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Zebo

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  1. I've already made a "small" Building (9" Side, 3" Height) and I'm doing a ruined one (a bit bigger) to act as pseudo-forest (ground level is severe, concealment, dense, and some pieces of elevated upper floor). I'll make some more photos.
  2. I think the weirdest thing about the upgrade is to not out staggered when attaching. Jack Daw has no way of causing Staggered during his turn. EDIT: in fact, I miss the variety of curses Daw had in M2E. It's weird that Daw has lost upgrades and VS has win so many. It could be added some extra effects to the curse (I mean all curses put staggered, but each one has another different effect) like: - This model must discard a card to declare triggers against tormented models. - Enemy Tormented models may add a to all their duels against this models (all triggers in tormented are to put Staggered or to move someway). - This model cannot heal. That kind of effects. Not specially powerful, but annoying.
  3. I've played 3 games until now, and Ligeia has died in 2 of them. The first was one single attack from the Judge. The second was two shots from a Bushwacker. It has been dying easily, not too much effort from my opponents. Also, I've found that my opponents don't use upgrades when playing against Daw, so her trigger is less useful.
  4. After some games, yesterday I tried a little change in the list, looking for extra resources. New Jack Daw Crew (Outcasts) Size: 50 - Pool: 6 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Hodgepodge Effigy Guilty Hanged Servant of Dark Powers Prospector Basically, the Crooked Man for one Prospector and one extra SS. It went fine, and each model is performing more or less as expected. Jack Daw is a real pain for the enemy to deal, unless they have Ruthless. If you don't waste cards, he's tough as nails, and very dirsruptive for your opponent. Can do a lot of damage, but only if the rest of the crew has put Staggered on the enemy (feels weird for his curse to not out staggered when attached). Lady Ligeia is a bit disappointing. She only has two utilities, to have her near the action to disrupt the enemy with betrayal, and to use her ranged attack to stagger enemies. But she's too squishy to survive when in Betrayal range. I can't but compare her to other totem with Betrayal (the Dispatcher) and the other is so obviously superior, that hurts. And about her staggering capacity, her stat is 4, so it's not like she's gonna be succeeding a lot with that. Still trying to understand her melee trigger in this crew. It's like a trigger to allow enemies to remove their curses OR suffer extra damage... Totally weird. I feel this totem is weak, she could have some improvements. Montresor is a really good model, but still need to learn how to play him best. He works with staggered, giving it automatically both in melee and ranged; doing extra damage to staggered models and not allowing models to end their staggered condition when he's near. He's tough, and can be quite killy. My problem with him is that he has a kind of only-friendly-tormented-obey, and it's easy to left him behind when the crew advances, so he's not doing all his staggered stuff. The model which has surprised me is Jaakuna Ubume. I expected from her to be a good tech piece, for playing in certain builds or versus certain crews. But she has proved until now in my crews to be my best model. Her Aura makes Daw's bubble lethal, and her lures are invaluable in a crew that likes to play together. All her attacks can move the target, so she can take full advantage of her Aura. She's becoming a must for me. Still not sure about Hanged. He's obviously a good model, with good staggering capacity, surprising mobility, good toughness, good damage output and that can curse enemies. But I still haven't make good use of him. It's no unusual for him to kill cheaper models, but it's also usual for him to die without such a great impact (or at least not as good impact as Ubume, with the same cost plus the upgrade I use to attach to the Hanged). Not sure if better suited to be near Daw and try to A- take advantage of staggered cursed enemies or B - Curse and stagger enemies to help Daw take advantage. Or if is better for him to play more isolated, jumping from one enemy to other, cursing them and trying to scheme or kill by himself. It's a good model, but I need to play more to learn. The Guilty is another model I find hard to left out of my lists. He's surprisingly tough with Df 6, Wd 6 and HtW. He doesn't do high damage for his cost, but can stagger, force the enemy to discard and even heal himself. My main utility for them is to launch them to the enemy's face and force them to spend some actions killing him, only to be cursed if the do so. I know they are good for moving around Daw and Hanged thanks his Guilty as Charged ability and their On Your Heels trigger, but still haven't find a situation in which I've needed to do this. All previous models are becoming too useful for me to left them out of the crew, so the rest of ss are being spent on more situational models. Crooked Man still hasn't proved to be specially useful. I feel he's good, because of his shenanigan with Ubume's aura and his capability to stagger enemies in blasts. He also can do some scheme marker tricks. But until now I haven't made good use of him. The Effigy is a fine cheap healer. Tormented hasn't healing, so he's very useful in my opinion. The prospector provides resources that the crew wants so a good addition (the more I play them, the more I feel one in each crew improves the general performance).
  5. Today played another Vassal game with Jack Daw vs the Matriarch of the Bayou. Public Enemies Wedge Breakthrough, Vendetta, Leave Your Mark, Catch and Release, Hidden Martyrs. I picked: New Jack Daw Crew (Outcasts) Size: 50 - Pool: 6 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Hodgepodge Effigy Guilty Hanged Servant of Dark Powers Prospector This time I went for extra resources, although still not give up with the Croocked Man. But Montresor with his staggered shenanigans and his pseudo obey is becoming easily a must, as also is with Jaakuna Ubume and her aura and lures. My opponend decided to go with: New Mah Tucket Crew (Bayou) Size: 50 - Pool: 3 Leader: Mah Tucket Totem(s): The Little Lass Hires: Big Brain Brin Bushwhacker Bushwhacker 2 Soulstone Miner Rooster Rider Gautraeux Bokor Gautraeux Bokor 2 He wanted to try Mah for the first time. I picked Leave Your Mark and Hidden Martyrs (the Guilty and the Prospector, forgot about the second point only scores if the surviving model is engaged). Turn 1: I advanced my crew, with Guilty and Effigy cleaning the path of Pit Traps. The Bushwhacker from my right flank shot at the Hanged, but thanks to Montresor obeying him, the Hanged had his revenge and killed the Bushwacker. On the left flank, the other Bushwhacker shot at Jack Daw, but it failed and the ghost of Malifaux approached and cursed him, doing a couple of wounds. The rest of the turn was his models drawing and cycling cards, and the Rooster Rider shooting at Hanged and doing a bit of damage. Note than from now, if I don't say anything about Bokors or BBB is because they basically cycled cards all turns. Turn 2: Bushwhacker started the turn killing Ligeia, while the Effigy healed the Hanged. Ubume lured forward Montresor and Hanged, but hanged had to turn back when the Soulstone Miner unburied near the Effigy and killed it. The Hanged cursed the Soulstone Miner, but left it at two wounds. The Rooster Rider shot three times at the Guilty, which had advanced full, but only did 3 wounds to him. Montresor advanced up to the center, and dropped a scheme marker below him, to not allow the Little Lass to remove it with her forage. (Although someway mi opponent decided to charge montresor with her) Daw killed the last Bushwhacker and approached to the enemy's table half. Really can't remember what was doing Mah, but nothing really relevant. End of turn 2 Tormented +2 (Public Enemies, Leave your Mark) = 2 Tricksy +1 (Hidden Martyrs on the Bushwacker and one of the Bokors) = 1 Turn 3: Hanged killed the Soulstone Miner, before it could activate and bury again. The Guilty ran and tried to do some damage to the Rooster Rider before dying, but he failed and the damn chicken finally killed the Guilty (and cursed himself in the process). Ubume put her aura, charged and killed the Little Lass, and then I'm not sure if she walked, Lured Mah or the Hanged. Montresor used Toss the Nose twice to lure Mah into the Ubume's aura (and other severe terrain). Doing a total of 4 damage to her. Realizing that by attacking Ubume, she was going to go like 4 wound down (Mah was both in Ubume and Montresor aura, so only activating it already was 1 of damage, plus all her actions inside Ubume's aura) she ran away and hide. Daw aproached and cursed both Bokors, doing some damage and drawing cards. End of turn 3 Tormented +1 (Hidden Martyrs) = 3 Tricsky +0 = 1 Turn 4: Bokors healed Mah back almost full. Hanged tried to kill the Rooster Rider, but did little damage to it, and the chicken left the Hanged at 1 Wd in exchange (and thanks to black joker on his damage flip). Ubume put her aura back, charged one Bokors to left it at 1 Wd to die, then lured Mah inside her aura again, but as Jaakuna Ubume had to cheat, Mah pushed out of the aura again (but suffered damage when entered and when exited). Again not sure what Mah did this turn. She attacked Ubume but failed to kill her and left her at 1 Wd. But can't remember if it was ranged (more sensible, but she didn't died due to poison, so very unlikely unless mi opponent forgot the Poison) or in Melee (could have been before Ubume's activation, and I think Ubume had Injured in some point in the game, but I feel it's highly unlikely for Mah to not kill Ubume in a single activation, specially since she had at least focus +1. Maybe my opponent run out of cards, or maybe I hit the red joker on defense, or else). Jack Daw charged Mah, hitting a crow and killing the Bokor with one wound left due to push in him inside Ubume's aura. Then cursed Mah and killed the other Bokor. Montresor dropped one scheme marker End of turn 4 Tormented +1 (Public Enemies) = 4 Tricksy +0 = 1 Turn 5: Rooster Rider killed the Hanged and tried to finish Jaakuna Ubume, but cover helped her avoid the damage. Then Ubume activated and she put her aura, cried to Mah, hitting with Mass Hysteria and pushing her inside her aura (she pushed out again), and charged her to pin Mah in her aura with 1 remaining wound. That was the end. Mah didn't did anything to not die, so Jack Daw pushed her to kill her, them walked and cursed twice the Rooster rider to death. Montresor drop a second scheme marker and the Prospector dropped the last. End of game Tormented +2 (Public Enemies, Leave your Mark) = 6 Tricksy +0 = 1 This game felt a bit weird to me. First instead going forward and try to lure models near Daw/Ubume, I had to split and send Hanged to one side and Jack to the other, letting only Jaakuna Ubume and Montresor to keep the center. Also, both crews were very cautious at the beginning, with no aggressive movements not lures or pushes or that kind of stuff to be in attacking position. Daw felt as always, hard to deal with and oppresive, but not specially killy if other models hasn't put staggered on the enemy. Montresor is a good tech piece. Really tough, and really good for putting Staggered on enemies and punishing them, but is easy to let him behind the crew due to his obeys, so his tarpit capability is not used. Jaakuna Ubume is... Well, I had the hope to see her as a model for some situations, but she has been performing like a star in every game. Her aura is being invaluable, not counting her lure. She's becoming a must for me, what means less space for other models. Hanged is a good model. Not as good as I expected, or maybe I still don't know how to exploit all his capabilities. I feel he don't kill enough or don't resist enough, although putting curses on the enemy is really useful. The Guilty... Well, they use to die and curse the enemy. Sometimes can do a bit of damage, sometimes forces the enemy to discard, sometimes forces the enemy to spend too many actions killing them. Still need to learn how really take advantage of their Guilty as Charged ability.
  6. Yeah, thanks for posting. My memories are not the best, and surely I end mixing things and mistaking turns, so if you see anything wrong you can correct me. This game was my first with Hamelin, and still was learning how to deploy and move his crew. Also did some big mistakes like approaching the Stolen too much and allowing Mad Dog to kill it with blasts. I've learnt a lot from this game.
  7. That's my second game with Tormented, wanted to give a try to the same list. Recover Evidence Corner Research Mission, Assassinate, Claim Jump, Leave your Mark, Spread them Out My crew: New Jack Daw Crew (Outcasts) Size: 50 - Pool: 5 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Guilty Hanged Servant of Dark Powers Crooked Man Hodgepodge Effigy Just wanted to see how each model performed again, this time versus a more straightforward crew. My oponnent deployed the next crew: New Lady Justice Crew (Guild) Size: 50 - Pool: 8 Leader: Lady Justice Totem(s): Scales of Justice Hires: The Judge The Lone Marshal Guild Steward Pale Rider Exorcist Not only good against undead, but also three models with Ruthless. This was gonna be hard for me. I choosed Leave your Mark and Claim Jump on Montresor. Turn 1: Mostly movement. My opponent approached the Exorcist too much and I managed to lure him with Jaakuna Ubume and kill him with the Hanged. Lady J also approached too much, but Jack Daw failed every single attempt to curse her. The Lone Marshall did 2 damage to the Hanged with a single shot, even after Incorporeal and ss. Turn 2: Jaakuna Ubume lured Lady J and charged her, in a try to pin my opponent Master between Daw, Montresor and Ubume. My opponent ended killing the Hanged between the Pale Rider and the Lone Marshall, while I was luring Lady Justice. Guilty and Crooked man approached the center via my right flank, and put Staggered on Steward and Judge. Daw managed to curse Lady Justice and put some damage on her, but she leaped away and did some damage to both Crooked Man and Guilty. End of turn 2: Tormented - 0 Marshall - 0 Turn 3: This turn he Steward picked the Intel Marker dropped by the Hanged and healed Lady J, while my Effigy walked and removed the Intel Token dropped by the Exorcist. Then, the Judge charged and killed the Effigy. Crooked Man attacked Lady Justice and did a bit of damage to her, while red jokering Malifaux Mining Law to drop a scheme marker near Lady J. Lady J then killed both Crooked Man and Guilty, and healed. Between Jack Daw, Montresor and Jaakuna Ubume, Judge was left in 1 remaining wound, even after the Pale Raider bonus action wich healed her and did damage to my remaining models. The Rider attacked Jaakuna and Daw, and did a bit of damage to both. The Lone Marshall killed Lady Ligeia with a focused shot. End of turn 3 Tormented +1 (Recover Evidence) = 1 Marshall +1 (Recover Evidence) = 1 Turn 4: Lady Justice removed the Intel marker dropped by the Crooked Man, leaped and put some damage on Jaakuna Ubume. Jaakuma Ubume put her Aura and attacked a bit Lady J. The Pale Rider did his aura again and did some damage to all my models, while healing Lady J and Judge. Daw cursed the Rider, draw 2 cards and healed 1, and killed the judge. The Steward healed Lady Justice. Montresor removed the Intel Marker dropped by the Judge, and failed to shoot to Scales of Justice. The Lone Marshall did some damage on Daw. End of turn 4: Tormented +1 (Recover Evidence) = 2 Marshall +2 ( Recover Evidence, Assassinate) = 3 Turn 5: The Pale Rider killed Daw. Montresor did some damage to the Rider. Lady Justice and Lone Marshall did some damage on Montresor, leaving him in 2 wounds. Steward removed the Intel marker dropped by Jaakuna Ubume. End of turn 5: Tormented +0 = 2 Marshall + 3 (Recover Evidence, Assassinate, Claim Jump on Lone Marshall) = 6. Funny game, full of mistakes for my part. I forgot to heal Daw after killing the Judge, which would have meant probably no scores for Assassinate. Also forgot the Intel token I put on Scales, too centered on trying to carry Montresor up to the center. Montresor could have killed the totem and picked the marker for one extra point. Lady Justice was a pain in the ass, with her damn leap and her capabilitie to erase medium models from the table. Oh, and my opponent killed nearly all my models and didn't need to take a single Terrifying test until turn 5, when Lady J attacked Montresor.
  8. That's the point. Freikorps can't do everything at 7/10. They can be 7/10 in their best scenarios, and at most 5/10 in their worst. Leveticus is a generalist and can do everything better than VS. Equal with Sandeep, Von Schtook and other good generalist.
  9. Well, the fact is that I don't play alone, and my opponent use to drain my hand maybe with discarding effects, or maybe by attacking my models and forcing me to discard. Because if my opponent hits me with a 12 amd I flip a 3, there's a lot of chances that my models takes a huge blow, so I'm forced to cheat at least to out the damage flip on negatives. Or if I won a duel and my opponent cheats a bit higher, maybe I want to cheat higher that him to make him miss. And there's A LOT of card requirements in Freikorps. From 8 (only assimilate) to a few 7s, and a bunch of 6s and 5s And of course, crows for Give'Em Hell, Masks for Quick Reflexes and Pull, Rams for Critical Strike and Puncture... Don't counting the discard effects. Yes, I may have a plan for my cards when start the turn, but I need so many specific ones to make the activations go fine, that it's not realistic to expect all of them go to the things I want. Unless your opponent is playing badly. And Outcast have indeed weak points, specially hand management. A crew that makes you discard cards is gonna mess your game. And Freikorps has no tools to fix that.
  10. Only played once with him. It felt like dancing on the razor's edge. He's quite oppresive, with his -1 Wp aura, Terrifying and undying, but he's also a 6 Wd Master, so you need to have your hand as full as possible before sending him to face the danger. And be sure your opponent has no way to do multiple ping damage. The crew has many disrupting auras, and plays a lot messing with your opponent's hand and staggering its models to disrupt movement shenanigans.
  11. Maybe I play them badly, but with sobre many self-discarding and so few draw in the crew, it's not have been so uncommon in my games to start activations with imperative models engaged/in danger, and spend resources to keep alive models or to nullify dangers, only to realize then that I haven't cards to cheat Strengthen Armor or that the discard tax takes from me too high cards. I'm not saying Engineers are bad, but absolutely not a good source of cards. In the other hand, since it seems that Freikorps have not any strong tactic/style that can worry your opponent, it's their job to adapt to the enemy's weaknesses, but feels like they lack some tools to be capable of facing any crew.
  12. Maybe he's referring to Arcane Reservoir. And as said, Engineer can cycle cards, but it's a double edged weapon, because it can force you to not activate when there's a low card in the discard pile, or to not use their bonus action because A - you're out of cards and you can't or B - you only have one valuable severe in hand. Or C - you discard your last card to take the action and then fails. And let me laugh a bit about Librarian's draw engine.
  13. He's starting Malifaux with Kaeris. Not sure how many games he's had, maybe 3-4. It was my first game with Jack Daw and didn't know Kaeris, but indeed more aware of the game.
  14. But I've realized a mistake in my tactics. You cannot use Focus on non-opposed duels. So no focused cheese for WP.
  15. Mmm if Math doesn't fail, two markers 4" From Benny could be 8"+Benny's base from each other. My deployment use to be 2 WP 7" From each other, and the Effigy deployed between them, like 3" Behind. Each WP drops a marker "in the outside", walks and drops a marker "In the inside". The Effigy drops its marker just between the two markers "from the outside".
  16. Yes, I don't usually play MS in Plague, because I've only played Recover evidence and Public Enemies and a pool of schemes that didn't require of me to spread. What I use to play are Prospector, Effigy and Malifaux Child, so the Child can provide cards with the Prospector's tactical, heal if needed with the Effigy's one, or make rats explode with Hamelin's (still don't needed, but ready for that).
  17. First turn two Stolen makes Focus and use it to five fast to the WP (you need 10, usually don't need to cheat more than once). Each WP schemes-walks-schemes. After Benny turns the schemes into rats, Hamelin uses Unclean Influence and the WP drops two more scheme for the next turn. Then, the next turns WP keep dropping schemes, one in their activation and another in Hamelin's activation. If you need them to run and score, you can repeat the Stolen action to make them fast, Hamelin makes them push and walk (8") And in their activation they can walk twice (10") And scheme if needed. Or they can remove enemy scheme markers to deny enemy points, or any suicidal engagement that you need to keep other models safe/whatever.
  18. Until now, I've played with 2 of them in every game and still don't regret it. They are used to fuel the Benny Engine. 6 Scheme markers the first turn and then 2 more each one each turn as long as they are alive or not needed doing another kind of stuff.
  19. I've played mainly Freikorps, and while fun and reliable, I've found them to lack something to really being capable to face the best crews out there. First, they are too card hungry with no card draw, that's a very serious problem. Then, there's models that are just enough for their cost, in a game with models with excellent performance for their cost. Freikorps are a crew with no strong style. They play to deny the opponent's game, and although they can counter some styles, and have tools for many situations, that's still not enough to make of them a real threat in the table for the opponents, if they know the game. Some upgrades from the Master need tweaks, some models need a little boost, and their resource exigence should be fixed somehow.
  20. For Hamelin you need Benny. Then, I use a lot the Winged Plague, but I'm a weird player, I suppose. What is very useful for nearly every Outcast player are the Prospectors. They give you ss and cards, which are invaluable resources. In fact, I would say that every Versatile model can be very useful. At least to personalize your crew for the game. Midnight Stalker is one of the best scheme runners in the crew. Arguably the best in faction, so being versatile means that every Outcast crew has possibilities in every schemy game, although I would not pick Hamelin in a game that requires to spread a lot. Emissary and Effigy (you'll find them together in a box) are good additions. Be as a cheap healer or a expensive support model. Then Johan is very useful against crews that rely a lot on conditions. Not a model to play always, but indeed a model to hire always versus some specific crews. The Malifaux Child can be useful if paired with some models or crews. Situational, but can be very helpful for a low cost. Hans is, in my opinion, the less useful versatile model. I would avoid him, but there's people who likes it, so... Then, in my opinion Must: - Benny Wolcomb - Midnight Stalker - Prospectors - Hodgepodge Effigy & Emissary. Advisable: - Johann - Winged Plague - Malifaux Child
  21. Yes, Andrés then I liked Aionus. But since then I think He's been nerfed, and I've got not experience with Obliteration at all, so really can't value the models. I wanted advice from Tara players.
  22. The question is: You don't select Tara as your Master, and your Opponent declares Colette, Misaki, Dreamer or any other keyword with burying shenanigans. As Outcast Players we can use Obliteration models to punish buried enemies, but which ones would you pick? The Nothing Beast as the more powerful (and expensive) beater to buried models? A Void Hunter as medium choice, even with its stat 5? A cheap Void Wretch? Maybe Aionus to give them also slow or to force them to unbury? What would you do?
  23. Yesterday player my first game with Tormented and did a list designed to see how works the different models (using as much models as possible). The list was: New Jack Daw Crew (Outcasts) Size: 50 - Pool: 5 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Guilty Hanged Servant of Dark Powers Crooked Man Hodgepodge Effigy Maybe two Hanged and two Guilty would have been more efficient giving out curse upgrades to enemies, but no model was dissapointing. Played versus Kaeris, and realizing that Pyre markers can't be ignored was a bit sad in a crew with so many Incorporeal, Ghost of Malifaux and Depths of Malifaux models. Anyways, fun experience that I'm willing to repeat.
  24. Yesterday, I played my first game with the Tormented crew, a keyword I was really hoping to give a try. The game was: Public Enemies Corner Take Prisoner, Assassinate, Leave Your Mark, Research Mission, Spread Them Out. I decides to go with: New Jack Daw Crew (Outcasts) Size: 50 - Pool: 5 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Guilty Hanged Servant of Dark Powers Crooked Man Hodgepodge Effigy This was my first time with this crew, so I wanted to see how each model performs. I wanted SoDP in Daw for being menacing early, and for the healing for Daw. I also wanted the Hanged to be advanced and to heal when killing, but also for the Terrifying 13. Montresor and Guilty are gonna be probably my go-to first models along with the Hanged. Guilty for advance recklessly and force the enemy to kill him, and Montresor to do things (don't be strict ok? I'm still learning what this guy do better). Also added the Effigy because some healing can be key to keep Daw alive and keep cards in hand. Then I decided to go with Jaakuna Ubume for the Lure. If you're gonna buble even a bit, you may want some form of forcing the enemy models to come to you, and Lure is the best way of doing it. The Crooked Man was there to provide easy ranged Staggered, and to make the Wildfire models to suffer Staggered when affected by their own Pyre Markers... Until I realized it says "suffer damage from Hazardous Terrain" And Pyre Markers don't do damage, so ¯\_(ツ)_/¯ My opponent went with: New Kaeris Crew (Arcanists) Size: 50 - Pool: 2 Leader: Kaeris Totem(s): Eternal Flame Hires: Fire Golem Soulstone Cache The Firestarter Fire Gamin Fire Gamin 2 Firebranded Firebranded 2 Elijah Borgmann I took Leave Your Mark and Assassinate (I could have gone easily for Research Mission, but I decided Assassinate Instead to make the efforts to quit Kaeris from the table also help me score. Turn 1: My opponent started with the Fire Golem using its turn to put like burning 6/7 on himself and the Gaming, and a bit also on one Firebranded. Kaeris dropped a pair of Pyre markers and moved to better position, while Gaming Walked over the Pyres and moved them, gaining some more burning in the process. I walked forward with the Crooked Man, the Guilty and the Effigy, and Montresor made Ubume to walk once (and black-jokered the second attempt to do the same). The first mistake my opponent did was to push the Fire Golem dangerously near the center with the Firestarter. Then Jaakuna Ubume walked, used her aura and lured the Fire Golem a bit. The Hanged walked and used Horrifying Whispers on the Golem, and Toss the Nose to do a bit of damage and put Staggered on it. Jack Daw then pushed the Golem up to Ubume's aura, and charged him, hitting once the can't Breathe Trigger and cheating once for Execute, what let my opponent with no cards and no ss left (he ready cheated like 3 cards to miss his own shockwaves, and spend 1 ss to reduce damage with the Golem) and a Golem with 4 wounds remaining. Turn 2: My opponent approached a Gamin into range of "Draw Off Flame" and brought a Pyre Market with it, but Jaakuna Ubume killed the golem by hitting twice "You're Comin' with Me" inside her aura. Kaeris focused and charged to shoot Ubume once, dropping a Pyre which affected also the Crooked Man, and did some damage and burning to both, and then hid again behind one building. Then Elijah charged and killed the Guity. The Hanged cursed Elijah, forcing him to discard, then used Toss the nose to put Staggered on him, placing into base contact with him due to "On Your Heels", and hitting him once more to force him discard again. One Firebranded healed him, but Jack Daw Charged to Elijah and hit once, cursed the nearby Firebranded, used "Fickle Tormentor" To draw 2 cards and then used his last action to attack once more Elijah, emptying his hand and cheating a crow to declare Execute and finishing him. This meant I had a brand new unactivated Guilty to use. The Gamin tried to spread (I supposed my opponent had Spread them Out, but I was in the wrong) but before that Lady Ligeia made one of them Staggered and Montresor approached it, so it had to retreat back to avoid Monty's aura and remove staggered. The Guilty charged through Pyre Markers only to engage both the Firebranded and Kaeris, but did little damage. The Effigy healed back Ubume and the Crooked Man walked and dropped an scheme marker near the center. My opponent's rest of activations was Firebranded moving around and healing a bit, and Firestarter pushing allies. End of turn 2: Tormented: +2 (Public Enemies, Leave your Mark) Wildfire: 0 Turn 3: This time I went first and the Guilty did some damage to the Firebranded. The Firestarter pushed the Guilty away from Kaeris, but it took two chances, since the first he flipped the BJ. Montresor made the Guilty to walk and charge again, killing the Firebranded and engaging again Kaeris. Kaeris pushed one Pyre Marker through Jack Daw, Hanged and Ligeia, who failed all duels (Daw used SS to reduce to 0 the damage). Then created another Pyre and also pushed that the same way. Again I failed all flips, bit cheated to keep Ligeia alive. Then Kaeris disengaged 2" from the Guilty. Then Jack Daw Charged to Kaeris and hit her with some little damage, then cursed her and the Firestarter and used "Fickle Tormentor" to heal again. The Hanged also Charged Kaeris and did some damage, then cursed the remaining Firebranded and placed in base contact with him thanks to "On Your Heels". Kaeris was healed a bit again by the Firebranded, but Jaakuna Ubume also charged her and thanks tho her aura put her at half her wounds. Ligeia did some damage to the North Gamin, and put some Staggered on it. End of turn 3: Tormented: +2 (Public Enemies, Assassinate) 4 Wildfire: 0 Turn 4: I started, and since Hanged was up to die with 2 remaining wounds, I tried to give him a chance to kill and heal a bit, but I forgot that Firebranded has armor when near Pyre markers, and he did some damage but not enough. Then Kaeris attacked Daw and did some damage, but I was full of cards and she needed to cheat a couple Terrifying, so it really wasn't a lot. She also created another Pyre and pushed it through Ubume and the Hanged, but this time both succeeded in the duels. Then Jaakuna Ubume out her aura and hit Kaeris, pushing her a bit through the aura and placing herself where her aura affected also the Firestarter,the Firebranded, the Eternal Flame and one Gamin. The Firebranded healed Kaeris and failed to kill the Hanged. Daw executed Kaeris and killed the Firebranded. The Firestarter shot Ubume and died due to hazardous and vengeance. Montresor failed to finish the 1 remaining wound Gamin from the South. The Eternal Flame died triying to detonate the nearby Pyre marker due to Ubume's aura. We call here the game. It was fun, at least for me. Daw is really interesting. Not sure if my cautious style is good for him, or if he's better being more aggressive in the middle of the enemy. He's only 6 wounds though, and I don't want to lose master. Not sure if better to spread curses around, or if focus on deleting concrete models when they run out of cards. Lady Ligeia seems a bit weak for me. Her more interesting thing seems to be Betrayal, but that means to be too near the enemy, and she's really fragile. Her ranged attack to put staggered is useful, bit with so low stat, she's probably not gonna hit a lot with it. Seeing the other Betrayal totem (the scribe) feels like playing with some amateur versus a veteran professional. Montresor... I think I didn't made good use of him. The only thing useful he did was to obey other models of my crew, and feels like he should be doing better with his own actions. Jaakuna Ubume... I thought that her main utility was gonna be to lure models, but her aura has been really the best of her performance (along with my luck to flip/cheat masks). At first I didn't expect from her to become a must in my lists, but this game has made me think it could be harder for me to let her out of my lists. Hanged feels really good. He hasn't been so killy as I expected, but has surprising mobility thanks to On Your Heels, helps a lot with his curse and is hard to kill. Not sure if better SoDP on him to improve his Terrifying, or In another minion to increase the amount of Terrifying models in the crew. But starting more near is really helpful. Crooked Man hasn't really did a lot, but this don't mean that it's not worth. Doing that Ubume's aura does also staggered could be gold, his auto staggered blasts also can help a lot the crew, and he can help in scheming. The Guilty can be the most funny model I've played until now. You can play them hyper-agressive, drain the enemy's hand, put staggered and curse the enemy. Still need to give more tries to those models, and I want to see what drowned and Dead Outlaw can do.
  25. I don't know every model in the game, and I stopped because I thought I had enough examples XD.
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