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ShinChan

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Everything posted by ShinChan

  1. In my case, it ended up being Jack Daw vs Parker (me), with the obvious result for my opponent (win for him). My list was: Parker + Wanted Criminal Doc Mitchell Sue Mad Dog Hodgepodge Emissary Marlena Hans My opponent's Jack Daw + Servant Montresor Hanged + Servant Jaakuma Effigy + Upgrade Guilty Dead Outlaw Luck was not in my side (flipping RJ twice just to meet the TN on the healing action of the Emissary and another time against the Hanged, so it counted as BJ). I did a couple of mistakes and my opponent knew how to take advantage of them. I had a terrible hand in turn 2 (bad enough that I failed 2 attacks with Parker in Jack Daw due to Terrifying and couldn't cheat to pass it). My opponent played way better than me and after that shitty turn 2, he just snowballed ending the game in a 8-0. My takes on the game are: Parker still feels like he's in the bottom for Outcasts masters (maybe with the Viks, but I don't play them and only faced them a couple of times) Wanted Criminal actually worked this time. Usually my Parker tends to get stunned or using Stick Up more than shooting, but this time it drew me 6-7 cards. Hans is garbage. I knew it, I've tried him many times. Some people keep saying they get a use for him, but I've played him like 10 times, the only time he did something meaningful was because my opponent forgot that Gokudos are HtK. He's definitely not worth 8ss. Not being able to disengage easily is also a problem on him. I regret not bringing Taelor. As a ruthless model, she would have been good to deal with the terrifying while bein min 3 and stat 7. Also the 2" push and the 2" melee range would have helped me to get score 1-2 points and deny my opponent 1-2 (not to win for sure, I was completely outplayed). I should have trusted my instincts and play Hamelin, but I though my opponent was going to play Hamelin (he was great for the pool) and I hate mirror matches.
  2. Leveticus is actually quite easy to handle. Von Schtook should really had broken him, so I guess it was a matter of player skills. If Alice is a problem, maybe you're playing with very little terrain, or not enough concealing. Same in general for Leveticus, if you have a decent amount of severe terrain, the crew really stuggles. Any crew that has easy access to stunned, mele range 2 or conditions can be a problem for Leveticus. Add to that list: summoners, crews more mobile that can dictate when the fight is going to happen, anti-healing, anti-demise, crews that can easily kill the Hollow Waifs, shooty crews... Honestly, Leveticus is far from being overpowered, but it actually requires to adapt your playstyle (or your opponent's in this case) in order to deal with him. Also, "pseudonerfing" Leveticus seems ridiculous when you actually you don't want to change your playstyle (playing chill and just for fun and not going with the knife between your teeth) or even make a more friendly list.
  3. He ignores HtK with the shooting attack. If he's engaged, he's not using it. The other model that does it is Marlena, on a Stat 5 vs Wp with 2/3/4 damage track and . A student of viscera could have easily be you pick to go here regarding Stunned, instead of Black Beast (Bête Noir).
  4. Manos is the answer. Also, anti healing in always good vs Leve. He hates HtK and having stunned.
  5. This was great honestly, I wish we could have that back, even if it's not even for Gaining Grounds.
  6. Just play Wong all the time. What could go Wrong?
  7. Ehhhhh!!! I like Leveticus, Hamelin and Ophelia too 🤣
  8. I think that many Russian players dislike The Judge for the random part of "The Risk of Reason", however, I totally disagree with that. I like randomness (in small quantities). Makes you take tough decisions that sometimes end bad, sometimes end well and makes some games more memorable. Also, an action called: "The Risk of Reason" fits perfectly in this category. I also think that the Judge was a great pick for this scenario. You were fighting a bunch of undeads and most likely they were going to come to your face, so she didn't have to go running around chasing mobile targets.
  9. Df6 is something that really helps the survival. Same for planted roots. It's not that is a bad model, actually totally the opposite but that it doesn't bring anything really interesting or needed to its second keyword (swampfiend)
  10. Just using my favorite trigger: Hazardous within 6. Add melee range of 2" and pair it with Grasping Tentacles, then suddenly Hoffman's guys have it way more difficult to pick evidences and get a ton of ping damage.
  11. Love how the conversation completely deviated from my original topic lmao I prefer Outcasts cool donkey guy than the ES Emissary. Ours bring much more support and has great synergies with most of the Outcasts keywords. What do you guys think it would be good for round 2? I'm playing against another Outcast player, so I have no idea on what to bring to the table lol I'm considering Von Schill, even if my experience with him is almost none, but it's a great generalist crew.
  12. Nothing better to stop charges than Pandora activating early in the turn and using Grasping Tentacles, which it will also shut down those annoying 2" pushes from Transfer Power. Pandora, Candy, Rider and Serena seem like a good "core" vs Hoffman.
  13. Many xD I don't know why people are so scared of Mad Dog. He's a great 10ss henchman, but that's it. Most of Last Blossom can kill a lot of 5Wds minions in 1-2 actions and probably gain another action out of it. Basically any model with a damage track that ends in "/5".
  14. That requires 4 actions to put both (2 concentrate + 2 shots) + having the right cards in hand. 8ss in a model that really needs a lot of support to work properly is "meh". I find more useful the Stunned + Distracted + 3" Push, but sadly it's stat 5.
  15. Most of them won't. Another thing is that they will be worth their points. All the models there have a way (or multiple) to being durable, either defensive triggers, abilities or superior positioning. Death Marshals will die turn 1? After how many actions spend on killing 1? The problem with 4-5 cost minions is that they don't have a purpose in GG1 unless they're extremely specialized or you want them to die for Hidden Martyrs. Plant Explosives and Turf War favored cheap minions more than any current Strategy.
  16. Flying Piglets are situationally good. The current Strategy&Scheme pool from Gaining Grounds 1 doesn't favor them, but in GG0 (or the rulebook schemes) they were a decent pick. Gracie is great for a bunch of masters, but maybe doesn't bring that much for Zipp. She's good, but not "a must". Burt is between mediocre and bad. He relies too much in glowy to be effective but he's really squishy. The trigger in his gun is between terrible and overly situationally good. He's usually a waste for 8ss.
  17. GST is better in minions that are already durable by themselves. Improving the survivality of a Crooligan doesn't make sense when he has 5Wds and it's easy to take down. On models like Hanged, Doxy or even Bone Piles.
  18. The main use I can see of them (I'm not a Zipp player) in Outcasts is condition removal, since there's only 1 model that can do it kind of efficiently: Johan. Marker removal could also be an interesting reason to bring them, but as you pointed out, they're fairly squishy and that melee range 0" hurts.
  19. In that way you're only favoring beefy minions, like Mature Nephilims.
  20. Other low cost minions that would be pretty good in a Strategy like that: Death Marshalls Flying Piglet Test Subject Watcher Lyssa Crooligan Dead Dandy Hoarcat Showgirl Bayou Gator Banjonista Survivor Whiskey Gamin Frontiersman Warden Sorrow Bandido Freikorpsman Guilty And so many more...
  21. Outcast don't like Terrifying, so I'll definitely bring a Shieldbearer with the upgrade GST. The Emissary is great to block charge lanes and prevent the Vikis to charge you, and the same with Misaki (remember what @Maniacal_cackle said about not being able to create the coffins on top of the shadow markers). Watch out for Outcast for anti-healing tech, that could really put some pressure on Reva's playstyle (someone like Marlena for example). Misaki is way trickier to stop. She has great mobility and she can come up with a ton of different lists. Misaki, Ototo and Fuhatsu can kill Reva in a single activation, so be careful and try to use your extra range to your advantage. Toshiro and his Ashigarus are the best bodyguards for Reva. Toshiro adds some extra healing that can happen outside of Reva's activation and his Ashigarus will protect her vs charges and can help with Take the Hit. Misaki can also stun a bunch of your models if you're playing too "bubbly". Ototo also puts slow, so a Bone Pile can really make the difference here (I like them with GST).
  22. Mix GG0 and GG1. Out Recover Evidence and Public Enemies, bring back Plant Explosives and Turf War. There's enough killing in both without being the main goal.
  23. Titania, Misaki and Seamus were the last offenders that killed my poor Parker. There was a game vs Colette that Parker stayed stunned from turn 2 to turn 5, so he didn't do much either. Gotta be honest here, the main reason I'm reluctant to play Barbados is that I don't like the model at all 😅
  24. Archie will care, since he cannot gain focus
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