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Flippin' Wyrd Jamie

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About Flippin' Wyrd Jamie

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    Enforcer
  • Birthday 10/15/1988

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    Male
  • Location
    Surrey, UK

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  1. Any plans for a group meal or night out?
  2. Contrary to what most seem to think I find Jaakuna amazing in Urami and tormented The amount of damage she can put out with the hazardous aura when she is in the right place is scary and the Urami crew gives her healing (and she is already pretty annoying to deal with) and out of activation movement to get her into place or back into place if your opponent moves her
  3. This has just sort of turned into a passive aggressive mess now which is a shame The cards will be printed already so what it is won't change for release I think it's pretty safe to assume that Wyrd are aware there will be things that may be a little ahead or behind of the curve upon initial release, there was simply too much to test and too wide a range of opinions being given to have it completely spot on but I personally would rather have it released now and let results show what is "OP" and see Wyrd respond to them with appropriate erratas as needed. I'm not sure I completely agree on your thoughts around Titaina but regardless I'd like to see you take some time to think about and advice around tackling her in m3e and give it another go. Hell, I know I've been rage filled after being curb stomped by stuff in m3e only to reflect on it and go back and beat it
  4. Just grabbed my ticket, can't wait for the first nationals of M3E
  5. Hope this wont be the only event here! Unfortunately we are all at Scottish GT that weekend but will definitely keep an eye out for future events 😊
  6. No flank deployment over 6 games? One or 2 should be flank at least for variety and speed of the games for people new to the game (just some feedback if this isn't set in stone) Also 4 games with vendetta I think you should use some artistic licence with this to make sure we get a variety of schemes more evenly spread tbh you're impartial as the TO so no issues with you creating the encounters
  7. We are trying to put a team together will let you know asap
  8. I cant say it's been an issue but then I dont play Molly as a beater at all. If you're using Molly it's probably not a killy game and her actions are better spent reactivating and positioning IMO. Regardless I'm not sure it's really a problem with the cap at 3 DMG per attack. To push 9 dmg out you would need to be in the right position to start and have the cards to force it through, in reality Molly barely ever has cards in her hand because you spend them all to do the cool things she and her crew do I could see potentially in a pinch you could walk and get 2 of these off but it forces you to time her activation based on your opponents hand and hugely reduces the ability for you to use the actions that bring the power in Molly's crew. With the amount of molly being played it would have come up by now if it was causing issues. It's just a solid option for her that you'll probably rarely use
  9. And stop lucius obeying agent 46 3 times during his activation via other models This should be a thing
  10. The end of chained obeys would definitely help balance it and stop alot of uninteractive play
  11. To clarify I don't want this model to be bad I just strongly feel from my experience playing against it and knowing the game well that it shouldn't be how it is
  12. It's a henchman that can have armour and shielded it's not that fragile but it's no tank. It doesn't really matter if it dies after it's been in and killed a load of models plus you can just add another beater or 2 into the crew and then mop up what's left. Agent only needs lucius and a couple of lawyers to perform at peak the rest of the crew can be whatever is needed
  13. So 3 obeys on top of his activation each triggering the jump and attack again would do it. An extreme example I admit but easily done. Those models actions are well spent on a model that has a better chance of connecting than most other models in the game. Plus draw a card in the process
  14. I feel like we are playing down the impact of being unable to use your control hand on a model that can attack what 10 times a turn if you put enough resources into it, maybe more. Mod damage 4, execute trigger, trigger to attack again, action to ignore armour and shielded and the support of 16ish cards through your hand across the turn. I'm super okay with this model being strong but how ot is now is a problem
  15. You guys need to realise this is an oppressive and uninteractive model currently. Also that as 9ss models go, even if you removed inhuman psychology and it got nothing in return it would still be a decent model. Especially in a crew where it gets so many opportunities to attack, gets shielded put on it and can have an armour upgrade Arguing its costly to use stones for triggers, well we are talking about the crew in the game that is most likely to have the card it needs anyway, and if using those triggers you decimate alot of the enemy crew it doesn't really matter if you spend a few stones on it. That's good economy Inhuman psychology and mimic are a combination that cannot stay in the game. We probably haven't got close to seeing all the broken things you can do with it and it would cause balance issues with new models released in future that can have their actions mimicked
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