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Filox

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Posts posted by Filox

  1. 5 hours ago, Adran said:

    But you played the game, so you will have a better understanding that I will. 

    Emissary allows me to break his Bubble much more easily and is harder to kill (low Wp in Jedza crew) so I could score more points from Strategy and had more time for LYM which he would not be able to break that easily that he did it this time.

  2. Thanks, I forgot about screen shots so I'll summarize it with words. 

    First turn was boring, I was setting up scheme marker for second turn, mostly looking for severes and tomes to summon trans. My opponent overextended with his Mikhail at the last activation. 

    I won the the first activation and used Bring It on Mikhail. He then activate Mikhail to hide behind Conceal. Two traps repositioned him to be in terrain. Basse used CiQ with Dust Cloud to get Mikhail into the center of my crew, I got high severe with crows on second attack so he got another injury and flipped RJ on damage. Pathfinders finishes him off. I then block his crew with Sand Worm to stop Grave Goo from denying my Claim on Jonathan. After activation of Grave Goo who beat up my Sand Worm to 7 Wd. The Austera scored a Severe on damage on him for 5 damage and he scored Vendetta. Sand Worm buried himself and survive poison on 1 Wd. He didn't go out until last turn because I didn't want to let my opponent score another Vendetta and Strategy. Effigy survives Austringer on 1 Wd who attacked with Onslaught. 

    Turn 3 Damned goes for kill on Bernadette which he later pays with his own blood. Grave Goo eats Jonathan, his Winston scores Claim Jump.

    Later turns were boring, I was trying to kill Grave Goo to score another points for strategy but Basse only dealt 3 weaks (1 CiQ, 2x Chesterfields). The rest of the game were chess with my trying to snipe anything I can kill and he to not letting me do that. 

    Last turn I set upped some 7 schemes for second LYM, made some shots to Winston and healed Jonathan back to full Hp. 

    Winston scores another Claim, same as Jonathan. Jedza destroys 3 markers for my LYM and I remove another 2 because of False Claim, so I'm left with only 2 markers which is not enough sadly. Sand Worm finally unburies in my backline and double walks into my Deployment to not get finished up. 

    We end 4:3 in my favor (I guess GU can't win with bigger diff then 1) 

    The game was really slow but luckily I managed to not lose any worth points models (Bernadette is not a model I care for :P) 

    Before the game I was thinking that I should have taken Emissary instead of Sand Worm against Jedza and I think It would turned out better for me. Sand Worm didn't do anything except giving out 1 point to my enemy 😂

    • Like 1
  3. 5 minutes ago, Plaag said:

    1-2 positives for atack, card draw, u will have card what u want, and u will have 4 shots; fuhatsu is broken like hell and dont need mach to bring value on a table

    I'm not saying he is bad. Just your tacting about spending SS, High Ram, Focus and Severe to deal 8 dmg has just way to much flaws to call it go to play every time. 

    • Agree 3
  4. 12 hours ago, Plaag said:

    i see him dealing 4-6-8 dmg, and yes-u will have rams in your hand because of sensei

    Sensei at best let's you cycle 2 cards & draw 2. Not saying this is bad but I think personally that this combo does not bring much to the table. Stoning for attack to get rams, same as cheating with it to get a total of +2 to damage is way too random, especially when you try to shoot Cadmus models. HtW, stealing suits, Df 6 is quite a lot of defenses against Fuhatsu

    • Agree 1
  5. So, as we lost McCabe we currently have none of "Nightmare" edition keywords. We also lack alt models in general (For now we have Santiago, Perdita, Francisco, Death Marshal, Handler and Sergeant, I'm not gonna count Vintage models) in comparison to other factions (Nekima, Teddy, Killjoy, entire Pandora keyword, Stiches). So, as we lack those sweet alt sculptures here is my question to you guys. What would you like to see as "Nightmare" edition sculpts or just other alt theme keyword.

    Personally I would love to see LJ as Burning Marshals (same for the Judge and rest of keyword) and Perdita as "Trophy" Hunters (because I love the theme behind Family and would to see them in kick ass NB skulls and trophies).

    • Like 1
  6. 1 minute ago, belorey said:

    I'm going to face McM on Round 3 any advice?

    I go with Hoffman.

    Poison ticks 2 times per turn so Hoff Crew with low Wd pool is going to be affected by it a lot. Beside McM there is none AP damage in keyword, but he can use it really efficiently. Almost all minion in his keyword give out poison when damaged by Melee action so shooting him down is not the bad idea. Taking lawyer for shielded is not bad idea either. He will probably set up his regeneration to be heal by 3/2 for the rest of the game so keep on focusing single model, all of Experimental have really low defensive stats. 

  7. What is funny, LJ itself is not great anti undead model. Same for Lone Marshal & Jury. Only undead models are minions and Judge which kills himself on his card draw. Against RR I prefer either Dashel or Hoffman. 

    • Like 1
  8. 1 minute ago, Maniacal_cackle said:

    Ewwwww, grave goo can turn entire platforms hazardous on this map?? Or entire clouds of fog.

    Watch out for that.

    I'm not gonna stand in terrain, conceal and cover brings nothing to me. That's why I picked False Witness 'cause I'm gonna use the other :ToS-Fast: much often.

    • Like 1
  9. 1 minute ago, Maniacal_cackle said:

    Oh, other noteworthy things - the grave goo will make your dust markers hazardous to you.

    Jedza can use her tactical action to do 4 damage to you and you can do nothing about it (including defensive flip)

    She can eat your dust markers to draw cards, but she can generate her own markers so don't let that dissuade you too much.

    In general, severe terrain is more dangerous to you than them since they're all unimpeded and grave too makes it hazardous. Watch out for chances to lock down the Emissary with severe terrain though (although Jedza can eat those markers).

    Yeah, but CiQ could bring much more value in teleporting my enemy.

    • Like 1
  10. I'm paired against ES. Those are our crews:

    Guild(me)
    Basse + LLC
    Bernadette Basse
    Jonathan + LLC
    Sand Worm
    Austringer
    2x Pathfinder
    False Witness

    ES(enemy-kun)
    Jedza
    Sophie
    Mikhail XVI
    Winston
    Austera
    Grave Goo
    The Damned
    Itrepid Effigy + EoF

    I got speed and range advantage. Clockwork Traps may become double edged sword here, I'll have to be very careful about them. Not taking Emissary from the start surprised me a bit and I hope that I'll be able to abuse it a little. There are none severs in this map so I'll have to make my own flooring for CiQ and Sand Worm. I think If will be able to shut down Jedza or at least Effigy and one beater before turn 3 I'll be in very good position. 

    What are your ideas about this match up? Did you played this match up before and if you were what are your thoughts on this?

    • Like 1
  11. 4 hours ago, hydranixx said:

    I love the theme of pretty everything that you've suggested as concepts, but I think this action is absurdly powerful against low WP models.

    With a 10" reach, you get to 

    • Place a model 3", possibly straight into Severe/Hazardous, or just over a wall/into Severe so that the model is no longer relevant, or into base contact with its own Scheme Markers/ destructible Terrain Markers, so that it then;
    • Gets pseudo-obeyed to remove its own Markers, or just Walks somewhere where it becomes even more irrelevant (possibly walk into Severe/Hazardous).
    • Summon a significant model into base contact with it if you hit a :ram, which at this point can easily be 18-20" away from Sigmund, which is an insanely long distance to Summon a model.

    Granted the stat is only 5, but if your opponent has mediocre WP, which is common on many beater models and in some cases entire crews, you still probably win with a good card, and if that happens to your WP 4 beater essentially making it irrelevant for 1-2 turns, that's gonna be a pretty big NPE.

    I'd probably look at increasing the Stat to 6 but reducing/altering its raw power a bit, by applying some combination of:

    • Reduce the range of the action and/or the Place.
    • Or remove the Place entirely.
    • Or change the General Action effect to just be a straight 4" push in any direction rather than a General Action.

    To be clear, I adore the theme of the action itself (and the Master concept as a whole), but I think this specific Action does way too much to low WP models, struggles against high WP models, and flat out doesn't touch masters, so it could be NPE at times for both players. 

    What about increasing stat 6 and making the action being only Able to place model Within 3 and add trigger that let's you made an non-charge general or make it an obey that let's you declare with genera action and add push here or there trigger 

    • Like 1
  12. 2 hours ago, Thatguy said:

    I like it. I think I would try to build Sister Sprosser to be both Asylum and Revenant since she's a nun. 

    I think I'd also drop The Brute to Wp 4 or even 3 like Papa Loco and Fuhatsu, other "crazy" characters. 

    For 10 SS model he does not do a lot (no third action, lacks any support to crew besides desummoning enemy models), but if you would like to reduce his Wp to 3 like to any other crazy models maybe give him a Head in the Clouds?

  13. So, my game against against @Alcathous ended up 7:6 to ma favor. I scored 4 from strat, 1 from LYM and 2 form Vendetta(Lone Marshal vs Emissary). He scored 4 for strat, 1 for RS and 1 for Hidden Martys(Gorar & Serena). He chose the right deployment which as we talked later turned out to bad deployment.

     image.thumb.png.0ab3b6b9b2070e4cdc69228942ef64cc.png

    My plan for the fight was to put Mali to 9 Wd so I can jump in with LJ and kill him in my activation before he heals him with Serena. Then hunt down Gorar with Lone Marshal to prevent resummoning of Mali. After that I was just looking for opportunities at the table and pick fights carefully with my superior range.

    image.thumb.png.854beb527ab73892835b753fe4b062c9.png


    Instead of picking a fight with the rest of the crew with LJ I rushed to Gorar to stop him from resurrecting Mali and I also picked up the marker from him. Titania which killed my Domador turn 1 rushed for the marker and tried to engage Lone MarshalPale Rider did his damaging pulse to 3 models. He scored Research and HM. He was leading 3:1. (No image found :( )

    He opens with Titania and kills lawyer, picks up marker and engages Lone Marshal. He manages to escape and hits Emissary for 5 damage scoring me a VendettaSerena scored a RJ on damage vs Pale Rider which made my blood running (he also blasted Domador for 4 damage) and I started to sweat a little and heals him up to 5 WdPale Rider goes making hitting one again 3 models with his bonus and then with 2 attacks (one was focused) and kills the Emissary. Aeslin finishes Pale Rider. Wounded Domador picks up the Evidence from Emissary. LJ comes back and scores me a LYM. We are 4:4.

    image.thumb.png.18f13770155febd0fa18c9f15c4a96b5.png
     

    Turn 4 start by Aeslin killing Domador. Lone Marshal runs away from Titania. LJ killes Aeslin and picks up the Evidence. Titania picked up the Evidence this turn as well. We are 5:5. 

    image.thumb.png.044662b6fbc47135e8f380d5eb476272.png

    Last turn, he starts by scoring Evidence with Titania and engaging my LJ. I just leap away, picks up my Evidence and delta straight away from Serena. After that we said there is no in playing those last 3 activations. I scored second point from Vendetta. We ended up 7:6 in my favor. 

    The game was fast paced and there was a lot of places for mistakes that could cost either us a game, but as seen from the score we didn't made much of them. In the end I think I ended up winning thanks bigger range and nice fast kills on enemy heavy hitters. I really enjoyed the game, we did not argue even once :D about anything. Hope to see @Alcathousagain for a rematch ❤️ .

    By the way, would you like to show your side of game and comment under those screens? @Alcathous, please? :D 

    • Like 3
  14. 13 hours ago, belorey said:

    Yeah, i don't know why we don't ask you before we play or even how to play our games. Looks like your style is the only way.

    Anyway, do you come to this Guild topic only for this?

     

    giphy.gif

    • Haha 2
  15. 50 minutes ago, Higgybeans said:

    I'm also defender, against outcasts. I haven't decided on master yet. Why have you guys both picked LJ?

    Untitled.thumb.png.c998aed7e2ae5371f09a943dda83cc73.pngFor reference, round 2.

    She's mobile so severe is not problem and Lone Marshal comes without tax. Also she can play on any side, which some crews can't on this map. 

  16. I have two messages, one good and one bad.

    Bad one is I ended up as Defender and against Neverborn.

    The good one is I play LJ into Titania so I kind off have the advantage.

    What are your parings guys? :D  

  17. 1 hour ago, AverageGatsby said:

    2. I'm of the general opinion that it would be far better to have keywords in general be tuned down at release rather than tuned up and brought down later. Players will usually struggle with new things anyway, even a crew that will be proven fine in the course of time, but that doesn't seem to be the case here so I see no harm moving on the side of caution. That being said, there are plenty of minor tweaks that could be made without cuddling Cadmus into the ground. For instance, Meredith's "Fungus among us" ability could be changed to be at the end of her activation. Now you don't double dip from the cryptologist and it means she's going to have to stick around in one spot if you want your previous activations set ups to work. 
    I recognize this particular example wasn't the main problem and there isn't a simple solution to everything, but surely minor changes could make this a better play experience, right? 

    Guild and Neverborn are tuned down :P 

    • Respectfully Disagree 2
  18. Guardian is bad tanker in Guild because we cannot heal him outside of Steward. He can only be useful in Hoffman which does not need dedicated tanker. Pathfinder finds a place in my Nellie crews because your opponent gets Adversary for killing Clockwork Traps which is a big value in my opinions + your Peacekeeper will have some scraps for Power Tokens. Mounted Guard is okay summon and bad hire like most of the summonable models so there is no use in comparing him to other transporting models for the same cost like Kentauri.

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