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Jkkb

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About Jkkb

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  1. Played in a small tournament during the weekend. It was singel master with 2 fixed lists. My first list was Leveticus w/ Servents and 6 ss. 2 Waifs, Rusty, Ashes, Marlena, Scavenger and Emissary. The second was Leveticus w/ Servents and 6 ss. 2 Waifs, Rusty, Ashes, Marlena, Scavenger and 2x Necro Punks. The first game was Idols with standard deployment against a Molly list with, Molly w/ Whispers and 2 ss, Necrotic Machine, Archie, Forgotten Marshall, 3 Rabble Risers and 3x Crooligans. I went with my first list this time. I had Search and Dig as schemes and Molly had Search and Power Ritual. I did mess up with my scheming and a couple of my markers were removed by the Crooligans. I did however manage to kill Archie Early turn 3 and the Rabble Risers all died during turn 2 so there were no threats left on the board. In the end I managed to win with 6-5 scoring 3 for Idols, 2 for Seach and 1 for Dig. I was one marker short for the last point. Molly managed to score 2 for Idols, 2 for Search and 1 for Ritual. The second game was Plant with corner deployment against Sandeep. I choose my second list since I wanted the Punks to help with the strat. My opponent had Sandeep with 3 ss, Banasuva, Kudra, Kandara, Fire Golem, 2x Wind gamin and a SS miner with Magical Training. I had Search and Hold up and Sandeep had claim jump and layline. I managed to get a early advantage by killing Kandara turn 2 after she went to the middle, taking her explosive with Leve. Most of my other models just ran around dropping markers. Turn 3 Leve killed the miner before it could activate to steal another explosive which Alice took hold of. I lost Leve turn 4 to burning after he killed Kudra and a Wind gamin managed to kill the last waif but by that time I had a massive lead so the match ended with a 8-4 win to me. My opponent got 3 from Plant and 1 from Layline. The third and final game was Turf War on wedge deployment. I was up against a Tara player and went with the second list again. My opponent had Tara with 5 ss, Karina, Aonius, Nothing Beast, Ashes, Sion, Prospector and one Void Wretch. I had Outflank and Assassinate and my opponent had Outflank and Power Ritual. My opponent was quite new to the game and made a early mistake and placed Tara to far forward. As a result Leve charged her and did 11 wounds before dying to Ashes and respawning in a safer position. He did pressure one of the waifs by running the Wretch forward to let the Sion attack through it since she was buried. It left the waif on 1 wound but I managed to trigger Unmade twice which also left the Sion on 2 wounds. Karina tried to heal Tara but only managed to heal for 1. Early turn 2 I charged and killed Karina with Ashes. My opponent charged Leve with ashes and since it had already taken damage it died after boosting its own damage and taking damage from Unmade. By this point the game most over and my Opponent conceded early turn 3 so it ended up 8-1 to me. Overall I placed 2nd due to the draw rules. I found that the second list worked better for me, the Necro Punks allowed me to scheme better and I did not need toe additional support that the Emissary brought.
  2. Me Leveticus - Servents and 6 stones Waif Waif Rusty Ashes Emissary Marlena Scavenger Opponent Kirai - Whispers and 6 stones Ikiryo Archie Datsue Ba Shikome Shikome Lost Love Seishin Seishin Idols - Standard Deployment Deliver, Detonate, Search, Power Ritual and Dig I choose Dig and Search and my opponent choose Search and Power Ritual. It ended with a 5 -5 draw where I scored 2 for Idols, 2 for Search and 1 for dig and my opponent scored 3 for idols and 2 for search. I used Rusty and Leve to put pressure on Kirai early to keep her summon count down, one turn she had no cards in hand to actually summon anything. Scavenger was great in just giving out Focused and jumping around interacting. Emissary is a bit expensive but the added movement and regen is not to be underestimated. His free move is also nice since you can stack scheme markers which makes it easier to score. Datsue Ba was mostly just annoying but never a threat, once she got close to Leve I managed to kill her with one attack.
  3. If you have him Mad Dog is also great at destroying Ice Pillars. He is also great att killing more or less anything.
  4. How can we seriously be arguing about if Hired Soldier and Wanted Criminal are good when other factions have upgrades that gives them Arcane Reservoir, Butterfly Jump, Ruthless, Shuts down free actions and shut down defensive triggers? I think it's pretty obvious that Outcast is one of the factions that got the least useful upgrades. I only ever find myself using Servants and that is also only on a few models.
  5. You really should never hire them so the 4 you got should be enough
  6. I usually use: Parker Doc Mad Dog Rusty Pride Prospector Child And then flex in something, last time it was Ashes. My though about the list is that Parker and Pride will drain the hand with Stick Up and This song is about you and then Rusty can open up with her Execute trigger and drain SS or just kill the models. Child is also great if you want a cheap activation or use it to cast Bandit Raid on models.
  7. What would your plan have been if you'd faced Shenlong? His anti-demise tech seems really strong against Leveticus and Ashes.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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