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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Another thing worth noting is that once a group decides a certain master is underpowered, it can be a bit of a self-fulfilling prophecy where no one tries to break the crew. So nice to see the Russian meta providing another viewpoint!
  2. The amount of work it takes to get there 😜
  3. Should also note that it is possible that the 100 poison combo might be a fun thing, rather than a good thing. Dr McMourning (with a crew that can have tangible benefits from 100 poison) can stack poison that high on a model, but it isn't actually a useful thing to do compared to almost anything else you could spend your time doing. But it is a fun achievement, and fun to just figure out what you could do if you wanted to. Another example is the Nightmare crew can reduce their deck to just a red joker and a black joker. In practice, it isn't worth doing, but it is funny that they can do it.
  4. From another thread, I have discovered that I'm the only person to beat Ivan in the world series so far. So there is a distinct chance that Ressers are the only faction to beat English Ivan in a tournament setting! Let's just ignore all the reasons for it and claim Ressers are magical! #TheMagicOfSmallSamples
  5. Oh, also irreducible damage. The whole game Ivan was careful to stay 10 inches from Molly rather than 8, so I couldn't deal 9 irreducible. I managed to land it on his Emissary, though. EDIT: he also seems a bit attrition-y, and vulnerable to heals, but Brocken Spectre sorts that out if he can land one.
  6. If she did have exorcism, would definitely have to put it on Bring it. Lure the otherworldly entity in and then trap it. She would basically be a ghostbuster.
  7. Although I just realised he gives that buff to himself, so you only need a 7 to obey nearby models. That's neat.
  8. Yeah, I'm guessing ES McCabe doesn't need to jump through hoops to get relics onto too many things. Just building a strong team may be the way to go (besides, if you have McCabe +1-2 other targets, that is plenty of relic targets?) Ngaatoro already seems nuts with Neurotoxins, but I just realised he can make scrap!! (With obey).
  9. Well, for example, I had a hand that was something like 1/3/3/5/7/13. Stone away the 1 and 3, cheat the thirteen. Worst case scenario I Flush 3/5/7, but odds are I'll draw at least one low card with the stone. Definitely a judgement call! Also I'm wondering just how powerful this line could be... If you have a Daeva in position, McCabe can use his bonus action for an extra Daeva attack + TN duel. So three attacks from Rollins, one from Daeva, and tons of TN duels. Hahaha, that's amazing. I think between Archivist, Porter, and Daeva, we have some really unique options. Sure we don't have min 3 minions. But utility has some massive value, and ES has tons of utility.
  10. Also has anyone tried Bellhop Porter with the crew? It can be carted around with Rough Riders, shoot scrap out of enemies, swapsies allies out of combat, and sometimes hand out shielded. Virtually every bit of the card seems helpful!
  11. Turn three might be the magic number for McCabe and FWC, not sure. You don't want your opponent to start with a few high cards from the previous turn. Looking forward to testing it, anyway!
  12. All great points! I really want to try Botanist with him on leylines, he seems pretty solid at that? Rough Riders, McCabe himself, and Botanists are all great carriers. I guess it could be overkill xD Oh, so for example what I do with Basse is end turn one in position to do some serious damage, then I soulstone turn 2 (if necessary), cheat initiative, then use Flush With Cash to draw another 4. So I've now had 12 cards to get my hand full of severes (minus one severe for initiative), and can blow something up before the opponent can react. It seems even better with McCabe as he has stronger positioning, and can spend the rest of the turn re-drawing to get my hand full again. Although I suppose Basse can draw solid cards more reliably.
  13. Oh, and we have Archivist, which is just awesome with the Flush With Cash lines.
  14. I have no idea what I'm talking about, but... Doesn't McCabe have the best card draw in the faction? And some of the best mobility and shooting? McCabe himself is a great target for the precise upgrade, since his melee attack can hit for 2+2. The fast chains seem super potent as well, assuming we can get the TNs to work xD As for what makes us unique... Flush With Cash is stupidly good card draw, and with the rest of the crews card draw you could have gas the entire turn. Definitely going to be something I test a lot, but I think we can pull off things TT McCabe might struggle with?
  15. At my current assembling and painting rate, I should have them on the table by the end of the year! Played against McCabe in a tournament. The Rough Riders with the upgrade to draw when they cheat with focused seemed very good, except I imagine they will just die in competitive play? Keen to hear other peoples experiences!
  16. (The most cutthroat games I've played were against Plaag, a vassal world champion 😜 )
  17. The vassal world series are the second most cut throat games I've played certainly. Even if people are taking crews to fool around, they are very good with them (and people only take crews to fool around if they're losing, the top tables are pretty brutal I think?) They seem like better data than anything else.
  18. He does seem pretty strong, but worth noting abilities to reposition him are a good way to get around shadow markers. That was my plan for him. The whole game my opponent had to play around getting Reaped.
  19. Just had my first game against English Ivan, what an awesome crew! There's been tons of talk on his strengths so I won't cover that, but some weaknesses that stand out (maybe OOKs & versatiles can fix?) in round 3 of the tournament. The crew is a bit weak to enemy crews that avoid his attacks. I spent most of the game hiding behind forests so he couldn't see me. If he had come forward to attack me, I would have reaped him with Dead Rider and killed Ivan. My crew was built so that he could only summon Brockens off Molly or Dead Rider, and Dead Rider avoided hits all game. He is really vulnerable to strong hands. If people save high cards to cheat against him, can really make him work to land his hits. The crew is really focused on Ivan - if you can negate him, the crew's effectiveness drops significantly. Brocken Spectres are a bit squishy and can be single activationed - so you can put in loads of work and then have it all negated. Particularly brutal as we played public enemies. The crew is super soulstone heavy, and they drain super fast, which means all those henchmen become really easy to kill once the stones start to run low. Removing his markers isn't that strong, but it is also a minor hindrance. And in Molly's case, it meant I was often drawing free cards off him. Overall, it seems like Ivan needs a scheme pool to force your opponent to cross the centreline so he can kill you as you do so. I'm not sure he is very effective against turtle strategies - particularly as half his crew is slow, so Ivan can't afford to abandon his crew and go solo the enemy. Also, I didn't realise how good Hallowed Glory is. It is just as scary as the main attack (if not more scary).
  20. Won 4-2 Dead Rider was super, super good. The whole game came down to positioning, and being able to reap his Winston (Claim jumper) out of position and kill it secured the win for me. He summoned two brocken spectres off Molly - I hadn't really considered how easily he could bypass serene countenance and still have double crows xD One of the Brockens I single activationed after it was summoned, so it was just a free point for me (with Dead Rider). Crooligans served their usual purpose of scoring, although only one point each (martyrs and catch & release). I was quite brutal with my card advantage so made his hand really work to land his hits. BUT ALSO I HAVE TO SAY THE FIRST ATTACK OF THE GAME WAS HIM RED JOKER-ing ME TO SUMMON A BROCKEN!!! My masters continue their streak of getting joker-ed. But the rest of my flips that game were insane, so I was happy with it xD Combat didn't start until the end of turn 2, as I just hung back. I figured the later the game went, the more likely I could just reap something out of position, and also do crooligan tricks to secure points. If I had had my way, nothing would have happened until turn 5 xD Most of the game I managed to keep most of my crew unengaged and hiding behind forests out of LOS.
  21. I would base it on the new model's poison value (and could be 0).
  22. If you use an ability like Chesterfield Shotgun and have an effect of "Target suffers 3/4/5 damage", do you think the target also suffers the blast damage? The templating is a bit weird, I agree, but all that making a model suffer damage in this way does is it throws out a blast that can affect other models. All Boms in Yer Belly does is change a damage track from 3/4/5 to 3/4/5 as far as I can tell.
  23. Huh, this is a weird one, so I'm really not too sure! However, you're quite right that it doesn't say anything about the attack having its target changed. It just says the models suffers the effect of the action (so even if the attack fails, you could change it over?). However, for The Feeding... I think it is pretty clear that the new model suffers the damage/loses poison. Consider for example "Venomous Strike", the other attack on The Scorpius. It says "Target suffers 2/3/4 damage and gains poison+1" If you were to say "well, The Feeding still applies to the Target", then so would Venomous Strike, which clearly doesn't makes sense.
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