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Alex108

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Posts posted by Alex108

  1. Marcus and his crew are quite low Wp. Obeys work wonders, as do Lures to force them out of position. Manipulative/Terrifying really messes with the many attacks his crew wants to get off as well.

     

    Against Mei Feng you want anti-armour. Pretty much her entire crew is reliant on it to survive. Bringing Aeslin or whatever to eat Scrap Markers helps cut down on her Railwalking a lot, as well as helping scheme

     

    Hoffman is much the same as Mei; take anti-armour. I've not played him much, but his crew feels really slow, and not super efficient scheme wise

     

    Ironsides is relatively slow and not heavy on the schemes, outisde of the Miners. If you can Lure her models out of position, or otherwise run circles around her with faster models and movement tricks, she'll really struggle. Stitched also really mess with her, thanks to Gamble.

     

    Colette is a tricky one, but models that counterscheme are your best option. Iggy works best, and I could see a case made for Aeslin/Grootslang, since they can't be Distracted.

     

    Sandeep is one I've had really no struggle against so far, The Carver wrecks him. Pile on the pressure and don't let his summons grind you out of the game

  2. Scorpius could be very very mean if your opponent names Brewmaster or McMourning. It'll tear through most of their models if they build up the poisoning.

    Mobile Toolkit is really nice with Mei Feng, Handing out Focused and Healing a pretty significant amount with its built in trigger makes it a nice cheap inclusion for some added defence

    Cojo is nice, if only for access to Toss. I still want to try the strategy of throwing a Steam Arachnid Swarm at the enemy master turn 1 and alpha striking them down.

    I've taken Gunsmith in certain crews. While it's true that Arcanists already have Saboteur, Gunsmiths give some really nice ranged presence to crews that lack solid ranged options. I view it as halfway between a Saboteur and Envy.

    Langston could have a place if you know your opponent is going to be trying to force through scheme markers, or if you can drop a ton of them yourself with the likes of Colette (though if you're suspect on this, you'd be much better off just grabbing the Steam Arachnid Swarm)

    Medical Automaton looks like it'd be a fantastic pickup for Ironsides, considering the synergy between Grit and Emergency Mode, although I lack the practice with Ironsides to be sure. Admittedly her crew already seems very bubble-y, so it could just end up compounding on their weaknesses

  3. I think the Coryphee Duet could be an interesting one to pick up for 13SS. It takes a lot to put down. 

    I also think Fitzsimmons could be an interesting one to consider. Destroying their markers as well as dropping your own against them could be good. Plus, stripping burning off, say, a Fire Golem is pretty relevant against Kaeris and potentially Sandeep.

  4. Admittedly I only have one game with him under my belt, but Lyssa was an incredibly solid scheme runner thanks to the Incorporeal. The defence she gets off Frozen Vigor goes a really long way to ensuring she sticks around, and Freeze the Corpse denying my opponent the second VP from Dig Their Graves, while admittedly not something that'll come up every game, is nonetheless hilarious.

     

    The Totem is much the same, especially since you really don't want it to be in the thick of the conflict. However, Euripedes crew is definitely on the slow side, and there's not much you can do to work around that. Coppelius might be a good idea as he's a fantastic scheme runner, even with the +1 SS cost. Agile ensures he can't be locked down by engagement, terrifying and regeneration keep him alive, and a Mv of 7 is above average. Plus the bonus action push can help Euripedes slow crew move around a bit quicker.

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