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Everything posted by Stumpyfjord

  1. Attacking a non Def stat also is good against them. Tormented does plenty of MV attacks and there is a variety of WP attacks as well.
  2. I’d recommend pulling a Vassal map as well. I think terrain is an under discussed feature that should be considered in list build/master declaration/expected tactica.
  3. Out of Urami, I’d look into Jaakuna for this pool. The lure and triggers on her attacks are useful for recover evidence and take prisoner. She might be too vulnerable to the expected shooting but her offensive tools are good for this pool.
  4. Certainly would help if I read the whole ability. Definitely would need a corpse generator. Hmmm...back to the drawing board.
  5. Are you in a two masters allowed locale? It has heavy effect on a Public Enemies list in my experience. In general I have found public enemies particularly low scoring. So scheme scoring rises. Also, I’m an Arc player but have been flipping through Resser cards. So this is untested. Ressers - Pool 2 (Resurrectionist) Size: 50 - Pool: 6 Leader: Yan Lo The Whisper Totem(s): Soul Porter Hires: Komainu Komainu 2 Sun Quiang Toshiro, The Daimyo The Whisper Gokudo Chiaki, The Beacon Might be carrying too many Public Enemy po
  6. Which schemes did you end up taking? I feel like your list was excellent because it had a clear strategic victory condition while having enough flexibility with the summons to pivot reasonably well. Do you feel like your opponent played into your plan? If you were the Guild player with these lists/situation how would you have tried to play against your crew?
  7. Getting use out Smothering Flame seems like one of the important skills you need for her crew. As the opponent it added a lot of mental pressure to my positioning which allows for more of my mistakes. It also engenders more clumping which lets all of those blasts shine further.
  8. I’ve played using Frontier. The improved deployment is great when you can score turn 1.
  9. I played a game with Basse last night in Symbols. Only scored two but denied all 4. Think I could have done a little better than that with some better play. But then again, my opponent could have done things differently as well It was in Corner.
  10. That’s a really good point about the DPS efficiency. One of the skill points I think I need to improve on with the crew is over-reliance on RtRs and losing the AP/DPS efficiency of charging. The focus also helps relieve some of the hand pressure I feel the crew struggles with overall. I’ve thought about plus flips improving “dependability” of too deck flipping but hadn’t pushed that to Focus use (which is pretty obvious once it comes to mind). I’ve taken Claim Jump in him before for the reason you list with decent effect. I think the hold-up for me is the Cost 9 for often standi
  11. I definitely am very keyword centric if I want Kang that game. But I only use Kang maybe 1/4 of the time? Generally not unless I’m taking Rail Workers and/or Neil. Do you find you take Kang a lot? It is one of the only ways to mass Focus in Arc that I can think of. (Maybe you’d count deep with quick action concentrates) When do you take him?
  12. I only ever play her with 1 OOK model at a time I think and have 20-30 games with her. I really like the Mech Rider with her and that isn’t all the time. But everything else is sprinkle in to taste/need particularly with swarms now not so far above the curve.
  13. 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.
  14. It’s a point of contention and should be discussed with tournament organizer/opponent. My meta decided you can’t do that.
  15. 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.
  16. The acolytes can’t get a bomb. And I’ve run snowstorm before. It was both fun and good.
  17. 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.
  18. 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
  19. 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.
  20. I’ve found the plus flips vs Terrifying one of the best parts
  21. 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.
  22. 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?
  23. 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.)
  24. 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.
  25. 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.
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