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Davos

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Everything posted by Davos

  1. Lol thanks....I can feel my soul slipping away as I gain more playable models.... No idea, haven't even looked at the pools. All I know is a need a change because I'm getting my ass handed to me as Outcasts. And Tormented/Urami is the only stuff I own lol. That being said, Daw for killy things and Kiria for schemy things? ...idk. I'm bad at this game
  2. Does this mean if Hannah dies, the Outcast player continues to benefit from Arcane Reservoir?
  3. I'm going Rezzers for this event (abandoning my true love Outcasts) and it feels like Daw & Kirai are both really well positioned for it. In my hyper limited Rezzer experience, both really dont need OOK models to function well
  4. Same idea with Companion upgrade on Mad Dog Brackett in a Von Schill Crew: VS yolo throws Mad Dog 5 inches and chain activates him to get Mad Dog shooting Min3 armor ignoring right away. Even stronger if you can use emissary to push Made Dog and drop a scheme marker for fast
  5. Ya pure damage potential is higher with Hannah/Arik, but that might require more resources: that Stat7 is nice, (should) mitigate weak hands, the no SS trigger is really nice. But my main thinking is the threat range is way larger (though. Arik diving charges is arguely more flexible) so harder for opponent to ply around
  6. I had some pretty decent luck with A Taelor bomb using Von Schill: Scav is hired to make her fast/focused, VS pulls her 5 inches forward, Emissary walks up and pushes her, but keeps her within 3 inches, giving her a +1 for a 6Mv. With Rush, her charge is 8in +2in reach. Pretty solid against a Dreamer list. or shielded/terrifying lists. ....had i had a single 10 in hand Lord Chompy Bits would have died turn 1. But alas, the cards were not in my favor
  7. I've tried Taelor out a couple times now and find her lacking. I think its mostly coming from paying for a cost for Welcome to Malifaux which rarely (never?) applies to the game. I can't tell if she needs to get flurry, armor +1, of Df 6, but something about about her just feels.....less than what I perceive a 9ss Henchmen beater should do - She feels like she dies very fast, even with SS and H2K, and only 2 AP. Am I just missing her potential or have others found similar things?
  8. This is more or less how I'd personally rule it. But it raises some questions that the rules can become so dependent on discretionary judgment
  9. So, in prepping for an online tourney game, a friend and I are playing a Standard Deployment, Symbols of Authority. The question came up that if you place your own Symbol markers in such a way that you legally cannot place the required 4th symbol. (Example below) As shown, I cannot place out my 4th marker. What happens? There is no rule preventing me from doing this (at least I cannot figure out such a rule). To compare this to Recover Evidence, there is a specific call out on what to do if your opponent does not have enough legal targets for you to place evidence on. As displayed above, you cannot auto-cap your opponent at 7 points (by denying the placement of the requisite 4th marker). This feels both against RAI and just in general poor sportsmanship - as if you are attacker, you can guarantee your opponent having to place out their markers first, and thusly must place out all 4 (unless they are doing this same pattern). If said opponent doesn't notice/realize/register what you are doing, they will effectively have no way to respond and be permanently unable to score 4 points on the Strat. Now, this rarely comes up, because Standard Symbols is really really not played - but in a tournament setting where it could happen, how do you proceed? Is it simply the TO's responsibility to rule that players must place out markers in such a way they ALWAYS can place 4 out? Is it a situation you as a player have to do this first on the off chance your opponent does it to you, so you are equally disadvantage? (both players can deploy as pictured to self-prevent the 4 marker) Thoughts?
  10. I really like Daw fully in keyword, very fluffy and also works like *chef's kiss* (Barring the obligatory mention of matchups against Rezzers or TT)
  11. Math is hard....9 should be enough to have some nice fun play with Viks & Levi
  12. Viks w/Parker+Totem and Levi+Totems. Floats a ton of SS sadly, but probably would be pretty good.....If I get all the remaining SS to use it would be godtier
  13. Hans is really good at ranged slowing/staggering any crew. And Daw's crew is really slow, so slowing them down even more really disrupts his engine. This honestly is one of the best situtations for Drachen Trooper as well, since again, Daw's models are slow (looking at Hanged who are insanely strong) and the condition removal is huge for shutting down the Staggered engine. Guns generically are really cool so stay as far away as you can, since Levi's defensive trigger doesn't apply to Movement, which is the primary target for all of Daw & company's melee attacks. I'd say be as aggressive as possible with Levi and play a hyper afocused scheme game with the rest of the crew. Tormented struggles to spread out or engage multiple far reaching threats
  14. Rusty is bae. Also Pride is fantastic with Daw
  15. @Yore Huckleberry I think I forgot to mention on the podcast that the Engineer had gone in with the Armor Ignoring trigger and pegged it for 2(3?) dmg in advanced. And I think Hans might have pinged it for 1. If memory serves, it wasn't a red joker, but on her charge attack, she had focus AND Rocket Boots, which totals a double + flip to damage, and I had cheated a severe (think 12-13) to hit, to keep the margin high, in addition to stoning for a ram and siphon powering for a ram. and then I cheated the straight (or plus) damage flip to severe of 8, which brought the Peacekeeper down to around 4 (take 1 maybe).
  16. A bunch actually. But they’re all pretty easy to anticipate, and since you KNOW TT or Ressers are bring them you can anticipate it. I’ve played against it enough I don’t super mind it. Just drop A&D for something non-demise. And play Levi a little more cagey. I’d say Manos is a little more difficult due to the leap, so he’s one you need to be more defensive against
  17. Honestly I’m my opinion, not a ton. I really only get leery about From the Shadows people popping Waifs or things that can pop out deep in my territory (Miners) to pick them off
  18. I love Servant on Levi, gets him into the action right away, and honestly I want my opponont wasting AP on him turn 1, since you deal the damage back. I personally think Rusty is worth bringing in every game over a Deso (they die sooo easily), even in Reckoing, she is actually insanely hard to kill, and she is a walking gun turrent that compliments Levi or A&D insanely well
  19. You can't. Its somewhere in the rules, and Kyle said it again with the drop of GG0 - you cannot kill yourself with an ability or action.
  20. Its not that crazy that it procs off any upgrades, when you figure at minimum, 2 factions - TT and Ressers - have at least 1 auto take upgrades. Tormented at least makes the auto-take a little questionable for those players. If it was only Cursed Upgrades, there would have to be more ways for Daw & Company to give out upgrades, as currently there are 3, and 1 of them requires a Guilty to die
  21. Parker or Schill into Rezzers been my go-to currently
  22. I don’t think it’s possible to make a friendly Aionus Tormented...all the abilities that attach Curses state Enemy Only
  23. Ok, explanation time: @geer They're kinda the best model ever. To begin: Tools for the Job - great cycle card, replenish your high value cards to your hand. Then, bonus action (name i'm to lazy to check) lets you eat an enemy scheme marker within 2 for a card - insanely good denial tech, and can surprise your opponent to no end, but more on that in a moment. Their attacks are pretty average, but blasts (on the shotgun) and severe injury (on the melee) are nice if they happen. BUT...the main reason you bring the Scavenger is Weird Device which, for the cost of a 7, gives a friendly model Focus +1. And I'm sure you're thinking, "that's not that good, Tenuki are a soulstone cheaper and give out focus 237 different ways, all for 6s or less" BUT, the FOUR triggers of the scavenger are GOLD. On a ram, the target heals 2. On a Tome, draw a card. On a Crow, target suffers 2 damage and gains FAST. And lastly, the mask lets you place the Scav anywhere within range (8inches). So, yes, the Ram trigger is kinda niche, but useful when you need it. The Tome to draw a card is always nice, but the Crow and Mask are INSANE. The 8in place lets you jump around, setting up scheming, Strategy positioning, or counter-scheming (#eatthoseschememarkers), and you're opponent can't do anything to prevent it. Then, the crow trigger in essence create a model which is now FAST AND FOCUSED. Which is good for basically any midrange-on-up beater model in the game. And then becomes literally broken when done to Rusty Aylce, who has one of the best guns in the entire game (Sh 6, Range 12, 3/4/5, ignores H2W). Rusty becomes a walking gun turret, since Rapid Fire lets her Shoot 4 times, or 3 if you need to walk to get in position. And with a stat 6 gun, she'll hit most anything you aim at, even if they're in cover. And min 3 damage is crazy at range. Ok, end rant.
  24. Assuming you were playing Outcast Daw against Raspy, you NEED to take either Drache Trooper or Mad Dog with you. They have Blow It to Hell as a Bonus action, which allows them to destroy/remove all destructible terrain within 4. He's insanely useful to denying Raspy's main ability. I personally would go with Drache, since he also has his Move or Burn tactical action (I think that's what its called...?) which removes Staggered and Slow from your models in a pulse. And lastly, he attacks Mv, so Daw's inherent reliance on Stagger worked well with him
  25. I personally would say Deso Engine isn't a hardcore prioirity, I've never hired one, nor even actually summoned him in 20+ games with Levi. I find scavengers and rusty, along with A&D and a necropunk or 2 are your core list.
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