Jump to content

SevenThirtySeven

Vote Enabled
  • Posts

    104
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

SevenThirtySeven's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

55

Reputation

  1. He's certainly better than before. If you just bring 1, good opponents will just push him away or slow him instead of attacking him. Bc before frenzied he's just min 2. Need to keep him around Marcus so Marcus can shunt dmg onto him w Defend Me to get him down to his sweet spot. The auto slow on Ml7 is good. There's a lot of talk on AWP on a SRM spam list, and in theory it sounds a lot better than hiring 1 or 2. All the slows can have an exponentially larger impact on the game. But I have a hard time w that one. I've played a lot of recent games w the errated beasts (SRM, Cojo, Rattler) and one of the biggest problems are the base sizes. So many large bases can really get in the way of what you are trying to do, especially on well-terrained boards. Sure, you can use the mauler's (0) push, but then you arent using the slow attack unless you happen to have a high mask in hand.
  2. In the crow trigger for Weld Metal Plate, it specifies that if the target already has Armor +1 or higher, that you can't give the model armor. Hence the discussion on Carlos.
  3. I like Kandara a lot, and use her a lot. Human Guise is great. I often use her to take Banasuva's upgrade on turn 1 so he's a mobile 8ss beater w no restrictions, then put human guise back on turn 2. When i do this, I usually give banasuva the no slow/cant cheat upgrade since Kandara shouldn't need to cheat a card turn 1 if you deploy her correctly, and it saves an AP from your effigy to not need to remove slow from banasuva. You might not actually use him to charge turn 1, but the threat of it can make your opponent change his early moves. But for stuff like symbols, my preference for Cassandra all comes down to the 3rd AP. Since markers are usually 10-11" apart, nimble allows her to grab a marker per turn without an extra flip, which is a great threat. But I like Kandara is a lot of situations. Her attack isn't amazing, but switching to her dmg upgrade can be clutch in Ply. She's also good at cleaning up low-wound annoying models which have H2K due to her triggers. Probably take her in 30% of my Sandeep crews. Plus she's just a gorgeous model.
  4. All good points. I prefer to use the 2nd AP of the Steamfitter to cast RSA on another model like Sandeep, but if you are going to make Carlos a super tank, that's a good way to do it. Like I said, I see Ressers, Rets eye, Quellors, etc a whole lot these days, so since Carlos' armor is his biggest defensive strength I often pass on him now. But he's still a great model.
  5. Also, In regards to activating her first: in a Sandeep crew, having a model who likes to activate early isn't a bad thing. My mages and Sandeep like to activate later due to arcane shield anyways. And my Steamfitter likes to activate right after I cheat a high card for defense or flip a high card to end a previous activation.
  6. Carlos is great. One annoying thing w Steamfitter and Carlos, is that after initiative Carlos starts w burning +1, which equals armor +1, so Steamfitter can't give him armor. So you have to find a way to remove his burning before Steamfitter can do his thing. At least, that is our understanding of the rules. I play vs tough players too. For my meta, anti armor is more common than plus flip models, so that is why I tend to take Cassandra more frequently. I'm sure I'd think more like you if every crew I faced contained multiple models who have plus flips. Also, Carlos needs a TN for his push, and a card to discard at the end of the turn for stunt double, and I find Sandeep is so hungry for cards it can end up being one-card-too-many sometimes. Finally, due to having to take stunt double, Carlos often has to choose when taking PP or Warding Runes, which limits him when I matchup vs NB or Ressers (who both seem to be super common these days). I always take Warding Runes on my hench into those two factions, not only to deny lures/pushes/swaps/incites, but for the mage synergies and immunity to conditions.
  7. To add to my comment on why I think the meta has skewed away from cheaper minions and towards henchman, it's all based on the GG18 strats and schemes: - No more Frame for Murder in half the pools - I feel like too many models are a liability in Ply, especially when you are arcanists and can spam RSA on your models to avoid severe from a late turn focus attack. Same for Public execution - cheap minions are food in that strat. - A lot of cheap minions are good in theory for Symbols, but if you take too many you are giving up an easy 3 for punish the weak, so it's a tradeoff. In addition, hench can score punish the weak, so another plus for taking more henchmen. - Ours is about surviving, so I'd rather keep the ~ 10ss in a corner in one model which can stone, vs two 5ss minions.
  8. I almost always give her RSA, and very often armor. And while there are more models with positives, I hardly see them every game. She's way hardier than some of the other examples you gave - firestarter, automaton, ice dancer, etc. And at only 1-2ss more than those models I think she's great. Again, its the nimble with walk 5 in an 8ss package that is priceless on her. Sure, you can find models with leaps, but outside of blessed of december or silurids in a marcus crew, which are similar in cost and not as survivable, its far from easy to guarantee. In these online discussions, context is important too (so you know that I'm not just theoryfauxing from my basement) - I play most of my games vs Alex Schmid and his east coast US group. I finished 5th at CaptainCon and played Cassie 3/5 games including games vs Larry Mottola and Casey Campbell. The only time she died was vs Larry on turn 4 when she held up his Aionus, Deep, and Hoarcat pride on a flank for a turn and half. Ive heard you guys from Flipping Wyrds are pretty good, so I respect your opinion. But I do think Cassie is very good in GG18. In my mind the meta has moved away from cheaper minions towards cheap henches and models w more sustain. So when looking at a 6ss ice dancer vs an 8ss Cassie, I'm choosing Cassandra 95% of the time these days.
  9. I've found Cassandra is great in symbols. With her nimble and Stage Presence, she can get up a flank in a hurry. Symbols are often grabbed in the first activation of a turn, and she loves activating first due to Southern Hospitality, and once that's up very few models can take her down, particularly on a flank. In addition, due to her nimble, after she grabs one of the flank she can threaten a 2nd marker the following turn. Few models can do that.
  10. Of course, no plan is foolproof. It's all about putting together a crew that gives you the best chance. I agree having 1-2 sources of condition removal is good in this strat as a threat. Would say the same for Public Execution too. But I've had success in both with smaller, tanky crews. Only reason why I brought it up is bc activation control was so dominant in GG17. Activating last and (a) putting claim jump markers and denying opponents', (b) pushing out enemies from extraction marker range and putting your models in range, (c) engaging or pushing key enemy models for interference, (d) pushing enemy models away from stash markers, etc etc etc was a go-to tactic in every game. It's just nice to have strats that don't mandate that the crew which activates last has such a supreme advantage. Activation control will always be good. It's a core part of the way the game has been designed. But I feel it's been balanced out in some of the new strats, which I think is awesome.
  11. Yea, I'm not buying that one. Not sure the economies of scale w a non-rare model that shares the same suited trigger. Only so many high tomes in the deck. I don't think there are enough models w offensive condition removal in the game to make it as much of a utility as it could be yet. Vs. a smart opponent, you better believe those models w offensive condition removal are dying first in games where they can impact the strat.
  12. Johan is a merc. But I agree with your point, I don't think offensive condition removal is as easy or accessible as Ludwig claims.
  13. That is a way to play it. But risky. How many models have offensive condition removal that doesn't require a suit? Mysterious emissary comes to mind, but not many others. And while you are waiting out the activations, if you are playing vs good player, lots of things can happen. In this game, I had Warding Runes on my two tanks and reinforced sheet armor on my ply models, so it made removing the conditions difficult for him, either w his emissary or focused attacks. Ive also found that while a lot of activations is great for turn 1, it can be less useful in subsequent turns when you want your best models to go first.
  14. Yea, I played a Ply game w Alex Schmid last Sunday, and we were talking about that. I took Sandeep and he took Lilith, but we realized how strong obey masters could be in this strat for the exact reasons you mentioned. As for using all 3 AP of the master, I'm not sure. I think 2 would be just fine, esp if you get to go first. In a close game, 2 seems to be the magic number of plys. It makes it so that opponent has to jump through so many hoops to even match you, let alone beat you, which can leave them exposed for rest of your crew. You are right in that I think it can be a good investment since only one crew can score strat each turn. Activating first would be a big deal in this situation, so while Neverborn or Lucius crews can take dopple, I'd prob try to fit Seize the Day into Colette's upgrades. But it would put a ton of pressure on opposing crew. Good for arcanists in particular is the steamfitter, who will allow your key models w Ply to ignore severes from the opponent to remove it. I was lucky in that Alex and I ended up tying this game, but I outscored him 3-0 in the strat bc I usually went first in turn due to Seize the Day and my steamfitter kept buffing my Ply models so it was very hard for him to remove the condition. For other factions, impossible to wound models would be a good choice (Deep obv helped in this situation). I also think small tanky crews are great in Ply. The fewer ply targets you give opponent, the better it is when you can get up 1 or 2 ply conditions each turn. If you have a ton of cheap activations its actually a hindrance for the strat. Alex ended up killing everything except for my steamfitter and Sandeep but he couldn't score the strat even late in the game when he had a big model advantage. @KingCrow's crew selection looks solid. Johan would be good bc of offensive condition removal. I take automaton for the same reason.
×
×
  • Create New...

Important Information