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touchdown

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Everything posted by touchdown

  1. @Plaag I'm curious. Do you declare Colette into Outcasts? Or is the risk of some Obliteration models too good at shutting down her bury defense? 2nd question, if your opponent declares Leveticus, he counters a lot of what you do with armor and stones, how do you handle that?
  2. Watched the Plaag-Kharnage game and here's my scouting report. Plaag is a machine at soulstone use. He started with 2 and used 2 almost every round and always correctly. Don't let his low starting cache fool you. All his models are really hard to kill. Either just tanks or hidden (Colette with buries, Silent one far away behind an ice pillar). Between his expert use of stones and the silent one, and they're own innate toughness: you need to really focus to take models down. Don't waste AP attacking that doesn't ultimately lead to killing (or do useful triggers/conditions). He'll probably see it coming but if you can summon a shikome as far forward as possible and take out the Silent One early, and also get the upgrade so you have consistent armor piercing/puncture, that would be big. Good luck!
  3. 2nd edition was notorious for chain activation and it was no fun to watch 3 or even 4 models activate in a row and just remove yours
  4. the wording is after resolving an attack targeting a model 8" away. So if you targeted beyond 8" even if the resolution ended close than 8", I don't think you can do it.
  5. I don't believe there is anything from stopping you from treating a guilty as enemy and friendly simultaneously. It does feel like this wasn't quite intended but Guilty as Charged doesn't say to stop treating it as friendly.
  6. Put her head back on, and then sculpt a little trick or treat bucket like a pumpkin or cauldron
  7. Big Jake is incredible for certain schemes with his re-summoning on turn 5 and don't mind me. Consult the Ancestors is a huge value. You can just let it fail and you got a 5 or less out of your deck and into your discard pile. But yeah Ronin are one of the best 6 stones models in the game imo. I can't find any use for Desperate Mercs. Never take them. I take the Emissary quite often. Mercenary is great at being in a place, not as great at getting scheme markers down. The Emissary helps with that. His healing and movement auras are both great. Ranged attack that gives slow is huge. His upgrades are great. Love that donkey. I also really like to bring Hans. Pioneers find their way into my crews. OOK, scavengers are always good. I'm not a big fan of Bishop or Taelor but I just listened to the 3rd floor wars about the Viks and the #2 Outcast player in the UK uses both of them so I may need to re-evaluate. If someone tries to spread you out, that's playing into your hands. The harder stuff for the Viks to handle are: 1) summoners who can spawn chaff in your way. You don't want to spend your AP fighting tar pits or bayou gremlins. 2) semi-bubble crews with a lot of defensive tech. The Viks lose efficiency fast against any defensive tech in the game (maybe an exception for htw since they're min 3 and can generate extra attacks). As a crew they excel at Leylines, and they're fine to good at Recover Evidence and Symbols. Public Enemies would be an uphill fight for them. Anything that requires a lot of movement or being in a certain place is good for them. In general, you should be able to overpower your opponent away from their "main" force.
  8. That ended up looking really good. Do you do anything to add some weight so it's not so easy to nudge around when playing? I'm a bit clumsy so that's always a concern of mine
  9. I've always interpreted it to mean range* of the shockwave. By which I mean how far from the marker the shockwave extends, not the range in which you can place the shockwave. Shockwaves are listed as Shockwave 1, Shockwave 3 etc. That's the value. What effect it has is separate.
  10. Having a attack is not a requirement for charging. You can still the declare the action and take the push, but you won't be able to generate an attack from the charge. Some models have the run and gun ability that lets them generate attacks from a charge as an example of other models doing that.
  11. First time I've really looked at Ama No Zako's card. I can't figure out why Miasma of Boils and Flies is so expensive to do. Still Outcasts is a faction almost totally lacking in flight (although there is a fair amount of incorporeal, and pseudo-incorporeal [ghost of malifaux, savage winds), that combine with a bonus interact and min 3 damage. I could see him getting some play as a flanker. I don't see any obvious synergies though. He seems like more of a independent operator.
  12. Fair warning, I'm no expert and haven't even faced Daw myself). That said what you've written sounds right. There's a discussion thread right now about whether Hans is worth his cost. I fall firmly on the yes side, so I'd definitely bring him. Most of the time I find Taelor not worth the cost, but the one exception might be if a scavenger was giving her focus+fast for turns 2+3. I wouldn't bring Freikorpmann unless you have a gunline plan. A Drachen Trooper would be an interesting idea to get rid of staggered. Since he can pulse it out it's a lot more efficient than Johan. Only 1 versatile/ook is very limiting. Ashes and Dust seems really good for this game both its speed to score the strategy and demise tricke to shed unwanted upgrades and conditions.
  13. Played Henchman Hardcore, we ended up drawing 4-4 HH Arik (Outcasts) Size: 30 - Pool: 1 Leader: Arik Schöttemer Hires: Freikorps Engineer Freikorps Engineer 2 Freikorps Librarian Before the match I was actually thinking that Hannah was strictly better for HH. Arcane Reservoir and the ability to copy strengthen armor or healing energy seems better than Arik. I still think that's true, but I really underestimated diving charge. Arik was able to get through a large swamp and saved me an AP going around a building. It's an ability on the card that's easy to forget. Opponent played First Mate, Iron Skeeter, Flying Piglit, and Gracie. Arik spent turns 1 and 2 hunting down the Skeeter and Piglit. While the rest of my crew fought Gracie in the middle. On the other flank, First Mate hopped around dropping explosives. I had a bit of bad luck on turn 4, black jokered a healing flip on Arik (who had been burning from the Skeeter's demise). If I flipped any other card, I would have won 4-3. I also keep being un-impressed with the Librarian. In addition to black joker on the one heal I took, she missed 2 attacks on Gracie (more bad luck, gremlins tend to have low WP but Graice is 6) when I was really counting on getting 1 card draw, and her lack of engagement meant my opponent was able to pick up the strategy marker she dropped.
  14. Freikorps: acquired through a combination of 1st and 2nd edition and thus I'm missing the steam trunk (waiting for gadzooks to get the m3e core box, unless someone wants to sell or trade me one) Mercenary: I'm missing desperate mercenaries (terrible in the game and not that interesting of a model). Bandit: I'm missing Wouko Raiders, Bayou Smugglers, Benny, and I have a Miss Demeanor, but not Convict Gunslingers proper. Amalgam: Missing Scavengers and Desolation Engine. This might be the first one I finish off.
  15. This was fun for a change of pace but I prefer the more standard battle reports, seeing the flips, etc.
  16. I just got her box but haven't assembled yet. I'm excited to do some shadow marker shenanigans. Of course, I'm used to the Viks where you have to be even more careful about over extending.
  17. That's brutal. Sometimes the cards just go against you, and you just have to accept it. I think one problem is that your opponent was dictating everything. This is usually bad, but it's even worse for Misaki which is a crew designed to be the aggressor. After Mei's activation in turn 2, you should have been looking for where you could strike to put your opponent on their back heel, or disrupt their plans. If there was no option for this, then your mistake(s) were positioning and planning. Unfortunately the hardest part of the game to learn. Of course you didn't realize you could somewhat safely attack models with Bombs in Yer Belly, so that would be a big change to what you were thinking I'm sure. However, even if that wasn't true. As one example, looking to pop Misaki out of a shadow marker, doing 2-3 lighting strikes and making sure she was protecting something with extended reach. That's not an idea Misaki activation, it's obviously much weaker than her Bisento, but it would let you switch to aggressor and start dictating where and what's happening.
  18. if you declare Guild Basse, you could!
  19. One thing I'd note is that both Ototo and Misaki have a 2" melee. 2" is 50.8mm. So they can hit things with melee attacks without suffering from a reprisal blast. Just make sure you're using the rule of intent so no one is surprised. I'd also be curious what your 1st and 2nd turn hands looked like. Mei shouldn't be winning every duel and initiative.
  20. Oh yeah I get there are a lot of extra benefits but I think the obvious printed on the card use to is to shoot through concealing and friendly fire
  21. I think it's designed to let you ingore concealing. You engage a model, make a dust storm, and then you can still shoot in without negatives.
  22. I actually think SoDP is good and fine, but SfH is a mess where it's impossible to benefit from all 3 abilities and hard to benefit from 2 of them. Wanted Criminal is a waste of a card printing. On another note, wasn't m3e supposed to have alternative versions of masters? Maybe we'll see those.
  23. Need to hang onto a mask for the bury trigger if you're worried. Not many attacks can get through all those wounds with 1 blow.
  24. As a primarily Outcast player, I would not mind some new upgrades lol.
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