bokor to heal McTavish back to full, then I activated Lady J . She walked - leaped, stoning for a mask to get the extra attack. On the first attack I had to cheat my 12 to hit, doing minimum to McTavish, but not cheating. On the second attack I cheated my 13 of masks to hit McTavish, leaving him on 2 wounds, and swing on to the Wisp, leaving him on one wound . I still had the RJ and a 13 in hand for my third attack and with that, could guarantee killing both McTavish and the wisp. But, of course he flipped the RJ in defense on my attack, I haven't played Lady J much, but that kind of thing sees to happen to her, at least when I'm at the helm. The Judge did end up taking out McTavish round 1 and took out the wisp and the gremlin McTavish produced from the upgrade, but she herself often leaves the job undone. She died during the first activation of round 2. He was able to whittle through most of her during round 1 with various obeys and voodoo doll shenanigans. I got my payback with my hand round 2 - 1,1,4,6,6,9. I guess Lady J did her job, and I did win the game, but an interesting first turn that I thought might be relevant to this thread.
  8. Trample

    Fae T-Rex

    I'm really looking forward to seeing this model and hoping it isn't too big. I'm generally not a fan of the really large models, although I recognize some people like them that way. It's primarily because they're difficult to carry to tournaments. If he's good enough I'll probably use him anyway, but I would prefer it if he weren't much larger than your typical rider.
  9. The professor really does have a bit of everything but, as Graf mentioned, is pretty good at all of it. The crew is resilient with HTW, armor, and healing. They have summoning, albeit strange. They're very quick with pushes, access to fast, and By Your Side - which is an awesome ability. They have a ton of spoiler abilities in the crew like stunning, condition removal, turning off upgrades, and Anna's various shut-down capabilities. Ressers also have pretty good versatile models and upgrades. The crew might not be the best at every strategy, but they can compete in any of them. I agree you do need Valedictorian. She's the best model in the faction. Be prepared to proxy it or have access to the University box. They'll have a new one at some point, but it likely won't be soon. Transmortis is pretty easy to get started but it also has quite a bit of depth to it. You won't get bored quickly with this crew!
  10. Great report - thanks. It sounds like a fun game. I've played against Schill in this edition and I would agree he is a bit underwhelming himself. Hannah is certainly a beast though. I would agree with TD though, I played a Bandit crew into a Tri-Chi crew recently and Mad Dog did indeed make short work of the Whiskey Golem.!
  11. It's definitely all about keeping your lodestone carrier safe and tying down the opponent's carrier. If you can engage him to prevent him from moving and interacting, but not killing him, you have a good chance to prevent full points. Obviously you also have to keep his friends from being able to interact within an inch of him as well. I agree that two points are really pretty easy on this one, but you can stop full points. For a carrier speed is certainly important, but agile and Don't Mind Me are huge in this one.
  12. Lures, I think, have the potential to be pretty good in GG1. In Ley Lines you can use them to pull models off of the strategy markers to make it more difficult for them to score. Yes, of course the model can walk right back if it hasn't activated, but activation order is a critical part of this game. A well positioned Belle, or a combination of them, can lure a lodestone-bearing model quite a ways from where it wants to be and likely engage it as well. In Ley Lines lures can also help you move your own lodestone models around. They could be good in Recover Evidence as well by bringing the token-holding enemies across the board to you so you can focus-kill and be in a position to retrieve the strategy marker. I'm not arguing that these are the best abilities in the game, nor am I making the argument that Redchapel is suddenly better than Transmortis. I do think there some pretty good uses for a 5ss model with a stat 6 lure, so I'm not so sure I would leave Belles in the trash category now that GG1 is out. I haven't put them on the table, but we'll see.
  13. When I reveal Hidden Martyrs after one of my two identified models is killed, do I have to tell my opponent which other model is a chosen model?
  14. He and his whole crew. The Redchapel keyword has so many pushes & lures. The Belles, Doxies, Madame Sybelle, and Seamus at least all of ways of moving the opponent out of base contact with the marker. They should be pretty strong in this strategy. The Belles and even Sybelle may actually see some use!.
  15. Although it isn't an Outcast model, the change to The First Mate does have an impact on Zipp. He was an auto-include with my Zipp crews previously, but now I don't see myself including him in any situation. He lost the build in ram to his attack, dramatically reducing his combat capabilities. He also lost Carry The Loot, which hinders his anti-scheming quite a bit. He's still a good schemer himself, but for 9 there are so many other options for Zipp. I may well replace him with Rusty Alyce since her appreciation for Iron Skeeters has only increased with her move reduction.
  16. Yeah, I think those are going to be more valuable than ever for that scheme as well as for blocking symbols of authority and corrupted ley lines. Others like coffin markers will be great too and things like shadow markers less so only because they're only useful for research mission.
  17. Archie was definitely a powerhouse that needed to be adjusted in some manner. Although I think Wyrd did a great job overall with the errata, I'm not sure I like what they've done with Archie since I think it changes the role he plays in a Molly (or any resser) crew. Previously, for me at least, Archie might have looked like a hammer but he was more of a scalpel. He was there to punish models who left themselves exposed and that Archie could generally take down in a single activation, but the key to that was his mobility. He would usually leap, move/leap, or leap move into a position to charge and flurry for 2-3 attacks on a mid-level model or schemer. I could get him where he needed to be because of the built-in leap suit and normal movement. The part about the nerf I don't like is that Archie's ability to get where he needs to be is dramatically reduced. The rush helps a bit, but you've got to have the cards to make the leap happen. With that in mind you can't really add him to the crew and expect him to play the same role for you. He can pull it off, but you're probably going to be hiring him more for a straightforward beater role and using his new immediate action rather than his leap. He's just a different kind of model than he was before. He probably won't be bad for 9, but he'll function a bit differently.
  18. Yup, and with Zipp you have Merris and Piglets.
  19. You know you also scored half of the points scored against him this weekend!
  20. I thought he was to be out in January, did that group get held back as well?
  21. Some of the models with ranged scheme marker dropping or movement will have a great time with this one. Merris, Wokou Raiders, and models with similar abilities.
  22. Yeah, that was my first thought as well. It's probably OK to have a couple of things a particular master or two absolutely cannot do, but this one is pretty extreme.
  23. I've played that exact list several times and had pretty good luck with it. I do understand why some folks would choose to forego the GST upgrades, but I really like the terror spam. I think it's the real theme of this list and against crews that haven't fully prepared it can be very draining.
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