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OracleToronto

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Posts posted by OracleToronto

  1. Guilty make great Hold Up Their Forces models. 5 stones and are reasonably annoying to kill and due to their demise your opponent doesn’t really want to kill them. You run them up and score the first point and then if your opponent kills them you get some extra hand size until you kill the model that killed them and get the guilty back to score the end game :) 

    • Agree 1
  2. Not to step on @Maniacal_cackle’s toes with all the amazing Molly guides I have about 20 games of Molly2 under my belt now (very much forced) and will soon be writing up a guide for those wishing to bring her to the table (spoiler alert this GG is probably as good as she is going to get and there are some fun and interesting ways to play her) 

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  3. On 7/13/2022 at 6:11 PM, Maniacal_cackle said:
    On 7/13/2022 at 10:40 AM, Diceman87 said:

    Manipulative -> Serene Countenance

    Matches Molly 1, (who would punch a baby in a pram?) And solves the activation order issue.

    The flavour of this doesn't work, I think. "Who would punch a baby in a pram" describes manipulative - nobody would punch the baby in the pram, til it takes an attack action. Now that it has shown that it is a threat, we would punch it.

    I actually was thinking remove manipulative and replace it with Face in The Crowd and Disguised. Keeps the model safer at range (as they will almost always be near other models due to their copying Fading abilities) and a woman pushing a baby cariage doesn't seem like much of a threat until you get close. 

     

    • Like 4
  4. On 4/24/2022 at 4:47 AM, Maniacal_cackle said:

    Come to think of it, I haven't given Noxious a fair go with Molly 1.

     

    Noxious can use Bring It to pull Molly up the field also as she doesn't have a melee attack so it is basically a lure +2" 

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

    Another issue is he is already good at throwing schemers all over the map, so not sure he needs them?

    I was thinking of the Bonepiles as added range pressure on the opponents and condition removal (as they can remove a corpse marker after each action it takes) so it could fire twice - healing the 2 damage it does to itself.

  6. The Koimanu are super good (especially for their cost) but the fact you NEED to hire multiple keyword minions in your Crew for it to function does mean they are a form of tax on the crew (although one you don't really mind paying). I still say that their average stats mean that even with all the positive flips they will still miss often (especially if your opponent can cheat to beat with a higher stat)

    The real way to beat Yan2 is to get stunned on him ... so much so if I even get a wiff of stunned in an opponent's crew I'm getting Chiaki's Reliquary on Yan turn 1 ... which I hate doing cause the crew really doesn't need her in it aside for that purpose)

    • Agree 1
  7. I was just curious if there are any good vassal videos or other guides for new McMourning. 

    McMouring was one of my first masters and I love the feel and fluff of the title version even more so - but I would love to see some game play of how the crew works. 

  8. I have been playing a lot of Yan Lo 2 and I have to say the fact the dog's are stat 5 plays a big part in your opponent being able to often stop or tie an important attack. You wouldn't think it plays a big factor but I think that's what keeps it somewhat fair - though still insanely efficient.

    But again I feel like its how easily he scores points if your opponent doesn't put in the work to drop him that has him with such a high win ratio. 

     

  9. I personally think where Yanlo2 seems so powerful Is that unlike many of our resser master his game plan is to score quick and efficiently by himself and his dog(s) which especially in competitive play is how you win games - especially as competitive games struggle to make it to turn 5…. where many of other resser play an attrition style. 

  10. Yeah …. I was trying to figure out a “at bare minimum card cycle” use of her bonus but it seems even that stops at the 80% there mark.

     

    I have made it a goal to find the best way to use Molly2 even if it is “sun-optimal” and it is seeming tough …

    i was trying with the following “pain train list” to have the max amount of high AP high damage models thinking at first that her aura supports that well … but it turns out that the extra focus that Molly1 passes out is better and her card draw it more reliable … 

  11. This may have been asked elsewhere or may be obvious but here goes. 

    Let's say that Molly2's aura is up (remembering the lost) that allows friendly Forgotten models to cheat fate off the top of their deck and if they pass the duel by 2 or more they draw a card. 

    If you chose to attack your own model and you chose not to relent - and then cheat off the top of the deck - could you then cheat the defending model's card to a lower value to gain the card draw? I see under cheating that it says "Players only have one opportunity to cheat fate per duel" so doe that mean you could not cheat the defending model's card down as well as cheating off the top of the deck? 

    I know this is a lot of steps for what would be considered a card cycle at best I just wasn't sure if it worked or not. 

  12. Give it another 6 months and once people get the games in and start unlocking the titles I think we will find more and more situations where they will be great or possibly the best picks. A big issue people will have is loyalty to the OG masters - we love them and have played with them for so long the titles have a lot to prove to have someone reach for them … 

  13. 3 hours ago, Metalhed said:

     

    Sonnia looks like she can do a ton of damage efficiently. The ability to use the damage card for the area flip is really potent. Takes all the variance out of area damage. And on top of that doing area 2 is nuts. Absolutely nuts. 
     

    Even if your opponent is spreading out she’s having an impact on the game. Plus she generates cards. She looks really good. Is she 7scrip down good? I’m not sure, but I think she might be. 
     

     

    With summoning and a free Ikyrio I can get the script difference with Kirai - though as hard hitting Sonia is 7 script is a unit plus some - though I honestly do not have enough experience in ToS to know … I just thought there might be something obvious I was missing 

  14. Question #1 and this is my main one … if I am understanding this right … Kirai and Sonia only get 18 script worth of models while all other commanders gain 22-25. While I could MAYBE be convinced that Kirai has the ability to summon models to make up the difference (though through now small amount of effort) I can not for the life of me understand why Sonia would be given 7 script less than other masters. 
     

    maybe there is something I am missing with crew selection and/or Envoy rules? 
     

    my second question is regarding the Revenge ability on Kirai, Ikyrio, and Gwishin … it is an aura and states after resolving … does this mean even if a fireteam with this rule is killed by the attack the attacking model still receives the st 2 hit? 

  15. Where I found I was getting the most use out of her is all of her place/move effects to screw with your opponent’s positioning. 
     

    Coil around Pray is great for that if your opponent extends one of their models forward  you simply move up to within 3” placing the model behind her and closer to your crew - even better if you can get the trigger to push the model 4” into your crew and then Push towards it. To a safer position . 
     

    The first time I did this my opponent couldn’t believe that I had taken one of his models and “throw” it deep into my crew to be devoured. 

     


     

     

    • Like 1
  16. So I loved games playtesting this  Lynch. At first glance at his card he is massively underwhelming however he adds a lot to the crew. Obviously an extra AP for Huggy is huge but he adds other things as well. I find his aura is strong enough that I can choose to leave Tannen at home if I want. He also plays like a weird "beacon" that you push up the board using Kitty's tendrils then he target's 2 or 3 models with Brilliance 3 or more and places them into base contact with him grating a huge boost of movement. They don't have to be keyword models to get this place as long as they have 3 or more Brilliance on them - and OOK models can even choose to fail the WP duel to gain a Brilliance! He then has a pretty decent healing burst - especially if you have a Terracotta warrior near him to copy the heal (make sure the Terracotta Warrior has brilliance on it to spend though!)  The teleport places along with the 2" pushes on your models when they gain brilliance make the crew surprisingly fast! 

    I find his attack to be a bit of a trap unless you know you can delete a model with it - as you don't want him engaged by enemy models - and as he doesn't have a ranged attack he plays a little weird at first (especially with a mv 4) but once I started playing him as a "support beacon" totem for the now master Huggy the crew really started to do work.

     

    Also Silent protector is stapled onto Lynch and Huggy in my opinion - watch your opponent throw tons of AP into dropping Huggy to only have him reappear beside Lynch ready for more - then take the same mechanic and add hard to kill on both models!

      

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