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whitters

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Everything posted by whitters

  1. I think it's worth noting that "Flickering Lanterns" should make it quite easy to survive being activated twice so long as the Oni in question can end a move within 8" of Asami. Unless your using Obsidan Oni and don't want them to survive...
  2. Interesting. I mostly take them in Foundry if I have a model like Fuhatsu that i want to move around without using their activation and to get around terrain depending on the setup. Do you ever take Rail Workers in a different key word?
  3. The new title looks interesting and I love the idea of changing up how masters play. Do we know if the totems will change? Would be great if they release a card pack for the alternative masters, maybe including GG2. Or do we expect every alternate card will be linked to a new model? My problem with Sonia was always more her crew than her card (except Spell Eaters) but I'm hoping the versatile models in the new starter will fix that. If the mages allow some more mobility that would help a lot. Then again so would making rough riders guild and versatile 😄
  4. Are there any models that you rarely pick in keyword but are actually quite useful even with the tax elsewhere? My top pick is probably Rail Workers. Pneumatic Toss followed by a charge and another Pneumatic Toss is actually a fantastic way to move an expensive beater down the board. It is a useful ability in a number of situations. They are tough and hit quite hard too. But in keyword with Ride the Rails they always feel redundant. Next would be Lotus Eaters for me. In keyword they are a Tech Pick for marker removal. OOK a potentially stat 7 threaten feels more useful and I feel aggressive stance is a really good bonus action that has more synergy elsewhere.
  5. Maybe on Aspiring Students? They do a lot of work but are very fragile and they might actually use the kunai.
  6. I'm surprised there's not already a topic on this. I totally understand getting rid of "Make Way" as that enabled him to average more damage in melee than lady J. I like the change to "careful,it's cursed" as I may actually use this ability now. It is a viable alternative to the net gun as a ranged action into an engagement. "drag along" on "ride with me" could be very useful (moving scrap, schemes, pyre markers etc) What surprises me the most is "adventure awaits" as that change makes him arguably just as good if not better than before. A flat bonus of 2 for TNs of ALL Wastrels? In a crew that contains Hucksters? Wow. Still need to play him in the new strat / scheme pool but that looks to me like an equivalent of a couple of extra cards a turn. The way I would play McCabe is different now but I think this make him more interesting. What does everyone else think?
  7. The focus stacking changes hurt, but I think the "towards / away" changes make the Family more viable for achieving strats / schemes and makes using cover effectively a lot easier so they actually end in a slightly better place. It is a small boost for the Mechanical attendant in Hoffman too. I'm hoping they release the starter with the new Guild models this year and a couple of good versatiles could have a far bigger impact than GG2.
  8. +1 for making the Drachen trooper attack ignore concealing. What I would really like for them is ruthless ( for the mental image if nothing else) . For Lazarus I would make him a Henchman or at least make him attuned then reduce the TN of assimilation to 12. For Normal Freikorps troopers maybe give them a "Flare" trigger for +1 burning so they can synergise a bit with drachen troopers.
  9. Another fun one is a Guilty with "wanted criminal" attached upgrade. You can shoot it with a Dead Outlaw (after charging forward using "run and gun" of course) to draw a card for the torment ability, trigger "drop it" for an enemy scheme marker, draw another card for "wanted criminal "while still having the scheme marker to trigger "covetous carvings", "life of crime" or to use for "appraise". Plus points if you include a bayou smuggler for card draw from "carry the loot" when removing an enemy scheme marker. A bit resource intensive for competitive play but fun.
  10. One to start with is Freikorps with the Midnight Stalker. Thanks to hidden in plain sight he counts as having the same key words as the leader, when out of the leaders LoS. Hanna is a 50 mm so it is easy to hide him behind her, so: 1. Hanna can use adaptive tactics to copy his leap. She can use siphon power for the suit so it is trivial to pull the card for it. 2. The steam trunk can give him equipment upgrades and replace them for a card as he counts as Freikorps. 3. He is a valid target for the Engineers strengthen armour as you can draw a card after discarding for card cycling.
  11. I wanted to create a thread for all those little tricks that may not be game winning, but are fun to try and maybe not seen so often. More to drive discussion than anything else. I'm not aware of a similar thread for M3E but if there are any posts covering the topic feel free to link to them.
  12. Looking at the name, Faction and Cost I guess this will include the 2 Engineers and Lazarus. While I'm excited to round out the crew, I'm really not a fan of the normal Lazarus sculpt. I doubt that even with a LOT of customisation I would want to put him on the field. Is anyone else hoping they include the alt Lazarus instead? Update: It looks like wyrd have now released the sculpts. Credit to HomelessOne for pointing this out.
  13. Nice to see someone else who likes Exorcists. False Accusation is difficult to get off but it does have some nice triggers and helps the rest of the crew a bit. What I would like to see is a couple more models with False Accusation (maybe the DMR?) and a few baked in masks for triggering hunt the dead. One problem I have with marshals can be mobility (we rely on Lady J for that) and the odd push would help a lot. I'd also like to see rough riders get the Marshal keyword. I'm not sure how necessary they are in Wastrel but a minion with ride with me and the ability to drop dust makers could help Marshals a lot.
  14. Sorry, Catch them is an ability attached to the No Prisoners upgrade in GG1. It is minion only so maybe better examples would be when used with a Hunters harpoon attack or a field reporter using flash photography with the convulsions trigger.
  15. The "catch them" trigger states "after resolving a successful attack" but also targeting an enemy with 8" aura. If the attack action moves the enemy model such as Bring it (or possibly moves the attacking model, there are triggers for movement such as on the Rough riders melee for Basse) when is the 8" measured? Before the attack or after resolving when "catch them" takes effect?
  16. "Burn Out" as a trigger states : "Target suffers 2 damage and gains Fast". This isn't in italics, so is and effect rather than a cost? So if I read this right then it is affected by armour and shielded? So for example a model with Armour + 1 and shielded +1 would not suffer any damage except for reducing the shielded by 1?
  17. I think Basse' defensive trigger is underrated as it is "after resolving". Combined with dust cloud markers this makes him very resilient to melee attackers, especially those with flurry or onslaught. But Dude, Baby Basse is awesome. For a start: Home on the range +1 helps the entire keyword. Her kick up dust has a useful trigger to push the Dust cloud that will only become more relevant with the introduction of Sand worms. 'Bring it' can be amazing for positioning. She is Significant. An example first turn could be: Deploy Bernadette and Cornelius 8" forward behind a building. Activate Bernadette to drop a scheme marker, use 'Bring it' to move the Pale rider forward 9". (Maybe this brings it into melee range and it deals 2 dmg to her. That's fine, her attack actions are at a + including 'Bring it' and with 'hard to kill' it still requires 2 attacks to finish her. Worst case she is still alive thanks to 'hard to kill'). Finally use Kick up dust to drop a dust cloud nearby. The Pale rider uses ride with me to move itself and Cornelius into the Dust cloud, where they will both benefit from concealing but their opponents will not.(Cornelius also has cover). It should then be in range to use both it's attack actions. Finally Cornelius uses his bonus to claim the bounty from the Scheme marker Bernadette dropped and hopefully is in position to use all 3 attack actions. This requires an 8 for 'Bring it', a 5 for kick up dust and some tricky positioning but that is a LOT of enabling for a 2 stone totem. If you have the cards she is capable of pulling a peacekeeper 12" across the board in a single activation and still drop a dust cloud. 'Bring it' is even better with rough riders where their attack action involves a place for even greater positioning If you just use her to follow Cornelius around to drop dust cloud and scheme markers, being able to draw from the top of the discard pile during his activation gives you a great chance of picking up at least a moderate every turn.
  18. The Jury can be great against some masters (Tara and Dreamer come to mind). But normally I would prefer saving 2 stones for the Guild lawyer. To be honest I think the Lawyer deserves a special mention as OOK for most Guild crews. The ability to hand out +2 shielded a turn to 2 different models a turn helps a lot with the durability of the crew and the trigger to obey and drop a scheme marker makes some schemes possible that otherwise wouldn't be. I find myself using the Obeys on Nino for the stat6 attack and to benefit from the range of his family values trigger. One final thing I haven't found mentioned in this thread is you can (situationally) use the push from bravado to get OUT of combat depending on positioning of enemy models. The best use I have found for this is master hunting with Francisco but there may be some other niche cases.
  19. I think the new "No Prisoners" has some cool interactions but it also seems that Wyrd have replaced an ability that was a bit niche and situational with an ability that is... even more niche and situational. Honestly, I prefer the old version. I always thought the biggest problem with upgrades in Guild is the lack of minions where it is worthwhile taking them. A lot of our minions go down to a sneeze and the enforcers didn't have much use for clockwork grenade. The only ones I would take "No Prisoners" on were the Hunter, Death Marshal Recruiter and Mounted Guard. Even this really depended on the Crew choice, Scheme pool and opponent whether I would take the models, never mind the upgrade. My favourite use was to give a little more manoeuverability to a pair of Hunters in a Hoffman crew then throw them up the board with a Guardian. Lots of fun. This is still possible but the change to the upgrade has really nerfed this option (the clockwork grenade + free move and ranged attack did a lot to hunt down scheme runners and trigger Assassin). I've tried out "Catch me" but it feels like it ends up being something you have to build your list and game plan around. The biggest issue is still the lack of good minions to use this on but the requirement of being within 2" of the upgraded model can make it difficult to use more than once a game, you use a lot of activations trying to get in the positions to use it and in a lot of situations I could have just charged with the affected model anyway. The most success I've had so far was on Reichart where he could kill the model he engaged then charge to attack another before getting dragged back towards the upgraded Austringer by Bernadette. It helps a LOT that Frontier has a lot of small movements and forward deployment from Home on the Range to get in position. But if you're not careful what happens is you give an enemy model a "friendly fire" shield (you used Catch me on your first shot... and now your on a negative flip. Or you waited until your second then missed and wasted the opportunity. I've been using focus a lot on the model with this upgrade, but then it is possible to kill the target so how can you place into base contact when it is already dead?) or move a model into a vulnerable position before passing activation.
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