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touchdown

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Posts posted by touchdown

  1. not the actual question in the OP but something to note is that Mei's trigger does not say you have to target the same model. You can take the action targeting any legal target. This is something that makes Mei a little unique. If you just want to beat on one model, having min 4 damage is better than 2 attacks where you have to hit with both. Mei can move around and hit multiple models.

  2. just going to repeat that I don't believe it's possible to balance a ranged damage dealer at 4ss. A desperate merc's value should come from having a 20" threat range from their position at the start of the turn. If that threat range was also capable, it would just be too good.

    Give them an 8" shotgun with min 2 and more durability and maybe we're talking

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  3. 9 hours ago, Mr Oogie Boogie said:

    so is the bayou deck you get in the starter pack any good? 

    I like the deck in the outcast starter quite a bit. You get art of models in your faction on facecards and jokers, and it's a nice design overall. Also very sturdy plastic. Shouldn't have to worry about scuffing or marking. I would assume similar for the Bayou one.

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  4. If you're playing Dreamer, I think your best strategy against Freikorps is summoning chaff to tied them down. You can't get hit with a rocket launcher if you're engaging the model that needs to shoot it. You probably need to play super cagey turn one. Then once you have 2 models summoned, try to unbury them to engage as much as possible along with some hired models. If your opponent spreads out to prevent having multiple models engaged, you need to gang attack specific models to bring them down.

    Go after their healing sources too.

    Also you should have a large card advantage. If you can force discards, Freikorps *hates* that. They have so many friendly discard effects and TNs to hit, if you can disrupt that, they're top decking with basically average stats and less resources like focus.

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  5. I've only been an opponent of Brewmaster but it feels like Brewie1 is super swingy. Either you get your poison out right and your opponent watches you play the game, or they can clear it or deny it and beats your lower stats. Brewie2 feels much better, that you can have moderate successes and failures.

    I'm not sure which one is better because Brewie1 can steamroll so hard, but I think Moonshiner is more fun at least to play against.

  6. 37 minutes ago, Maniacal_cackle said:

    So I think Desperate mercs are probably fantastic in situations where you want to gunline.

    But... How often do you want to gunline, and how many gunline situations are you declaring Viktorias?

    Almost any decent gun in the game can lucky moderate into a 1 shot kill on them. Then you're just giving up activation control.

  7. 12 minutes ago, Azahul said:

    Previous editions have had strategies where you score by controlling table quarters, which you control by having more models in than your opponent. That would translate across to this edition just fine (especially if summoned models were excluded).

    You'd be better off hiring the Malifaux Child and Effigy, saving a stone, and a getting models that are more durable and do more useful things if you needed 2 cheap models to stand in a place.

  8. On 9/26/2021 at 5:56 PM, Roadhouse said:

    14 points on support is so much, it'll be a third of your list when you consider having a cache.

    Also the math on 2 7+ of tomes is not favorable, especially if you dont want to stone for Titania's frequently.

    A stone for draw 3 is easily worth it. When I play non card draw crews I use a stone a turn for cycle 2 cards without sweating it. I don't know about the whole package with a changeling (although we're looking at 9 cards after Titania goes to find that 7 of tomes), but I think it's worth it to budget 3-4 stones for that card draw.

  9. Here's the list I brought

    Copy of New Von Schill Crew (Outcasts)
    Size: 50 - Pool: 7
    Leader:
      Von Schill
    Totem(s):
      Steam Trunk
    Hires:
      Hannah Lovelace
      Yannic Waller
      Catalan Brawler
      Freikorps Engineer
      Freikorps Engineer 2
      Metallurgist

    I didn't get the work I wanted out the Brawler but I was happy with everything else. In general, if scheme runners are needed I'm not usually going for Freikorp. I want it to be a brawl.

     

    edit: also she can attach an assault shield to herself. Unless your opponent is hitting for 4 dam, you can tank more than expected. If only she was construct herself so Engineers could heal

  10. 13 minutes ago, Burnin4tor said:

    Screening is the way, you got a key piece you can’t lose don’t put them at the very front of your forces. 33 has to charge in still and can’t charge through or over models so having something in the way should neuter it until you can shut it down properly.

    33 is incorporeal. You can only block by not giving space for the base

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  11. A little more detailed:

    A new VS feels more dynamic to me. He's getting into the middle of stuff and mixing it up. Between him, the trunk, and the metallurgist, I got 4 upgrades out some turns. That was also cool.

    Bulldoze was fun (and also Hannah can copy as a bonus

    Yannick + 2 Engineers seem like auto-includes. It was easy to draw 5 cards a turn, while also forming a decent gun line (3 focused shots per turn is normal). Along with Hannah's arcane reservoir, that means I had essentially 2 hands per turn. The moment you don't need the card draw, they're still regular engineers which were already good models.

    I think people are sleeping on Enchanted Steel a little, there's a lot of unresisted pulse ping damage in the game now. She just shuts that down.

  12. 11 minutes ago, touchdown said:

    Or don't unbury 33 with Tara and the range is ~17" from any Obliteration model with fast.

    I said Obliteration but of course it's any model with fast. You could take a catalan rifleman + student of conflict, rifleman walks, bonus interacts, walks, student gives fast, 33 pops out and walks charges something 27" from the edge of deployment. That's enough to get something lined up against the back edge in standard.

  13. 4 minutes ago, Arlos896 said:

    Tara uses rewind on 33 then buries them with bonus action. Walks 7" thanks to emissary, then expedites and unburies 33 6" from there. With base size and two places at once that's effectively another 3.5". Then finally 33 charges for another 6" putting the total to 22.5" threat on this 

    Or don't unbury 33 with Tara and the range is ~17" from any Obliteration model with fast.

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