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azgadil

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  1. SanDeep is very strong. One of the more powerful masters in the game. I think your friend may have an uphill battle. Heres are my My tips and a bonus tip geared for balancing casual play. Enemy must Break up SanDeeps crew from their bubble. Moves Lures and pushes are nearly as strong as damage. Consider bringing in a deep strike crew. One that can get in his Face and make a kill over two turns. (Attack at end of round two and start of round three). Enemy Kill Kandara and Suva. Move push mitigate the other beaters. Enemy Take points where you can score early. Enemy to ping with blast and shock wave damage. Area of effect is great against a crew like this. Bonus tip tip for casual play. Play scenarios and terrain features that put Deep at a disadvantage. *Example: make open terrain so Deep can’t hide easily and summon with Kandara near by all game. Good luck! Deep is going to a top tier representative at tournaments. Casual games may be difficult.
  2. Which is the correct solution? All Crews have a hard counter? No Crew has a hard counter?
  3. It’s okay for Deep to have a hard counter. It’s okay for anyone to have a hard counter. The goal of crew selection is to mitigate your chance of being hard countered. If you are up against Outcasts mate you weigh the risk of taking Deep. And of course you weigh taking Deep into a Scheme Pool that involves Assisiante o Reckoning. These pools do not align with Deeps strengths. My point - the feedback is correct “Deep is easier to kill” but we must be careful if we draw conclusions or requests for buffs to mitigate that observation. One sure fire conclusion SanDeep is fun to play!
  4. Mouse needs more survivaiblity (HP?) . He just doesn’t fit the theme of the crew standing out like a sore thumb. I continue to harp that HoarCat Pride is unplayable. Even if you buff him, that it’s a base 40mm is a concern. Some thing needs to change with this model. SanDeep is interesting. He is so versatile. I think this is an issue not with SanDeep directly but summoning once again remains above the curve. “When summoning the opponent may draw a card and immediately must discard a card”. Coryphee Duet is ... interesting. Reduce the SS cost by one? I played her before the change and I knew she was very strong but for 12 stones who cant use SS to survive it seemed reasonable. Not sure how to evalaute now. I agree a nerf was needed - it’s possible this is exactly the correctly nerf; not enough time to evaluate. Marcus Crew is the least interesting /desirable to play.
  5. azgadil

    Coryphee duet

    Cassandra can copy the Duet’s heal for 2 Tactical Action. Its not OP but it’s a mitigating option. I would like to see the Duets cost go down with the new update. I think one SS is honestly enough. Note: I have not played since the “nerf” but it was obvious the duet was very strong (too strong?).
  6. I just finished a game with Deep and had a blast playing with the Metal Elemetals. The option to choose which Elemental to favor is very unique. It’s possible the option to choose from all the elements may be so strong that Deep sees a lot of play in a wide variety of schemes/strats. Mages felt like they are in a good place - try taking the SouleStone Cache if you want to see that trigger. The trigger is meant to be rare IMO. I took two Mages and had no regrets. The healing is nice. SanDeep is fragile and it’s okay! He is a back stage master designed to ball up and use Guru and summon. Banasuva is strong so it’s okay to have a master that is less oppressive. You have to keep him in the back behind some cover. Now maybe I need to play more and/or come across a hard counter but for now Deep seems good.
  7. Yea that’s rough. Next time you play him won’t you just ignore him? Give him one fodder every turn?
  8. Considering unplayable models I got to thinking how often Wyldfire will be picked in anything that has schemes requiring interact actions and scheme markers. I bet rarely. I agree their are other crews/ key words that make a better fit I still think it’s okay for crew/keywords to have some level of bersality <<<< that’s an awesome word but I meant to say versatility (edit). That said here is my goofy but very conservative suggestion for the Firebranded. Follow the Flame: Range 4: WP : TN 10 Once per Turn this model may target a Pyre marker within range. This model may move towards the target. Tome or Mask: After the move is complete this model may drop a scheme marker in base with itself or the target.
  9. After reading #Dereikt’s post I have to agree that Wyldfire is void of a minion scheme runner. One point when looking at Wyldfire - be careful what adjustments are made to Elementals as they impact SanDeep. Wyldfire has the fun factor but I don’t think they are a competitive faction. (IMO this is okay but a minion scheme ability would be nice.)
  10. I just finished a game with Deep and had a blast playing with the Metal Elemetals. The option to choose which Elemental to favor is very unique. It’s possible the option to choose from all the elements may be so strong that Deep sees a lot of play in a wide variety of schemes/strats. Mages felt like they are in a good place - try taking the SouleStone Cache if you want to see that trigger. The trigger is meant to be rare IMO. I took two Mages and had no regrets. The healing is nice. SanDeep is fragile and it’s okay! He is a back stage master designed to ball up and use Guru and summon. Banasuva is strong so it’s okay to have a master that is less oppressive. You have to keep him in the back behind some cover. Now maybe I need to play more and/or come across a hard counter but for now Deep seems good.
  11. Note: in writing this I am ignoring Marcus Crew as I have no intention of play testing the Beasts. Otherwise my comments cover all Arcanists models. Saboteur will see play in extreme scenarios. But is on the very bottom of the playable list. Hoarcat Pride is unplayable. It’s niche of kill and heal is nearly useless ... maybe he eats Zombies? (I am joking - this model I unplayable) Poison Gamin will not see play. I just don’t see enough poison synergy. Now I think some players will get creative with Posion - so I this is the only listed model that I could be persuaded to revoke from this list.
  12. SanDeep seems solid. The change to Banasuva and Shouting Orders makes them highly versatile across a wide range of schemes and strategies. Ox Mages have a trigger that seems really good for scheme denial. Arcanists overall seem like they are in a good spot to contend.
  13. I have both faced and played the Effigy upgrade. I think the interaction is really neat and while it creates some scary sitatuikns it’s just flat out cool. Further waiting until turn three is a bit of draw back. That said I agree there may be an issue with schemes and scoring. But I’m not inclined to make any suggestions. If this is a legit issue people will just attack the Effigy. I’m in observation mode. We’ll see what happens.
  14. What do you think of Giving the Golem Power Converter as a balancing means? And power transfer. And He can gain a power Converter when taking the BONUS action to shield and /or as part of the Vent Steam action. To be honest I just want the Two Inch Power Transfer. I also like the idea of giving him one attack after taking his train action. What are your thoughts?
  15. Not to distract from your Fae experience but This May present an opportunity to look at more than just the models. ... The schemes are definitely a bit narrow and force the decision upon you. Opponents are equally able to isolate your Scheme choice and more or less lock you out. I’m eager to see a Gaining Grounds very soon (immediately?) upon release. As for your specific game ...You could have chosen Hold up Their Forces Knowing their master counts! Vendetta is an option but must be weighed against Power Ritual. Nevertheless I don’t envy the “achievement unlocked” to win with that crew in that macth up with those schemes. ... let’s look at the game overall ... It’s my opinion that your scheme predicament is experienced by many but others are not able to articulate/ introduce the problem as you have. I’m going to further suggest the problem is rooted in the design of the game and not isolated to your crew. The current schemes within the context of the game make for a very VERY grindy - high calculation - game. It’s so difficult that choosing a crew MUST be catered specifically to each match. And for many that level of effort can be a barrier. The end result is a game that sucks the fun out of pushing gorgeous sculpts. ...but maybe this comment is over the top. ... One firm conclusion, your example helps to demostrate the frame work of the game and schemes itself may require more attention. ... and not just the imbalance of the models.
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