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Blacks85

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Posts posted by Blacks85

  1. On 2/25/2017 at 9:22 PM, trikk said:

    So one of the polish teams is one short right now due to inforseen circumstances. Anyone would want to join?

    We have:

    Guild, Arcanists, Gremlins and Neverborn

    I would like to join, if you want :)

    I'm the Gremlin player finished 2nd at the latest UK national...I think I've played against a couple of you?

    I have neverborn and gremlin, can find TT - Arcanist - Resser - Guild or outcast if necesaary...basically everything :D

     

  2. On 12/6/2016 at 6:54 PM, anencephalous said:

    Gremlins have lots of good masters. The second place player Riccardo Neri apparently used a bunch of different Gremlin masters (I think I read Ophelia, but I cannot find where I read that), while the third place player just used Zipp.

    I wasn't actually comparing us to directly to Gremlins, who have their own play style, I was merely observing that despite being the smallest faction, they are very competitive, unlike TT.

    However, since it was bought up, I think the Gremlins are a good example of a faction with a spread of diverse masters. They have summoners, a blaster mage, a shooter, a melee, and multiple  support/control/debuffers. That isn't a bad spread. It certainly covers more master archetypes than TT has.

    Pointed here from a friend, just want to add some details to your thoughts.

    In UK I've used Ulix, Zoraida and Zipp. Not Ophelia...but she is - with Som'er and Wong - very viable as well. No chance for brewmaster and mah tucket...they need a BUFF, BIG one.

    I still believe Gremlins are the strongest faction in this game, reckless is just too strong. Their problem is that they have not enough models...some are very strong and the biggest part is very weak.

    You are right, we have different viable master with different viable styles. Unfortunately, the competitive range of viable models outside the "Gremlin-with-a-name bubble" is very short..almost inexistant.

  3. They are tight with Taxidermist to win the prize

    "Worst gremlin of the year!"

    They definitively need a BUFF...like the Wild boar as well. Freaking useless pieces :P

    The sad thing is that they are not even fun...because you might have a model that is underpowered for competitive environment but maybe super funny to play in casual game. That's not the case of these models..

  4. 17 hours ago, Dimitri said:

    @Blacks85 hi! i wanted to ask because i am new as well. the 2 warpigs are  needed or just one is enough? i mean realistically is it easy to summon both of them in a game?

    I always summon two of them...like 90% of the times.

    But if I don't have the second, I can surely play differently and get something out Ulix as well...just a little less performing

    • Like 1
  5. 31 minutes ago, Dumb Luck said:

    I still think he's solid in GG2016. If people want to drop him, then they're putting effort into it. I've had similar thoughts with The First Mate. Our other options may do flashier things (Burt, Fran) but he has a place. 

    Where is the place of First Mate?

    I can see her only on the shelf :D

     

  6. To play it completely you should have

    Old major

    The sow

    2 x Warpig

    8 x Piglets

    Sammy 

    Pigapult

    Merry wouold help a lot to drop warpigs

    That's my core which depending on schemes I use

    Then you can add whatever you like...but pig are the core he wants to play with

  7. It's an awesome model with the old schemes pool...with the new GG2016?

    I've never used it a single time. Yes, in my opinion is overpriced even if in certain 2015 pool schemes can be super strong.

    So I would probably say 8 / 9 SS should be its price to make it viable and competitive with trixie / sammy.

    • Like 1
  8. 5 hours ago, Dogmantra said:

    Idk about show of force. It might be helpful, but who are you putting it on that it can be useful on? Imo it's best on Wong and probably Som'er, but then you don't get show of force. Put it on an enforcer and you just denied them dirty cheater, and most Henchmen don't really have blasts or even randomising shots.

    I believe you're focusing on the wrong part of the text!! :D

    It's crazy strong for the one-shot ability, not for the random +1AP part...that is why it's an auto-include.

    You can give it to anyone you want...it doesn't really matter.

    The boos it gives you, worth the price.

    Of course, if you give it to Wong it's crazy cool...but on everyone else is just almost as strong, because you're going to discard it for 2 cards anyway pretty soon.

  9. On 9/17/2016 at 9:46 PM, Dogmantra said:

    @Blacks85 I hadn't really considered always taking it because draw 2 is better than draw 2 discard 2. You make a good point that for 1 stone it is a slightly better deal than spending a stone to draw and discard, but you do lose the versatility that the extra stone brings, and an upgrade slot, and you also have to wait until that model's activation to actually draw the cards. I think it's certainly always one to consider but I wouldn't go anywhere near calling it broken, or even an autoinclude.

    Really, I think it shines most on Wong. Slap it onto him, throw some expendable or very durable models into melee, blast off them and essentially get an extra attack for the cost of a card per turn.

    Partially agree.

    You lose the versatility of the soulstone, but you got the boost of 2 extra cards. In my experience, you use at least 2 soulstones to draw cards, usually 3. This means, from turn 2 to turn 4 you almost always do the cycle of 2 cards for a soulstone. This means, you can increase the efficiency in the key turns, 2nd and 3rd, by actually having a boost on the most important one.

    Yes, you lose an upgrade slot but actually is a plus, imo. I never fill all the upgrades slot and - while you have it - you can always do show of force with it.

    Moreover, I've never fitted 3 upgrade on a master, so far ! Or 2 into an henchman, so I don't find problem to have a free slot :D

    • Like 1
  10. "Do over" is a broken upgrade you want always in your crew except if you do a 50 SS crew and have no space for a 1SS upgrade.

    Basically it allow you, once per turn, when you shoot into a combat to shot again if you hit one of your allied model.

    But that's just a side effect you won't probably use.

    The strong part is that you may discard it to draw 2 cards. This means, the turn you need it, you might actually draw 4 cards with that and a soulstone...meaning you always want it.

    • Like 1
  11. I don't understand...How can you think the new Henchman is a viable model?

    I've read it only twice, but it seems totally useless to me. Maybe I'm wrong, but I don't get it.

    Trixiebelle, on other hand, it's absurdly crazy strong and versatile.

    I won't swap them even if the cost of Trixie would be twice as the other ! :D

    Lure + slow, 3 AP. CHEAT initiative, Push enemy away or pull friends to you, charge a model engaged with one of your beater and make it beat again, that's too many options trixie gives you....on other hand I can't see any possibility or option the new henchman can pull of. 

    I don't like the "Gun for Lady", I've tried it 3-4 times and never shot a single time...so I won't take it again or recommend it.

  12. Aren't we digress too much on the "netlist" rather than the problem of balancing models to avoid fixed lists?

    Because you might like / dislike / be indifferent in regard of the fixed lists...they will surely accelerate the process of find the best fixed lists, but the problem isn't this but the fixed lists themselves plus the very strict pool of really balanced models...and we almost all agree on it, right?

    so if we mostly agree, maybe Wyrd want to consider some action to balance models and increase the level of compete with much more models.

    I agree on what @Omenbringer said: I don't think they've done a great work balancing models in this game, but I do believe they've done outstanding work in doing the game mechanics with all its features and possibilities. And it would be a pity to throw this away by don't improve the "weak" part of the game. 

    You correctly said that perfect balancing is impossible, and it can't be more true than that. What I think is pretty easy to achieve, it's to delete the extreme at the top and bottom of the curve, I mean the worst model you'll never consider to hire and the best model you never consider to do not hire. You can smooth these with very low effort and increase so much the pool of viable models. Meanwhile changing also the schemes to help the models otherwise you will rarely or never hire.

    Maybe we can do a 3 days full of games nerd camp to build thousands of feedback and improvement for many models, that would be fun :P

  13. 8 minutes ago, Math Mathonwy said:

    I would think that quite often since focusing on the Scheme & Strat end of things usually requires more specialization and therefore making a fixed list for that is more difficult. Especially in GG2016.

    Exactly, always I say.

    Mainly for a problem that could be solved by changing a little the schemes. Its very hard to score vp with minions and its very hard to score vp when there are models near to your scheme marker.

    This results in playing lot of henchman and enforcer to delete opponent and scheme After.

    If you, for instance, let only minion with ss6 or less contest the marker and also make them more viable for schemes like hunting party (scoring points with minion over minion) the list will change a lot..because you cant focus on the henchman/enforcer delete squad.

    This our experience, at least

    • Like 3
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