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Everything posted by Stumpyfjord

  1. Isn’t their strength that they get a master AP and a 4 or 5 card (i.e. possible deck drain/ black joker)? Secondary strengths are two upgrades turn 1, ability to move self/others, damage without a flip (stampede). Is that enough? I need to test more. Also, people that are better than me should probably figure that out for competitive world.
  2. It’s a point of contention and should be discussed with tournament organizer/opponent. My meta decided you can’t do that.
  3. We messed up and played 25 stones. So not sure how useful it was. But it was Snowstorm Ice Golem Ice Gamin vs Captain Gunsmith Steamfitter It was an intro game and I played the M&SU side. Purposefully didn’t use upgrades or versatile to keep things simpler. The combo of Ice Golem being a giant threat with Snowstorm getting him up the table and the putting down the bombs was clutch. The Gunsmith and captain eventually got him down for both Vendetta points but not before the Golem ate the Steamfitter and Captain. M&SU didn’t feel great but the Snowstorm/Golem combo is really strong in that limited format.
  4. The acolytes can’t get a bomb. And I’ve run snowstorm before. It was both fun and good.
  5. The plant explosives portion of henchman hardcore balances the “kill things” portion of the format. Scoring turn 1 also reduces the amount of time(I.e AP) you have for killing. I’ve been impressed by how fun and good it is for getting a feel for crews. Specifically with Myranda and Initiates if you go 3E box, it gives you a way to mess with Upgrades for low AP cost.
  6. For reference, they can be min 4 if there are three upgrades on them/around around with the mask trigger and then get the +1 from stampede. I’ve found them excellent for their points in the two games I’ve played them since release. Their ability to gain mutations independent from Marcus and have two mutations on turn 1 is the biggest thing that is different for them than any other beast. That saving of master AP and game pace has been much more impactful on table than I expected from card reading. The addition of Beast to their card between beta and release makes it work. Let’s them get “Call of the Wild”, use Adversary, Myranda healing, etc.
  7. I’ve found that success with Marcus is really contingent on knowing the other crew’s abilities well. The upgrades give you flexibility but knowing if armor or stealth or butterfly jump is the right upgrade for the model seems to be the key. Marcus only being able to target a model once per round with Chimeramancy and the pace of the game currently (action happening turn 1) means you have to know/guess right first turn.
  8. I’ve found the plus flips vs Terrifying one of the best parts
  9. I’m in Craig’s meta. It’s 100% a joke. He got beat by a MK 2 Raspy player consistently when he first started and now it’s a running joke. Craig on “tilt” is pretty funny and it gets played into, kind of like George Carlin ranting about toy soldiers. It is just the normal “stuff that I’m getting beat by right now is OP” whining we almost all do when we first play against things and not real OP yelling.
  10. I’ve only played them once but I don’t think gun lines would be particularly effective. They are very fast and heal back chip damage. Some kind of control elements seem like they’d be strong. In this specific matchup, eating his alpha on some minions and counter-punching might work. Or set up an alpha on the model that is going for the Cursed Idol since you know there will be a model there?
  11. How is Kang discarding 4 cards every time he activates? I can get to 2 (focus everyone and juggernaut ) consistently. What else are you finding he discards cards doing consistently? (I know he has the slow/distracted protection.)
  12. I’ve been thinking about running a couple of steam arachnids with M&SU particularly in Idols. Cheap wounds that just need to cover the board for a random drop might be alright. At least that’s my theory. Haven’t tried it yet.
  13. He also has recorded some others both Arcanists and other factions. It’ll just take time to get through it all. Ray and him have a lot of content planned. (I’m thirsty for more podcast/deep review content too since I drive a fair amount with my commute). I probably should work on some stuff for a transferring wargamer article.
  14. @Franchute That’s hard to say exactly as I’ve been trying a couple of different things and feel like there is still so much depth to explore. A couple of initial points while I’m on my phone: 1) I’ve loved Cerberus. I have run 2 for a few games and have enjoyed it. It leans even harder into the fast and killy style. The excellent defensive mutations (Butterfly jump/Nat Camo) keep them alive welland I’ve run my “super” Cerberus (soulstone cache) consistently after I realized the combo. Super-C gets survival mutations (butterfly jump, stealth) and hunts things. He often lays down a scheme marker or scores outflank (my favorite scheme for Markus) in the early turns. I’ve hunted down Reva with him as well as consistently killing scheme runners. He uses a soulstone to choose masks (Onslaught trigger) which gives him a positive flip. Two 3 damage attacks kills a lot of runners and then you get your stone back. 2) Primal Roar lets you get models on the close points without extra AP on a couple of deployments types.
  15. I’ve played almost exclusively Marcus and 6 in Turf War. The combination of speed and kill potential has consistently let me score 3 Strat points.
  16. What is it that you think Marcus needs in Arcanists?
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