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Stumpyfjord

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  1. Brutal for the end of game bury, particularly after forcing a claim jump, hidden martyr, etc model to activate is going to swing games.
  2. My Turn 1 is often a lot of setup for the crew with pyres, focus, etc with a loaded Reva waiting to punish any over extensions. I use Asura/Bete combo a lot. Bete generally is doing a peakaboo stabbing turn 1 off of a zombie that Asura made on an edge.
  3. Outflank is still a lot of effort. Or at least way more than I am used to. The extra scheme marker distance probably matters more in square deployment. A model only needs to be ~10” off the center line and interact (assuming the scoring model is small based). And means you can bluff spread more easily as noted.
  4. Tris has it. 7+ For the base size. Death beds is pretty good for Reva in my games with her. Mourners make corpses schemes, Reva can move people, and Vikings can move people.
  5. Yesterday was my first try at new outflank and missed both points on a black jokered ride with me in Corner deployment. It’s difficulty is up but I like that the scheme marker can be effectively up to 7+” away from the corner table edge. Not sure how I feel about it overall yet.
  6. I’ve been enjoying Reva and YanLo in GG2. I believe you can use any of the 8 keywords in your “only 3”. It’s more about the coverage from the combination and having access to some key OOK.
  7. If Experimental is operating off of not dying and getting big heal swings, can you play strategically in two or three pods? Is it the whole crew marching together? If it is pods, what pieces do you use as a grouping to win a flank? Are they coming back into the middle afterwards?
  8. They also just lower the energy barrier to get painting. And some color is so much better than grey. I have to have the “this doesn’t have to be the beat thing ever” talk with myself relatively frequently on painting.
  9. I’ve been thinking about McMourning again. I’ve been struggling to frame where Experimental really succeeds and further, where it excels past/differs from other Resser keywords. Has anyone found a good framing for them yet?
  10. I have only tried it once or twice but I theorize that the best part of Asura is actually the 2xDecay, pseudo obey on a Flesh Construct, accomplice into Flesh. 6 straight AP with 2 of them being possible injured stacking seems like it should have play. The zombie summon/scheme shenanigans are nice and a unique capability but just have felt like they are too expensive for general play. Maybe you could turn it on with Killer Instinct bearer in a crew making lots of corpses or a different Zombie source.
  11. I haven’t found Tools for the Job getting weaker in multiples from my double Hog Whisperer list. I’ve seen that supposition before but don’t really understand it.
  12. Or the double terrifying that people were arguing for (from GST or other source).
  13. I’ve been poking the idea of Stumpy with Zipp. I haven’t gotten either on the table yet, so still completely theory. Zipp’s crew has a lot of helpful OOA movement to help mitigate the weakness and Stumpy’s strengths play to Zipps strengths (Area denial and AP control).
  14. Popcorn did half the running and the gamin did the other half in that game. The gamin also crossed the whole board for the take prisoner reveal/end on prospector. Brewie was too busy murdering dudes to lure. But I’ve got two games of Brewie, so 100% still in exploration phase. Do you typically find a singe tanky model is is your runner the whole game? I’ve usually found my assigned runner is two of the nodes and then I’m passing the ball around anyway (through death of model or AP).
  15. Have you found Molly has enough card draw to support two summoners? I was thinking about Forgotten Marshal and Toshiro combined. Maybe backed by dead rider late. Waves of minions and then a flood of Zombies late. And I’ve seen how much Luci can turn on enforcer triggers through card draw. The combo of Tools of the Trade and draw probably is the secret sauce there.
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