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Pergli

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Pergli last won the day on April 13 2021

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  1. I've been playing him pretty consistently in GG2 and have been doing pretty good with him. He definitely has been brought into line with everyone else and is no longer the best master in faction for all scenarios. I've been playing him exclusively this month for the VWS and i'm 3-1 with him. I lost to Asami, I tried a bad audible into Vincent to try out the counter summoning and it blew up in my face. Didn't help that it was into a pretty good opponent ontop of that :). The fast vale is practically dead which I'm perfectly fine with, it forces you to play a more tactical match up rather than throwing mini nekima into your opponents face T1 and hoping for a summon. Sure, you can bring sloth for fast if you want to keep doing it but the investment bothers me. If you really need to use a quick fast model, you can still give fast to the visceras but that isn't a scenario you do all the time, rather more situational which feels good. Schook has changed from full blown support to somewhat support and blaster. The goal is to either shoot stuff to weaken it for your upgraded models to kill OR give himself the upgrade, shoot something weak, summon a model and then remove the slow and give the summon fast. It requires a bit more setup and forethought but its good for the game as a whole. The card draw is still really good and this is the key to schtook. You have to learn how to cycle your cards out properly to take full advantage of this ability because schtook with no cards is a dead engine. In that referenced Asami game, I drew a total of 3 cards that game and I was rocked. My theory is, if you can't draw cards... your crew is going to be dead in the water. Losing surge on Schtook and forcing the Masks on the necropunks means cards are in higher demand. Overall, my opponents are MUCH less salty than they were pre nerf when they lose and that makes me feel better about brining him to the table. I think other masters may have better options in certain match ups/pools now and he isn't an all comers master which is always good for the game as a whole.
  2. I'm onboard the train of liking Philip and the Nanny, it's a solid support piece to your games. Boring conversation can provide some rough situations to your opponent, chatty can be harsh and handing out slow is great. P&N does die fairly quickly but they typically aren't a high value target right out the gate unlock the other henchmen. To help with mobility, they do have deadly pursuit which can help get the the positions needed. In my last WS game, I was able to run P&N into my opponents deployment zone to try to deny Bait and Switch, unfortunately, their target was P&N so he was able to walk/charge Mah just oustide of 1 but close enough to drop the scheme marker under P&N so deadly pursuit couldn't move far enough.
  3. Also I'll likely not be doing double masters :D. No issues with anyone else running them but I don't find it to be effective enough for me. I'm curious how you felt with only having 4 stones and 2 masters. That just doesn't sound safe enough for me! @Maniacal_cackle
  4. 7-3 into Tara Schtook feels much more different because it requires alot more of a cagey and tactical playstyle. Before I could throw the vale across the table and confidently assume to get a big summon on t2. That's not a thing now so it requires more careful planning which suits me fine.
  5. X, Y and Z are gonna be happy, so I'm going to go with option A I'm into Guild but I don't know what is happening yet on my side but its between three options. Probably going to wait until Thursday to decided incase errata drops finally.
  6. Easy fix for that. Threaten Claim Jump with Anna, they have to respond! I do understand your pain though. In my Rd2 game, I brought an undergrad and used lead the way to get extra movement on her and schtook. Along with the research assistant to +1 move, they were flying up the board and in position T2
  7. Armor and stones makes the viks sad with their 3/5/6. Just need to make sure they are on neg flips. I like aggressive vale if I can get 3+ attacks not counting shove aside. If it's only 2? Eh, you can do better
  8. I haven't played into the Viks as a keyword in a long time so I'm not sure what you can do into them that is specific to them. The last time I saw viks they were brought as a 2nd masters and I had no real issue with them. I would definitely not remove Anna from your list though. She prevents the vik's place shenanigans and keeps their sister from being able to heal them in her aura. Bring additional stones for forcing neg flips and stoning off damage. Their crew is squishy as a whole and should be able to be brought down. Choose your Vale target carefully and do whatever you can to prevent the viks from double teaming her. If they do get in close, Stunning them is going to be extremely helpful. Tips for this round: In corner deploy - DO NOT DIVE T1, I do not care how tempting it is, don't do it. You'll get wrecked by any melee focused crew especially as you'll likely only have 2 swings (3rd AP and flurry) which won't kill a model. Instead, activate Vale before schtook, move her up a little bit and focus. Then give her the upgrade, fast and a second focus for T2. This will set her up for a big T2 swing and should allow you to kill a model and convert it for the stone swing you're going to need. Then give Anna the upgrade and fast on T2 or do what you can to injure as many models as you can (except Taelor). Do not Stun Taelor, its a waste of an action since she can shrug off stunned and not count it as an action. Save your diving for later in the turn, you want them to try to waste AP with Viks or Taelor to move into you rather than the other way around. If both Viks and Taelor get full swings on a model you're going to be stone dead and the model is going to be dead anyway (again, bring at least 7 stones here and use them as needed - if your hand is extremely bad (IE more than 2 weaks or no severes). It is very common for me to burn through all my stones by T2 even when bringing 6-9). Make sure you have a plan for all your models along with how to accomplish your goals. Vendetta will be difficult as your beaters are cost 10 (he will likely have vendetta on vale), Let them bleed will be possible but difficult, Claim jump is doable but you're going to have to win the middle fight against all his beaters, take prisoner is doable if you know what model is going to be his leyline model, Spread them out is also doable with how many scheme markers you drop (not sure if viks have a way to remove). -------------------- Good luck and have fun
  9. Also, I'm a little annoyed that plaag and his buddy knocked me down to third...
  10. I'm doing it for you guys! I'm already set up so the more players I knock out of the top spots the more chances everyone has
  11. Yeah I'm guaranteed a top 16 spot at this point buuuut it would be nice to have all of my qualifying spots be 1st places lol.
  12. Welp, pulled 5-4 into ophelia. Primarily because he had some bad BJ damage flips. 3 BJs into valedictorian and 1 into a undergrad that was my vendetta model. Not taking 1st and maybe not even top 3 with my diff
  13. A 2 stone model that they can very easily summon 3 of a turn which is even worse but I think people ignoring these models is when Cadmus starts to feel too overwhelming. The cadmus keyword itself is fine, it's when people bring the non keywords and abuse the mechanics is when it becomes a NPE. Cryptologists bring extra husks, the emmissary provides additional healing and Toro obeys to let you give out more parasites. I would disagree on time limit though. If the cadmus player knows what they are doing and executing their game plan, people can get games in a timely manner. I think my last 5-7 games we were able to get it done within the time limit of a normal tournament. In the beginning though, I definitely had 4+ hour games into cadmus as we were both figuring out how to play and counter play. If they are bumbling with what to do with a husk or EE for 5 minutes then you're gonna have problems. This is true with any keyword and any crew, cadmus just has so many complex layers that it's taking more time.
  14. Terrorize would be good except its directly away and its very easy to position big based models to where they won't push off the idol whereas lure is a move towards you which as long as they don't go backwards, they have to make the move. Have not declared Reva yet and probably won't. I play pyre heavy and the emissary just ruins my day. It's guaranteed to see the table too. I think its doable to get a marker up to the enemy model but it requires way too much setup for my liking lol. Shieldbearer shield bashes Emissary forward with mask, emissary double walks, drops 2 coffins markers - turns 1 into a zombie. Anna then uses her bonus to push the zombie 3 inches to explode. (6 + 12 +8 (6 inch and 2 for the marker drop) + 3 + 1 (corpse marker drop) + 2 inch for Reva) I can get a corpse marker 36 inches away from my deployment line. Is it worth it? Probably not but its doable You and I play severely different Revas! I just can't get behind bone piles, I used them in GG0 but I don't think i've put a single one on the table in GG1. Its good though, i'm glad there are multiple successful Reva playstyles!
  15. Part of why VS is good into shen long is because he turns off upgrades :). As for diving to remove the ball carrier t1, the best option is to bring a rotten belle, move her forward with something and lure them off the market. It's gonna be difficult to do anything else in corner except seamus. I'm into Bayou which instantly kills my reva list making :(.
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