Jump to content

Regelridderen

Vote Enabled
  • Posts

    1,362
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Regelridderen

  1. And that’s pretty much it. For a 10 stone model he doesn’t really excel at anything, but he’s not outright bad.
  2. This is undoubtedly why you’re more in favor of him than most. ( This and the little misunderstanding you seem to have with Min5 damage. Otherwise please explain how you get to 5 without severe? ).
  3. Trouble with Carver is that he really doesn’t do anything spectacular. Candy will make a mess on her own, alone or paired up with any beater. But Carver is nice as a tech piece vs. Terrifying and Manipulative. The trigger to remove scheme markers on his Breath of Fire is really nice as well. Indeed I find that I make more use of his Breath of Fire than his shears. The draw essence is also nice for draining your opponents hand. But when looking for a straight beater, I’d rather just pick up Teddy with Kade. Hinamatsu or the Rider.
  4. Colette plays fine without the duet. Indeed the thing quickly becomes a liability vs WP attacks, in particular vs Obey crews. Not to mention how Armor +2 is wasted vs Black Blood pings. And sure the Saboteur is “useless” - except he worked fine as a cheap magical training carrier and for removing scheme markers.
  5. Yea, I put the crews up in the guild thread - the arcanist forum seems completely dead.. and yea, the Pale Rider is completely off his rockers. Nellie & The Press Allison Phiona Undercover Reporter False Witness Pale Rider Guild Steward and 4 Stones vs Colette and her Doves Cassandra Carlos Envy w. Diesel Engine Mech Rider Saboteur w. magical Training. and 7 stones.
  6. Oh boy, I see it’s been a month and a half since my last paint session. I finally got the ball rolling today, granted it was an Infinity mini, and it was only for an hour, but she’s been standing on my desk for the past two years…
  7. Go with whatever keyword that makes you want to paint the most. Paint them up and put them on the table. Start by playing Henchman Hardcore - it’s a fast-paced 4 model variant of Malifaux, that is really good for getting some reps in and getting a feel for the basics. Once you feel comfortable it’s time to bring in the masters. It’s all about keeping it simple. You’re gonna lose for the first few games no matter what crew you pick, but you’ll also learn to understand the synergies within the crew, and suddenly understand what the little models are good for. After that you’ll start winning, it’ll just take a few games. Simplicity, remember. Avoid models out-of-keyword and versatiles until you have a good understanding of what your keyword, and every model in it, does. It’s easy to go for the shinies and end up reliant on crutches, and you really needto get your models on the table to understand when and how to use them. - After this you’ll start winning. Your opponent’s crews will have shown you other aspects of the game, and you might have seen things that are more to your personal playstyle, so you’ll have a good understanding on how to pick your next keyword, and how it’s models might compliment your first. You might even have learned that ressurs aren’t your faction, and you’re more into Ninjas or undead elves. - So just yourself, the only really important ‘rule’ is that you never put a model on the table unless it’s painted. Have fun raising the dead.
  8. This was probably my hardest Colette match so far. Nellie is a nasty counter to many of her strengths. Still, Presto-chango is such a versatile action, both in moving your models into position and getting your opponent out of his. While I never stop being impressed with the two fire breathers. The saboteur was a little experiment. He didn’t do much, but he was still a decent carrier of magical training, and he blow up 4 or 5 scheme markers throughout the game, so there was plenty for him to do. Envy proved a great tool for Vendetta. Able to reliably deal 6 damage at a distance on a 7 stone model allows for plenty of targets. If only my opponent hadn’t has irreducible damage the armor and stones would have kept him safe. Also the ability to strip conditions for damage is great.
  9. And the results are in : it was a blast. I’ve never played a less killy game Setup The pesky journalists set up to focus on my right flank, where as I went for the center - and put my rider on the far left to go for the leftmost marker while building up tomes. Turn One The performers headed for the center, but was met by Allison and the guild steward, and the pesky journalist put a stop to my plans of kicking the central can. Instead Baritone Lola kicked the can to the right - while Phionia kicked the rightmost to my half, and the mech rider kicked the left-most to my opponents half. And Carlos did his best to light up the guild steward and Allison Score 0 - 0 Turn Two The mech rider continued his can kicking, as I realized my chances were slim to hold the rightmost cans. The two fire breathers fought to hold the centre and light the journalists on fire, but the steward and the pale rider kept them alive. Carlos dumped a pyre marker to set up research mission, and Colette managed to presto-changi Allison into it and then kick the can on to my opponents half. Nellie and a False Witness challenged Baritone Lola for the can - and my opponent scored Catch and Release. Meanwhile the Undercover Reporter popped out of nowhere only to be met by Envy’s gatling gun and I scored a Vendetta point. Score 2 - 2 Turn Three Nellie and Phiona continued kicking cans, while my Saboteur got busy blowing up scheme markers. Allison finally died a fiery death, but the Guild steward clinged to his life, while the undercover reporter and the pale rider concentrated their efforts on killing off Envy but were unsuccesful, as the diesel cloud was impenetrable. Allisons death allowed Carlos to finally score his research mission, while Colette burned the False Witness up, denying the second point of that scheme. Score 4 - 3 Turn Four The Rider and Undercover reporter continued their onslaught, beating it down to 1 wound and with 1 burning. Lola scrambled to help, but her fire breath wasn’t able to do anything - my hand were nothing but moderates this round. Instead Colette kicked the can up the field, then presto-chango’ed into the fight and getting Envy out of the pickle. Envy and the Mech rider then collaborated in sending the second strat marker 8” up my opponents half, and the rider would finally be able to join the fight in turn 5 (with it’s 15 tokens). Nellie and Phiona comtinued pushing their markers, while the saboteur fought to blow up Nellies scheme markers. Score : 5 - 4 Turn Five My opponent stole the initiative, before I could get models to block the Pale Riders path, and so it disengaged and use it’s pulse to deal 2 irreducible damage, killing off Envy and Lola, and then ran to take up position on Lola’s corpse. Colette would have none of it, so presto-chango’ed to shift position with the rider, allowing me to score research mission, while denying his chance at it. The mech rider and a flying monkey managed to finally kill off the undercover reporter - and foil his part in research mission, and the saboteur did his best as well, but Phiona and Nellie was no match for a 5 stone minion. Final score 7 - 6 All-in-all a really great fight. Nellie is a super cool (and annoying) opponent. Allison Dade is a beast. I should done more to kill the steward, once my opponent had drained his hand, but kamikaze monkeys were foiled by the luck of the draw and I was too scared of his demise to risk my henchmen. The irreducible damage of the Pale Rider was something I wasn’t prepared for. I don’t think, I got much from the mech rider, yet without it, I’d had a harder time scoring 3 of the strat points, so I guess that would be good enough - he also drew me 7 cards in the final round, so that’s pretty impressive as well. And he could have been instrumental in research mission as well.
  10. And the results are in : it was a blast. I’ve never played a less killy game Setup The pesky journalists set up to focus on my right flank, where as I went for the center - and put my rider on the far left to go for the leftmost marker while building up tomes. Turn One The performers headed for the center, but was met by Allison and the guild steward, and the pesky journalist put a stop to my plans of kicking the central can. Instead Baritone Lola kicked the can to the right - while Phionia kicked the rightmost to my half, and the mech rider kicked the left-most to my opponents half. And Carlos did his best to light up the guild steward and Allison Score 0 - 0 Turn Two The mech rider continued his can kicking, as I realized my chances were slim to hold the rightmost cans. The two fire breathers fought to hold the centre and light the journalists on fire, but the steward and the pale rider kept them alive. Carlos dumped a pyre marker to set up research mission, and Colette managed to presto-changi Allison into it and then kick the can on to my opponents half. Nellie and a False Witness challenged Baritone Lola for the can - and my opponent scored Catch and Release. Meanwhile the Undercover Reporter popped out of nowhere only to be met by Envy’s gatling gun and I scored a Vendetta point. Score 2 - 2 Turn Three Nellie and Phiona continued kicking cans, while my Saboteur got busy blowing up scheme markers. Allison finally died a fiery death, but the Guild steward clinged to his life, while the undercover reporter and the pale rider concentrated their efforts on killing off Envy but were unsuccesful, as the diesel cloud was impenetrable. Allisons death allowed Carlos to finally score his research mission, while Colette burned the False Witness up, denying the second point of that scheme. Score 4 - 3 Turn Four The Rider and Undercover reporter continued their onslaught, beating it down to 1 wound and with 1 burning. Lola scrambled to help, but her fire breath wasn’t able to do anything - my hand were nothing but moderates this round. Instead Colette kicked the can up the field, then presto-chango’ed into the fight and getting Envy out of the pickle. Envy and the Mech rider then collaborated in sending the second strat marker 8” up my opponents half, and the rider would finally be able to join the fight in turn 5 (with it’s 15 tokens). Nellie and Phiona comtinued pushing their markers, while the saboteur fought to blow up Nellies scheme markers. Score : 5 - 4 Turn Five My opponent stole the initiative, before I could get models to block the Pale Riders path, and so it disengaged and use it’s pulse to deal 2 irreducible damage, killing off Envy and Lola, and then ran to take up position on Lola’s corpse. Colette would have none of it, so presto-chango’ed to shift position with the rider, allowing me to score research mission, while denying his chance at it. The mech rider and a flying monkey managed to finally kill off the undercover reporter - and foil his part in research mission, and the saboteur did his best as well, but Phiona and Nellie was no match for a 5 stone minion. Final score 7 - 6 All-in-all a really great fight. Nellie is a super cool (and annoying) opponent. Allison Dade is a beast. I should done more to kill the steward, once my opponent had drained his hand, but kamikaze monkeys were foiled by the luck of the draw and I was too scared of his demise to risk my henchmen. The irreducible damage of the Pale Rider was something I wasn’t prepared for. I don’t think, I got much from the mech rider, yet without it, I’d had a harder time scoring 3 of the strat points, so I guess that would be good enough - he also drew me 7 cards in the final round, so that’s pretty impressive as well. And he could have been instrumental in research mission as well.
  11. Crews are in : It’ll be Nellie & The Press Allison Phiona Undercover Reporter False Witness Pale Rider Guild Steward and 4 Stones vs Colette and her Doves Cassandra Carlos Envy w. Diesel Engine Mech Rider Saboteur w. magical Training. and 7 stones. - Looking forward to it.
  12. Can you give me some pointers. As I understand it, Nellie uses scheme markers to deal her damage - would simply working to remove those be a viable tactic to deal with Nellie?
  13. First time facing Nellie. The strat is : Break the Line Deployment : Standard Schemes available are : Vendetta, Let them Bleed, Catch and Release, Death Beds, Research Mission - What should I expect? And what are some gotcha!-moments? NB: i’ll be playing Colette.
  14. First time facing her. The strat is : Break the Line Deployment : Standard Schemes available are : Vendetta, Let them Bleed, Catch and Release, Death Beds, Research Mission - What should I expect? And what are some gotcha!-moments? NB: i’ll be playing Colette.
  15. I’s go with Mr. Cooper and Ironsides. Cooper can handle anything and Ironsides is fun - and aside from Ramos I haven’t got more Arcanists Aside from that I’d pack spider swarms, Soulstone Miners and Ferdinand Vogel.
  16. @Vangerdahastdid a really nice introduction to Colette with a model breakdown etc., great effort. I did however find that it didn’t work for me. It could be, it’s just showing it’s age, but rather than diving deep into the thread and dig for it’s gold, I decided in my arrogance to discard it promptly, and write up my own. One to be truly fabulous. I shall not bore you with model breakdowns and going through each and every ability. Wyrd kindly printed cards and put those in the app. Instead I shall concentrate on what happens for me, when said models hit the table. Mr. Cooper ( and his monkeys ) Our discrere circus director is just that. He is not the star of the show, his job is to enable his crew to perform their job, buy the the time for them to get into position, and be the diversion that draws the attention. His Flying Monkeys is the extend of his reach and serves multiple purposes. Cooper likes to open the act by sending his F.A.R.T.S. ( Flying Air Rapid Travel Service ) into position, enjoying to see the opponent spend more valuable activation, then sending his own models up the board via Presto-Chango. During this phase I like to sacrifice my monkeys to summon new ones. This serves multiple purposes : 1 killing monkeys allows you to draw cards, and 2 This allows the monkeys to stay up the board closer to the action, 3 it allows for the newly summoned monkeys to Focus and either move further into position or become Annoying. After the initial push for my active models, Cooper and the F.A.R.T.S. will usually engage the main enemy bubble. Handing out Stun and Distracted, and using the F.A.R.T.S. to reposition enemies - and stone to reduce damage. Once in a while a monkey does a suicide bomb run to draw (out) cards and just shake up the enemy. I rarely get to use the Fade Away trigger, but when I do, I will often activate Cooper right away to ensure that he keeps the “audience” tied down. The sword trick is double edged. And you really need to consider the timing, if you’re gonna use it. You don’t want to suddenly see an enemy on your board half drop a scheme marker, and suddenly have two there. Keep them tied in their seats. With Cooper’s 2” engagement zone and the ability to call on Monkeys to bring escaped opponents back, Cooper can ‘easily’ keep 3-4 opponents engaged. He might do “nothing”, but so will they. He doesn’t do damage, so healers and soul stone users are prime targets. Remember that Presto-Chango is an abundant source of scheme markers in convenient places, so use it liberally. The Fiery Duo ( Baritone Lola and Carlos Vasquez ) These two are my crowd pleasers, and my crowd loves pyrotechnics. They match each other for speed, so they’re quickly into position, and that position usually involves a couple of opposing models. Once they engage them, it’s all about Breath of Flame : Focus’ed and stones for Tomes. What’s important is not the initial damage, but to build up the Burning. Hit the weakest model for 3-4 and blast on to the next for 2-3 Burning on all, once both Carlos and Lola has done this, the fight is half-won. Just leave it to flames. The next part is to avoid losing your squishy henchmen. DF6 and stones is nice, but the real kicker is handing out Distracted, Carlos has his Baton and Lola her Celebrity (and Finesse). When opponents are unable to hit back, they soon lose their spirit. Lola’s Celebrity is especially handy, when you can score Strats, schemes or deny the same, while handing out Distracted - Corrupted Ley Lines, Break the Line and Symbols are perfect for this ‘collateral scoring). A cute trick when Carlos is stuck in melee is to have Carlos dump pyre markers where Cooper needs to Presto-Chango an opponent to. This really gets the audience all riled up, even more so when it scores you Research Mission. Of course, their main focus is to score you points, but they also pack a mean punch, and as long as they deny your opponent the opportunity, you’re not losing out. The Coryphee (Duet) I loved the Coryphee for killing but even more so for scheming. It’s one of the fastest models in the game, and so I found that sending it to my flanks would allow it to deal with most encounters. I avoid the main confrontation with it, as it is only deceptively tough, and once it is faced with Armor ignoring or WP attacks it suffers big time. Flankers however, rarely have either. With up to 6 Actions (4 general and two moves) the Coryphee can dump a huge amount of scheme markers in little time, while also accomplish Strats. The Talent Pool Above is my headliners, that always ensure the shows success. They do the brunt of the work, but they need a little help, and so I have some optional additions. The Magically Trained Mercury I’m not a classically trained Arcanist. I’ve come from other factions and learned to make do with less, but no one can deny the luxury of a seventh card. The Showgirl I like for her Celebrity, so I like to bring this combination into Corrupted Ley Lines where there is a good use for interacts in passing the ball and Lure can deny scoring for your opponent. You really can’t deny the power of an unresisted Distracted with no need for cards or any other costs. It can make it or break it for the star talent in your crew. And with shielded and Manipulation, it takes some effort to take this model down. Angelica Durand Just kidding, I don’t take her. Her biggest thing is reposition via handing out a move, but the crew is already fast and hard to pin down. She falls short compared to the Magically Trained Mercury, that can basically do everything she does only with more versatility. Ferdinand Vogel and his Beast Within Vogel has a lot to offer. A WP attack, healing, shielded and being a scheme runner that is hard to pin down. His beast form has less to offer, but Mv 6 is great, so is a 2” reach, and if someone gets too close, suddenly the man appears 2” away fit to walk and interact. Vogel is always worth it. Soulstone Miner These fell out of favor with Arcanists when they suddenly weren’t made of cheese no more. But really, they still are… being able to pop up anywhere, block a path and tie a model down. While on the other hand re-filling your cache of stones - have you taken a look at what 3 stones gets you in other factions? And don’t forget that they can still score, you just have to telegraph it a bit more. Diesel Powered Steam Arachnid Swarms I really envy those who got to play these pre-nerf, they must have been well and truly bonkers - and they’re still great. A good alternative to the duo, when facing shooty crews. The extra 3” from diesel allows them to get the charge bonus flip on damage, combined with their in-built ensures that you can cheat the damage. Once down to half, use the move to get out of combat and leave them to scheming. And if you brought Vogel, heal them back up, just to spite your opponent. The Incredible Electric Joss Is an up and comer, but he has a lot of synergy, and make up for some of the crews shortcomings. Of course it is nice to have another beater, and this one likes to deal with armour - like in facing Thunders and dirty Arcanists. His bonus to command constructs allows him to keep up with the crew, but also extends his reach and utility when you bring stuff like spiders, Coryphee and Miners. Enemies will often lull themselves into a false security when tying up Joss - only to break into tears when he uses another model to score you points. The Bottomless Soulstone Cache I like to burn through stones with the crew. Buying triggers, and reducing the damage on the few blows an opponent actually lands. So 5-6 stones + monkeys (+ Soulstone Miner).You’ve also got 2-3 henchmen so you get plenty of opportunity to use them. And I like to make a show out of the seemingly bottomless resources. It makes the opponent feel that this is an uphill battle. Do it on the stuff that really matters, like when he’s set up a focused attack to cheat in the severe, just hand him a negative flip etc. Preferred Strats and Schemes I wouldn’t say that Mr. Cooper has any limitations, and I’d bring him and his crew into most fights in GG2, and most times when I choose another crew it’ll be for Turf War - not because Cooper can’t do it, but more because Toni just insists on doing that. Break the Line is perfect, you meet for a fight, but while opponents need to beat you to score points, you score your points while beating your opponent. Any schemes involving markers are a breeze; Research Mission, Breakthrough and Spread The Out practically score themselves. How a game goes Usually I meet my opponent on his half and hit him hard in the beginning, burning through stones to keep my own crew alive through the initial retalliation. After that he’s locked down and unable to advance while my schemers Outflank and do their thing. Lola and Carlos are usually locked till Turn 4, and are then able to move on. While Cooper himself can go Hunt whatever outwitted me and got into my own backline. Smuggler Colette Of course Cooper is known for his weakness for lace and lingerie, but I’ll wait till the model comes out to play with the title. - Hope you enjoyed the read just half as much, as I like the crew 🤗
  17. No, I’m asking for advice on how to deal with him, not avoiding him 😏 I can assure you that Distracted is undoubtedly the most reliable defense in the game, stripping you of both the chance to cheat and in turn the use of focus to cheat damage. My Nightmare crew can completely neuter opposing beaters by handing out Distracted before taking them down. Likewise my Performers rely on it to allow them to do whatever they please. It is incredibly efficient in draining your opponents actions - and relying on a lucky joker or a better flip is more gambling than gaming 😉
  18. I mean, his Refraction Matrix seems downright bonkers. You might be double focused, then charge which drops you one, you get in one decent attack, and after that you’re proper eff’ed. - Sure there 2” reach models, but Ivan can just close the gap and then that advantage is soon gone - and moving out puts another Distracted on the model, ruining any chance of a hit. Then you can shoot the bugger, but he’s the King of Concealment, so… - So how do people take out your Ivan, Double Agent?
  19. They were just my LGS terrain, felt like plaster or resin - and they seemed modular, but glued together. But yeah they did make for an interesting labyrinthine board. 😊 @SEV glad you enjoyed it. Makes it worthwhile.
  20. O Thanks for your comment - although I only saw it after the game. I’m not that dependent on Magical Training - it’s a great upgrade, but I come from other factions where I’m used to making do with 6 cards. Nor am I that enthusiastic about Angelica. Not that she is bad, but I have enough in Presto-chango for rearranging position. In this game Vogel and the Miner took up their stones and I do admit that having a Lure and dragging people in to the central fire put would have been hilarious, but it wouldn’t have made me any points. Angelica would have worked in Vogels place, but she would have drawn little as a deterrent. I’m Holding back on titles till I have the models - and on smugler Colette till i have a good grasp on the circus girl.
  21. So in the end this was the crew : Cooper + Monkeys Baritone Lola and Vasquez Coryphee Duet Soulstone Miner Vogel w. Soulstone Cache And 5 stones. Against the EVS. First turn set up for a big scrum in the center. The treacherous Calypso-bot and the flying totem hit the flanks - but the totem was cut off by the Duet (lower left corner out of the image). The center fight was mainly the fire breathers slowly whittling away at the opposing beaters Kira, The Emissary and the Water Golem thingy, Vogel got caught up in the fight. And Cooper was hanging back getting his crew in position. Score 0 - 0 Turn 2 is when things got started, of course. The duet killed off the totem scoring the EVS Hidden Martyr. While the other martyr Calypso scored the first Strat marker. Vogel got out of the center fight and scored me a Strat point. While in the center the EVS found themselves catching fire while being unable to hit anything - except for the Water Golem managing to throw Lola into a monkey, but to no effect. Score 1 - 2 Turn 3 the center started to clear. Although Kira refused to break, the Water Golem evaporated into steam, and Cooper buried the Emissary - big mistake. The second casualty of the day was a minion healer dude, scrambling to patch up a very Distracted Kira. And with Carlos setting up a pyre marker I had the means to score research mission. Meanwhile Calypso was running rampant behind my lines, dumping scheme markers, while Maxine had a brush with death in the shape of Lola and ran off dumping even more scheme markers and scoring my opponent Spread them out. And away from all that the Coryphee and Vogel conspired to score the first point of Spread them out and the 2nd Strat marker. Score 4 - 3 Turn 4 was a mess. Calypso, the Emissary and Maxine caused havoc behind my lines. Calypso scored a Strat marker, so Cooper had to retreat to protect the third - my fourth was in the center. Her path to victory blocked Calypso turned around to go for the center Marker, but her path was soon blocked by the Soulstone Miner and a couple of monkeys. The henchmen continued their fight in the middle, while Vogel took yet another Strat marker and the duet scrambled to set up to take the final one in turn 5. Score 5 - 4 Turn 5 the EVS fought to get scheme markers down for a second Spread them out, but Cooper cheated Maxine and spoiled her effort. The monkeys and the Miner did their best to deny the second Hidden Martyr point, but only managed to scratch up Calypso. While the Henchmen finally took Kira down - although just for bragging rights. So with little effort I scored the final scheme and Strat points. Final score 8 - 5. And a really good game. The EVS is definitely a tricksy, and a deceptively fast yet tough crew. I didn’t expect to be outmaneuvered, but I did 🤓 - Until now, I’ve mainly used the Duet as a beater, but this game I decided to set her aside for scheming, and she did the job. Neither the Strat nor Spread them out would have scored without them. I like the versatility of Vogel. Vogel is tough, the Beast relatively fast. The shapeshifting ensures that they can’t be locked down. Like the Duet, he can handle himself in a fight. The Soulstone Cache was overkill for what he ended up doing, but could have into play. The Firebreathers always deliver. Once you round up your opponents models and clump them together, focused Breath of Flame, with Soulstones for extra tomes really makes a mess of things. Carlos managed to deal 13 points of damage and a ton of Burning with a single action. The Miner was a first, I was perfectly satisfied. It didn’t do a lot, but it did deny my opponent his Hidden Martyr. And at “3” stones I couldn’t ask for more. I’m starting to get the hang of Cooper and the flying monkeys. When to sacrifice, how to use Presto-chango etc. In this game I learned a little of Sword Trick, how not to use it carelessly, and when to bury Cooper. This is the hardest thing about Performers I find. Cooper is sooo different from other masters.
  22. So in the end this was the crew : Cooper + Monkeys Baritone Lola and Vasquez Coryphee Duet Soulstone Miner Vogel w. Soulstone Cache And 5 stones. Against the EVS. First turn set up for a big scrum in the center. The treacherous Calypso-bot and the flying totem hit the flanks - but the totem was cut off by the Duet (lower left corner out of the image). The center fight was mainly the fire breathers slowly whittling away at the opposing beaters Kira, The Emissary and the Water Golem thingy, Vogel got caught up in the fight. And Cooper was hanging back getting his crew in position. Score 0 - 0 Turn 2 is when things got started, of course. The duet killed off the totem scoring the EVS Hidden Martyr. While the other martyr Calypso scored the first Strat marker. Vogel got out of the center fight and scored me a Strat point. While in the center the EVS found themselves catching fire while being unable to hit anything - except for the Water Golem managing to throw Lola into a monkey, but to no effect. Score 1 - 2 Turn 3 the center started to clear. Although Kira refused to break, the Water Golem evaporated into steam, and Cooper buried the Emissary - big mistake. The second casualty of the day was a minion healer dude, scrambling to patch up a very Distracted Kira. And with Carlos setting up a pyre marker I had the means to score research mission. Meanwhile Calypso was running rampant behind my lines, dumping scheme markers, while Maxine had a brush with death in the shape of Lola and ran off dumping even more scheme markers and scoring my opponent Spread them out. And away from all that the Coryphee and Vogel conspired to score the first point of Spread them out and the 2nd Strat marker. Score 4 - 3 Turn 4 was a mess. Calypso, the Emissary and Maxine caused havoc behind my lines. Calypso scored a Strat marker, so Cooper had to retreat to protect the third - my fourth was in the center. Her path to victory blocked Calypso turned around to go for the center Marker, but her path was soon blocked by the Soulstone Miner and a couple of monkeys. The henchmen continued their fight in the middle, while Vogel took yet another Strat marker and the duet scrambled to set up to take the final one in turn 5. Score 5 - 4 Turn 5 the EVS fought to get scheme markers down for a second Spread them out, but Cooper cheated Maxine and spoiled her effort. The monkeys and the Miner did their best to deny the second Hidden Martyr point, but only managed to scratch up Calypso. While the Henchmen finally took Kira down - although just for bragging rights. So with little effort I scored the final scheme and Strat points. Final score 8 - 5. And a really good game. The EVS is definitely a tricksy, and a deceptively fast yet tough crew. I didn’t expect to be outmaneuvered, but I did 🤓
  23. Thanks, I’ll keep it in mind @hydranixx 😊 I’ve devised a cunning plan - and like any good antagonist, I can’t deny a chance to monologue and reveal it all *Mu-ha-ha!*: I plan to go with : Research Mission and Spread them out. For this I choose : Mr. Cooper and his Flying Monkeys Coopers Flying Air Rapid Travel Service will get everyone in position, while dumping scheme markers all over the opposing table half, before you can say “Presto-Chango”. Baritone Lola and Carlos Vasquez A little known fact about the two hottest name in showbiz is that they’re brillianyt scientists as well. Ready to dump scheme and pyre markers while turning the opposition into corpse markers. Combine this with phenomenal speed and they’ll put on quite the pyrospectacle and score both the strategy and research mission Coryphee Duet The scariest scheme runner not to be alive. Soulstone Miner Not as useful as they used to be, but again it is a source of alternative terrain markers, soulstones and can grab distant symbols. Joss A budding star in showbiz. Like Lola and Vasquez, Joss has access to a third action/move, dumps scrap and corpses before him. Pyrotechnics may be a classic, but the hip, young crowd want something a little more Electric. Soulstones : 5 - The Strategy I expect to be able to run circles around my opponent. While Cooper will do his worst presto-chango’ing opponents out of position, should they be able to cross the centreline. I imagine Joss to be doing the brunt of the fighting and distract my opponent, supported by focused Breath of Flame from the other henchmen as needed. I do consider dumping the Miner for a magically trained Showgirl. They might not be popular, but they do offer some nice Distraction and utility via Lure and Celebrity. But I’m not sure the extra cards are worth it with three henchmen in the crew. I also consider dumping Joss for Ferdinand Vogel. A little healing, a little shielded, a little anti-scheming and a ranged WP-attack.
  24. Hmm… Not much help to get here? Guess I’ll leave some inspiration for you all : I plan to go with : Research Mission and Spread them out. For this I choose : Mr. Cooper and his Flying Monkeys Coopers Flying Air Rapid Travel Service will get everyone in position, while dumping scheme markers all over the opposing table half, before you can say “Presto-Chango”. Baritone Lola and Carlos Vasquez A little known fact about the two hottest name in showbiz is that they’re brillianyt scientists as well. Ready to dump scheme and pyre markers while turning the opposition into corpse markers. Combine this with phenomenal speed and they’ll put on quite the pyrospectacle. Coryphee Duet The scariest scheme runner not to be alive. Soulstone Miner Not as useful as they used to be, but again it is a source of alternative terrain markers, soulstones and can grab distant symbols. Joss A budding star in showbiz. As Lola and Vasquez Joss has access to a third action/move, dumps scrap and corpses before him. Pyrotechnics may be a classic, but the hip, young crowd want something a little more Electric. Soulstones : 5 - The Strategy I expect to be able to run circles around my opponent. While Cooper will do his worst presto-chango’ing opponents out of position, should they be able to cross the centreline. I imagine Joss to be doing the brunt of the fighting and distract my opponent, supported by focused Breath of Flame from the other henchmen as needed. I do consider dumping the Miner for a magically trained showgirl. They might not be popular, but they do offer some nice Distraction and utility via Lure and Celebrity. But I’m not sure the extra cards are worth it with three henchmen in the crew.
×
×
  • Create New...

Important Information