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Regelridderen

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  1. Still prepping for a tournament with my Ressurs, and today I had the pleasure of running into Mama Z in the swamp. Schemes and Strategy : Symbols of Authority w. Flank Deployment Breakthrough, Vendetta, Hidden Martyrs, Let them bleed, Research Mission. THE TABLE Lots blocking impassable rocks, and a few severe craters. So no hazardous or concealing terrain. My opponent won initiative and took a flank that was fairly blocked off and difficult to enter, while mine was open and cut in half by a big wall - good choice. TACTICS - YAN LO Going with the Spiritwalker, I just wanted a fast game. Manos and Yin readied themselves for chasing symbols and scoring Breakthrough. While my second Komainu and Sloth got Hidden Martyr duty. Spiritwalker + Soul Porter Manos Yin w. Grave Spirit’s Touch 2 x Komainu w. The Whisper - I wouldn’t want Zoraida1 messing with their heads. Sloth - forgetting he only has synergy with undead and only could affect Yin. 8 Stones TACTICS - ZORAIDA Zoraida had some convoluted plan involving spawn mother and spamming gupps and eggs markers. Setting Spawn Mother and a Flying pigment up as Hidden martyrs, while a Silurid and the First Mate were to grab Strat markers and score Breakthrough. And then ruin my crew totally with 24 cups of coffee. Zoraida2 First Mate Bedeviled Kettle w. 12 Cups Spawn Mother w. 12 Cups Silurid Gatreaux Bokor Flying Piglet 4 Stones THE GAME Round One saw me messing up my opponents plans by Staggering Zoraida, Kettle with Manos through a summoned Effigy. Still he managed to get the Kettle up and engaging Manos, Yin, Yan Lo and a Komainu. The Spawn Mother and a Red Joker managed to kill off my spare Komainu, and I really felt a nasty pressure. Round Two I did my worst to push back, and with a concerted effort, Yan managed to take out the Kettle before it got to act. Meanwhile Spawn Mother and the first Mate aimed for my deployment zone. Sloth passed out his final Fast and turned around to engage the Mate. While I managed to engage Zoraida in her deployment zone with his Komainu. Yin scored first point of the strategy. While Manos managed to break free from the flying pig that was thing him up and charging Zoraida. Score 1 - 2 Round Three Zoraida put up a fight vs. Yan Lo, a Komainu. It took the lives of two mannequins and the Gatreaux Bokor as well, before Zoraida caved in to Burning at the end of the round. Meanwhile Sloth was thing up the First Mate, and Spawn Mother scored another Strat marker and started dumping scheme markers in my deployment. The soul porter engaged the pig and thus allowed Yin to speed ahead and score both Breakthrough and take her second Strat marker Score 3 - 3 Round Four Yan Lo managed to go from one deployment zone to the other. Killing the Flying Piglet and the First Mate on the way. The Silurid emerged from hiding, taking the third symbol and aimed for the second, but no longer engaging the Piglet allowed the soul porter block of the final symbol with his 2” threat zone. Meanwhile Manos littered Zoraida deployment zone with scheme markers and Yin took the third symbol. Unfortunately my opponent revealed Hidden Martyrs w. The Piglet and Spawn Mother - a move I should have seen coming a mile away. Score 4 - 5 Round Five with only a Silurid and the Spawn Mother left, there was little hope for the swamp fiends. And surely the Spawn Mother was wiped clean off the board with in seconds by a charge from Sloth. The Silurid had a feeble chance of taking out the soul porter and removing the symbol, but after it’s charge failed the game ended, as Manos took the fourth symbol. FINAL SCORE 6 - 5 - AFTERMATH To no surprise the Spiritwalker is still bonkers, able to go from one deployment to the other and killing two models on the way. Just crazy. My opponent did have me sorted though, the 24 cups of coffee was nasty and the bonus actions are just so integral to the Spiritwalker. My luck was that he chose to send the Spawn mother to scheme in my deployment zone - hoping I would kill the Piglet. My speed and damage potential was just superior to my opponent. It wasn’t that I played better, I just had better tools. MAN OF THE MATCH To my surprise Sloth actually had a huge effect. The two times he made Yin fast made a huge difference in putting damage on the Kettle and allowing her to reach a symbol. While he was quite impressive in neutering the first Mate - who is usually too slippery to deal with. The Soul Porter come in at a nice second. With two Mv6 models to empower, he really gives the whole crew an impressive reach.
  2. Getting the full keyword is generally the best approach to learning a crew. Every model has their niche and use, and learning when and where to leverage these will give you the best feel for the game. Also Mama Z likes to Obey her own models, so big and beefy bruisers are good to bring in, whether it's Hinamatsu or Hoody Rider etc.
  3. I regularly use two Sorrows, so I wouldn’t mind getting a third for free. False Witnesses would be all over my Lucius lists.
  4. So I'm prepping for a tournament, while trying to learn how to use my ressurs. So what would be more natural than to pit two of my masters against each other to find out who to field, and how to play the scenarios. Schemes & Strategy : Turf War w. Standard Deployment. Detonate Charges, Assassinate, Spread them out, Catch and Release, Claim Jump. THE TABLE The table were dominated by two large forest on the left flank, while big rocks jutted out of the ground on the right. Pyre markers littered the scene providing hazardous terrain, along with some scattered walls and crates. One of the forest completely engulfed a strategy marker, while the other forest made going into the centre from the strategy marker better left for fliers and incorporeals. TACTICS – Team J-Dawg J-Dawg just wanted to do a little simple killing, choosing Assassinate, and then making a note that his minions are on par with Henchmen he picked Catch and Release. He chose to deploy Jakuuna Ubume to grab the marker behind the forest so she could just ignore it, as she'd glide towards the middle. Montressor then started on the other flank to grab the other objective, while the rest set up to head for the centre. Jack Daw + Lady Ligeia & 8 Stones Montressor Jaakuna Ubume 2 Hanged w. GST Guilty TACTICS – THE LO GANG Yan Lo saw a chance to exploit his superior mobility and action economy in Yin and Manos, and so chose Spread them out, thinking he and Izamu could then handle the centre and let Izamu score Claim Jump. Like daw he set up with most of the gang going for the centre, while Manus took rocky flank and Yin the forested. Yan Lo + Soul Porter & 5 Stones Manos Toshiro Izamu Chiaki Yin Mindless Zombie THE GAME Round One Daw forced Yan Lo to start out and he sent the mindless zombie, unpacked his team, sending out Manos and Yin to grab the strat markers, while heading for the middle. Chiaki decided to put Izamu's reliquary on Manos, preparing him for a fight. Daw let Jakuuna and Montressor grab their markers, while using the guilty to bring himself and the hanged up to the middle. He handed out his upgrades to Izamu and Yan Lo, and ended up going across the middle to fight Yan Lo bringing a hanged with him - a definite overstretch blows were exchanged but no real damage done, despite Yan deviously picking up his Ash Ascendant. Meanwhile Toshiro turned the Zombie into a more thematic ashigaru and sent it to engage Lady Ligeia and the guilty just behind the middle. Round Two Yan Lo grabbed initiative, using Toshiro to heal Yan Lo and Izamu to pound at poor Jack, who just had to dump card after card. Jack in turn used the opportunity to pound poor Yan into within an inch of his life, and Yan Lo still couldn't retaliate proper, because both the Hanged and Jack were too terrifying. Manos, being Ruthless, tried to join in killing Jack, but to no avail. But realising the potential that Yan Lo had, Jack had a Hanged kill him prematurely, capping his victory max by one. Ubume strode towards the middle, while Yin, empowered by the Soul Porter made a move and stole the objective marker Ubume had taken, but it was flipped again when Ligeia and the guilty managed to kill the summoned Ashigaru. SCORE 1 - 1 Both scored a point for strat, while Jack got the end part of Assassinate. Round Three with Yan Lo dead, Toshiro did his best to support Izamu by raising another Ashigaru, but Izamu had to deal with too many nooses around his neck. Chiaki crossed the middle and dumped a scheme marker, while the Guilty realised what was happening and tried to stop Yin, as he dumped a couple more. Manos killed off Daw, but suddenly Montressor arrived along with a hanged and the two pounded him down to one life. SCORE 3 - 2 The Hanged score the reveal of Catch and Release, Yin and Chiaki, scored Spread them out, along with a second point of Strategy. Round Four Manos got killed, as Montressor just pulsed out his Asphyxiation aura and then went to win the Strategy marker. The two Hanged and Jakuuna tore Toshiro apart – yet not after he had summoned yet another Ashigaru (he cheated in the 12 of crows on all three summons). Meanwhile Yin had a field day flipping yet another turf marker in Daws back field and the lone guilty had no chance of stopping her - While Chiaki proceeded to cross the half and dump a new scheme marker. SCORE 4 - 3 As the Lo gang scored the third strategy marker, and the Daw crew the second. Round 5 Yin and Chiaki collaborated on dumping scheme markers, which the Guilty were unable to stop. Neither the Hanged nor Jakuuna had any chance of getting home, nor to win a third strat marker - only to neutralise it. So Daw crew scored the End of Catch and Release and Assassinate, while the Lo gang scored the End of Spread them out. SCORE 5 - 5 - AFTERMATH So a glorious defeat to both sides left me non the wiser for going forward. Yet still. I learned the importance of not overextending my masters, as both Daw and Yan got a little too careless at first. Daw's primary focus should be to get those curses out there to ensure that his crew has something to work with, while Yan Lo should just accept that he is too frail without his ascendancy. Playing more cautious would have allowed Lo to leave the fighting to Toshiro and Izamu, and I think, he'd have gotten the upper hand. Yet again, with more upgrades out the Daw crew's card engine would have been smoking, and that's usually a bad experience for the opponent. What really gave the ancestors the upper hand was two Ruthless models, yet I made a mistake in dumping Izamu's reliquary on Manos, so he was forced to join the fray rather than work the schemes. So if anything, there was a lot of lessons learned. I'm leaning towards Yan Lo in the tournament - especially if vs Ressurs or Neverborn. MAN OF THE MATCH I gotta say Toshiro (and his zombie). He was lucky getting the 12 of crows on hand and bringing out 18 stones worth of models. I think the use of a mindless zombie for him is great. It allows him to get the corpse marker into position. I know people like the more expensive corpse generators, but Foul-mouthed Motivation is just as nice an ability, and you can't guarantee those 12s on hand after all. Yin is a close second. Her speed and interact allowed for turning a loss into a draw. It's a real strength of the Lo crew being able to change gears within a few activations.
  5. It’s not your list. It’s the board and the objectives. - But as others have said. Leverage Explorers weakness in low Wp to deal with Terrifying and Kirai2s forced summoning if he likes to clump up. Seamus is perfect for dealing with the mutts, and once they’re gone Cooper is in a sore spot.
  6. Another thought I had would be running Toshiro over Montressor? Most of Jacks crew is likely to be minions, and so they stand to gain from Daimyo’s Gift and his Leadership. While Daw himself can benefit from Foul Mouthed Motivation. With cards being JD’s biggest resource having +flips and a healer present will really cut down some of the pressure I imagine. How integral would you say Monty is? In my game I found him ‘nice’, but he was still just a bruiser, and Jack and the Hanged had that covered.
  7. @HomelessOne I started out a fair few masters out post nerf, and I’d say, I’m happier playing them that way, because without those changers it would have been easy mode. Ivan feels like he’s good fun and that he’s got good potential still, he must have been absolutely oppressive before. Dreamer was my first master, and he definitely needed the nerf - what mostly bothers me now is that his Lucid Dream is mostly a wasted mechanic by now, where it really drove the thematic feel before, but the balance is better. Daw is not a straightforward crew to play. You really need to manage your hand and get your activation order right. He doesn’t feel broken. I’d just get the core and the Hanged box and try him out for cheaps.
  8. My friends are grade A arses, they deserve to have a couple of hanged stuffed down their throats. Those were awesome - and I’m switching between 8ish keywords ATM, so it’s not like it’s a thing 🤭 I didn’t get much action from Jaakuna in my game, mostly because of terrain, but still she was the ball carrier and she scored my Claim Jump. I’m pretty sure she’d held her own had she been engaged.
  9. Making direct comparisons to other Obey masters is a little iffy. Yan might only be good at Obeying his minions, but… The quality of those minion actions is out of this world. MOVE : moves a dog 7” and Yan upwards of 10”, while handing out focus. CHARGE : pushes a dog 7” and Yan upwards of 10”, while handing out focus to Dam5 attack with +flips Flame Breath : One of my favorite actions in all crews it is avaible. And with the focus it’s very easy to achieve a Dam4(3) with and handing out burning. The only balancing factor is that those minions are ‘only’ Stat5. - And he’s got a whole crew to do work as well - and other options besides Obey.
  10. @Autumn King @Cranky Old Man I got a good feel for the crew basics, but I do have a hard time fitting in the Drownedcand the Crooked Men? Do they see any use with you?
  11. Oh yes I do - No, but it is a way to put the efficiency of Yan Lo2 in perspective.
  12. It’s simple math. He can dump a scheme marker and make a move in one action - basically two actions. Then make three Obeys that dole out focus - so that’s another six actions. Then his dog can have him make another Obey - two actions more. So that’s the equivalent of ten actions - while being able to jump across the board. (Not to mention what a Flame Breath’ing dog can do with bonus flips and focus to a crew that’s standing a little too close. That Yan eats markers for cards, and that he can sculpt the top of his deck). - And I’ve got opponents ‘complaining’ about Seamus being able to do 4 actions 😄
  13. Obeying the dogs were the primary use. I just used his ranged attack to stun Ivan. Had there been armored models, it might have been different. And there is nothing tricky about it - apart from Mv duels. In many ways he is the least interesting master around, and he really need to be hit hard with a nerf bat and probably be redesigned from the ground up. Yan Lo is good enough, at least you need to make choices, but the Spiritwalker just needs to get on the table and you’re halfway to victory.
  14. Taking my ressurs to their first tournament, so I though I’d pick my favorite gravedigging community on how to approach it : GAME ONE : Standard - Turf War Detonate Charges, Assassinate, Claim Jump, Catch & Release, Research Mission GAME TWO Flank - Symbols of Authority Breakthrough, vendetta, Hidden martyrs, Let Them Bleed, Bait & Switch GAME THREE Wedge, Break the Line Assassinate, Claim Jump, Death Beds, Research Mission, Spread them Out - NOTE : The crews I’ve got available are Experimental, Redchapel, Tormented and Ancestor/Retainer (+Spiritwalker) - and I’ve only got the emissary and Asura and her zombies for versatile - not that you need to corncern yourself with that.
  15. Just had my first game with Yan Lo spirit Walker. The game was : Flank Deployment in Break the Line Schemes were : Assassinate, Bait and Switch, Death Beds, Hidden Martyrs, Let Them Bleed. I brought : Yan Lo + Soul Porter 2x Komainu w. Grave Spirit’s Touch Manos Toshiro Yin + 8 stones. T1 I messed up and divided the two dogs to confuse my opponent in deployment. And put the Yan Lo reliquary on the furthest - I thought it was clever, it was not. My opponet send Anya to kick a can, and even if I messed up in deployment, Yan managed to kill the poor girl with his dog. While I kicked two other cans across the line. T2 My opponent took his gloves off, half-killed Manos and caught him between two Brockenspectres (one recently summoned). Yet, I managed to kill off both spectres and Manos killed Moordrake, while kicking his can back across the line. Score 1 - 0 T3 Realizing my upper hand relied on Ivan not getting any reinforcements, I put all resources into making Yan Lo stun Ivan. A black joker foiled the first attempt, but the power of his reliquary gave me another attempt - burning my last stone. I killed off two operatives and Corvis Rook - and understandably Ivan gave up. Score 2 - 0 Evaluation It was my second game with Yan Lo and first with Spiritwalker, and he is bonkers. So fast and able to adapt to the situation in no time. He didn’t feel fair. The keyword itself is equally amazing. The speed is unmatched. Manos and Yin just run off and do their thing and the Soul Porter allows you to correct a mess. I wasn’t sure about Toshiro, but his ability to heal and pump out Focus was key to the win. I never got to summon an Ashigaru, but that comes with playing vs a keyword with few bodies. I did consider getting him a source of corpse markers, but wanted the stones instead. It was definitely powerful, but I’m not sure, I’d say it’s fun. Images from the end of turn two.
  16. Make a plan. The game 'requires' you to start scoring the strat by T2, so have that be your main concern. T3-4 is then your window to score the first points of your schemes. And then T5 is all about shoring up the last points. - When it comes to selecting a crew. I'd recommend to just shop around. Check things out - Colette as you mention, is able to adjust and react within no time. Her crew is fast, often allowed to do three moves or just from being Mv6. Ironsides might just be the most 'dwarfy' of all crews, drawing opponents into her circle of death, and being able to reduce even Seamus's .50 to naught - combine that with Gunsmiths and you do have a decent threat at most ranges. But 'faux requires you to be aggressive. Scoring is mostly done on the opposing half of the board, and so you need to get going right away. Particularly in strats like Break the Line or Turf War, where your scoring makes it harder for your opponent to score points as well.
  17. Combined with Investigators they offer mobility and card draw. One False Claim equals 4x 3” pushes and two cards in your hand.
  18. Haven’t tried out Hildy or Klaus. ‘Cause I haven’t heard anything positive about the preassembled or starterpacks.
  19. Thanks. I’m glad you enjoyed it 😊 I really like Dishonorable. He feels more like a master, while he’s still able to boss his crew around. Nothing like turning up in the middle of the opposing crew staggering everybody and punching someone for 7 damage 😉 He still plays on hard mode - and unluckily I’ve only faced off vs Ressurs and their HtW - but I still enjoy his active ways more than Old Lucius. I’m not entire sold on Investigators/Witnesses - even if I really want them to work. Yet again, they do offer a lot of mobility and card draw - and that card draw with Intimidating Authority makes them deceptively defensive. It definitely calls for practice to make the crew work. It’ll probably work better in a Gaining Grounds where scheme markers matter a little more. But untill then it’s just good fun.
  20. Yes, they do feel very gimmicky - particularly in the current environment. And you have little need of that many mini min(3) beaters, it feels more optimal to leave assassination to Lucy and having more self reliant beaters like Hinamatsu, who even support Lucy. On a side note : How do people feel about Lucy’s Down the wrong path. To me it feels like it would trigger an attack from all elite/mimic models ending up engaging the target, but others are quite adamant it’ll only trigger one attack, regardless of numbers.
  21. I do believe the match ups I’ve had have been against Lucius’s favor. And they’ve mostly been against the undead and their HtW. I just don’t think, I’ve properly ‘cracked the code’. That said, the combination of False Witnesses and two Investigators is pretty impressive for unpacking the crew and card draw. I just haven’t mastered it yet 😊
  22. I’ve had some fun with a Cyclops for handing out staggered. Alan Reid is always an MVP. - But mostly I’ve been insisting on keeping it in keyword and using False Witnesses and Investigators, and I’m not really sure it’s worth it 🤥
  23. Cool model, cool concept. I’ve got to have this - and looking forward to the rest of the keyword 😁 - Ruleswise… You’re adding another layer of bookkeeping to the game with the Electric Fields trigger, and in many ways it feels like the streamlining from M2E->M3E has gone the way of the poodle. It might work in game for veterans, but in a game with 120+ crews, it’s becoming increasingly difficult for new players to prepare themselves and get an overview - we’re missing out on a lot of new and casual players, who give up, when they see the staggering amount of bespoke rules that end up “Gotcha!”-ing them. Complaintswise… Looks like 6 is the new 5. I love this game, it’s got the best depth of any mini game. It’s got some of the coolest minis. It’s amazing how playstyle and theme go hand in hand, but… It’s starting to feel like you’re taking lessons from GW on how to market miniatures, rather than just making the game great.
  24. Double masters isn’t exactly a popular concept around here 😜
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