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cbtb11235813

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Posts posted by cbtb11235813

  1. There are already a lot of complaints about the game being too slow, and its difficult for many people to finish a 5 round game during a typical tournament time limit. I think slowing the game down further by reducing threat ranges and lowering action economy would just make that issue far worse. This is to say nothing about the tsunami-sized ripple effects others have mentioned above. A hot take indeed.

    • Agree 1
  2. Recover Evidence - I think Hoffman stands out the most in this one to me. Transfer power lets them kill something, move and interact all in one turn. That's before you consider Hoff making things fast, and generally being tanky enough to make it difficult for the opponent to get any evidence. Colette seems like she might be good, because lures, presto-chango and Don't Mind Me, but I'm worried most of her models just wont be tough enough in a killy strat like this. She may have to go out of keyword a bit

    Symbols of Authority - I'm not a fan of Marcus, but I think this one is great for him. There aren't a lot of crews as fast as Chimera, and with plenty of leaps around, denying them this one will be tough. Sandeep may also be a good bet, as he can pretty effectively get a Wind Gamin downboard in a hurry, and can leave some things behind to defend his own markers. 

    Corrupted Leylines - High model count/out of activation movement is gonna win this one. I tried Marcus in this one since SRM has Laugh Off, and that worked ok, I suck with Marcus though. Sandeep seems solid here as well, with his elemental obeys. I still haven't played Foundry, but even with the no-place clause they seem solid at it. For denying this, offensive movement abilities are huge. Raspy might actually do well, since she can block off LOS to the stone carrier, and can make that model move with her gun. I think she will struggle to score points here but will deny them well.

    Public Enemies - Who did you take for reckoning? Probably just take them. Durability means more now than it did before, so I think Hoffman is going to be the winner overall. Not only do you need to survive to deny points, if your token carrier dies, you aren't scoring. This is not a glass cannon friendly strat. 

    I didn't call her out specifically, but Kaeris is good at everything and I will continue to take her for anything :). Actually though, Hoffman seems to be the overall winner of GG1 strats, he's possibly the best choice for 2 of the strats, and can certainly do the other two with a different crew build. 

  3. 6 hours ago, melkore said:

    Runic Binding is a dead scheme in my eyes for Neverborn outside of Zoraida and Lucius obeys.  We just don't have the ease of dropping markers that other factions do with ranged scheme dropping outside of Aeslin's trigger

    Cyclops are pretty good at it . 

      

    1 hour ago, Maniacal_cackle said:

    Runic binding just seems so hard to get three enemies into a 10" triangle, nevermind actually dropping the schemes.

    I think it is one that will heavily rely on certain enemies (bubble crews will be super vulnerable to it).

    Maybe it is just my meta that likes to field 6-8 models spread across the board for solid coverage.

    I wish it was two enemies, one ally.

    EDIT: oh, a thought on Recover Evidence! Could have it so that a model buried by a friendly effect drops its marker. This way buries still work, but are risky. Also means the grave golem isn't just immune to the strategy.


    The problem with that is that Tara could bury her whole crew turn 1, putting all her markers on the back edge of the board. If you aren't a super mobile crew, that really sucks

  4. 9 minutes ago, Jesy Blue said:

    This is how I play Hamelin in Reckoning... 12 Rats that I never uograde to a Rat King in your way keep you from killing the 3 models that you can even score on in the crew.  If I deny you the 4 Strategy points from the word go, you're behind the 8 ball.

    It might work in Bayou.... what else is Insignificant?  Stuffed Piglet & Pigapult.... hmmmm.  This might work:

    New Som'er Teeth Jones Crew (Bayou)
    Size: 50 - Pool: 9
    Leader:
      Som'er Teeth Jones
    Totem(s):
      Skeeter
      Skeeter 2
    Hires:
      Bayou Gremlin
      Bayou Gremlin 2
      Bayou Gremlin 3
      Bayou Gremlin 4
      Bayou Gremlin 5
      Bayou Gremlin 6
      Bayou Gremlin 7
      Bayou Gremlin 8
      Stuffed Piglet
      Stuffed Piglet 2
      Stuffed Piglet 3
      Stuffed Piglet 4
      Stuffed Piglet 5
      Stuffed Piglet 6
      Pigapult

     

    I wonder if there's any Schemes you could actually pull off with this besides Assasinate?

    This is dangerous though, as if they do manage to kill Som'er, they auto score the rest of reckoning. Your 9 stones make that difficult but it could happen. Entertaining list either way

  5. Step 1) Bring Iggy. He is pretty fantastic at denying 3 of the 5 schemes available, leaving only two "easy" ones as long as Iggy is on the board. Deliver a Message and Hold Up both require you opponent to be in your crews bubble, something they normally do not want. Pandora is all about making your opponent pick the lesser of two evils, make them do that with their scheme selection as well

    • Like 1
  6. Joss, SA Swarm w/ Diesel Engine, SS Miner, and a Steam Arachnid is pretty fun. Unfortunately the small spider is kind of a liability, but it being so cheap means you can bring some really beefy models for the rest of your crew. 

    I want to try an Amina led crew, but haven't worked out exactly what it will be. Amina, 2 Gunsmiths, and maybe a Saboteur/Medical Automaton? A Union Miner would also fit into that slot, but I don't think he does much with this scheme pool other than be another source of Unionized (and potentially turning off problematic triggers). Saboteur at least has Don't Mind Me, and the Automaton can heal Amina to try to deny Assassinate. Hope your opponent also brings an 8 stone model, or else Vendetta gets difficult.

    Snowstorm + 3 December Acolytes could be interesting. Spread out far with From the Shadows, deploying in place for Explosives. Hope you get lucky with Tools for the Job-ing some crows, and lean into making all of your opponent's models slow all the time. 4 actions in the crew is a whole lot harder to work with than 8. Alternatively you could drop one Acolyte for a Silent One. What you lose in deployment shenanigans, you gain in healing and range. She also has the crow built in, so you only need to fish for 2 of them for the Acolytes. 

    • Like 1
  7. Thanks for the writeup, always interested to see the lists of Arcanists who do well

    1) You said you don't like Mei in explosives, do you mean playing against her? Or that she isn't good at it?

    2) Howard into Zipp: What makes Howard worth it? Obviously turning off that defensive trigger is nice. but can't Zip just outrun Howard? SS Miners also turn off triggers. They don't hit as hard as Howard, but 2 miners is only one stone more than an OOK Howard (less if you consider them getting stones back), and they can just pop up wherever Zipp is

    • Like 1
  8. I've run Arcanist CR7 3 or 4 times, and I really think they do well here. Giving Envy the 3rd action really makes your opponent think twice about how close they want to get before he activates. 

    As above, the Mech Rider is fantastic in this crew. You know whats better than a 3 action Envy? A 6 action Envy! I brought the rider originally to try to give everyone a crow for Sin Spiral, but that never worked (Rider ended up way apart from the crew to score points). 

    As for who you bring, I always bring Pride. I would almost always bring Wrath and Greed. I usually bring Sloth. I rarely bring Gluttony, and almost never bring Lust (though she is good counter tech against someone drawing a lot of cards, like Zipp or Lucius). Gluttony is good counter tech vs a Marker Master (Kaeris, Raspy, Mah) and good in certain scheme pools, but I have never had him perform for me. Sloth is pretty good with Envy as the leader, since you have condition removal built in with your free effigy. This crew is squishy, so you need at least one healer. Don't underestimate a 10" flip-less heal 3. Even if you have to take the slow, honestly most of this crew does most of their work with their auras, more than their actions. Slow is certainly better than dead. I generally try to bring at least 4 band members, to help hit that saturation point of Sin and Resonance. Any less than that, and I think you'll be missing them.

    CR7 in general struggles with spreading out to score, luckily Arcanists have some amazing versatile models to help with this (SS Miners, Arachnid Swarms, Saboteurs, Mech Rider)

    Some of the Arcanist upgrades may be interesting takes for the band. SS Cache is generally not great because everyone is already a Henchman, but the :aura3 of getting soulstones back might work out, since you already want enemies within :aura6 for Sin, and even closer for Destructive Performance. Maybe put this on Wrath? Magical Training is probably only really worth it on Envy, shielded ontop of armor 2 is nice, and counter spell makes anti armor triggers a bit more costly. The one I want to try though is Diesel Engine on Envy. Envy shouldn't be charging often (though a :+flip on damage is nice if you have to), what you really want is the concealment. :aura3 on a 50mm is a decent chunk of board, and it may make it harder for you opponent to shoot your crew off the board/lure them out of the bubble, and instead come and play in your overlapping auras. 

  9. 25 minutes ago, theamazingmrg said:

    I love Hoffman in Guild but I do think the Arcanist options are better for him, although I haven't been able to try them yet.

     

    As an aside: what to people think of a Gunsmith as an OOK pick when you need a bit more ranged power?

    I think at 9 points, and not having Amina/Ironsides nearby to turn on their Grit, I'd be hesitant to bring them. I'd rather bring something like Envy, who happens to be a construct as well

    • Like 1
  10. 13 minutes ago, Ogid said:

     

    • Mei Feng attacks, win the duel and declare the trigger in step 4E (constant motion queued), this generates the trigger (an after succeeding trigger that will get executed in step6), the action resolves in step 5 dealing damage.
    • Step 6: Mei Feng resolves the first generated effect (constant motion) and push 2''
    • Mei Feng resolves the second generated effect, the trigger (JKick) and push the target 2'' (ending him out of his engagement range unless the push is blocked by something), atack action queued after all is resolved.
    • Mei Feng try to take the action againg but it fails because she isn't in engagement range.

    Since constant motion says "after resolving the current actions" which includes its triggers, it should happen in this order

    1) Mei attacks, declares the trigger and adds the Constant motion to the cue to do after finishing this action (she would push now if not for the "after resolving the current action" clause), and succeeds. Resolve the main effect (damage)
    2) Resolve Jackhammer kick, pushing the enemy, and adds the extra attack to the cue after this action is done
    3) Resolve first post-action effect in cue, which was Constant Motion
    4) Resolve the next post-action effect, which is the extra attack

  11. 1 hour ago, Mycellanious said:

    Well dont forget that you cant ever go above the rarity cap, so the "I'm done with this" demise effects wouldnt go off unless somw Bayou Gremlins had already died. Similarly, summoners would be unable to summon until some models died

    True, but I have a feeling some of those 8 Bayou Gremlins will die quickly. Even without summoning more, there seem to be a lot of big hat models

  12. Ramos is the obvious answer, since many of our versatiles are actually his summons. But for non DMH, my standard Kaeris crew uses several versatile models, as she doesn't particularly needs lots of her keyword models to do her thing

  13. On 7/29/2019 at 6:48 AM, Barmution said:

    Add to that the fact that you can move Trunky ~15" (using place) and detonate him with two actions from von Schill wo Trunky even starting von Schill's activation w the Land Mines upgrade on him and it's actually a pretty flexible and high powered AoE with few real counters.

    Goes like this:

    1. Von Schill activates, does the Load Up w crow trigger on Trunky.
    2. Trunky pushes 2", attaches Rocket Boots, places within 6" and discards a card to swap the Boots for Land Mines.
    3. Von Schill charges Trunky who relents, hits him w Clockwork Arm and the Pull trigger. Trunky takes 1 damage and is placed within 5".
    4. Another unit with LoS to Trunky gets a free shot at Trunky to kill him and trigger his demise.

    Ideally Trunky is at 2 health before this chain of events starts or you'll have to fire with a model in step 4 that has easy access to 4 damage on a shooting attack (Rusty Alice comes to mind), or you could add a pre step with attaching an upgrade via Load Up w crow trigger to either a Librarian or Hannah within 6" (2" push + 4" range) of Trunky who could then use Siphon Power to deal 1 to him when using the action on the upgrade.

    Fun times!

    My bias as a Ramos player may be showing, but that seems like an awful lot of work for 4 damage (granted, it is unresisted which is great). You need a 5:crow, then a 7, then discard a card, then any :mask. Oh and you need to have spent an AP beforehand, or a model that can hit for 4 damage? So in total up to 4 cheats to hit TN's and suits (which may require stones) 2 master AP and someone else's AP. Unless the trunk is going to explode onto at least 3 or 4 models, it seems like it would be better to just shoot the thing you would blow up on

  14. 20 minutes ago, Rufess said:

    I thought the next allegiance would be Guild according to previous info. It makes sense that, however, Guild is so busy handling with Malifaux and have no time to deal with Earth.

    Guild and Court of Two are definitely still things, they said in the newsletter the two player starter including them will come out sometime after Gen Con. Kimon and Three Kingdoms are next after that, "early-ish next year"

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