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Iron_Wolf

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  1. Iron_Wolf

    GG4

    So now the GG4 document is up, which Keywords do best off the back of the schemey shift? Personally looking very much at Elite and Journalist as good options, I don't think Hoffman is overly affected by the change so Augmented will likely still be a solid pick. Curious to hear everyone else's thoughts as this my first time in experiencing the GG shift and do you think we may see more less elite (or expensive model heavy) crews with some of the schemes available?
  2. Iron_Wolf

    GG4

    So now the GG4 document is up, which Keywords do best off the back of the schemey shift? Personally looking very much at Elite and Journalist as good options, I don't think Hoffman is overly affected by the change so Augmented will likely still be a solid pick. Curious to hear everyone else's thoughts as this my first time in experiencing the GG shift and if you think we may see more less elite (or expensive model heavy) crews with some of the schemes available?
  3. I agree on the Witch Hunter front, I'd almost argue this is the missing 'other' Henchman that the keyword has been missing for all these years. Resupply for those creep along's, or if Bura is feeling more selfish to ensure Remember the Mission or Overload get off (really nice for adding some OoA Interacts, besides the Queller, giving a little more versatility to the keyword). Not sure how the 'ignore shielded/incorporeal' from Shielded Bullets will come in too much as I've yet to face much of either (though I imagine that'll change as I face different players and crews (I know ressers have a fair bit of incorporeal, but beyond that my knowledge is limited). Crushing force is really nice for repositioning, either for setting up schemes, and Sanctioned Spellcasters (ensuring in range of any Soul Stone user for Fast) in that respect. Healing trigger on the sword is nice, but Tomes will usually go elsewhere if you're cheating though being a henchman you *could* stone for it, though there likely will be better choices for stone usage, but nice to have in the toolbox. Last, the Shielding handed out is nice especially if trying to keep a specific model alive just a little longer. I imagine Cavalier and the Guard Keyword would likely appreciate Bura too, for the ignore incorporeal and shielded. Curious to see what the 'Bracer' minions look like, possibly like Guard patrol but with more defensive tech? Look forward to finding out either way
  4. Yeah, still watching for GG4 assuming it won't be too long till it comes about, but I'm glad to get some practice in GG3 until then :). I have seen the titled masters and am looking to try Sonnia2 out after a few more games. I have a solid idea of how Witch Hunters/Witchlings work and am 'comfortable' with them going forward, I think the Pyre Markers will help a bit as give Sonnia's squishiness and struggle to get out of Melee (saying that in my last game I went from being an AP from death (4 health after getting a Suprise War Pig launched round a flank) to having healed from her Sword and Scorched said pig into a Thrall), but I'll get a few more games with her under my belt before properly exploring Sonnia2. I'm liking the look of Lucius2, while I get he might not be the best he seems to offer a more melee centric master with a little more to him. Alternatively I'd possibly pivot onto Justice as a second Master (hearing 2 is better than 1, but need same table time to wrap my head around them). I also recently picked up Tull2 from my Bayou friend, so he's another option to look at, though GG4 may shape who my second is going forward as Sonnia is going to be my primary in one form or the other unless she lacks any solid answers to GG4 pools.
  5. Hi, so as the title suggests I've not played in a while, roughly since 2020 and am coming back to the game with a view of potentially trying my hand at tourneys next year (to give me a chance to get up to date and upskilled). Any advice on what Strats and schemes we do well at in 3E and masters/keywords to avoid? Off the top of my head I'm dead set on Sonnia as she has been my go to since the beginning of second and I think I could get my relatively fast. Other options I'm thinking Master wise are Lady J (as she was my first master and again seemed straightforward enough and offered a more CC oriented master), Basse (as he has some board control shenanigans that could make me play more into schemes as opposed to just killing stuff) and Lucius (though he's a massive outlier based on perceived complexity). Thanks in advance
  6. Not sure if this has been asked previously, but is there any word on other models being added to this list at all? I'm asking as I have the M2e Lucius box, and the only model I need out of the 3e box is agent 46, but don't want to pick up the entire box unless I have to, although the new sculpts to look tempting
  7. Honestly, just a quick overview of the basic things that the masters (and keywords) can do really. Against Kirai, I knew about vengeance, but wasnt aware she could bounce attack actions to her keyword models within a certain range, the multitude of healing and summoning threw me quite hard also. I was aware she could summon, I just wasn't aware how well she could pull this off and then use her crew to remove conditions to the extent that they did. I did learn a fair bit out of the game, namely taking a larger crew or a less schemey crew as from what I saw she was very mobile and very strong in terms of damage output (not that my cards helped much, pretty sure I had 3 black jokers flip in on damage flips). I just feel like a small sum up of what the master can do and the keyword's main ability across the models (Following Orders on the Elite keyword for example). We had something similar for 2e in terms of breakdown, model by model just for Guild, but I was thinking this way might be more appropriate as an at a glance guide for newer players and those who've not run into certain Masters before. Also wasn't aware of the tactica pages, so I shall have to have a look at those, thank you
  8. I'm not sure if this has already been asked about previously, so apologies if I'm beating a dead horse, but would it be possible for us to collate a list of the various keywords and what their particular tricks are? I ran into Kirai for the first time last night and because I had no idea what she did, despite a very helpful opponent explaining everything, got thoroughly smashed 6 - 2 (I did kill 67 stones worth of models as it turns out, we tallied up after). I didn't help myself by running a bad match up into her, but if we could possible knock a list like this up it would be useful so that we have an at a glance guide to what each master does and what to watch for.
  9. Going with Keywords too as we'd be here a while otherwise 😜 Painted: Guild : Family Witch Hunter Marshal Guard Augmented Frontier Unpainted: Guild: Journalist
  10. Not a veteran from any stretch, but having played Sonnia last nigh,t her ability: Smothering flame is really useful if you can rack up the burning, through Sam, Sanctioned Spellcasters and Witchlings (punching or exploding, both work quite well). Sanctioned Spell casters make for great scheme runners, their fast for being close to any models able to use Soulstones (Sonnia, Sam, Handlers and Quellers) makes them very mobile (double move and interact) wouldn't advise using it if you want to firebomb your opponent as with the -1 to duel totals built into that means with out some lucky top decking or cheating high cards. Handlers can make Stalkers viable runners also bumping their Mv by 2" while they're within 6" also makes it easier for Sonnia to hang back out of combat but close enough to fling those fireballs from relative safety. Most of the crew having shielded helps survivability the Thralls having Hard to Wound helps and they benefit from the Handler buff too and ruthless makes it easier to get rid of those painful to remove terrifying monsters forcing you to burn high cards just to hit them. Don't forget no love for witchlings either, the ability to pin your opponent then fling fire at them without the negative flip is golden. Hope some of that rambling is useful :)
  11. I've got a Sonnia and a Lady Justice crew, both metal, both painted, Justic to a far nicer standard. Any offers PM me, I'll throw up pictures later on Sonnia Sam Hopkins Witchling Stalkers x 3 Lady Justice The Judge Death Marshals x3
  12. Just coming back into the game after a long abscence and I'm trying to find my feet in terms of figuring how to make a good list. I'm looking at running Sonnia as when I've previously played her I found her to be enjoyable I've got this at 35SS trying to think what to add to expand it or improve it, especially in the way of scheme runners: Sonnia (3SS Cache) Cherufe's Imprint (1) Reincarnation (1) Fransico Ortega (8) Wade in (1) Hermanos de amos (1) Witchling Handler (8) Witchling Stalker (5) Witchling Stalker (5) Purifying Flame (3) Basic idea is where possible to have things handing out Burning (hence Purfying flame to give it to Frank and the Handler) meaning Sonnia is always a threat to something even if outside of LOS, the stalkers are runners/jammers sent forward to get objectives, lay down markers or blow up and kill things hopefully in reincarnation range meaning I gain an extra activation while my opponent potentially loses one. Frank is there to make sure Sonnia isn't in a fight she doesn't want to be and the Handler is there to speed up the Stalkers. I'm looking at putting a couple of Watchers in there, partly for running, partly to make life easier for the stalker's shooting, but beyond that I'm not sure. Any suggestions?
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