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Qracy

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Posts posted by Qracy

  1. @Kyle
    Just visited wargamevault.com, because I wanted to order the new cards.

    But the new cards seem not to be uploaded there properly? Cannot find/buy e.g. the new Guild Cards, when I click on the preview image.

    Wargamevault always says, Wyrd is responsible to properly upload and list new cards.

    Could you please check?

  2. Agree with 4 out of 5

     

    Instead of the Guard Patrol, which seems fine to me for a 4 SS model, I would like to see the Field Reporters get a :melee, e.g. Hidden Blade, Sharp Hairpin or at least Frantic Flailing.

     

    My Ranking would be:

    1. Thalarian Queller

    2. Field Reporter

    3. Death Marshall Recruiter

    4. Pistoleros

    5. Orderlies

    • Agree 1
  3. Concerning Perdita, I have very good experiences with this list:

    New Perdita Ortega Crew (Guild)
    Size: 50 - Pool: 5
    Leader:
      Perdita Ortega
        Lead-Lined Coat
    Totem(s):
      Enslaved Nephilim
    Hires:
      Francisco Ortega
        Lead-Lined Coat
      Abuela Ortega
      Nino Ortega
      Santiago Ortega
      Guild Steward
      Brutal Effigy
        Effigy of Fate

     

    In a Perdita Crew, I would rather tend to take Effigy+Upgrade instead of Pale Rider. The Ortegas all are very mobile and have a lot of out of Activation possibilities. Also they all have good range attacks, so I don't know if you really need the Rider in this crew.

     

     

     

    With the restrictions of no Pathfinder, I would set up the Basse Crew like this:

     

    New Cornelius Basse Crew (Guild)
    Size: 50 - Pool: 4
    Leader:
      Cornelius Basse
    Totem(s):
      Bernadette Basse
    Hires:
      Jonathan Reichart
      Pale Rider
        Lead-Lined Coat
      Paul Crockett
      Austringer
      Frontiersman
      Frontiersman 2
     

    But I think without a Pathfinder, you leave the best option in a Frontier Crew at home....

    I would take a second Frontierman, because otherwise you lack modells who can do the scheming work.

     

    • Thanks 1
  4. I have another one, seems small but the impact would be great:

     

    Guild Hound should be versatile (in addition to Guard)

     

    That would solve the general problem, that Guild has no cheap scheme runners.

    And at the second glance, you have several nice synergies:

     

    In a Frontier Crew, you have a specific synergies with Paul Crocket (Beast) and in general with their Hold Down Trigger

     

    In a Nellie Crew, you have a great synergy with their Annoying abilitiy: You engage an enemy model and use your "Annoying" Tactical Action. Then, the reporters use their "Headline: Secrets exposed" Trigger to take an interact action with the enemy model. Thanks to Annoying, the enemy gets Dsitracted +1. And if Nellie has activated her "Slow News Day" Tactical Action, the enemy also gains Stunned....

     

    The Family Keyword (because they need it most) would get a cheap scheme runner and nice synergy with the Hound's Hold down Trigger again.

     

    All other keywords would like it too....

    • Like 5
    • Agree 4
  5. 4 hours ago, Adran said:

    I think you are slightly underestimating the effect of the exocist. You are focusing on how it effects you and your plan, but it's presence on the table will have a huge effect on the sandeep player. They don't know if you have a crow, and will always have to plan around what you might have. 

    It's not a magic bullet to automatically win, but it's presence on the table has the potential to alter the game even if you never get a crow. And sometimes that is enough to make the opposition make sub optimal choices, which can be the difference. 

     

    Yes of course! I had this effect in my second game vs Dreamer.

    But in my experience, this will not be enough to win against Sandeep.

  6. 2 hours ago, Angelshard said:

    Depends. If you summon two dogs you might as well use dispel on them. The steward isn't going to do much else with his ap 

    In the beginning, I also tended to play the steward very defensivly, ending up that he didn't do much but healing ad focusing his pals.
    But I started to play him more and more as a scheme runner: Because of his demise ability,  a lot of enemy models do not want to attack him.

    The biggest thread is indirect damage, e.g. the Underbrush Markers pushed under his feet or shockwaves. But if you do not encounter anything like that, you can use him as a scheme runner in mid- and late-game.

  7. 6 hours ago, Yore Huckleberry said:

    Against Sandeep, what about Exorcists for the instant-kill vs summons? Ice Golems are less scary when you can one-shot them with the right card ...

    The Summons are not the only Problem:
    Tons of focus and the arc-node ability are even worse. And the models he can bring to the table initally are very strong too, Serene Countenance, Butterfly Jump, Healing abilities...everything in one single crew!
    In addition, Exorcists are nice as a thread, but unreliable, because you need a High Crow in your hand to safly kill a summoned model. It gets more interessting in a Lucius Crew, when Agent 46 mimics the Exorcists Crossbow and can stone for the crow.

    But on the one hand, I had no legal Agent 46 Proxy, on the other hand, I had declared Hoffman and bringing Agent 46 and an Exorcist out of keyword with no synergy with the rest of the crew would not have solved my problems in that game.

     

  8. Schemes & Strats:

    Round 1: Reckoning, Standard, Harness the Ley Line, Dig their graves, Hold up their forces, Assassinate, Vendetta

    Round 2: Turf War, Wedge, Detonate Charges, Breakthrough, Search the ruins, Outflank, Assasinate

    Round 3: Plant Explosives, Corner, Breakthrough, Dig their graves, Take prisoner, Power Ritual, Vendetta

    Round 4: Corrupted Idols, Flank, Search the ruins, Hold up their forces, Power ritual, Deliver a Message, Claim Jump

    Round 5: Plant Explosives, Wedge, Detonate Charges, Dig their Graves, Outflank, Deliver a Message, Vendetta

    Round 6: Turf War, Harness the Ley Line, Search the ruins, Take prisoner, Assassinate, Claim Jump

     

     

    Also I don't like the Dual-Master Kombis because some seem overpowered to me, I had very nice games with kind people. No offenses or other annoying stuff. Sadly there were one or two people, who took everything very seriously and I recognized one or two other tables that it was not that relaxed like in my games.

    But all in all, the atmosphere was VERY positive.

     

    So my personal games looked like this:

    First one vs. Ophelia and Wong, I played Lady J. Had never played before agaist Ophelia in M3E, so in the first two turns, I was very cautios. In the End, I won 5:2

    Second game vs. Dreamer/Titania, I played again Lady J with Lone Marshal, DMR, Jury and 2 Excorcists + Steward. That was psychological enough, my enemy didn't even try to summon something. My bad was Titania, I bulked up too much and she just placed herself right in the middle of my crew. Was a very intense game, endet in a loss 4:6

    Third game vs. Sandeep 🤮, I played Hoffman. Also my opponent was very kind, I don't like to play against Sandeep, it feels alway the same and is no fun. I haven't found a receipe against him with Guild. And I made two false decissions, leading to my Peacekeeper die in round 2. After that I was a little bit frustrated and my motivation hit the rock bottom. Ended in a loss 2:7 my worst game

    Fourth Round vs. McMourning, I played - guess what - Lady J. Again a very kind opponent, I managed to table him, Lady J killed Archie, Sebastian, Rafkin and a Flesh Construct all on her own and helped to kill an Kentauroi. The Judge killed McMo. But he took out my two Death Marshals early in the game, so I lacked activations for scoring. The Game ended in a Draw 4:4 but was fun to play

     

    After the first day, my results were not that great, I had the 23th place. So let's see what happened the second day.

    Round 5 I played against....Guild. My opponent was someone out of our local community, so I knew him well. Sadly, he suffered from bad headaches that morning, so he had a kind of a handicap. He played Lady J + Perdita, I played Nellie. I managed to prevent Lady J from killing my crew and killed Perdita by myself, thanks to Phiona... I won the game 6:3

    Round 6 I encountered Outcast with van Schill - have never played against him before in M3E. I played Dashel and it worked great! He and his crew did a very good job, I won the game 5:2.

    In the end, after a very mixed first day, I ended better than I have ever dreamed of and got the 10th place.

     

    • Like 3
    • Thanks 3
  9. So first some general information:

    The German Nationals took place in a small town called Haßloch, that's a littble bit south-west of Mannheim.

    It was organized by "Ad Arma", a local table-top club. We played 6 games, 4 on Saturday und 2 on Sunday and were 30 players including one ringer.

    Single Faction, 50SS, 2:15 per game, no other restrictions.

    A 10Thunders player won the tournament. (with a Jouko/Misaki Kombination)

    If you look at the tournament-points per faction, the result look like this:

    Numbers of players of that faction in ().

    1. The Neverborn (4) 11.25

    2. The Gremlins (3) 11.00

    3. The Ten Thunders (4) 10.00

    4. The Arcanists (4) 9.50

    5. The Guild (4) 7.50

    6. The Resurrectionists (7) 6.00

    7. The Outcasts (3) 6.00

     

     

    • Thanks 1
  10. On 11/4/2019 at 7:44 PM, Beta said:

    Just a quick wrapup from the German nationals which took place over the weekend.

    4 Guild players out of 30. Placed 10, 14, 22 and 24.

    I know of Nellie being picked one time and Hoffmann also once. The rest was LadyJ and Dita (with second master sometimes).

    I myself only managed to get 24th as I got sick and had to play without any noteworthy sleep and I was missing key pieces like Steward, Lone Marshal and Pale Rider.. Played LadyJ for all 6 rounds with Dita and Nellie as second master options. (2 draws, 1 wind and the last 3 games were losses)

    More to come as soon, as I can think straight again.

    I also had a very successful game with Dashel vs von Schill at Turf War.

    Dashel on his own completly denied Harness the Ley Line, because he removed 2 Enemy Scheme Markers with his summoning and the summoned warden and Sergeant engaged the enemy models so that they could not interact again.

    What I often said in discussions about Dashel: the need for an enemy Scheme Marker is a big PLUS in the right scheme pool.

    The ability to remove a Scheme Marker AND Summon with the same action is fantastic! If you are in need you can do that with a Scheme Marker up to 18” (or 20” if a Sergeant is nearby) away.

  11. Their ability to control enemy interact is also defensivly useful, because when you have planted an explosive, no enemy can pick it up again as long as the marker ist completly within 2" of Nellie / Field reporter etc .

    Also you can deny Corrupted Idols the same way. Either push the Idol onto the enemy's table half, or just leave it where it is (if you have already pushed it).
    Sadly you have to take the damage due to GG Season Zero.

     

    But in general, I also think that Nellie and her Crew need a little bit tweaking, so that everything synergieses a little bit better.
    And an FAQ for the unclear points.

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