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Fictor

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  1. PART II, Miniatures and synergy In this post I can mention all miniatures Sandeep can hire, but prefer say mi opinion of the best that can be hire and not do mentions like Essence of Power or Snow Storm for example. ARCANIST MODELS Totems Banasuva: The totem, we only can summon that guy and, if you don't like Commands use another one, but use one of his limited upgrades because summon that guy is worth. Henchmen Joss: A little slow for me, but if you combined with trio of Oxfodians is a solid rock, a lot of inmmunities and solid dmg output. Amina Naidu: only mention that girl because other people in the forum speak a lot of her but for me Sandeep doesn't need nothing that this girl can give to him. Carlos Vasquez: For me the 2º best Arcanist miniature, can create terrain, can push, tank as hell, and 3 is an auto slow if you engaged correctly. The Captain: with his new cost can be great, a lot of tricks like Carlos, a little less tanky, and anoter 3 miniature. Cassandra: the most durable runner in my opinion, low minimun dmg for his cost but that girl can do everything! Myranda: Another time I speak for me, the best Arcanist miniature, the nº1 if we combined that with Imbued Energies, Sandeep is a card hungry master and that girl give 4 card draws for summon, for triggers, and the Cerberus, one of the best beaters in our faction. Kandara: The new Gamin doesn't speak so much to me, his upgrade mechanic allow Sandeep to summon more than 3 Gamins but is slow, in the other hand is cheap and with his Human Guise upgrade can make her durable, and is anoter target to summon Banasuva. Kudra: I like her for his upgrade, a wounded Banasuba or Gamin can do a nice explosion, if you before copy a Deadly Reflex of as Poison Gamin with Banasuva for example, can do a 1dmg + 1 burning + 1 dmg+ 1 poison to all miniatures on 2, and give you an option to kill a Gamin for summon another. The Firestarter: Is a runner but have a nice sinergy with Sanctioned Spellcaster with his hability The Collar, that can be used to do 3. Enforcer Howard Langston: Our most expensive and best beater, is never a bad option, and we can push him, heal or teleport if turn in Academic. Arcane Emissary: With the new Gamin upgrade and Beacon is an option but for his cost i think we have better options. Sabertooth Cerberus: I never hire that guy, but rare time summon another with Myranda, and with can do a nice job copy Arcane Storm. Shastar Vidiya Guard: Is Academic, can teleport and for this reason I speak about him, but for 8ss is too expensive. Angelica: One of my favourites for Alpha strike, push 5" out flips is a broken hability in a game that positioning is really important. Cojo: One of my best new miniatures, yes new because at 8ss was trash but on 6ss that guy is awesome, durable for his cost, 3, push, and discard markers, really for 6ss go to the 3º position on Arcanist miniatures. Oxfordian Mage: that guys do all things with Sandeep, the worst thing are his Wk4, but now can teleport to have angle to or copy all Sandeep Ca Aps, and turn our Henchmen with Warding Runes into monsters, in my opinion is the first decision to take in a Sandeep crew, that it will be an Oxfordian crew or nor, because for that reason change all crew. Minions Ferdinand Vogel: Really nice W5 miniature, inmortal if they can't shut down him before he activates, because he turn into another miniature and heal all dmg and conditions. Steam Arachnid Swarm: Only mention because can do a great job using Arcane Storm for his to dmg. December Acolyte: Good minion, and now can copy teleport to better, a nice include in the crew. Silent One: One of the best miniatures for his Ca out and , Frozen Heart and can heal, again like the Acolyte, slow, but can be teleported too. Union Steamfitter: The best W5 miniature for me, and with his ability to get suits in his activation can be really nice with Sandeep. Poison Gamin: Summon if you want copy something of his card with Banasuva or enemy have poison. Arcane Effigy: Like much people say best 4ss miniature, and now, can copy abilities, a must on Sandeep Crews, teleport to get out one Paralyze condition on our beatter make me happy. Fire Gamin: Summon to with +3 upgrade. Ice Gamin: for me the best companion of Banasuva, to copy Frozen Heart and avoid Horror duels and get +1dmg on him. Metal Gamin: really good if the enemy have armor. for his (0)Ap, and if the enemy have problems with armor to copy +2 armor with our Banasuva. Moleman: cheap runner that can copy Aps and can be really fast if we use Practiced Production. Wind Gamin: Summon like scheme runner or to force his dead and push something important. ACADEMIC MODELS Henchmen The Valedictorian: Nice to teleport + Flurry something because she is Academic, but again too expensive for me and I think we have better options, and take him spend 1 upgrade slot on our master. Minions Sanctioned Spellcaster: A good option to avoid Lures and nice target from Aps of our Henchmen if we haven't better things, nice dmg for his cost. MERCENARY MODELS Henchmen Hannah: Durable, and the best hing with Sandeep Arcane Reservoir, if you combine that with the upgrade can play with 8 cards, and thats nice. Enforcer Bishop: Now cheaper, and like Steamfitter can add a free suit at the begining of his activation to copy Sandeep Aps. Johan: The worst nerf on Arcanists, a little expensive but still can remove conditions and have 3 + nice dmg output. Minions Oiran: If you play Cassandra and Sandeep Tutelage upgrade they can copy his Lure and spend SS for the siut with Ca8, the only reason to hire that girl. I'm sure you can speak about so much miniatures to hire in Sandeep crew, but that's is my post starts, I hope you enjoy with that and can give a hand to the new Sandeep adepts, thx a lot for reading.
  2. PART I, SANDEEP In advance sry for my bad English and if someone want help me with the edition for the text can send me a mp with the changes and I will edit the post. Sandeep, or like a mate said one time 'Master of nothing'. He doesn't have one thing op, but can do all things good and can provide his entire crew of a lot of interactions. SANDEEP Card Front With his Arcane Shield and Impossible to Wound he's enough tanky to can move arround the enemy. (thx to @Adran for help me in this paragraph) His synergies with his crew come from Beacon. The ability allows other friendly non-Peon models within 12”and LoS to take Ca actions from his card with a -1 Ca. Each Ca action from his card can only be copied once each turn, but one model can use different Aps, like @Euclid said miniatures that can get suits are good in this, like Steamfitters, Oxfordian or Bishop and Student of All that let him do 1Ap when other copy with 1Ap, to give us great combos like the Effigy combo (thx @WWHSD) or others less important. Attack actions (1) Gada: attack that each limited upgrade gives an especial triggers or habilities. (1) Arcane Strom: a good attack that can be nice for copy with people like Cerberus that have to atack and dmg, and this have printed for chain with Student of All. (1) The Mind Among The Sense: can be used in a lot of things, my favourite is teleport another miniature and push Sandeep to give him more movility, and also with can heal. Tactical Actions (0) The Path To Salvation: This only be taken by Academics or Minions but are awesome positioning spell, need the but is a worth SS. (0) As Your Deed, So Your Destiny: the interact trick, with can be push before, and can be declared engaged. With out upgrades we have a durable master, that can give a lot of versatility to his crew, and can hit, can Ca, can push, can heal, can Interact, can teleport... and we doesn't see his upgrades... ( It sounds like a comercial, but seriously I love this guy ) PERSONAL UPGRADES Unaligned Sage: That allow to take Academics like Sanctioned Spellcasters or Freikorps Librarian, and let use Beacon regardless of LoS. Gives Sandeep (1) Action Though Inaction to draw when a friend discards to do Flurry or Temporal Shield and does 1dmg to Sandeep that can't be reduced, and (0) The Sight Beyond for no randomize in 6" of Sandeep especially usefull with Oxfodians. We have a lot of different Aps and only 3Aps (4Aps with Student of All) to spend, not bad upgrade but in my opinion we have better options. Enlightened Soul: A card draw each turn if we can kill one enemy and (0) The Formless Mantra to give Incorporeal, for me another time have better options, draw is situational, and Incorporeal unnecesary. Tutelage: Allows to copy Ap from friendly Academic (after discard if have Tutored condition), and (0) Give a Lesson to give Ca and Tutored condition, I think we have a lot of Aps to need copy something more, but a Tutored Howard that can do The Path To Salvation + Nimble + Flurry can be fun A Moment Of Weakness: Give our Gada burning +1 or if we doesn't have Banasuva in play burning +2, and Risks Taken in Anger to can be Toss by Banasuva or Ice Golem if we are crazy and have one in the crew , and two triggers on Gada to summon Banasuva or push Banasuva and give burning if was engaged with an enemy, for me the worst option to summon, you can't summon Gamins and must be in combat. To Behold Another World: Give Gada Paralyzed on Moderate or Severe and (1) To Behold Another World to summon on 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6", we must add an upgrade (we have 3 to give our Gamins), and if we can't, we can't take this action, for me this is worth on hard Interaction game, for the rest of the games is better Command. Visions in Earth: Shackles of Earth: can't be moved or pushed, and Constant Yammering: so good to prevent enemy Interactions, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport. Visions in Flame: Shackles of Flame: can't Cheat Fate, and Don't Mind Me: can take Interact while engaged, another time to heavy Interact schemes. Visions in Wind: Shackles of Wind: may not take Attacks, and Life is Brief: that allows to Interact the turn it's summoned, can give us a Vp if the enemy doesn't pay atention. To Command Another Plane: For me the best option by far, ok, like said before if the schemes are heavy Interact it's better To Behold Another World, but rarely we can see that, up our Gada to a nice 3/4/5, and the summons 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6" with the same restriction that To Behold Another World. Commands in Earth: Shackles of Earth: can't be moved or pushed, and Reach Of The Heavens: to give +1 or +3 that it's good on Fire Gamin to shot better or Banasuva to engaged with a lot of models thx to 3, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport Commands in Flame: Shackles of Flame: can't Cheat Fate, and In Flame Redeemed: to give Slow Inmunity that can be nice if we haven't cards to Cheat Fate to give our Banasuva 3Ap on summon, thx his Melee Expert Commands in Wind: Shackles of Wind: may not take attacks, and A Mighty Vengance: give other friendly models 3 to attack, really nice summoning near to our hard beater like Banasuva or Howard or our Oxfordian gunline. OTHER UPGRADES Arcane Reservoir: If you play Sandeep you can see he is a monster hungry of card, one card more for summon, trigger Student of All, or a random Flurry can make your day, a must on him in my opinion. Seize the Day: If your playstyle is agresive you mut take this upgrade, for 1ss one of the best generic upgrades in the game, if you want play a little more slowly, or defensive you can change this for something else. For me the only to be respected, in the other hand this upgrades are a beast in my crews, and in Sandeep I usually play To Command Another Plane + Arcane Reservoir + Seize the Day
  3. The boss @retnab starts the Raspi post, I was try to do in the weekend but it was impossible for me, I will try to do today if the work let me, promise!
  4. Those things happents to me in other situations, just in this case I was do it well, Sandeep need so much cards to work if you pay atention, Beacon, Temporal, Flurry, sometines you doesn't have the card and the Mage must die
  5. Does you think on Bishop?! now cost -1ss and he can hit to Wp all time
  6. Ok, I do that ok, for that reason if the opponent is smart can kill him in 1 activation, Df3 hurts =( No matters still, for me, one of the best Arcanist models.
  7. Yes totally true, and I was discover that in the game, after taking this scheme, and for this lose 3VP, now Guarded treasure seems so hard for me, I think doesn't try do that anymore After the game I was change a Moleman for Cojo + Well Research and drop the double IP
  8. The Df trigger says 'after resolving', I never have that clear, the first atack it's afected by the condition? I allways take all the dmg from the first atack and apply the condition at the rest, if can be use on the first atack this will be awesome And in other order of things, I think Steamfitter is a must if you want use Frozen Servants upgrade, to get scrap, I thing this must be mentioned in OTHER MODELS
  9. Today we will test R1. I want use Carlos because he can do Hold up their forces and Inescapable trap easy with his 3 and the marker from PP, and Cassandra for Undercover entourage, for Guarded treasure I have the Moleman and I doesn't count with Public Demostration. Sandeep Desai - (6ss pool) Arcane Reservoir 2ss Seize the Day 1ss To Command Another Plane 1ss Carlos Vasquez 9ss Stunt Double 1ss Imbued Protection 2ss Myranda 8ss Imbued Energies 1ss Cassandra 8ss Practiced Production 1ss Imbued Protection 2ss Arcane Effigy 4ss Moleman 4ss Moleman 4ss I will take the schemes when see the enemy crew and table disposition.
  10. This weekend I will try to do a post por Rasi, Ramos and Sandeep (I never played Mei, only thinked and readed so can't write a good post) and if people likes it, maybe can be stickie Always when a write a large post I'm afraid about my bad english, I will try my best and sorry in advance for it
  11. I play all masters for fun, but in a tournament allways try my best. And the Strike Markers... I was try it few times, and feel it's bad for me, you need spend 1Ap more to push the miniature if you want dmg, for place markers I prefer Raspi this is really op for my playstyle.
  12. Last tournament I was play Ironsides, and in a few games before, to give her a chance for all that I read, but to be fair, my opinion is the same that I has before upgrades, yes now it's better, but still is a bad Marcus, to take Ironsides I will take Marcus and he do a better job. So in mi opinion, I play Ironsides with my mates, no in a tournament, and after see GG18 and feel that Ramos is fuked (summons doesn't count on Interference), the masters to win tournaments are Sandeep and Marcus, and depends the table and pairing, Raspi ^^'
  13. In each Colette atack you must discard a marker, and from protection trigger you need the marquer too, plus only Performer and Steam can interact on combat. You really have enought markers to hit, defend and to the schemes?!
  14. +1000 Mech Rider do a lot of thing, he can do all, but all things that him do, do bad, you pay an expensive cost for his toolbox, but he doesn't do anithng good, like Howard hitting or Carlos tanking. When I see Howard I think 'I must kill him before he obliterate my crew', when see Nurse 'Keep distance to avoid his conditions or have my key models near Effigy' and the same on importat enemy models, but if see a Mech, I never keep it in my mind, he can do many things but none really important.
  15. Of course post the crew, I doesn't like the new Colette, but I'm always open to change mi mind.
  16. For me, the best upgrade is for Cojo, now in 6ss row is one of the best options, 8wd + HtK + 2Ap action always even in the charge is a great toolbox, in 8ss or if they got a -1ss reduction it's a little bad, but with 6ss I really love him. Agree with @Rillan after few nerfs Mech Rider must get a little discount...
  17. Hi dudes! and welcome to 2018 and new tournament waves. This year I want to go for the best player of my country again, and have in mind go all tournaments arround the country has I can. As allways, I come here to discuss abaout crews to play, we have 2h for round, so rapid crews are welcome. Tournament rounds and schemes: R1 OURS - corners guarded treasure hold up their forces inescapable trap undercover entourage public demostration R2 SUPPLY WAGGONS - standard punish the weak public demostration set up show of force search the ruins R3 PLY FOR INFORMATION - corners surround them vendetta recover evidence take one of the team dig their graves
  18. If a miniature win all tournaments, with all masters, that must be consider. Allways say the Nurse example but, IMO is the most used miniature, in each Ress crew, in Zoraida, in Jack Daw, in all factions and all masters in each tournament I go I see that, ok, except Tara Alpha because it's true Nurse is slow miniature, that's not casual, people go to a tournament to try to win. In the other hand, on the last tournament only 1 Arcanist play Acolytes on 1 round, and like you said,if their cost up to 8ss, we delete him for all tables and the game. That's, of course, my humble opinion.
  19. In my opinion, sometimes people doesn't understand how to nerf and how miniatures are OP, for the actions taking in a small grop of players can't sentence nothing, if you travel can see other meta, other play styles and players that can be better. I love competition, and in all that I play, I travel searching tournaments arround my country and the world. In Magic The Gatering I was travel a lot, for me it's really fun go with my friends and try to win one tournament, and the key to nerf it's pick all month tournaments for example, and see the crews, with this information For example if all Arcanist play in all her crews Acolytes it's clear the comunity must nerf that, but no for a small portion of player in a little village, and of course only count the top 5 crews in the tournaments, no matters if the worst players allways play 3 of them, because he loss all time. I'm thinking to write an article abaut that, competitive, tournaments, pairins and nerf/buffs. Quick question, you enjoy that if I write that? it's hard for me because, and sorry for that my english is a little bad, and I want t do my best.
  20. Thx for the comments and really sorry for my bad bad baaaad english. @Adran 'Mauler' must be 'Maul' trigger of Cerberus attacks, and yes for me the table was one of the most important things when build my crew @Lord J I'm a little retard,I was take a lot of photos and at the end of tournament 'clean' my phone deleting all of this for accident... only keep one, R2 vs Mei same table R3, Ice Cavern, you can see the narrow paths, and why I think the game will be easy 13, 12, 11, 11, 11, BJ... @Mrbedlam Nope, Mei player haven't had Vent up, for that he dies so quickly
  21. Hi dudes, I was post the report on Arcanist forum and that's the link if you want read. Battle report
  22. Hi dudes, like I was promise, this is the report of the 2 of December tournament. Was a great tournament with a few challenges for christmas, really nice organization and players. In this case I will not say activation by activation because like I was say before my crews are so fast and the games goes quickly. R1 Guard stash Standar deploy Claim jump Eliminate the leader Undercover Mark for death Hidden trap Crews and Schemes Arcanist Ironsides - Cache:(5) Union President 2ss Veteran Fighter 1ss Seize the Day 1ss Carlos Vasquez 9ss Stunt Double 1ss Imbued Protection 2ss Cassandra 8ss Practiced Production 1ss Imbued Protection 2ss Myranda 8ss Imbued Energies 1ss Performer 5ss Performer 5ss Mannequin 4ss Hidden trap and Undecover o(Cassandra) Outcast Jack Daw - Cache:(2) Drowning Injustice 0ss Firing Squad Injustice 0ss Guillotine Injustice 0ss Writhing Torment 2ss Cursed Life 1ss Montresor 9ss Brick By Brick 0ss Fearful Whispers 1ss Sue 8ss Jaakuna Ubume 6ss The Creeping Terror 1ss The Drowned 6ss The Drowned 6ss Nurse 5ss The Guilty 5ss Hidden trap and Undecover (Jack Daw) Game T1 Carlos Take the center of the table and put one Pyre marker on 2 Drowned doing 4dmg on each, Performers and Cassandra do Siren call on Guilty to cross hazardous terrain and doing 4dmg, Myranda pulls on Cerberus, Jaakuna goes to the center and does dmg for hazardous terrain to Carlos and Cerberus, Ironsides cross the table and hit Jaakuna, she places engaged with 3 miniatures. T2 Ironsides start and up Adrenaline to 4, kill 2 Drowned and hit nurse with his teleport, Jack Dawn goes to the center, and my Cerberus jump on him and kill him (my oponent dind't remenber tree heads for the and in my hand have 12 and 11), in this point the game ends, Carlos resist on the center and the 2 Performers clean all enemy markers with his action and with Mannequin do hidden the trap easy, and Cassandra cross the table. Thoughts I know the only miniature can kill Jack is the Cerberus, so must try to jump on him. Carlos is an auto include to keep the center. I think he must get more SS with Eliminate the leader on the game only 2 are so poor. I didn't lost any miniature. Score 7 - 0 R2 Reckoning Corner deploy Claim jump Frame for murder Search the ruins Recover evidence Tail'em Crews and Schemes Arcanist Marcus - Cache:(4) Seize the Day 1ss The Trail of the Gods 1ss Feral Instincts 1ss Jackalope 2ss Myranda 8ss Imbued Energies 1ss Sabertooth Cerberus 9ss Imbued Energies 1ss Guild Hound 3ss Guild Hound 3ss Dawn Serpent 10ss Rougarou 8ss Tail'em and Frame for Murder (Cerberus) Ten Tunders Mei Feng - Cache:(3) Hard Worker 1ss Seismic Claws 1ss Vapormancy 1ss Ototo 10ss Recalled Training 1ss Ama No Zako 9ss Recalled Training 1ss Izamu The Armor 10ss Recalled Training 1ss Katanaka Sniper 7ss Katanaka Sniper 7ss Frame for Murder (Ototo) and didn't know the other. Game T1 He deploys each Katanaka on each corner and hit my Hounds, the rest of his crew walks, I spend 13 and 12 on my Hounds because I want keep him sovreactivated, Myranda double walks, pulls on Cerberus, jump and kill 1 Katanaka, Marcus does Alpha and on the other Cerberus, Cerberus double walk jump and charge the other Katanaka to let him on 1wd for the next turn to give me the point. T2 Starts with to initiative and Cerberus kill the Katanaka, I keep activating minor miniatures, and at the end, Marcus, Rougarou, Serpent and Cerberus kills Mei and Ototo. T3 The next turn was fast, starts and kills Izamu and Ama No Zako. Thoughts Katanakas are the best TT miniature, I need something to kills him quickly. Marcus hitting something with 4 atacks with 4dmg on minimun and on enemy defense is a beast and after him coming Cerberus with Accomplice. His crew are so small and I can sobreactivate him easy to hit when I want. I play really bad Frame for Murder on the Cerberus, must be a Hound and I could do 9 -3 Score 6 - 3 R3 Squarter right Flank deploy Claim jump Acussation Quick murder Cover Break Hunting Party Crews and Schemes Arcanist Rasputina - Cache:(3) Cold Nights 1ss Armor of December 1ss Wendigo 3ss Carlos Vasquez 9ss Imbued Protection 2ss Stunt Double 1ss Myranda 8ss Imbued Energies 1ss Arcane Emissary 10ss Elemental Conflux 0ss Angelica 6ss Practiced Production 1ss Ice Gamin 4ss Cover Break and Hunting Party NeverbornZoraida - Cache:(4) Powerful Control 2ss Animal Shape 2ss Hex Bag 1ss Bad JuJu 8ss Eternal Fiend 2ss Silurid 7ss Silurid 7ss Waldgeist 6ss Waldgeist 6ss Nurse 5ss Will O' The Wisp 3ss Quick Murder (Carlos) and didn't know the other. Game T1, His two Silurid jumps, walk and take each corner marker, Raspi and the Wendigo block all center path with Ice Pillars, Myranda double walk and turn into Cerberus to kill one Silurid, Emissary double walk and use 0Ap to hit the other Silurid, with the vodoo kills Angelica, hitting the doll with Bad JuJu. T2, Emissary kills Silurid and takes the marker, Cerberus take the marker and jumps to the center with Carlos, He try to use Nurse to do paralysis on the doll linked with Carlos, but I was use Raspi to give him Frozen Heart before and he can't, I keep blocking the table with Pillars. The rest of the game was so easy, I block all paths and with Raspi do paralysis on the Bad JuJu twice, and paralysis one Waldgeist for use Devour with the Wendigo. Thoughts The table was Ice Cavern, and my enemy declare Neverborn, for me clear like water, he can't move with 4 Ice Pillars, in fact he can't cross the middle of the table in all the game, and with Ice Heart I'm inmune to horror and paralysis. In this table Raspi is ridiculous, can block all paths, I use her like a real support, blocking, paralyze miniatures and giving armour on Carlos. Score 6 - 0 Conclusions You must think when the enemy declares the faction properly. Ironsides is better than other waves, but, his real function is entertain the enemy crew, with her teleport can place anywhere and auto trigger to heal with HtK and 14 wd was really nice. Raspi is a monster on heavy terrain tables, and very good vs Neverborn. Alpha Marcus list can cross the table and hit harder than hammer. Carlos is the best Arcanist miniature, tank like hell and has so many tricks... love him. Myranda + IE was the MVP of the tournament, 4 cards with mauler was impressive. on initiative and sobreactivate the enemy was the most important things. Start the turn in this game is really broken, I think the other player must draw 7 cards or get some benefit. Don't care what people say, Nurse was played on each master can play her, probably the best miniature for 5ss. The table counts so much in the last game, and the hazardous terrain on the first.
  23. By far the best videoreport i never seen, congrats and keep the job up, really nice job!
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