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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. If you're looking to be competitive, Zoraida is pretty much a must. Otherwise I feel like Dreamer/Pandora has a pretty decent spread of coverage, but haven't played them in GG1.
  2. I may end up sitting this one out. Having trouble keeping up with all the games and time zone differences, but will see how I feel after the break. I think I have til Feb 4 to sign up. Really want to take Seamus into one of the rounds though xD
  3. Won 7-6 He was on Breakthrough/Sabotage, and I had Catch and Release/Let Them Bleed. As usual, Catch and Release was an 'easy' two points. It was potentially a dodgy thing to take against Zoraida, but she was too busy to abuse me for it (and I don't think he'd seen some of my models before, so perhaps didn't know you can obey the Bone Pile to bury). Zoraida ended up having to activate before Bone Pile. Let Them Bleed, I didn't set up very well. Normally I have Dead Rider + Reva to run around scoring symbols and acting as mobile beaters. Since I dropped Dead Rider, it was very hard to actually beat down the First Mate (he ended the game on 8 health). So only one point there. There were several points where I could almost get the First Mate down to half health. I struggled with the same thing I always struggle with on Symbols - having enough actions to do everything I want to do. Maybe I should just start playing Kirai so I can have enough actions to do everything xD As of yet, I still don't have a crew I'm fully happy with on Symbols (although my Reva crew comes close when it's not being countered xD) EDIT: Actually, Seamus may have been phenomenal here, but I had already used him up. But one-shotting his two silurids would have been really valuable, and the crew really benefits from reloading with Zoraida's bonus action. EDIT2: Actually, I've barely played Molly in Symbols, but her crew is SO efficient that she'd probably be fantastic in that strategy.
  4. The lists! Me: Reva & Candles Grave Golem Carrion Emissary Bete Noire Shieldbearer Bone Pile Restless Spirit I would normally take Dead Rider over the Emissary, but seemed a bad idea against Zoraida. For Symbols I'd consider Toshiro for that slot, but Zoraida ignores Ashigaru pretty easily. Plus I figured if he took Bad Juju, Emissary would stomp it. Him: Zoraida Gautraeux Bokor Silurid Silurid The First Mate Gluttony Lucky Emissary Interesting list! Seems he went very heavy on the marker removal, so will see how that works out! I don't tend to rely on pyres, but it could still be annoying removing corpses and pyres.
  5. I'm against Bayou next round (Zipp, Zoraida) and I have Reva and Von Schtook left. Guess I'm playing Reva 😜
  6. Makes sense to me that they would. The ability would occur at step 6C of Nekima's death, before she leaves the table (although the actual attack will have to wait until everything else is resolved). So push at step 6c, nekima dies, attack.
  7. Widow Weaver works great with Zoraida! Teddy goes in with Woe, but that doesn't count 😜 Same for Serena appearing everywhere. Neverborn versatiles are quite good, and keyword synergy is quite high, so OOKs are a bit less common. BBS is pretty popular OOK though.
  8. I would say you do the push before the onslaught attack. Page 34 (timing) spells out actions generated by effects: And page 35: So I would see it as you get to resolve the onslaught trigger, but all that does is queue another attack. Then the attack happens after the push. For the initial attack, you get the special privilege of the disengage timing. I don't see why the onslaught attack would get that too. Same way that if you onslaught someone with an 'after resolving' trigger, your onslaught trigger resolves first, but the actual attack happens after their 'after resolving' trigger.
  9. One thing to note is how badly Neverborn were warped by the Inhuman Reflexes upgrade change (although I'm not sure if that was just lots of worry initially or if it had a really big impact). If a whole faction is taking an upgrade and you nerf it, you have to compensate it with buffs, which is hard to imagine that many buffs going out at once.
  10. Mature neph dies first. Check the errat-ed rulebook on page 34. The errata spells out new instances of damage have to wait til the initial damage is done. So guilty hits mature neph, at step five of neph damage black blood happens, but you have to wait til you have finished the damage on the neph. Step six of neph damage the mature nephilim dies and leaves the table. Then Guilty takes damage and dies. There is no where to put the upgrade, so nothing happens.
  11. Although looking at all this, I am swinging back towards just powering up McCabe. So maybe I should just get some games in xD A cool list would be: Rollins & Iggy pup Cherri Bomb Desp Laraux Archivist Rough rider with flush with cash x2. Perhaps. Although could be good to swap Archivist + an upgrade for B&C? Yeah, I need to assemble my models >.>
  12. True, storing for a strong turn two seems good! Is it just Cherri/Sidir that is worth powering up turn 2?
  13. Check out the Sweeping Strike trigger. It has the same language as well. Also, if the target DOES suffer the blast damage, what is the blast damage? If it is a separate damage thing, it can't be the 2/3/4 or whatever damage the model suffered. So how much damage would it do? Unfortunately Wyrd only releases official answers once in a while.
  14. In terms of triggers that can single handedly make a henchman playable, shove aside is pretty darn good. Something similar to Dreamer's "bam! Your turn" would be very flavourful as well.
  15. Yeah, Flush With Cash is looking like a pretty good option for hand smoothing (and to be honest, it is pretty easy to get it to like 80-90% likelihood already, I just want to test the limits xD) I could be wrong, but I've been assuming that T1 is the only turn where you can afford the setup required. For the rest of the game, I assume the chaos of battle prevents chains that are too long, and you instead do it as an opportunity thing (with luna helping out).
  16. One thing I'm unsure of is whether calypso's turn one scrap is reasonably reliable. Ideally you want one of your low cards for the turn to be a tomes in your initial hand is tricky. You can get quite a bit of coverage with a Huckster + C&B (low tomes or moderate mask), but still not sure if that's ideal either. I think the crew really does a lot better with two scrap, but it is still unclear to me the efficient paths to get there. Daeva is of course a strong contender, but it can't pass the upgrades once it receives them, which is a bit awkward (assuming you're making a scrap). Halliday is perhaps the best option for just reliably producing scrap, but then the card overall isn't something I'm that excited about. Very confusing!
  17. And likes using a bonus action to pass on the upgrade to share the love! Still trying to figure out turn 1 chains. I think you can definitely do at least 2 passes of the upgrade, not sure how much further it can be taken...
  18. Personally I really want to use two so I can use both the Ramones, but I may go down to one. They feel a bit overkill on mobility in a crew that can take Desper and McCabe. I definitely like Desper over a Rider a lot of the time, but I agree with Plaag's playstyle that Don't Mind Me is just stupidly good. Don't Mind Me and Leap are some of the best abilities in the game for me, so it is hard for me to imagine a scenario where I want to take Wastrel but don't want to take Desper. I haven't played the crew yet either, of course! I'm also wondering about the ideal artifact holders. You can safely produce 2 artifacts turn 1 I reckon, and then 1-2 after that? So it seems very easy to hit your limit on artifact holders. McCabe, Rider, and one other model (Sidir?) should be plenty for holding the upgrades.
  19. One thing to keep in mind with tendrils is you can push your own models, regardless of what you flip. That's probably the primary use of that action I would think, and gives you a good ability to use early game when the aura isn't as good.
  20. Yeah, with the upgrade he uses any tomes as a 9+1. Cryptologist has a bonus action to make a model do all of its start of activation stuff. So cryptologist can make Beebe draw an extra time. BUT you can only do this if Beebe is unburied, or if the cryptologist is in base contact with Calypso. Overall I'm not sure about it. It would have to be tested if the cryptologist could keep up (although I'm biased against them xD).
  21. When Beebe activates, he picks up two cards from discard pile (and you grab tomes). BUT it doesn't work turn one if you want scrap early, so be mindful of that.
  22. Yeah, I played against B&C and it is just so stupidly good as a standalone model. Throw in the scrap synergies and it is quite over the top. That said, one weakness of B&C is you dedicate so many soulstones to one part of the board, so that may be a concern in some matchups. When I played against B&C on Symbols, they just didn't have enough board coverage to deal with all my scoring (and Basse is a monster at denial, so that went well for me xD).
  23. Also, how good is Sidir/Cherri? I have Wild Ones box set and would love to field the whole box, so really hoping Sidir/Cherri has her place.
  24. Overall we have much better scrap generation and card draw than TT McCabe, is my impression? And access to some very cool versatiles/OOK, with different skillsets than the TT options. So I feel like minion-based McCabe is for TT, and ES needs a bigger focus on powering up Wastrel with upgrades (particularly McCabe himself), getting fast on multiple minions, and enforcers/henchmen from OOK. My impression of McCabe in TT is he isn't as worried about fast on multiple minions. No idea what I'm talking about, of course, but that is where I want to try taking him xD
  25. I like faded mirror on rough riders, as they can stay relatively safe while pumping out shots. I also don't like them with emissary since riders need to be darting around the board instead of sitting still with emissary. Ride with me on Vernon is hilarious though. The Brocken seems super fun! I imagine will be a bit weak, though - they can die in a single activation. Much better to take Ivan for spamming Brocken's. Beebe and calypso I was sceptical of spending a 12 stone model's AP to make scrap, but they have 4-5 actions so I guess it makes sense! Just seems de-facto best option. I quite like Daeva, you've totally convinced me xD
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