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Jkkb

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Posts posted by Jkkb

  1. Leveticus would probably be the best master against Hoffman.

    Then again Outcast is quite lucky to have many OOK hires to deal with specifically armor. Mad Dog for one is a great beater with build in suit for ignore armor. Or you could use Arik, focus+stone could give you a severe of 7 with ignore armor trigger.

  2. 33 minutes ago, Fjord said:

    Do you guys feel like it is worth it to get Corvis and Operatives ? They both seem slightly underpowered to me. 

    Depending on what you are meeting Operatives can be quite good. They ignore much defensive tech such as Terrifying, Serene Countenance, Manipulative and so on. Attack something near a scheme marker and you draw cards even if you don't hit.

    They are quite squishy and you can definitely find models that are better overall.

    • Thanks 1
  3. 10 minutes ago, touchdown said:

    2 dam on first attack, 3 on 2nd, 4 on 3rd = 9. After that any shockwave is doing +3 dam. TN 14 is pretty good but I doubt realistically you'll ever hit all 3. More likely it would be 2,3, and then +2 dam on shockwave attacks from other sources the rest of the turn.

    While I like the thought I'm sorry to say it's a once per turn ability.

  4. 2 hours ago, RisingPhoenix said:

    Right now, Leveticus plays like a ranged cannon

    I wouldn't underestimate Leveticus melee capabilities. I most often find myself charging a high value target with him and relying on his min 4 irreducible to take them out in 2 or 3 attacks. You of course have to pick your target or timing since he only got stat 5.

  5. Played a GG1 game recently, we played Symbols with Standard Deployemnt. Schemes were Spread them Out, Assassinate, Breakthrough, Sabotage and Runic Binding.

    I played Leveticus with 6 stones and Servents, Rusty, Ashes, Marlena, Scavenger, 2 Punks and 2 Waifs.

    My opponent played Yan Lo with 6 stones and whispers, Manos, Toshiro with whispers, Chiaki, Emissary, Gokudo and Soul Porter.

    I choose to go with Breakthrough and Sabotage for my schemes. I was considering swapping Breakthrough for Assassinate. Spread them Out and Runic Binding both seemed to hard to consider using while both Breakthrough and Sabotage seemed better considering how many interacts I would be able to do during the game.

    The game ended turn 4 when my opponent gave up. In the end it would have been 7-2 to me.

    It was my opponents first time playing Yan Lo and turn 3 she placed both Manos and Yan Lo close to Leveticus. I first managed to dissengage from a Ashigare with Leve, pushing 5 inces to engage Manos and then killing him with 2 attacks. Turn 4 I activated Leve first and killed Yan Lo. Marlena also managed to kill the Gokudo with her defense. Since I had only lost my scavenger at this point I had a huge lead in terms of board state.

    Even with mv4 Rusty is a good model, she still have a large threat range but just won't be as mobile. Ashes is way less survivable and don't hit as hard. But with mv7 it is still very fast and will fill a scheme runner role. Some of the new schemes just seems to hard to ever be played.

    • Like 1
  6. 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.

  7. 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.

    • Like 2
  8. 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.

    • Agree 9
  9. 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.

  10. 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.

    • Like 1
  11. 2 hours ago, psychogeek said:

    Infamous: Zip... I have no idea... he funny haha... pianos.. I have the least desire to play him so I honestly can’t say much.

    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.

    • Agree 1
  12. 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.

  13. 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.

  14. 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.

    • Thanks 1
  15. 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.

  16. 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.

    • Like 1
    • Agree 1
  17. 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!)

  18. 14 hours ago, Razhem said:

    All the emmisary talk has convinced me to search and purchase an avatar Levi model, since I frankly despise the hodgepodge Emmisary.

    As for out of theme models, lazarus seems like a winner and Pride just seems generally solid. Any use for a Malifaux Child though?

    Also, Waifs look very crap, so I assume it's just about keeping them hidden for Levi to do his thing or do they have any other use?

    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.

     
    • Agree 1
  19. 12 minutes ago, Zebo said:

    Well, you need to invest for another 10ss model (a good model, indeed, but it's 20ss both models) and keep them near, two actions, an ss and 1 wound. 

    It's not difficult, but also is not cheap. 

    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.

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