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Cronex13

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Everything posted by Cronex13

  1. I'm not sure I agree. I don't have the rulebook handy but my read on it was that the highest card determined initiative, and whoever has initiative determines who goes first. That is to say, having initiative and going first aren't the same thing. But I'd be open to discussion on the matter.
  2. So I know it's a tad silly, but can we talk about the fact that we can give clockwork grenades to clockwork traps
  3. Looks like you're right I was looking at the box and the picture it shows on thw back shows only 2 and the Pathfinder, but it says in small print it comes with 4, good call
  4. Im really getting attracted to the trap meta developing here. However, is the Pathfinder box the only way to get them? Comes with the Pathfinder and 2 traps... I really don't wanna have to pay for 4 Pathfinders just to get my traps.
  5. Something to keep in mind is that when you relent, you are counted as having tied their stat, so you are always at a double negative for the flip. Not such a huge deal with the Domador having a 2/2/3 but I figured it was worth mentioning.
  6. Having put a lot of energy and experimentation into Dashel, I'm firmly against him as a summoner. If he can get a summon off than great, but the requirements for it is just too much to have something dependant on it. For instance, there needs to already be a scheme marker over near the drop spot, and if it's the almost required enemy one, it's usually because there's already an enemy there.
  7. -gets giddy- guys, turns out a buddy had a spare Langston and Joss so I just got those permanently. So happy, cuz Langston is such a huge card drain for the enemy
  8. I'll admit, I'm starting to get attracted to the traps after your advocacy of their usefullness @4thstringer. Do you take the Pathfinder as well or just buy a bunch of OOK traps? They seem pretty darned funny at the very least. On the verge of buying some, what's the best way to get them? I know there's a box w Pathfinder and some traps, but not sure how many come in it and not sure if there's a box that just has traps. @Yore Huckleberry I like your analysis. I've been looking for a reason to use Lucius but he doesn't seem amazing at the top levels of play. Maybe give him some of Hoffman's constructs to play with and he could do okay but at that point I think I'd rather just have Hoffman. Hm.
  9. I definitely enjoy LLC on the rider, it REALLY makes a difference in keeping him alive long enough to do stuff. I DO have an arcanist buddy from whom I could borrow some stuff, so assuming I had access to Joss and Langston for that list, how would you modify?
  10. Hello again all. Today I want to talk about a particular strategy, Corrupted Idols. For those unfamiliar, whoever wins initiative flip will look at his suite and use that to determine where to drop a strat marker, and from there you have to take damage to move the strat marker to the enemy table half to score. This strat seems like a real bitch! I've only played it twice, but it's coming up at my tourney. So I want to see our thoughts on how we accomplish it. Do we devote cards to cheating initiative to control where the strat marker lands? Do we have specific models we like to use when pushing the marker? How do we like to position our models across the board? Now, I don't actually own Nellie, but my opening thoughts is that taking her and the printing press gives Arcane Reservoir and then you've got an extra card to try and influence the strat marker drop location. Then, her and her minions, if they're within range can control enemy interacts, so you could use enemy models to place strat markers on their side of the table, at the cost of their own health. Let's see some ideas!
  11. I enjoy the lists. I was reading through a different thread, and saw that everyone places Hoffman in the top tier for guild, and having not played him in not entirely sure why? He seems to only bring stuff for his keyword, and maybe I'm missing something from Arcanists side of things but besides the guardian, everything else seems meh... But that's for another tactica. That in mind, giving 3 hunters strat markers and having Hoffman give them all Fast, maybe have a guardian Toss one of them all on turn 1 is an excellent way to get those markers up the board quickly, and them all having the end of turn push will help them adjust position after. I do like that. One thing I was also noticing is that I can't seem to think of any scenario where bringing Lucius is a good pick. I recognize that he's a powerful master but am unsure where to apply him as he doesn't seem to benefit any particular strats. Thoughts?
  12. Love the idea for the thread. I've got a tourney coming up in 2 weeks and we just had the scenarios released to us, so my friend and I are gonna do a practice of all 3 games. I'll start by listing my collection and then the 3 games. Please let me know any ideas you have! Marshall: Lady J, Scales, The Judge, a billion Death Marshalls (max of 3 lol), a DM recruiter, and an Excorcist. Guard: Dashel, modelsub Dispatch, Queeg, 1 Executioner, 2 mounted guard, 2 riflemen, 4 guild guard, 4 guild hounds, 1 Warden Augmented: Hoffman, Mechanical Attendant, (not sure how to sub Melissa KORE), 3 hunters, Guardian, watcher, the aforementioned warden. Elite: Lucius, Totem, (not sure how to sub Alan or Agent 46), 2 lawyers, 2 False witnesses subbed, 2 investigators subbed. Asylum: Grimwell, Heartsbane, 2 Orderlies Miscellaneous: Francisco, Pale Rider, Brutal Em, Austringer. Game #1 Deployment: Corner Strategy: Turf War 3. Harness the Ley Line 6. Hold Up Their Forces 7. Take Prisoner 9. Outflank 12. Claim Jump Game#2 Deployment: Flank Strategy: Plane Explosives 1.Detonate Charges 2. Breakthrough 5. Dig Their Graves 10. Assassinate 11. Deliver a Message Game#3 Deployment: Standard Strategy: Corrupted Idols 4. Search the Ruins 5. Dig Their Graves 8. Power Ritual 12. Claim Jump 13. Vendetta
  13. I've gotta hop on the train here. I've been doing tourney practice games (not actually sure what the timing is for tourneys so my group has been doing 15 min setup, 2 hours for gameplay.) We're doing fairly good at knowing the rules or solving rule disputes quickly, and we're decent players. We always finish turn 4 minimum. As far as adjusting strategy based on that, I wanna back up the idea of taking easy first point schemes. Deliver a message is up there, so is assassinate. Claim jump is really easy with a guardian and his auto pulse. I am not as confidant with search the ruins as you, having had minimal success with it in the past, but that could just be down to poor play or good opponents or both. The Mounted Guard is the most mobile model in faction to my knowledge. If you set it up right, Dashel gives her FMM for Focused, Queeg turns it into Fast. She gets a free 3" push, 3 move actions for up to 21" and then she can use ride w me for a 5" push, coming in at a total of 29" of movement in one activation. Very easy to capitalize on that turns 1 and 2. Following the thread for more inspiration.
  14. Thoughts on the Marshalls vs Misaki I haven't gotten the chance to do it yet but it's crossed my mind as I have a regular Misaki opponent. Bringing anti buried stuff is a decent idea, but not one I'd devote more than a model to. I'd probably do the DM recruiter because though he might have a harder time hitting Misaki, his potential damage to her is much higher. Now that said, I'm not bringing him to actually do damage to Misaki. I'm bringing him to pressure my opponent into activating her early. Forcing Misaki onto the table early in the turn is "neat" because that's one of their most mobile models stuck footslogging and sensitive to your own models. I've no problem punishing Misaki with the DM Recruiter if she stays buried but I wouldn't count on it happening. However, if you apply the same logic, the Jury is just as valid. She WILL do 2 damage if she activates before Misaki, AND she is still a brutally effective model with her auras and a pretty good Obey.
  15. Hello again. Just got my mounted guard in the mail to my excitement. I hear that they're the guard models that everyone loves, but I want to hear about how people use them? Use their great mobility to scheme run, or use their bonus actions to get other models where they need to be?
  16. Totally makes sense, I too was the victim of similar shenanigans. And yeah it would be great for the heals, no doubt there. I definitely like it for the injured more though, which I'm totally fine working for. Injured is just too strong to be that easy to hand out.
  17. So it is. Damn. Probably a good thing though.
  18. On the note of blasts off of friendly models: I'm not seeing anything on page 26 talking about that, but I have the digital version. Can someone post a pic? I ask because Domadors using Decay off a friendly model is a tactic I was thinking of, but if it won't work...
  19. I recently had a shiningly positive experience with Grimwell, thanks to the advice of @Myyrä. Grimwell has great mobility, pretty solid stats. A lot of people like to hand out staggered so he can get super effective, which definitely helps him get his triggers. But I've found that Grimwell is excellent for priming targets for someone else to kill. His melee attack either forces the opponent to discard a card or gain Injured +2. This is a HUGE deal, because injured is absolutely great against high stat opponents (I play against a lot of 10 thunders so that's perfect for me.) Additionally, even if he does discard the card, if you get that maim trigger, that's another card gone from opponents hand. I took him in a Killy scheme pool against Asami with Lady J as leader and it was incredible how much that injured and/or card drain helped. That's my thoughts on Grimwell. Orderly is a cheap model that can heal, mostly something I'd add if I had a few spare ss to fill. Heartsbane seems to be Grimwell lite. Not quite as mobile, not quite as powerful, can't use as, works well with staggered. Unfortunately still very Meh. I wouldn't ever take Grimwell as the leader for the sake of bringing Nurses... They have a really odd card this edition and I'm struggling to see how they could help Guild much. Beyond serving for Grimwells special attack, I don't see a point. For heals I'd rather just bring an orderly ya know? Anyways. That's my take.
  20. Update: I'm stupid and didn't read "models DAMAGED get injured" so everything but DMs are fine as long as you get the trigger.
  21. When you were using her attack, were you targeting your models or enemies? I ask because there's something to be said about targeting Lady J with the attack and being able to relent, and healing her in the process, but leaving her with Injured. On the other hand targeting enemy models is a bit harder due to opposed duels being what they are, but less risky to your own models.
  22. Excellent synopsis! I always thought the point of the Domador was to get in close and make things undead, but it sounds like youve got her pretty nailed down. I havent taken a DM yet in this edition but I think I need to now that I have like 6 of them (limited 3 makes that a tad frustrating) and id just been trying to figure out how to use them. A little mobility from rider or Domador would help their scheme potential a significant bit. Thanks for the feedback!
  23. Well done! Love the Marshall Rep. Wanted to ask, how did the DM perform and how did you use him? Same w/ Domador.
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