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ShinChan

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Everything posted by ShinChan

  1. They're not "downvotes", you have the meaning if you leave the cursor on top of the symbol: "Respectfully disagree". Which means that you're probably wrong, and your vision is not shared with some of the people around here. The game is amazing btw, and the community is really good, anyone looking for help, advice or a place to start is always welcome.
  2. For me, she has 2 different playstyles (that can be mixed). You can play the fire game or you can go for the full corpse game. With the Pyre game, you'll be wanting to bring some Lampads, Draugrs and definitely Vincent. But she can easily work bringing the big guys (Rider, Golem and Emissary), a gravedigger and Asura. Shieldbearers are there to take damage that you don't want in other people, I usually bring one, but I even tried with 3 (didn't work very well, they're too slow).
  3. Most of my lists start like this: Soul Stone Cache: 23 [Masters] - Titania, Leader [Henchmen] - Aeslin [Enforcers] - Gorar - Mysterious Emissary [Minions] - Autumn Knight + Ancient Pact Then I add more stuff based on Strategies and Schemes. I like to add a second Ancient Pact in another minion. I really like the Waldgeist, but they're slow, like real slow, not like the Knights that everyone complains about But depending on the terrain, they can be really useful. I like the triggers to give Stunning and Slow. Usually Titania is "escorted" by 2 Knights that will challenge anyone that gets into range. The Emissary and Aeslin are the mid distance ranged thread. The rest of the options really depend on what I'm facing and the terrain. I haven't tried much the Bultulgin, but with Mv 6, at least on paper, they look like decent scheme runner that can annoy (not kill) the enemy scheme runners. I only bring 1 for condition removal when I need it. I like Wrath, and I think he fits quite well with the crew, but his "Bring It" attack being affected by concealment and without having unimpeded, makes him a not-so-good choice. I haven't tried the Hooded Rider (I don't own the model, yet), but probably would bring him along with Wrath, which will solve the movement problem and in addition Wrath can set up the field in turn 3 for the Hooded Rider to take advantage of "Revel In Secrets".
  4. I have the same feeling. The crew is really good, but lacks 2 things: healing and card draw. There isn't an easy access to Arcane reservoir, so I follow the same approach as you do, two Knights with Ancient Pact. The miniatures are cool, the initiative bonus is a nice addition, avoiding the Black Joker is one of the most situational "addons", but that's not the real purpose of the upgrade The Rougarou is not mandatory for me, more a situational pick (not saying it's bad!).
  5. They also die to a breeze. Df 5, Wp 4. They can use SS, but you don't want to use SS on a model that cost 6 and doesn't give you anything special, neither to Bandits or Infamous. These are part of a very small amount of models that should be reworked.
  6. The Olivia trick was plenty discussed during the beta It's single shot, and it really requires the enemy to be packed. It's good to have the chance to do it, but Olivia is just too fragile to survive for the Fzzzzzap! until Wong activates, unless you actually outactivated your opponent.
  7. And the miniatures have a rifle, but they don't shoot...
  8. They're great at scheme running, especially Tara and the Void Wretches. They can disrupt you with Glimpse of the Void and they have 2 big beaters: The Nothing Beast and Talos. The second one is reaaally slow.
  9. It's a really nice idea, but that green color is awful and difficult to read. In addition I would make use of some bold and italic text as well as bullet points
  10. Well, Sammy's passive When a friendly model suffers damage during a friendly activation, draw a card (once per activation). So Unmade and Entropy were giving me cards. And reducing Desolation Engines to Df 0/1/2 is awesome to kill them later. Big Brain Brin was my only way to deliver stunned, which is fundamental in order to avoid a lot of damage vs Levi. I also kept most of my crew inside a forest from where I was teleporting the scheme markers with the Lightning bug. Levy is the only and main problem, but with stat 6 and going against Wp (Gracie, Burt and Bokor have 6, Sammy and BBB have 7), he's not going to do that much. I don't know how Alyce is a problem, you have plenty of card draw, so she needs at least 2 shoots to kill someone, and my opponent's hand goes down quite fast due to the multiple Mv simple duels. Remember that Gracie is Sz 3, so it's not that difficult cover the LoS to Alyce.
  11. At least the Marshall keyword should be able to choose if they want the enemy to drop a marker when they die or not, so they can have some utility from the "A foot on the grave" and the "Final Rest" from the Exorcists. Also, "A foot on the grave" should have a higher range, at least 4" (ideally 5-6"). With that "adjustement", they could see some table, otherwise they're not worth the 8 points.
  12. Small review of my last tournament, I've played Wong the 3 games and we only had 2 hours for each game, so we only play 3 turns on each game. Game 1 Strategy: Turf War My Schemes: Breakthrough, Harness the Ley Line My list: Wong Olivia Gracie Lightning Bug Lightning Bug Bokor Bokor Swine Cursed Big Brain Brin Flying Piglet 1ss My opponent's: Hoffman Mechanical attendand Hunter Hunter Watcher Watcher Melissa KORE Peacekeeper Something else I don't remember, but small size base Result: 4-4 (Turf War 2, Harness the Ley Line, Breakthrough 1) I risked a bit with only 1ss cache, and Wong received 8 damages, but it was worth it, I needed the extra anti-armor stuff. Those Hunters really disturbed completely my turn 2, so I heavily relied in turn 3 to score 3 points. Lightning bugs were awesome allowing me to score Harnes the Ley line easily (even after 1 died in turn 3). Big Brain Brin didn't do anything really useful (or maybe he did, but I didn't notice it much. At the end of turn 3, my opponent only had in the table Hoffman, the two Watchers and that something else I can't remember. Game 2 Strategy: Plant Explosives My Schemes: Search the Ruins, Detonate Charges My list: Wong Olivia Gracie Lightning Bug Lightning Bug Bokor Bokor Sammy Lacroix Burt Jebsen Flying Piglet 2ss My opponent's: Asami Tanaka Mechanical attendand Ama no Zako Jorogumo Jorogumo Tengu Yokai 6ss Something else I don't remember Result: 4-3 (Plant explosives 1, Search the ruins 1, Detonate Charges 2) My opponent was very unlucky in the first turn, flipping the black joker trying to summon a Jorogumo after using a soulstone. Another Jorogumo spended the 3 turns scoring 1 point of plant explosives and trying to catch my flying piglet (the poor piggie wasn't even able to drop his explosive marker). Was a really tought game. Sammy almost died after a Jorogumo summoned in the second turn died (thanks to that shielded was able to survive with 1 HP). Burt was able to kill another Jorogumo, after this one failed a test from Wong's Fzzzzzap! and just using his own glowy tokens for "It's all in the reflexes!", but also thanks to the Bokor that put shielded on him and me cheating my highest cards in order to get minimum damage (seriously, this guy is too squishy, he needs infused body or some sort of defensive tech). Gracie saved Sammy thank to "Ride with me", so she put her out of LoS and reach of everyone, and between both of then, the summoned Jorogumo became dust. With 2 Jorogumos out and the other one too far from the action, I managed to score 3 points in the last turn, while my opponent that already had his points assured, tried to deny mine (and he almost got it, I only managed thanks to a Lightning Bug and a Bokor, both with fast as my last 2 activations). Game 3 Strategy: Reckoning My Schemes: Vendetta, Harness the Ley Line My list: Wong Olivia Gracie Lightning Bug Bokor Sammy Lacroix Burt Jebsen Flying Piglet Big Brain Brin 4ss My opponent's: Leveticus Hollow Waif x2 Alice Desolation Engine Desolation Engine Ashes and Dust Marlena Webster Result: 5-2 (Reckoning 2, Vendetta 2, Harness the Ley Line) I didn't realize how good was Sammy going to be in this matchup. She made me draw sooo many cards I forced my opponent to deploy A&D first, and I deployed everything as far as I could, except from the Flying Piglet I used as a bait, it kind of worked. I mean "kind of" because A&D stopped a bit to score my opponent Harness the Ley Line. I went all in with Gracie and BBB against his Desolation Engines and Marlena, hopping that Stunned + serene counternance + Gracie tankyness would be enough to survive. That + some decent flips, 2 soulstones to save BBB, and some Wong shockwaves, allowed me to score Vendetta with Gracie against a Desolation Engine while putting some damage in Marlena and Leveticus. My opponent made the mistake of spending too many efforts in trying to kill BBB (Desolation engine, Marlena and Leveticus during a full turn). The rest of the group killed the second Desolation Engine (Sammy helped a lot giving injured 3 to it) easily and took care of the remaining Abomination. The Lightning Bug was like 7" from the centerline, teleporting scheme markers to score me Harness the Ley Line. In the third turn, Ashes and Dust finally arrived, and as expected, killed the Bokor in a single activation, but it was already too late. Unofficial 2nd position (since I was just playing because we had a missing player, so I didn't put myself in the classification of for the prizes), but a lot of fun. 2h is definitely not enough time to play. There were some games that we could easily play the 4th turn, but we prefer to take it easy. If someone is curious, Sandeep won the tournament by winning his 3 games. Feel free to ask any questions! I'll write some impressions about the overall of the crew in the following days, since I already have many games with Wong in the past months
  13. Well, they will have to get to the pigs first. Depending on the deployment, it's a good strategy. During the last tournament I wanted to play Pigapult + 2 Taxidermist + 1 Akaname, but I forgot my Pigapult model at home :'(
  14. I agree with some points here, my first turn is always the same: Olivia drop a scheme marker, gives glowy to my big model. Big guy in the middle of the group (Sz 3) that is the origin point of Fzzzzzap! twice. Launch into the Space the scheme marker. Bokor heals twice the big guy with the trigger in aura. Do stuff and try to end in similar position for next time. I've played a tournament last Sunday, 3 games with Wong. I'll try to post my impressions (once again). I won 2 games and the other one ended in a draw.
  15. I totally agree with @Adran. For 4ss, they bring a lot to the table. Of course, not to hire 8, but maybe 1 and most of the time is going to be a good summon. They die, yes. But with 5 health and HtW, they require some effort. Most of minimum damage 2 miniatures won't be able to kill them in a single activation. And the main reason to complain is that there are 2 Strategies where they could give points to the opponent (if they put the effort in killing them), while even in Turf War, it's going to very situational. This is how a 3pts model looks like: Less Health, worse Df/Wp and worse stats in their actions.
  16. Heal 3, at 10", as a free action, without TN or discarding a card, it's reaaaally good. He also works really nice again crews that have easy access to healing and can deliver slow quite easily to the enemy and give fast to one of your guys (Rogue Necromancy?). The only downside is that he is quite slow, I guess being Sloth comes with a cost But nothing that the Death Rider can't fix.
  17. For me the only problem they have is the Mv 4. Apart from that, they're quite annoying models, and they really require some investment in order to be killed (Health 5 with HtW, and heal 1 with the free action). Also they shut down the healing and can put some damage with unmade and entropy.
  18. Excel in Office365 or a Google Spreadsheet in Google Drive. That's what I use. It's simple and fully customizable for your needs. Both have mobile app for iOS and Android if you want and you can let everyone see the document and add notes, but not directly edit. I don't know if there is something more specific, but most likely there isn't anything that works as well as that (specially Excel).
  19. Quick game the other day, to prepare for a tournament: Turf War Standard Deployment Me: Bandits Parker - Wanted Criminal Doc Mitchel Mad Dog Emissary Sue Convict Gunslinger Bandido Prospector 2ss Harness the Ley Line Deliver a Message Opponent: Marshals Lady Justice - LLC Scales The Judge Lone Marshall Effigy with the upgrade Exorcist - No prisioners Death Marshall Death Marshall 5ss Schemes: Harness the ley line Breakthrough I won 5-3, thanks to taking control of the objectives in the 2nd and 5th turn. It was carnage. I ended up with 4 miniature on the table (3 of them quite close to die) and she with 3 (full, or almost full life). Parker did almost nothing but die in turn 3. I positioned him very bad, so he was too far to get benefits from his free action but still too close to be in danger. My best was that Bandida that helped me to secure those 2 points from the Strategy. I was planning on using Sue to keep LJ busy for 1-2 turns, but she killed him in 1 activation (he already had some damage from the Lone Marshall). Mad Dog did a really good job killing stuff, killing even the Effigy at the beginning of the 2nd turn, thanks to blow it to hell. Was a nice game, for both of us. Some small mistakes on both sides, mines resulted in more dead models and hers prevented her to Score at least 1 point more from the Strategy. I'm starting to be a bit tired of this "jack-of-all-trades" list, so I'll be doing some new experiments with hiring soon
  20. Something like this looks better for me: Soul Stone Cache: 7 [Masters] - Hamelin, Leader [Henchmen] - Benny Wolcomb [Enforcers] - Hodgepodge Emissary - Hans - Obedient Wretch [Minions] - Stolen - Stolen - Stolen - Malifaux Rat - Malifaux Rat - Malifaux Rat - Malifaux Rat - Malifaux Rat - Malifaux Rat Same VP as yours, but more survivality. Hans can put at least 1 Slow for turn, while putting some damage (even if you really don't care). Emissary will help your Rats to get there in the first 1-2 turns, and yes, it doesn't have 12 rats, but I like to keep more SS. Also in the first turn you'll be generating another 4 rats. Emissary also have a nice slow in his ranged attack, will help you keep alive the other pieces (or even run away!). I also removed the Midnight Stalker, since it will be the most exposed model. The idea remains simple, send horde of rats every turn to your enemy.
  21. Your list only has 2 points less for Reckoning than mine (8 vs 10). Also, your options to generate more rats are more limited, less survivality options due to less cache for not to mention the problems that already were pointed out by @TheJoyInGaming.
  22. Something like this? Soul Stone Cache: 8 [Masters] - Hamelin, Leader [Henchmen] - Benny Wolcomb - Pride [Enforcers] - Hans - The Midnight Stalker - Obedient Wretch [Minions] - Stolen - Stolen - Stolen - Malifaux Rat - Malifaux Rat - Malifaux Rat A bunch of insignificant models (6). Benny to provide more rats. Some quite hard to kill models: Pride: Manipulative and anti-cheat aura. He is also able to use SS. Hans: He will be out of range most of the time, perfect to achieve Vendetta if it's on the pool and offers some counter to gunlines. Midnight Stalker: Main scheme runner that is also quite difficult to kill. Obedient Wretch: He's also nice to have for what it brings. Thanks to stealth is difficult to kill at distance and you can always sacrifice him if he's in trouble. I also considered the Emissary. H's quite resilient, provides healing for your guys, decent upgrades and more scheme markers for Benny. I'm quite new to Hamelin (actually I don't have him, I'm waiting for the crazy cat lady to become available again :P), but I've played a couple of times against him.
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