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TheBjorn

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Posts posted by TheBjorn

  1. #1 Hoarcat - it is completely and utterly useless. Half the card is covered in heals which mostly need the Hoarcat to hurt something which it sure isnt equipped to do. It needs something to at least make it a quicker schemer. It is supereasy to fix.

    #2 Initiates - too expensive for what they bring. Needs to lose a wound and drop to 6SS. Would fill the 6SS slot too which Marcus needs.

    #3 Someone in Kaeris needs Immolate besides Elijah as stackin burning is too low impact. Give it to firebranded so he gets interesting choices between healing/bursting.

     

    • Like 1
  2. #1 The Hoarcat. It cant scheme very well, it doesnt do damage and cant take a punch. It is simply useless as it stands.

    #2 Slate Ridge Mauler. He is supposed to be the tank compared to the Cerberus but really, he doesnt do that to well. I think a wound and making the Staggered built-in would give him a purpose.

    #3 Toni. I havent played her in her last build, but it seems she got alot of her adrenaline flavor removed for little gain. Maybe, like someone suggested, make Injured workers act a pulse and give it back. Now the crews leader is Amina with her beater master Toni The Tagalong.

    • Like 1
  3. I am very happy with the current state. There are masters for every pool and playstyle IMO and most are interesting. I would love to have Hoffman be more interesting as it was the first crewbox I ever got but I see the design problem in making a bunch of robots as entertaining as they are cool. I But as it stands now Ironsides is the much better desthball and have more utility.

    Yes there are a few models who feel they are well below the curve (give the poor Hoarcat deadly pursuit and a 2/3/4 track) for all the rest of them I am super excited to play M3!

    • Agree 4
  4. 7 hours ago, WildRose94 said:

    side question, has anyone found a use for Iggy? I've never felt that he's worth taking.

    I used him once in a very schemy schemepool. He was the MVP of the game after blowing up markers left and right. But he is situational.

    • Thanks 1
  5. I played another two games of the latest Kaeris. While I appreciate she is not in all out fan mode anymore I think she needs a few tweaks to.

    1. Help out with the defensive part of pyres

    2. Get burning going on own crew

    3. Make burning tick again

    To adress 1&2 I feel there is a easy fix in making the Firestartr create a pyre within 3 at start of activation. This pyre can then be walked by the elementals to get their burning going and act as protection for Firebranded and Elijah. I really dont like blanket effects nor bookkeeping but I think Inferno needs to come back. But maybe limit it to a 6” aura and put it on the Golem instead as Kaeris card is pretty cluttered.

  6. I have played three games with him. He is fast, annoying, has a good ranged attack and a potentially very disruptive melee. I usually dont burn him turn one and if you feel you have to then he can still assist himself or have the Firebranded both heal and make the burning go away. I do however think the reduction in df was kinda uncalled for despite being a annoying butterflying hench.

  7. My initial reactions.

    Kaeris: Buffed by how hazardous works - great and really needed.

    Colette: Debuffing everything feels kindaknee-jerk. Sure she was too good when one summarized her defense, damage and utility. But going to town on all three? My opinion - bring back the crow trigger but reduce the damage to two.

    Soulstone Miner: Still decent but yeah - lost some appeal.

    Emissary - very much justified from the few games where I used him. Both Rush and high move was a bit much considering how impactful his aura is.

    Gunsmith: No real change - still a very expensive yet deadly shooter.

    Angelica: Justified as no effects should be without range IMO.

    Captain: It makes perfect sense so sure.

    Fire Golem: A great model got even, however slightly, better. Fits with theme so yet from me.

    Showgirl: Good call.

    • Agree 1
  8. I think she is mostly fine after three games with her (battle reports upcoming). What I feel is that she takes a wee bit too much setup when looking at what she then has to reduce to get any benefit of the setup. I think a few minor changes would corect this.

    1: Immolate is kinda underwhelming vs any type of reduction. Too make it a little less depressing compared to Sonnias counterpart (a 8p beater is actually better than a 2 inch push) I will suggest making this damage non reducable. It makes sense to what the ability does and gives the crew one measure to get around armor.

    2: Firestarters push is one of the few utility pushes in the crew but comes at a very steep price when doing the longer pushes. I suggest making it flat -2 to burning. This way you cant repeatedly push away a model with no loss while not wasting a turns worth of setup. Also I feel a trigger to get staggered would be thematic.

    3: Make the pyre markers a place on demise effects and Inferno. The pyres should be more threatening as a control piece and it should matter that you go into a fist fight with a flaming deamon.

    • Thanks 2
    • Agree 3
  9. 16 hours ago, Sebasthos said:

    May I ask for your crew? Mine current one is: Colette, 3xdoves, Cassandra, Angelica, Coryphee duet, 2x Showgirls, Mannequin, Ice Dancer.

    Colette

    3 Doves

    Cass

    Angelica with attuned upgrade

    Duet

    Showgirl with Magical training

    2 Mannequins

     

    So a little more defensive setup

  10. 57 minutes ago, Sebasthos said:

     

    @TheBjorn: Sadly, some players are too stupid to remember the healing thing (*here is looking at myself)....did you have problems getting Presto-Chango to come off due to the Mask?

    Nope - I have run Colette with 6 stones so used stones when needed which isnt too often.

    • Thanks 1
  11. 20 hours ago, kaintxu said:

    Then a focus attack from a beater or seamus and she is half gone as she can’t even cheat high enough to win, all for what, moving some models along? 

    Guess a lot of people who have not even tried her are happy just from achieving goals from theory craft. (Missing Mason)

    i was gonna play her this Friday again to see how it goes as I use her better, but I might as well go back to rasputina or Titania and just leave Colette alone as people is just going to complain about her like it had happened in every edition. 

    I have played as Colette in several games - I call it practical crafting :P

    She can stone. She has 4 point models who can heal her. She can still disrupt half the enemy team and then only take one attack in retaliation. And if that is gonna be anything substantial it has to be a beater who then needs to activate early. And oh - if that beater is  Distracted by Colette then the focused hit will still be a negative. So yeah - she will still be more than fine.

    • Like 2
    • Agree 2
    • Respectfully Disagree 1
  12. We`ll see more nerfs next week for sure. This was just a teaser. I would like her bury to be after a resolved attack so at least the damage sticks so that she has to be a liiiittle more careful with regards to where she unburies. That and df5 should do it. Still hard to hurt but a focused attack can at least force a stone. 

    • Agree 4
    • Respectfully Disagree 1
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