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Filox

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Everything posted by Filox

  1. Those last 2 turns where thru one eye tho, but at least we got the game! Pretty close one too! I enjoyed this night time game
  2. That's because you didn't let me get any initiative entire game!
  3. It was to denial your Research Mission as well,
  4. I found Nino being worthless, dies way to quickly and doesn't bring much to the table except singular Concentrate one per turn... Even Santiago is better then him in my opinion and I find Santiago not worth his stones 90% of the time. Monster Hunter are great model for scheming and can even pack a punch. They are mine go to scheme runners in Perdita. Main problem of Perdita is half assed trade you get for her damage potential. You get mediocre damage with great stats on entire 2 models and no defensive tech or support to back it up. Outside of an action economy you have almost no way to survive combat against other combat specialized crews, you just spray and pray that opponent won't survive long enough to start cracking your glass musket crew.
  5. If your keyword is strong, you rarely see OOK models anyway. Number of OOK only shows how insufficient is keyword and how much is lacking. 4/6 hireables where OOK in my crew, soooo...
  6. I would not say success, at the end I barely managed to not end up with draw
  7. Filox (Perdita) vs Ben Jules (Hoffman GU) Breakthrough 1 VP Research Mission 1 VP Claim Jump (Brutal) 1 VP Claim Jump (Attendant) 0 VP Symbols 2 VP Symbols 2 VP Perdita + 3 SS Hoffman + 4SS Enslaved Nephilim Mechanical Attendant Brutal Emissary + LLC Melissa K.O.R.E. Francisco Ortega + LLC Joss Guild Steward Mobile Toolkit Guild Lawyer Riotbreaker Monster Hunter Hunter Abuela Ortega Phiona Gage Due to my word file corruption I only have one screen Turn 1 First turn was less then ideal for me. I screw positioning of Steward so he could not give one focus to Perdita. I was playing a little defensively with supporting part of my crew so Nephilim had a lot of to push in later turns. I set up Perdita to being able to shoot Riotbreaker turn one but flipped BJ on Analyze Weakness which littly halted my advance. Turn 2 his Hunter scored an open symbol at the bottom paying price with scrap to Perdita later this turn. Due to the fact of the match up of Guild crew I played a little more aggressively to deny my opponent points for schemes which turned out favorably to me. After my big engages with Brutal and Francisco of his entire crew, my opponent manages to sneak past with Joss to score second points from symbol and Research Mission while endangering Perdita and Abuela with 6 damage demise. My Monster Hunter was fighting Riotbreaker for entire 3 turns which really stopped my VP gain. At the the turn 3 it was 3:0 to my opponent. Turn 4 I finally managed to score for strategy and Breakthrough. My opponent finally kills Francisco although he done his job pretty well If I say so myself. Due to Phiona flipping moderate for Brutal disengaging he couldn't score Claim turn 4. This turn I also ended up sacrificing Abuela to Joss demise. Turn 5 I score one for symbols, one for Claim Jump(Brutal Emissary) and I kill kill Attendant to stop Research Mission while halving Melissa to stop his Claim Jump(Mechanical Attendant). Now, a little about crew itself. It has amazing potential for nice Turn 1 set up. Ideal set up is giving double focus to Emissary while moving him 6 toward enemies. Focusing Francisco twice (with pushes) and pushing Perdita with double focus to the enemy as well. Then, my beefy frontline is holding the enemy while Steward (heal) and Lawyer (shielded) helps then survive the onslaught while Perdita shoots down the enemy and Monster Hunter runs for some schemes with help of Abuela and Lawyer obeys. It sole purpose it bring the fight to the enemy deployment zone giving this fragile keyword some time to score points before the collapse while stopping opponent from freely leaving his deployment.
  8. To everyone taking part as Guild in the upcoming Marching Explorers tournament, please take photos and write your game report for more detail review later!
  9. Map 1 is favorable for Guild playstyle and crews. A lot of masters can play on this map with decent success. Everyone will most likely take Claim Jump. I think we can see quite a lot of Perdita, Basse, Sonnia and Nellie. Dashel cannot play Claim Jump too well so he is left with Breakthrough and Assassinate, and those schemes required too much resources together to pull off easily. Hoffman can go for Breakthrough and Research Mission, same as Basse but he can do them easier with also option to pull off Assassinate with less resources if needed.
  10. Lobotomy is wayyyyyy to OP to be mass trigger keyword. But If I would to bring my 2 cents in more detail way I would do this like this: Research Specimen & Restraints are 2 keyword abilities which we must work around it. There is also Stagger as our main weapon as also a little bit of Poison and move shenenigans. Master as I said before I would like to focus on debuffing enemy crew with Stagger and making them unable to score VP as being a nuisance you cannot get rid off. So in coclusion he would look like this?: Df: 6 Wp: 5 Mv: 5 Sz: 2 Wd: 12 Research Specimen: Restraints: Hard to Wound/Protected (Asylum): Overdose: If this model is this Crew's Leader, whenever enemy model would gain Stagger it also gains Poison +1. If the enemy model already has Stagger it instead is pushed up to 3" in any direction. Df() This Won't Hurt at All: Enemy model gains Stagger and must discard a card. Next please!: After enemy model is killed within 6", another enemy model within range gains Stagger and is pushed up to 3" to this model. While Jack Daw focuses more on giving out upgrades and drawing cards, so Stagger is mostly to deal more damage to enemy model and (Collodi is dead, don't bring him to this conversation ) little part of Elite only increase their damage for this. This Asylum keyword would use it only to displace their opponent giving making it harder for him to actually do something (like in most Hospitals) while slowly "curing" his patience by giving them "medicine". This keyword would rarely use Research Specimen and more as control Crew Poison would help with chipping down the models, although Restraints would be a big player here. Totem would focus on healing or increasing damage potential of Poison. I look at Grimwell as good scheme runner hunting tech so dedicated beater would also have In My Care and another henchmen/enforcer would focus on supporting the crew in a little different way then Heartsbane does. That only leaves a dedicated scheme runner(although Orderly could fit in this job ) and 2 more minions for other jobs.
  11. He is also way too squishy. 5/6 with no defensive abilities when Kin always has Flinch and The Bigger They Are putting them most of the time 6/6 with Shielded +1. Bandits has Run & Gun so they can put out more pressure then Family and do it faster while also having easy access to Fast and Df triggers or HtK.
  12. There is already one fully pledged one summoner per faction and I kind off don't see Wyrd changing this logic. But summoning smth like "patient" minion from enemy models with stagger when die might actually work. And there is no rule that there can't be similliar tech master in different factions. We already have 3 who works with burning and 2 who works with poison. But looking for now we can suspect that Asylum master will work around Stagger and gonna be buff/debuff or debuff/nuisance master.
  13. I think Asylum master would play a little like Pandora/Candy mix. Giving out mass staggered around him while standing in the middle of enemy crew being a nuisance you can't get rid off. He would not his patients as model because they are his precious test subjects. Most likely one he would get Beater as enforcer to who "peacefully" bring patients to their beds. One more minion to support master nuisance abilities and one more henchmen I think? Something between Amina Maidu/Montresor? But the next master must be Asylum Wyrd! That is a must have!
  14. It;s already built it on Analyze
  15. And if you guys want I can update this post
  16. By the way, Family really needs a weak 3 damage track model. Focusing is nice but to get value from it you need to have a severes & moderates on hand (which family has problem with) and sometimes you need to slap the enemy for weaks. We can theoretically remove Grit from Fransisco to improve Bravado with shielding as giving him something to buff keyword beside being only offensive tech. Add tome trigger Dita main attack, give Nino stealth, give Santiago defense 6 and Ruthless as redesigning Pistolero. Maybe change Finesse for Combat Finesse in Fransisco while giving Df trigger that actually does something, like friendly family model within 6" can take concentrate action.
  17. Why when it comes to increasing defensive potential of a model you guys just think about damage reduction? Maybe instead of stacking 3 different damage reduction abilities on one model we should think why this model needs needs it in a first place. Increasing Df stats to 6 is already big in it's own. We can also give Manipulative, Flexible Morality or Combat Finesse. Maybe some cheeky heal or Disguised, we can even add Defensive trigger like Squeal. Maybe we can put Protected on important models. Maybe just positives to Df & Wp. Entire M&SU and Chimera Works about this idea just fine. And yes, Santiago defiently should has Ruthless. So backing up to topic, we don't have to push Shielded one keyword only to brake LLC. LLC should be situational and most of the GU players play with 46SS because of a gap in model efficiency. We can also increase mobility to be able to better pick they fights.
  18. Just play Lucius and pay 8 for Alan for Christ Sake 😂
  19. If model for 9SS (and hench) only does mediocre damage and nothing else then it is not good model. Also the fact that most Beaters in GU are relying on LLC to even be viable in comparison to models in other factions. Like Captain in Arcanists for comparison to Judge does so much more then him, that being losing some Toughness (thou being 6/5 is better then 5/6 and on top of that he has easy access to positives and amazing anti shooty tech en masse) for great utility tricks.
  20. LLC on LJ, Domador, Lone Marshal (sometimes with EM) and Pale Rider with LLC is my core. The rest is scheme and opponent dependent. Mostly I take Lawyer, Steward, Jury, Riot Breaker, Undercover Reporter, Alan Reid, Phiona (LLC on her instead of PR) and/or second Domador. Judge is rarely useful. For being 10SS model and hench he does not offer much, his toughness is okayish, has only 2 actions and no movement trick, dies without LLC way too quickly. Attack with SS generation is okay, although LJ does not need second beater so much. His shooty attack is meh. Crumble Away is okay as 0 but Risk of Reason is shit, should not be touched unless you have low crow and activation of Domador to spare.
  21. I think Corner on map 3 gonna make games start at turn 3-4 😂
  22. At the end of the day, you control the action but your enemy resolves it.
  23. WHAT A GOD! I've never though about it, really! Instant double focus for a lowly tome. With this tech I can actually try and drop Steward from her crew for something else.
  24. It's the same with Following Orders. If enemy model Obeys your False Witness for example you get to draw a card (not your opponent) because your models resolves the action outside activation. And If it was like you were saying, Exclusive Interview and Chasing the Story would not combo with each other. Because at the end this is enemy model which resolves an Interact.
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