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midwifecrisis

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Posts posted by midwifecrisis

  1. Some standout moments to me:

     

    Playing Nythera and our banjonista may have kicked someone's salt and caused a buuunch of problems to cascade from there 👀

     

    Our Resser campaign concluded with the launch of Above the Law, and the final session saw us escape from the Guild Enclave in a stolen airship with a high value prisoner. My ghoul sacrificed himself to distract Lady J and let the party make it to the airship, so that was fun. 

    Our tactic of "teleport an unsuspecting guard into melee range and eat him" was also pretty funny the first few times before we abandoned it. 

    I can't wait to play our Guild characters!

    • Like 2
  2. 3 minutes ago, 4thstringer said:

    Mostly spending time killing traps round one.  Even if they kill all the traps, the probably spend 5-6 activations on it, at which point they are limping 2-3 people forward if they aren't talking about support models.  

    Occasionally I've had opposing crews that can jump over.    

    I'm glad I didn't use the list going into a Nekima player last week, though I feel like She spends enough time turning on the engine in turn 1 that it might be that much more devastating

  3. More dispatcher fun - use a Sergeant's bonus action to place him elsewhere for Dashel to summon off of him. If you have the 5 of masks you could consolidate power to move another minion and get an enemy scheme marker in a better position

    • Like 1
  4. 8 minutes ago, Cronex13 said:

    Great stuff! What are you using to proxy Melissa? I've been conflicted between her and Joss, as both have access to widespread area damage but Joss can ignore armor... Which would you recommend of the two?

    @Sweet Tooth let me borrow a model from TOS who has a minigun. It’s a male so we can just call him Mel for now 😉 Im not sure of the name off hand. 

     

    Tbh I couldn't answer that other question effectively - these two games were my second and third with Hoff, and the first game I played with him was practice for round 3. I ran both henchmen and a peacekeeper in both lists. I also like putting Fast on both of them and using Joss to command Melissa to charge and shoot with more blasts. If you can get all of those off, anyway. 

     

    That being said, Joss' attack doesn't just bypass armor, it's completely irreducible.

    • Like 1
  5. On 10/5/2019 at 11:54 PM, Cronex13 said:

    Good Job! Just did a dry run before my tourny next weekend and found Hoffman to be very powerful. Any particular moment to share?

    Hoffman is great and really flexible, I enjoy the ways you can reposition both your own and enemy models. If you can proxy Melissa, even better. We had Turf War on Flank round 1 and I ended up playing against Nekima. She threatened me pretty rough early on but was over extended and I was able to take her out right after that. We didn't finish all 5 turns, I think we ran out of time after turn 3 and ended 2-1 as neither of us had much luck scoring our schemes (he had Breakthrough which I denied, along with something else that he may not have even told me). 

     

    Round 3 was reckoning corner against Misaki. That particular player is fun to play with but mostly plays for fun - by the end of my first two activations on turn 2 I'd killed Ototo, a Crime Boss, a Sniper, and almost killed a charm warden. When she stepped Misaki up into my crew it was super easy to deliver a message. We didn't play much further past that because we were both in brain mush mode. I was very surprised to have placed at all. 

     

    I'm a big fan of Melissa KORE, especially combined with the Steward for heals and focus. Between focus and a power token you can get positives to attacks and damage and guarantee a ram on her minigun, which gives her a blast on it. It's fucking awesome. 

     

     

    Oh, I also think Wardens are low key some really amazing minions at 5 stones. Pursue is quietly very strong, and their restraint claw shenanigans make them awesome for Hold up Their Forces. 

    • Like 2
  6. 1 hour ago, 4thstringer said:

    Ran it into Jack daw in wedge turf war tonight and we called it at 4.  My opponent had nothing left.

    I'm about to hit my local guild ball players up and see if they have any traps I can borrow. I'll stay up all night building Basse if I have to!*

    • Like 2
  7. I'm running this list into Reckoning Corner with Breakthrough, Take Prisoner, Assassinate, Deliver a Message, and Vendetta...

     

    Hoffman (5 ss)

    Mech Attendant

    Joss

    Melissa KORE

    Peacekeeper

    Pale Rider

    Guild Steward

     

    I hear a lot lately that Henchmen aren't great takes for Reckoning, but I feel like this crew will make for a pretty fun game. Depending on the matchup (against Zoraida or another obey master, for instance) I'll probably make a swap for a Riotbreaker, but otherwise I feel pretty comfortable with this setup. The healing will be extra outrageous and the Focus from foul mouthed motivation will be really nasty on Melissa, so she can take a charge and spend the focus for her gatling gun and use power tokens for blast damage. And the steward himself can threaten Take Prisoner or Deliver a Message, and makes for a painful target to remove.

    • Like 2
  8. There's other fun but situational things that a Guard crew could use those for - Queeg can flip them friendly if you have a reason to (say, Dig their Graves. Shoot someone to wound them and they drop the marker, convert their marker into yours, then kill them next to it). Sergeants can move them around with New Horizon as well, which can again screw with further enemy marker placement, or even giving Dashel a better position to summon on.

     

    Agree with the Guild Steward above. I've been using him in my Dashel crews lately and it's been great to help with card draw.

  9. Great, that makes a lot of sense. I've got very little experience with any sort of tactical games outside of tabletop RPGs, which are... not quite the same ;)

    This also makes a lot of sense as I've spent a lot of time keeping Dashel in perhaps too-safe spots, and as a result he doesn't do much outside of passing out focus and summon. Thanks!

  10. 1 hour ago, GameSoHard said:

    Dashel, Queeg, 2x executioners, 2x mounted guard, steward (2 stones). 

    The goal is to ride with me the exe’s up the board, move Queeg to the right place, focus->fast with  Dashel and Stewards quick actions, summon a sergeant then have 2 fast +1 move executioners that push 3” and are ~8” up the board already.

    I’m still working on it to decide if it’s actually good or not but it’s been reasonable so far. 

    I'll give this a go in an appropriate pool in the future for sure. 

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