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Deathinabox

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  1. As far as I'm aware, Big Jake doesn't dodge Vendetta. The new Jake is a different model for all intents and purposes.
  2. The other factions are doing this so I thought it's be cool to do one too. For each keyword, which models are good to take? Which aren't. This is a good discussion to have to help players who are looking to expand their crews or improve their play. I'll start Amalgam The Good: Rusty Alyce: Alyce is an excellent ranged piece. She doesn't require any keyword synergies and is incredibly self sufficient. Ashes and Dust: This model is such an amazing value. Without splitting, he'd probably be worth about 8 stones. Then add in the fact that he splits into two decent models and can even possibly reform into his normal awesome form again and he's a bargain at 9 or 10. Useful if you want a flanker to both run schemes and kill everyone he comes across. Medium: Marlena Webster: A versatile piece, Marlena does a little of everything. The main flaw with Marlena is that Alyce is much better, and only costs 1 more stone. However, Marlena had a couple useful OOK combos. With Jack Daw she can reduce the 1 damage he takes for Undying to 0, making him truly undying. Bandits can force scheme marker drops to trigger extra attacks for Marlena. Scavengers: A useful toolbox, the scavengers have a lot of utility they can bring to a variety of crews. They can card cycle, scheme run, and hand out fast, among other things. 7 stones might be a bit much for them, but they can give you access to tech not found in your keyword. The Bad: Leveticus and Waifs: This is a hefty price tag. If you take Levi, you're going to need his Waifs. You're also going to want servant of dark powers. This comes out to a price tag of 22 stones. At this point, the question is really well aren't you just playing Levi as your leader. Pride would likely be a better choice for the same role. Abominations: These aren't worth 4 stones, let alone 5. They are good as summons, but not much else. Don't hire these. Desolation Engine: Seem to be in a similar boat to the abombs. They're too expensive to hire but are great to have if you pull off the summon. Without Levi in the crew, it's unlikely you'll get enough abombs to summon one of these however.
  3. I don't really look at the % tax of a model. I add the as to their cost and simply look at the new cost and ask myself if I would pay that for that model in that crew and what that would be replacing.
  4. As only masters and totems are dial faction now, I'd actually look for keywords that don't attach to any other known master.
  5. Oh yeah for sure. I'm not overly concerned about it. Best case, I'm wrong and everything's fine. Worst case, I'm right and Henchman Hardcore needs a rework. Either way it's not a big deal and we won't know for sure until it's played some. It just seemed like a weird foot to start on.
  6. Archie can catch me but undergrads can be placed anywhere with 2 of Val, so he can't stop the drops. Also, if Archie is there alone, he could be killed by the crew pretty quickly ( or frankly just stunned to slow him down, then abandoned) Also, if Archie is chasing me, then that's one or two explosives you're not dropping. I don't see anything stopping me from talking the fate upgrade?
  7. For example, if I took valedictorian, 2x undergrads, and a carrion effigy with Fate upgrade against that list, I would be fast enough to avoid everyone except Archie and could simply place my markers deep in your lines. Then if I score a single scheme point, you would have to kill Val to win the game.
  8. Honestly, the more I think about, the more I feel plant explosives was the wrong choice. It's a pretty easy strat to score and requires no interaction with the opponent. This is made easier with less models on the board. I think a common tactic will be to go low points on scheme runners with upgrades and to take an expensive Henchman. Then you can simply drop all bombs for four points, and play cagey to eke out a single point for vendetta or assassinate. I feel like a modified, more centralized, certain of corrupted idols to get the fast paced feel of Henchman hardcore.
  9. Hey, not sure where exactly this post should go. Anyways, Wyrd released the new Henchman Hardcore rules, and while I do like them, I do see one problem that may become an issue. With Vendetta as a mandatory scheme, it is possible to run into a situation where vendetta cannot be legally declared. A crew could hire an expensive leader, cache soulstones, and take upgrades. Then they could have models with low costs that would deny vendetta points to the opponent before the game begins. Not sure if this is a flat or a bully in risk of the game but I could see people having very negative play experiences during tournaments and not being even able to fix it between rounds. What do you guys think?
  10. If I was to bring C7 into Henchman Hardcore, I'd want Pride, Wrath, Envy, and Gluttony as Lust, Greed, and Sloth are situational counter-picks and you can't change your crew between matches.
  11. Here's the strategy I've picked up playing them. First off, recognize that you're a bubble crew. The C7 want to stay together so if you need to spread out, play someone else. Secondly, this crew eats soulstones like candy. You'll want a decent cache and likely someone who generates soulstones (Greed, Prospectors, Guardsmen, ect). You'll also want to take a versatile or OOK scheme runner. Keep an eye on sin tokens and try to kill models who don't have any as models with the tokens are heavily debilitated. Try to keep models in multiple auras as that severely limits that model's actions on its turn.
  12. Sure Here's how the crew breaks down. They have several abilities shared by the entire crew. Resonance: Gain Focus +1 for starting near another C7. A nice happy bonus for playing the crew, don't forget about it. Destructive Performance: Deals 3 damage to every enemy with a Sin Token in 3 in exchange for a sin token from each. Can be passed to another member with the trigger: The Beat Goes On. In addition, each model has a 6 to attach sin tokens to enemies who do a specific thing and a 6 to remove a sin token when an enemy does a specific thing to penalize them. Pride: The Cheating Sin Attach: enemy cheats a flip Remove: cancel a cheat and discard the cheated card, the enemy cannot cheat that flip again. Pride penalizes enemies for cheating and makes cheating more difficult. His bonus action Solo is amazing as it allows Pride and nearby friendlies to always cheat second. His attack, "This Song Is All About You" forces opponents to discard multiple cards or take irreducible damage and distracted. Everything this guy does is amazing. Greed: The Soulstone Sin Attach: enemy uses soulstone Remove: cancel soulstone use and gain a soulstone, enemy does not get soulstone back Greed likes to go against soulstone users and bunched up enemies. Unchecked Avarice can deal an incredible amount of damage or no damage at all as its damage stacks with how many enemies are near the target. Great against crews with attuned (Witch Hunters, Arcanists) and bubble crews (Plague) Lust: The Drawing Sin Attach: enemy draws a card Remove cancel an enemy draw to draw that many cards. Lust is a control piece. She finds it difficult to deal damage as most of her attack don't deal any damage but she hands out distracted like candy. Her main action is Now, Kiss which allows her to place enemies next to other enemies and possibly give both distracted. Envy: The Condition Sin Attach: Enemy gains a positive condition (Fast, Focus, Shielded) Remove: Cancel an enemy gaining a condition, Envy gains it instead Envy is a ranged piece and can deal incredible amounts of damage with his Gatling Gun. He will add to the durability of your crew by pulling Focus off enemies that they will use to try to get around the crew's plentiful Manipulative ability. Wrath: The Damaging Sin Attach: Enemy damages a friendly with an attack action Remove: Change the target of an enemy attack to any other legal target (opponent still controls the attack) Wrath is a bodyguard for the crew and a huge part of their survival plan. He can make sure the enemy is spreading out their hits so your sins all stay up longer. Besides that, he's a decent beater with a 2/4/5 damage tack and the Violent Ghosts bonus action Gluttony: The Interacting Sin Attach: Enemy declares an Interact Remove: Cancel a scheme marker placement and place a friendly scheme marker near the enemy Gluttony is a scheme denier. He can cancel scheme marker placement and remove markers with his Maddening Drums attack. This can also remove terrain markers, making him useful against crews that use those such as Fae, Firebug, and December. Sloth: The Healing Sin Attach: Enemy heals Remove: Cancel a heal and heal a friendly near Sloth for the same amount Sloth can be a huge problem for crews that rely on healing to stay up such as Amalgam and Nephilim. He will also pass out Slow with both his attacks and can emergency heal with Resting in the Blues, but his aura is the best thing about him. If your opponent is not running a lot of heals, he doesn't do a whole lot for the crew.
  13. I've heard Envy makes a good leader but I have concerns about not being about to steal fast from enemies as he won't gain any benefit from having it, but I don't play arcanists so I haven't tried it
  14. I've played several games with the C7. You really want to take about 5 of them in a crew. Pride, Wrath, and Envy are auto-takes as their auras are universally useful. The rest are counter-picks based on match up and strat/scheme. I like Pride as a leader as This Song is About You is incredible if you use it three times. Also hodepodge is a great support for them in both forms as healing is something the crew doesn't naturally have a lot of without sloth in a good counter-pick. I often take the top three sins, two counter-pick sins, the effigy with Fate, and then fill out points with scheme runners. I like Prospectors as they give you quite a few stones and this crew eats through stones like crazy. I've also had good use with the midnight stalker and ashes and dust.
  15. I've had some good times with sloth. I generally have him get close to the action to leverage him aura and then he passes out fast to key undead
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