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About Jkkb

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  1. What would your plan have been if you'd faced Shenlong? His anti-demise tech seems really strong against Leveticus and Ashes.
  2. Played a game last week. Reckoning Corner Ley Line, Search, Deliver, Take Prisoner, Detonate I played Parker Doc Mad Dog Rusty Emissary Pride Prospector Prospector Search, Detonate My opponent played McMourning Zombie Chihuahua Archie Dead Rider Sebastian Asura Rafkin Ley Line, Detonate The game was over very quickly. After my opponent placed Sebastian in a exposed position near the middle turn one I managed to get him down to 1 wound. The Rider ran up and tried to get him out safe but failed to get Ride with Me off. McMourning also ran up to the middle. Sebastian healed 3 from being poisoned. won the initiative for turn 2 and activated Parker first. He charged and fired at Sebastian but missed and then used Stick Up twice, doing 2 damage to Sebastian and 4 to McMourning. I then used Companion to activate Rusty who killed McMourning in 2 attacks, and used her last action to kill Sebastian. My opponent activated Archie and killed a Prospector and then surrendered after getting a little bit of revenge.
  3. The only resser I played against is Molly and so far I find Zipp to work best against her. Then again, I have only played Zipp and Parker so you might want to take that with a grain of salt.
  4. I find Zipp to be one of our most versatile (if no the most) master, he and his crew can do basically any strategy and scheme and do it well. Don't write him off being a joke master due to dropping pianos, he can be an incredible disruption for your opponent due to blocking LoS or charges while handing out disruption and forcing simple duels with Boring Conversation. Meanwhile the Infamous crew is very versatile in what it does. Mancha hits hard, the First Mate is maybe the best schemer in both Outcast and Bayou and you can tech in the anything else you might want from Outcasts fantastic pool of models.
  5. Played a game yesterday to prepare for a big tournament in Sweden. Plant Explosives Flank Ley Line, Claim Jump, Vendetta, Hold Up, Outflank I played Zipp Earl Burns Arik (2 bombs) First Mate (2 bombs) Emissary Gracie (1 bomb) Prospectors Ley Line, Claim Jump My opponent played Molly Necrotic Machine Archie (1 bomb) Dead Rider Effigy Effigy of Fate Crooligan (1 bomb) Crooligan (1 bomb) Night Terror (1 bomb) Night Terror(1 bomb) Ley Line, Outflank Since I knew my opponent did not want to engage Arik with Archie I built my crew with the game plan to claim the middle with him setting me up for an easy Claim Jump. I used Gracie as a road block and managed to box in the Dead Rider between 2 pianos and Gracie effectively taking him out of the game for several turns. I sent First Mate to one edge to do some scheming and drop bombs. Since my opponent had bombs on their extremely mobile models I mostly ignored trying to stop them dropping bombs. The game ended 7-6 to me. I scored full for Lay Line and Claim Jump and 3 for Plant, and my opponent scored full for Outflank, 1 for Lay Line and 3 for Explosives. Some thoughts after the game, I should have moved a bomb from Arika and the one from Gracie to the Emissary and Prospector or Earl instead. Arik did not get to move to much and only managed to put down one of his bombs while Gracie was busy engaging the Dead Rider.
  6. I think it's hard to talk about natural fits in this edition, I think it's more about what you are facing. But to answer that yeah, he fit in quite nicely. It's so far the only time I've used him so I can't say in what other crews he would be good.
  7. I have tried him with Parker. His aura is really good and when using both "Stick Up" and "This Song is All About You" it really drains the opponents hand. Combo that with Rusty for Execution trigger when their hand is empty and they will soon be out of stones or models.
  8. Played a game against Molly last night. Corrupted Idols Breakthrough, Assassinate, Claim Jump, Harness the Ley Line (both) and Detonate Charges (both). I ran Parker +4 ss Doc Rusty Alice Emissary Midnight Stalker Pride Prospector Bandido Molly ran Molly Necrotic Rogue Necromancy Archie Forgotten Marshal Night Terror Night Terror Effigy It ended 5-3 to Molly. I mostly ran this crew to see if it could work, even if Molly was not the best master to test it against. My plan was to drain their hand and stones with Parker and Pride to let Rusty do the killing with the Execute trigger. It worked quite good after I managed to kill Molly in the beginning of round 3. I think what made me loose were a combination of the board being heavily in favor of my opponent. The left flank was mostly closed of for me by a big ruin and there was were all of the Idols ended up spawning and that the Forgotten keyword just felt like a good counter to Parker. Archie in particular was a big problem, I tired to focus him early but he ended up healing to full with a few discards, in the end I killed him with execute late in round 4. Molly was also a problem since Parkers crew felt like they would like to use the same action often (charge +shoot, then shoot) and she effectively denied that for the first 2 rounds of the game. The game would have gone differently had no the Midnight Stalker died before activation on turn 2, turn 1 the Marshal focused and shot him for 6 damage and first activation turn 2 Archie charged and killed him.
  9. Played against Ulix. Strategy: Turf War Schemes: Dig Their Graves, Lay Line, Search the Ruins, Deliver a Message and Breakthrough I choose Search and Deliver and my opponent choose Lay Line and Dig. It ended 6-4 to me. Zipp Earl Burnes First Mate Arik Emissary Iron Skeeter Prospector 7 ss cache Thoughts: Zipp just causes so much disruption. I activated him first on all turns but the first one and dropped pianos and made sure he were triggering WP duels. Since I constantly had pass tokens I could use them both for winning the initiative and usually also had enough so that I did not have to use my cards to get extra pianos. Since the scheme pool were marker heavy I also got a lot of card draw with the First Mate and Earl Burnes running around removing markers. Arik was only there for the availability he brings, also being able to push models away from turf war markers and then claiming them worked great.
  10. Jkkb


    I had an idea that I could copy Weird Device from Scavengers with the child. Then I realized it needs an 11 so I quickly abandoned it! (please reduce the TN of Weird Device to 7!)
  11. Jkkb


    I found some use for the Child to cast Essence Transfer. But thats about it and probebly also the only time I have used that ability since it's frankly not good enough for Leve to spend AP on.
  12. You only loose out on 1 damage if you do not hire Arik, 8 is still a lot. But yeah, it's not cheap, if you hire them both just for this. I don't feel like the interaction between Arik and Hannah is what break anything. It's more a question of do we want to have that high damage in the game? And as Davos said, maybe the real problem will be when you can place multiple blasts instead? Is the problem maybe that Hannah can get access to dubbel suits to easy? Investing 1 wound is no that much since the amount of healing seems to have gone up also.
  13. You are right, don't know what I got the 5 from. I can of course go into why cards could or could not have helped them this time, this time they could not to anything about it. I'm not saying that it is impossible to defend against Hannah, it all depend on flips and cards in hand and a lot of other factors, what I am saying is that it is a easy setup for 9 dmg (or 8 if you just want the crit), and that the dmg tack might be to high.
  14. They could not have used cards, st6 vs df5 in this case. I also used focus to get to dmg. They could have stoned for to dmg and this would help in this case. But this also only helps for henchmen and master, there are plenty of expensive minions and enforcers that can't defend against it. It is an investment but it can still remove an expenesive model with little to no ability to counter play, and let's face it, using the tactic of staying away from her is not really counter play.
  15. After playing a game yesterday I think a possible 9 severe damage might be a bit to much. I totally erased Mei Feng without my opponent being able to do anything about it. Possibly drop the crit and give her some other trigger?
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