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Alcathous

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Everything posted by Alcathous

  1. For Corrupted Ley Lines I usually start with Rougaru, Emissary, and a Waldgeist and build to the matchup from there. Waldegeist and Gorar are usually claiming my first two Ley Lines then passing the Lodestone to Emissary to pick up 3-4. Rougaru is getting Titania and maybe Emissary up the board, then he supports the runners and uses roar/claws to try deny points. I've come around to The Way of the Lashing Tendril.
  2. Killjoy is niche, but his upgrade and bury mechanic have uses. Keeping up with the crew is only a problem if you're playing aggro Titania, but you don't have to play her that way. I've used Killjoy as an anchor and let Aeslin and Titania draw models into his reach with thorns. It can do work. @Roadhouse is a solid Titania player, but I find this game is far too varied and Titania is far too flexible to be starting crew building with 28ss locked. If she is one master in your roster, then playing her a specific way for specific pools makes more sense, but while she's your only master I would explore her different styles of play and build to the pool and matchup.
  3. Interested but concerned about committing to too many games and mostly focused on the mws events.
  4. Great game, @Filox and well played. It was neck and neck, but I feel like I made a couple of mistakes and my opponent didn't. The right guy won this one Turn 1 I think I should have cheated initiative. I remember Filox flipped high, but I believe a severe from my hand would have been worth activating last with Titania T1. I told a friend before this match that I would be able to tell the caliber of opponent by how much they valued killing the Gorar, and well... it was relevant. I wasn't too concerned about losing the Malisaurus T1, but I definitely underestimated how deep J would be able to dive for the Gorar. I had two 11s and the Red Joker in my hand. The correct play would have probably been to bring back the dino first using Red, but I waffled about spending it and J jumped in to take advantage. Despite the lead in score T2, Lady J had tempo at this point and kept it the entire game. I think T3 the final score was pretty much decided. I realized T4 that I had to choose between keeping up on Strat points or killing the Marshal. You can see that my underbrush weren't in a good position to affect Marshal, and I had to settle for killing Actions and securing the points I could. As I mentioned earlier, Lady J had tempo throughout the game. Combined with the range advantage from the Rider and the Lone Marshal, it was difficult for Titania to bully J's crew the way she wants to. I think cheating to go last T1 have helped with that a bit and might have given me more agency to dictate engagement. It was an excellent, fast-paced, and high-skilled game by Filox. I look forward to meeting again in the future. I felt like the top deployment was going to create a choke point that would make it difficult for Serena and Aeslin to get at the action. Ultimately it was just a better battlefield for J to bounce around in
  5. It doesn't. The trigger uses target of the attack, and then pulses to affect models within 2". The models in the pulse are not targeted.
  6. I don't envy you. Euri could have some serious game into Explorers if not for Jedza existing.
  7. Update for R1: 5-4 with Titania vs Mah in a fantastic game against @Axilees. Dreamer was my first pick, but in a Standard/Assassinate pool against Bayou Titania seemed safer. Mah, Zipp, and Zoraida all looked likely in this pool, and the first two have the tools to punish Dreamer while putting up points. I felt comfortable with Titania into any of the three and she had good scoring options in the pool, so that settled it. I brought Titania (+Pact), Gorar, Emissary, Rider (+Pact), Aeslin, a Black Blood Shaman, and a 10ss cache. I chose Assassinate and Research Mission. My opponent brought Mah (+IC), Lass, Brin, Iron Skeeter, The Sow, a Rooster Rider, the Lucky Emissary, and 6ss. He chose Breakthrough and Research Mission. The Iron Skeeter made me expect Mah to get taxi’d into me early on and I expected to be assassinated. I deployed in an opposite corner from where Mah was and set up to score my first symbols with rider/Titania in a way that kept T out of imminent spoon range. Ultimately this cost me two points on assassinate as my opponent used Mah as a counter-puncher and control piece (with Hollerin’) to keep Mah safe and stave off my own assassination attempts. The turning point of the game was at the end of R2 / top of R3. My opponent set up to score both his schemes and strat point along the left flank with the Iron Skeeter and the Rooster Rider. I dove my Rider into the middle of the board and put some fate tokens into killing that round’s wave of piglets. Mah came up and took the rider out, but I had a 13 reserved and used the Gorar to bring Rider back at the end of the round and was able to redeploy it along with Aeslin to defend the left flank. My opponent was able to get one more symbol (I believe with a piglet?), but was shut out of my side of the board after that. My opponent played a great defensive game using Mah, Brin, and his Emissary to keep my damage dealers off Mah, and forced Titania onto Symbols duty while the others were tied up. The Sow kept churning piglets until I killed her T4, although my emissary didn’t let most of the piglets cross the centerline. Knowing my opponent had Breakthrough and Research Mission for those piggies to score meant the pig engine was a threat that needed to be dealt with. If I had read the Sow play earlier, I think I could have improved my score by taking Claim Jump or Breakthrough. -- For this week, I have declared Titania against @Filox's Lady Justice. Similar to R1, I didn’t want to declare Dreamer into a close deployment. Without assassinate it was a bit safer, but the schemes didn't align for how I would prefer to hire a Dreamer crew in Evidence. I'm sure Dreamer would have been fine, OP as he is, but with the amount of severe terrain on this map, I am once again confident in Titania’s ability to do her thing
  8. Lol. No. We're a faction of large damage tracks, but no anti-healing. We have to kill things naturally like schmucks.
  9. This is why I like the Emissary. You're still getting aoe and hazardous, plus you get stagger, severe terrain, and a slightly more durable body. You don't have to manage tokens for your offense/defense. Once the hungry land is down, they're down and you don't need activation control each round for value.
  10. Great point on tentacles! It's so often overlooked and it really shines into a low MV opponent like this. I disagree about Rider. His 1/2/3 damage track vs Armor doesn't really hold up and I don't think Ride With Me is needed in Wedge. The blasts sorta make up for it, but I think there are better options.
  11. It's definitely a pain in the neck for Pandora. As is often the case, Candy's aura really shines in this situation. You can definitely outpace his condition removal though if you are prolific enough.
  12. Ish. Hoffman is WP 7 (I think) but the rest is fairly low WP. However, most of the models are Armor 2, so self loathing loses a lot of value even on the beaters.
  13. Geryon are very good against most melee beaters. Although all the pushes in Hoffman mitigate that substantially. Is it worth the tax to bring into a Pandora crew? I've considered them ook for anti-charge tech in the past, but usually I decide they aren't worth the points without ice pillar support.
  14. It's not blasphemy, but alas the ws events are currently single-master only.
  15. I like Emissary in Pandora with multiple sorrows and multiple lyssa, but I don't think that works in an evidence pool, sadly.
  16. Not quite the same role, but haz/severe really messes up the robot bubble. It's not gonna go down T1, but you should be able to clog up a spot where OP has models early T2. The placement can definitely be hard, but the ghosts at least don't care.
  17. Ehn.. aside from Joss' irreducible damage, the crew also has a fair amount of anti-construct plans. I do like the lure, but she's not your only option for that. Good on the map, plus Spread It Around handing out staggered is great against the augmented bonus action thing. And hazardous gets real good with misery. I like him in this matchup way more than Hina. Focus control, burning, blasts, plus once Joss is dealt with (you have to do so or you lose), Terrifying holds up well. I'm skeptical it's worth it in Pandora's crew for 7 points. Better to bring the emissary and feed it tomes, imo.
  18. I'm simply shocked to find out we actually all agree about the main issue In a perfect world, both of these playstyles are viable and it comes down to skill and game knowledge regardless of how many small guys are hired.
  19. But also, Candy/Pandora can gobble that fast so he's gotta go after others if he wants his 3rd action. Using Mood Swings to make sure Joss activates while he's stunned is pretty important. Ping damage works very well into the armored stomps so I like running sorrows in the matchup, although the Strat isn't the best for them.
  20. It's not pointless because the discussion point is if the models are bad or the current strats and schemes just don't support cheap models. Honestly? Probably a bit of both. You can see in Explorers that devs have a better idea of what makes a cheap model playable. I have cheap models that I like and I think are situationally good, but I rarely find those situations in the current GG (Lyssa come to mind). It's also more than just the pools being bad for cheap models, but also that the pools are very good for the big tough ones.
  21. In a fight, sure. But if we do get a packet where depth and breadth of positioning matter more, then I think this becomes more even again.
  22. We need more people in this game willing to say this. Cheers to you, dude.
  23. The stitched change removed the NPE experience of Gamble, but overall by relieving hand pressure and giving more WP duels it was a buff to the crew. Df 6 > 5 was definitely needed, but Gamble triggering Feed on Fear more than made up for it.
  24. This sounds like player skill then. Can the player with the cheap model unpack in a way that prevents a "free" kill? If they can, that 5ss model goes up in value, if they can't it'll likely die like you say. The higher cost model likely has more agency due to having more on its card, so the cheap model is at a disadvantage. But if played well, there is an advantage to be gained by wasting expensive actions with cheap bodies.
  25. This is a problem that's hopefully unique to this GG packet; but even so, with their ability to run and gun around the middle (i.e. affect the center without being there), I think they have good agency in all but the most clustered pools.
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