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Pergli

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Posts posted by Pergli

  1. Sonnia is probably one of my favorite masters to run right now and i've been having some good success with her. 

    Sonnia - LLC
    P Flame
    Pale Rider
    Sammy
    Thrall
    2x Spelleaters
    - Spell eaters are also generally amazing for their ability to remove suits from opposed duels so you want at least 1. 

    Solid all around list for Sonnia that can do everything.

    Best play for T1
    -Purifying flame gives Sonnia 2 burning (1 for activating near her, 1 for it's bonus move). 
    -Pale Rider rides with me to move her up into a better position and get around Mv4
    -Spell eater charges her, hits her with a tome trigger to change the burning 2 to focus 2. Knocks off 1 shielded - no dmg.

    Sonnia is up the board with 2 focus and can likely walk once and shoot twice with focus to force severe blasts and lots of burning. I'd shoot for Tome triggers in T1 to hand out 3 burning to everyone damaged unless you REALLY need that extra blast to hurt something. 

    DO NOT FORGET HER SMOTHERING FLAME ABILITY. Tell your opponent before the game starts so they aren't surprised by it and so hopefully they remember if you forget. This ability is so big in how to play her properly! Being able to take something like Fuhatsu's range down from 12 to 7 can change the entire dynamic of game state and forgetting can cost you the game. 

    • Like 2
    • Agree 2
  2. Just now, santaclaws01 said:

    It replaces cheating, no effect that would happen on the event of a model cheating fate would happen when a Stitched uses Fiendish Gamble. However, you only have the ability to use Fiendish Gamble when you have the opportunity to cheat fate, so things that prevent you from cheating fate also prevent you from using Fiendish Gamble.

    Since it says when the model would cheat fate, you don't have the choice to use fiendish gamble unless you are able to cheat fate. You can't cheat fate until you discard a card if you're in Betrayal range, if you can't cheat fate, you can't use Fiendish Gamble.

    I agree with this. You have to be able to cheat fate and to get the option, you have to pitch the card. Then you can change your cheat fate to fiendish betrayal instead. 

  3. My thought would be:

    "When this model would cheat fate, it may instead..."

    A. They have to choose to cheat but instead of cheating, they do fiendish gamble instead. This would mean if they were on negatives, they could not choose to cheat therefore they can't use Fiendish Gamble.

    B. I don't think Betrayal would affect this though (unfortunately) because you are not cheating fate and don't decide to cheat fate. "Instead choose a card". It is replacing the cheat ability with a fiendish gamble action which betrayal does not affect since its not cheating. 

  4. Yeah, I played Reva at the beginning of 3e because I wanted a more "fun" master that I could play into weaker players because Schtook was just not fun for anyone to play into. Took a long time but I got decent with her and then they decided to buff her and now she's #2 for me but that is heavily frowned upon as people seem to think Kirai deserves that spot. 

    • Like 1
  5. Agree on the non summoner thing. Honestly, I think you should be getting one summon off a game regularly but if its two then the game is  most likely decided because its such a big point swing his way.

    Unsure what you mean about him being the most predictable so you don't lose anything by not choosing him? Unless you mean your opponent's prediction is: "Well, Schtook is going to do Schtook things and I might as well concede before we begin" then maybe but then you're giving up a free win :). 

    • Haha 2
  6. My problems with daw into rd 3:

    1. Alot of concealing so youre going to waste so focusing to get around that. Melee is great but you want those upgrades. You could bring a grave digger to spread out focus t1 which may be helpful enough but I don't like taking non tormented models with him.

    2. It's corner. Daws crew is inherently slow, even with the various pushes it can be difficult to get into position. Montessor is going to have a hard time getting anywhere.

     

    The map just feels AP inefficient where you need to maximize every AP as much as possible with daw but I could likely be wrong.

    • Like 2
  7. I'm super curious at how your first game of symbols went or will go :).

     

    With Reva, I would recommend:

    - Wanyudo (mv 7 model and unimpeded, can also charge while engaged so can't be tied up)
    - Draugr (can place on a 7 to a burning model and do alot of dmg)


    If you really want something else fast, I'm not a fan but the Carrion Emissary will do more work than the Grave Golem for the same points cost. Not only will it allow you to get forward corpse if thats what you're going for, it can also defend really well. Dropping 2 coffin markers on your symbols to block them in will force your opponent to spend AP removing destructable terrain and could reduce their scoring ability from 4 to 2 pretty easily. 

    I'm not a fan of the grave golem because everyone can see what it is planning on doing from a mile away and just avoid it. Emissary seems to die easily but if you're using it for defending your points, its going to be worth it. 

    Just my two cents. Good luck!

  8. I don't see the problems everyone else is seeing with Reva. After the changes, she's moved into one of my top tier masters pretty solidly to the point where she is always in consideration to get picked. I've won the last 11 out of 12 games with her. My loss was because I was completely taken off guard by Mah Tucket and lost Reva too early.

    Vincent 

    - This guy is solid overall, his ability to create pyre markers isn't the best ability but can be a niche use of an action thats needed if your opponent has a way of actively denying pyre markers. I use him interchangeably with Anna depending on the need of the game. Anna can blow up corpse candles while letting them get free movement and gives card draw. Still, he's not the worst henchman and has some thematic uses and is an amazing anti summoner tech piece.

    Corpse Candles

    - don't need extra movement, mv 4 isn't great but they are fine. T1, they can push each other an extra 3 inches and they shouldn't be on the board too long. I eat my own corpse candles for focus or reva healing or for double pyre marker placement and then resummon them.

    Lampads

    - These are better now that they have a purpose. They are essentially burning batteries for Reva. They don't take damage from burning and can stack it up really easily with all of their abilities so she will always have her + flips which is critical for her Df 5. Also, losing the requirement to pitch a card for the corpse candle summoning makes these guys more viable.  Making them incorporeal is an awful idea because then they can't be affected by the pyre markers to pick up the burning. If anything, they should have a way to use the burning like Drauger do.

    Drauger

    - These guys are my main complaint, I just don't see a need for them. They are extremely squishy and don't hold up long enough for me.

    Shieldbearers

    - MVPs by far. Run two of these and you'll never be sorry. They provide movement/counter movement shenanigans, they are hard to put down, they can gain shielded to allow reva to attack through them, they can defend your important models with take the hit and their attack can be surprisingly gross.

    Wanyudo

    - If you aren't running him in your games, you're missing out. His Movement gives the crew a quick scheme runner or counter scheme runner.

    Mourners

    - Haven't found a real use for them and don't think I will. More Red Chapel than anything else.

    Asura Roten

    - Amazing in the correct pools but just don't rely on her to score all your points. Once your opponent recognizes her value, she'll die quick.

     

    • Agree 1
  9. 16 minutes ago, Maniacal_cackle said:

    I assume Dig Their Graves is a gravedigger? xD I use him for the same purpose in my Molly crew.

    How necessary is the Wanyudo? I don't want to buy that whole box just for him, but looks like I could field the rest pretty easily!

    Do you still find search easy to do after the changes? We usually use pretty big terrain, so have 3-5 blocks of terrain that aren't touching the centreline. So it may be a table specific thing.

    Yeah, sorry GraveDigger for Dig Their Graves.

    Honestly, I think he is critical but you can probably get by. Once I started adding him to my play, it really opened up my games and you could feel a difference. You can probably swap him out for a drauger and still have a mobility trick or two and have another way to abuse the incidental burning. Don't use lampads, they are a trap. 

    Yes, if you are having problems with it, you may need more scatter terrain in your games 🙂. Boxes, mini walls, individual trees, ect but that is one meta's opinion. 

    • Like 1
  10. Reva list would be what I ran in LVO but obviously would be subject to change based on match up/opponent/counter tech. The below is a solid outline of a list I like to bring and then I'll swap around a model or two depending on the needs of the matchup. 

    REva
    2x Corpse
    Vincent
    Dig their Graves
    Grave Spirit
    2x Shieldbearers with GST
    Wanyudo

    2x Bombs on Reva
    1 Bomb on Wanyudo
    1 bomb on each shieldbearer or maybe put 1 on vincent depending on opponents crew.

    Reva is difficult to play and difficult to juggle all of her abilities and options out. She has so many different tools that it's easy to choose the wrong one for the situation which can cost you the game. Reva plays Plant extremely defensively by bringing hard to bring down models, models which can't be held down by engagement ranges (the common defense), offensive pushes and crazy amounts of movement/mobility. 

    Shieldbearers are the ultra defensive model, (armor, HtK, regen 2, terrifying 11, heals on their attack) they can charge, push the model 2 inches away with shield bash (6 v df) and then pick up the bomb and gain shielded 1. Then good luck getting it back with a reasonable amount of AP/resources. If your opponent is going for Harness the ley line, they can sit on the middle line and defend against it. 

    Reva also has knock aside on a trigger for 4 inches so she can easily move models off of bombs or out of engagement to where she can drop bombs. Top that off with how fast she is (Mv 7/unimpeded) with the ability to attack at range after a charge... she can be super AP efficient and dangerous. I've had her , drop a bomb, charge and smack a dude off their protected bomb 6 inches away and then drop another bomb. 

    Wanyudo can charge out of combat so he can't be held back by engagements and is also MV 7.

    Vincent can also walk out of engagements so he can't be tied down either.

    The grave digger just pulses out focus and the plays in the backfield dropping corpse/scheme to score Dig Their Graves and provide another means of defense vs bomb runners, Search the Ruins (auto pick for most) and Power Ritual (another common pick)

    • Thanks 1
  11. On 2/12/2020 at 10:56 PM, Maniacal_cackle said:

    Just curious what people would bring to this tournament. I'd like to get an idea of other people's playstyles/preferences.

    Round 1: Turf War with Corner Deployment

    • Breakthrough
    • Hold Up Their Forces
    • Take Prisoner
    • Outflank
    • Claim Jump

    Round 2: Plant Explosives with Flank Deployment

    • Detonate the Charges
    • Harness the Ley Line
    • Search the Ruins
    • Dig Their Graves
    • Power Ritual

    Round 3: Reckoning with Wedge Deployment

    • Hold Up Their Forces
    • Take Prisoner
    • Assassinate
    • Deliver a Message
    • Vendetta

    Like most pools, I'm tempted to just bring Molly to everything. Maybe McMourning round 3. But curious what others would bring!

    1. Von Schtook with breakthrough and hold up. The mobility allows you to get all over the board from corner and access to cheap minions (necropunks, undergrads) which can appear out of nowhere to claim hold up is great.

    2. Reva with Dig their graves and Harness the ley line. Grave Digger as MVP for Dig and pulsing focus. Flank means her crew can get wherever they need to get and be able to easily deny points for bombs. I know people hate her but I really love her playstyle and I think she is so good in Plant with alot of options.

    3. Daw with Assassinate and Vendetta. Daw is MVP of Reckoning and assassinate is super easy with the access to executes. 

    • Like 1
  12. Eh, its not the list per say. We've had two other players adopt the list and they aren't as efficient with it, its how he plays it. I think I CAN beat the list and have ideas on how to do it. Just need to execute it properly. Also the game we played (game 3) was heavily weighted in his favor from the jump. From terrain (alot of blocking/concealing that flight doesnt' care about), to strat, to deployment (wedge) to schemes.  We'll see, i'm really not too concerned with his Nekima dominance :) 

  13. 22 hours ago, Ogid said:

    Well, that sounds familiar XD. Congrats @Kharnage!

    I'm probably missing some context here... was there some kind of tense enviroment about the wining list/player?

    No, definitely no tense environment towards the winning player. Considering 30% of the field came from his Meta and were aware going in what was going to happen, there wasn't any bad blood.  Is it frustrating that we can KNOW the list going in as well as the strategy and not be able to beat it? It can be, but I would rather have a strong player with a strong list in my meta than not. It forces us to all to continually learn and be better at the game we all love!

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    • Agree 3
  14. Just played my first game with Lady J yesterday so take anything after this with a grain of salt:

    Lone Marshal is amazing. Run and Gun with movement 7 and a 14 inch gun makes his threat range ridiculous. With a 2/4/5 damage track, it's really easy to hit those moderates to put an enemy in the ground.

    Lady J definitely needs summoner amounts of soulstones for damage prevention and her leap trigger. Her 2 inch melee is a defensive trigger on it's own! If you abuse it correctly, enemy models will typically only get 1 AP to hit her (1 AP to walk and then 1 to attack) unless they are using other models to push them around.

    I ran 2x Death Marshals with the no prisoners upgrade. It seemed worth it as it gave them a useful bonus action for extra damage and run and gun which by itself is like a free AP! Then if they kill something, they get a 2 inch push and heal for 3 making them oddly tanky defense 4 models with HtK. Combine them with a domador + enemy living nearby and they gain fast which just adds additional value! Unsure if this is any good but it felt pretty powerful.

    Domadors seem great too. Great way to provide healing to your models engaged (which to me feels like I don't need the guild stewart), changes enemy living models to undead for a wide variety of useful combinations and can potentially obey enemies!

     

    • Like 1
  15. Sorry for the newbish question but its my first time really looking into Guild. There are several interactions with Nellie and interacts that I just need some clarification on:

    1. Headline: Secret's Exposed
    - The trigger says "must" take the Interact Action.
    - Combined with Exclusive Interview, you can force an opponent to drop a friendly scheme marker.
    - Can this be done within 4" of a friendly scheme marker? 
    - I think yes because it says "must" and the cards overrule the Rulebook. Otherwise it would say, Target takes the interact action. Not sure why the word "must" would be in there otherwise?

    2. Plant Evidence
    - Nellie can heal after she resolves the interact action
    - Does this count for exclusive interview since the action is controlled by Nellie?

    3. Breaking News
    - Says after an enemy model resolves the interact action but Exclusive Interview counts the model as "friendly". Would this cancel out the Breaking News action?

    I'm sure there are a few more but that is what I could think of off hand!
     

  16. 14 hours ago, newsun said:

    Anyone tried with wanyudo?

    I really like him but I haven't played him enough to have formed a good opinion. Only 3 games but each game he has been really enjoyable to play.  Causes a ton of duels, hands out burning with ease (for reva healing) and is extremely mobile. Being able to charge out of engagement and then being able to drop a scheme/explosive has definitely swung the game in my favor. Or even just charge something, hit it and then push to get that extra bit of movement is nice!

  17. Played Reva my last 8 games and here are my take aways but could be incorrect:

    Reva dies extremely easily, keep her out of harms away. Mv 7, 3 AP and an effective 11 inch range should be okay. Do not bring her if Assassinate is in the pool

    Pyre markers are a trap and not for your opponent. Burning 1 is nice but the main reasons you want them out are:
    - Healing
    - Summoning Corpse Candles (use these, not your valuable corpse markers)
    - Lampad revival
    = Everything else is just a bonus

    Shieldbearers are amazing - I always bring 2 now because of their verastility. Giving them Regen + Terrifying 11 makes them extremely resilient.

    Drauger are fantastic... until they die turn 2. If your opponent leaves them alive, you're going to win so keep them wrecking things on the flank of the main engagement. They are extremely easy to put down

    Lampads, only bring one, you won't have the cards to support reviving 2

    Find card draw mechanics. Upgrades or Anna are great for this

    Vincent is okay and has a place but not an auto include. His trigger to autokill summons can be amazing depending on the matchup

    Asura is good but not as good as you would expect for things like idols (a Df/Wp 3, 3 wound model waiting for a marker is going to die)

     

    • Like 2
  18. Maht said he was putting together the documents for the tournaments for it (ran all of them).

    Everyone seemed super excited. I played against:

    Dora

    Tara

    Hoffman

    ----

    Hoffman was the toughest match up by far for me. Look for the 3rd floor wars podcast, I think the player who used him will be on it soon.

    I ran Albus in all 3 rounds and was really happy with the results.

    I think zoraida won 1st place, it was unfortunate that it was 3 rounds, not 4 because we had two people go 3-0.

    • Like 1
    • Thanks 1
  19. The ability field of corpses says at the end of the game, treat all corpse as scheme markers. If you're within 6 inches of a corpse and a scheme marker, it will count both of them as scheme markers and you can't use this to score now, right? 

    Or does it count as both a corpse and a scheme marker? I just don't see the word may so RAW would turn it into two scheme markers.

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