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Ajatros

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Posts posted by Ajatros

  1. Parker Barrows vs. Shenlog

    Corrupted ley lines
    Vendetta, Breakthrough, Spread them out, Let them Bleed, Catch & Release (High river monk)

    Parker Barrows, 2 stones
    Doc
    Mad Dog
    The midnight Stalker
    Hodgepodge Emissary
    Prospector
    Dead outlaw
    Bandido
    Malifaux Child

    Against...

    Shenlong, 3 stones
    2 students
    Sensei Yu
    High river monk
    Low river monk
    Fuhatsu
    The lone swordsman
    Dawn serpent

    I ended up losing by a point (we played only 4 turns but figured out that the score would have been 6-5 to TT most likely). I anticipated correctly that he would choose the aggressive schemes, but I thought he would pick vendetta against Mad Dog with either the lone swordsman or Fuhatsu instead of C&R. I would have been better off with picking vendetta also, since in the end I overestimated my ability to drop all the markers needed (although Parker can drop markers like nobody's business). My opponent pressed hard to my center with Shenlong and High river Monk while I dominated one flank after killing the lone swordsman and fuhatsu there. I got greedy on the first turn and went to put adversary on Fuhatsu with the stalker, which ended up being his end after the lone swordsman brought him low and Shenlong finished the job with his demise-ignoring attack on top of T2. Mad Dog carried the team by finishing off Fuhatsu, Lone swordsman, the low river monk and one student while dropping four markers which all ended up scoring me points. The other MVP was the dead outlaw, who spent three turns fighting the snake on one flank alone, slowing it every turn and staying alive long enough to keep it occupied the whole game.

    All in all a good game, Parker is still fun to play, Mad Dog is still nuts and the Chi mechanic is still cheating 😜. Next time I'll bring less support pieces and more guns, I figured that my list would have been so much better with Sue and a second bandido instead of Emissary & the child. They helped drop markers for life of crime and the kid successfully copied "appraise" a couple of times (I brought it for copying bandit raid but parker got too far), but in the end they did not do much else. I like the emissary for his auras, built in slow on a  S6 10" attack and don't mind me, but it does come at a price...

    • Agree 1
  2. I don't think Doc needs any further bonuses. Arcane reservoir alone is a good reason to keep him on the table and out of trouble, I don't think it's necessary to get any healing done to get value out of him. And the bedside manners ability, which is yet unmentioned in this thread, is super strong for pulling models out of combat or LoS of enemy models after a single hit. Especially Parker himself, since he does not like to be tied up in melee.

    I agree with Benny being an oddball model that doesn't really fit in either of his keyword crews well. His scheme marker/rat creating actions could be quite strong and he brings ranged scheme marker removal to be sure, but Parker does that stuff just fine already and free fast is definitely better than the occasional rat. Maybe buff him so that his melee attack had :tome built in and Loyal rats with tiny rats would be a bonus action (and raise the TN a step or two) so he could potentially swing twice, drop two schemes from the trigger and chunk out two rats. He's still going to die to a stiff breeze, but at least you have the potential to do something interesting without using too much resources. And speaking of survivability, he's supposed to be a rat catcher, so he could have the covered in rats ability to give him a chance of surviving after he gets in there. It would suit his theme well and give an additional reason to summon rats near him.

    • Agree 1
  3. We played out a good ol' western the law vs. the outlaws shootout with Parker vs. Perdita.

    Turf War, Flank deployment

    Schemes: Take Prisoner, Dig their graves, Outflank, Deliver the message, Hold up their forces

    My List was:

    • Parker, 1 SS
    • Doc
    • Mad Dog
    • Convict gunslinger, SoDP
    • Sue
    • Dead outlaw
    • Bandido
    • Bandido
    • Prospector

    My opponent was bringing what was basically the whole family plus some bureaucrat:

    • Perdita, Lead lined coat and some stones
    • Enslaved Nephilim
    • Fransisco, LLC
    • Santiago
    • Nino
    • Papa
    • Abuela
    • Steward

    We Both chose dig their graves and deliver a message as our schemes from this randomly generated, yet very "up close" scheme pool. I ended up winning the game 4-1 (2 from Turf, 2 from dig vs. 1 from Turf). Perdita came in guns blazing and did a ton of damage turns 1&2 killing a bandido and the dead outlaw, as well as putting Mad Dog to 1 wound, but died early in T3 (before I had managed to deliver). In the end I had only Parker and Prospector on 1 wound as well as a lone scheming bandido on the opponent's quarter, while my opponent had only the nephilim and Fransisco on the table. A fun and a bloody game, both crews were very mobile with either bravado or run & gun, but in the end my ability to scheme better and having extra interact actions from draw their attention proved to be the deciding factor.

    Also, I didn't realize before how good Dig their graves is for parker. Each model he or mad dog kills automatically drops a scheme marker next to a corpse marker...

    • Like 1
    • Thanks 1
  4. I agree that a "sergeant" type of model would be cool, since it would complete the "chain of command". Maybe giving out commands that only affects minions and gets a bonus/is easier to pass if they are freikorps. Also a good chance to make a bit more combat-oriented "Freikorpsmann". Something to the effect of...

    FREIKORPS SERGEANT

    cost: 7 Health 7

    Df 5 Wp 6 Mv 5 Sz 2 
    Armor +1

    Ruthless

    Well trained disciples: When a friendly minion within 3" declares an action printed on an equipment upgrade, it may discard a card to gain :+flipto its duel and any subsequent damage flip.

    Grit (hardened): when this model has half of its maximum health or less, reduce all damage it suffers by 1

     

    Attack actions:
    Clockwork revolver: :ranged12" Stat: 5 Rst: Df
    target suffers 2/3/5 damage
    :ramCritical strike

    Sword: :melee1" Stat: 5 Rst Df
    target suffers 2/3/5 damage
    :ramcritical strike
    :maskCoordinated attack: another friendly model may take a :meleeaction targeting the same model
    :crowGrudge: target gains adversary (freikorps)

    Tactical actions:

    foul mouthed motivation: 6" Stat: 6 TN 13. other friendly minion only. This action receives +2 to its duel if the target is freikorps. Target heals 1 and gains focused +1

    I've got your back: 0" Stat: 6 TN 10. target other engaged friendly model. place target in base contact with this model


     

  5. 24 minutes ago, KID55 said:

    I think stat 5 on melee this is fine for Leveticus. But on Unmaking I feel a little low stat 6 after 3 games (2 against Outcasts, 1 against Ressers). It may be 7. OR it has ignore HtW built-in.

    I felt that way too, but it is against Wp, which is lower on many models. My impression on Leveticus is that he does not do massive bursts of damage to everything, but he is great at dealing solid, irreducible damage against choice targets. His crew also brings models down with entropy/unmade pretty easily so he can swoop in and create some abominations in the later half of the game. The only models he is not so stellar against are high Wp or wound count HtW models, but that's why you bring Rusty along...

  6. 1 hour ago, Zebo said:

    I mean she has boots from a previous turn, or given by Von Schill. 

    Yes, but leap and adaptive tactics are both :ToS-Fast: actions, so she can't both jump and adapt Arik's action.

     

    I think to get most out of the combo you need to have either someone moving her around (chain gang or Emissary's weary road for example) or student giving her fast.

    • Agree 1
  7. On 2/19/2019 at 9:07 PM, Davos said:

    I think Crit on her is gonna to be a trap somewhat.  While the scenario above is amazing for that sweet sweet min 5, I think Hannah blasting after copying Arik's attack is the best, that's a 3/5/7 blast damage, so a severe hit, 5blast is beautiful.  Spread out the damage to everyone ya'll!

    True, depending on what you are hitting of course, sometimes you just want to erase a single target. If your opponent knows what's coming, there's not going to be anyone around for sure 😄.

    • Agree 1
  8. To be honest, the push to hazardous for one damage more might require some setup, but the 5/7/9 damage is not hard to pull off at all, because it needs only Arik to be close enough for Hannah to copy his :ToS-Fast:(and the card/stone for extra crit + 1 damage from siphon). That's something I'm going to test out as soon as I can! Adapt, focus, charge, siphon, stone, punch something to the orbit.

    • Like 1
    • Agree 1
    • Respectfully Disagree 1
  9. 7 hours ago, Caspergad said:

    So Von Schill became a non factor as 2nd master as he can't even load up other enforcers or henchmen either. Hope people will still test it, even though it seems like a huge crap game you'll need to suffer through to prove that Von Schill will be a non-factor as a support master in other crews as well. What exactly are you going to use his AP for... giving a rocket launcher to a waif... so not 16 ss worth...

    I feel that the nerf was justified, I'd hate to see the game devolve into a 2 master vs. 2 master "herohammer" cheesefest instead of two thematical crews facing each other. The prospect of Schill running in every elite Outcast crew just chucking boots and assault shields to beaters just seems so stupid. That being said, I would  like to see all important master abilities being nerfed to affect their thematic models only, but maybe that's just me. 

    • Agree 6
  10. 19 hours ago, cktAvatar said:


    - Having played the Duet myself and against it I really think the auto-health double when splitting and reforming should somehow be changed. Maybe change the core rule so that the health is evenly distributed (rounded up) when it is split and then give the Coryphee a small heal (1 health or so) when it is split. That way it can be dealt with a bit easier. E.g., A health 8 Duet would split into 2 health 4 Coryphee which heal up to 5 and then recombining it would be at 10 again. But having a Wd 4 Duet would result into 2 Wd 2 Coryphee healed up to 3 each resulting in a combined Wd 6 Duet again. This would actually make the owner of the Duet make a decision to stay safe and not splitting or exposing the 2 slightly more vulnerable models for 1 activation.

    This came up in my game against Collodi as well, the doubling of wounds seems silly when splitting/reforming. I think the core rules need to change. 

  11. 1 hour ago, I'm a Teapot! said:

    It’s a 7 point model plus ammo and a master + support crew that does the combo... once ammo is gone its a7 point model that does little to nothing. 

    Gotta see the bigger picture.

    So 18” bubble area control for 2-3 turns is not good? After which it only deals 2/3/5 (irreducible) damage to 12” with a stat of 6 ignoring LoS. I would say that’s pretty good.

  12. I think the problem is that such a powerful effect is caused by a cheap model with some setup. Besides, which other model creates that high TN duels? Sure you can try to counterplay that, but it’s not like it’s the only model in the crew that you have to mind. You can also sling some model there to try and tie it up, which just gives the gremlin player an easy target to kill and scheme off of (dig graves, plant explosives, reckoning etc.). And do you think you can just pick off the pigs from range, when they are behind terrain or the pigapult? 

    And I don’t know about other people, but I don’t want to base my strategy and play experience to revolve around trying to avoid a 7-point model. 

    • Agree 1
  13. A player in our group was playing Wong the other day, and we found out it was rather easy for him to stack 5 glowy tokens and a damage on stuffed piglets, fling them with a pigapult killing them and causing TN17 shockwaves that deal 2 damage and give injured. This is in addition to any shockwaves caused by the pigapult attack. It just seems to be too powerful, and could be mitigated by restricting the stuffed piglet's demise ability to only be triggered by an enemy action.

    • Respectfully Disagree 3
  14. 9 hours ago, Ming said:

    I suggest making Lazarus a cheaper model. He isn't worth 10-11 SS now. He also needs another model for assimilation, which makes him even more expensive. Hannah is 10 SS, Arik is 9 SS. Let's make Lazarus a 7 or 8 SS model - it's common price for an Outcast Enforcer.

    He can still assimilate his own grenade launcher though. I think he is a great support piece.

  15. Cursed idols, Standard deployment

    Schemes: Detonate Charges, Search the ruins, Outflank, Assassinate, Deliver a Message

    Leveticus (defender), 6 stones
    Waif x2
    Rusty Alyce
    Ashes & Dust
    Hodgepodge Emissary
    Convict gunslinger (soldier for hire)
    Necropunk

    Collodi (attacker), 3 stones
    Marionette x2
    Vasilisa
    Coryphee x2
    Bunraku x2
    Stitched Together x2
    Wicked Doll

    Result: 
    Leveticus 6 (3 from strat, 2 from outflank, 1 from detonate charges)
    Collodi 4 (2 from strat, 1 from outflank, 1 from search the ruins)

    The game lasted for 5 turns and approximately 5 hours, although we did play slow and took some breaks. 

    It was a great game with lots of action, and both players really liked their crew and how they played. Both were also playing these masters for the first time. I was playing Levi, and what really won the game for me was that I was many times able to  decide where the marker was to be placed. It spawned three times to the center and once to my left, both of which I had a good control of.
    Both crews were really fun to play, and while I really missed the old mobility of Leveticus, he was a lot more straightforward to play which was nice. Then again, I feel like the crew was very sluggish and really benefited from the extra mobility provided by the emissary and the gunslinger. A&D and necropunk were of course fine on their own. It was also nice that Waif could actually do something from range and don't need babysitting anymore. I was also positively surprised how impactful the entropy and unmaking abilities were, at least in this game when facing a high number of low cost models. On paper the damage tracks on Amalgam models are not great, but those small pings every now and then make up for it during a game.

    The only model that didn't really do much was Rusty, because outside her gun she doesn't do much and doesn't interact with the other crew at all. In last edition she could summon scrap and abominations, which was a cool mechanic that I would like to see come back in some manner. Other than that, dishing out injured  is a theme shared by some models in the crew, so maybe she could have an ability to affect models with injured (similar to the waifs). maybe her gun could be of a lower damage track 2/3/5 and injured +1 with a trigger to suffer damage 
    equal to the injured condition and then ending it? Or maybe she could replace rapid fire with nimble to make her more mobile.

    Another thing that felt weird was marionettes having a longer melee range than Leveticus. I mean c'mon, they are these tiny dolls and Levi has a stick that's bigger than them. At least lowering marionette's range to 0" would make sense.

    I'll maybe add some detailed info about the turns later.
     

  16. Engineers can also cycle your small cards for better ones, and getting that extra Focus or concealment from the armor ability is very strong. You can comfortably cheat a high card against your opponent's last action, and then pick it up again by activating the engineer next. I really like to field one, while two might be overkill.

    • Agree 1
  17. I tried out Hans after the errata, and every turn I wished I had the trapper instead. I got two focused shots off most turns with nearby I pay better + his own focus (0), but he ate a ton of cards this way and didn't do very much damage. Also, his triggers are not that good unless you are facing very specific enemies and the only generally good slow trigger requires additional discard... Trappers are also fantastic targets for engineers if you have a low (5+):ram in hand, because getting potentially +2 to damage with a focused shot is bananas. Removing upgrades is nice and all, but it's another specific high TN, and I'd usually just rather try to kill the model anyway.

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