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Alcathous

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Everything posted by Alcathous

  1. None of these are bad All Comers crews. Bandit, Foundry, and Syndicate possibly the most versatile in their ability to tackle anything.
  2. There's a fair handful of masters in the game that are generalists and you could manage to solo-master if you're willing to also pick up a few extra boxes for out of keyword or versatile hires. Most summoners are decent at this, just because of the sheer versatility summoning gives you as a baseline. The exception might be strategies like Public Enemies that reward killing models (if your summons are easy to kill, you're feeding your opponent points), but honestly most summoners have options that let them play those strategies. For Neverborn I think Titania and Zoraida are probably the best options if you want to try to make it work with a single master. I think they are probably high on the list of generalists across all factions, too. I think there's definitely merit to just picking something that's cool and putting in the time to make it work for you. Has anything caught your eye flavor-wise?
  3. True, but I think there's a difference between a declaration of intent and an official errata. They could say "we want THIS ability to work THIS way" and then work out the details later. Probably with more community input on the ramifications, which could avoid another "another" from happening.
  4. It could even be a simple "the intent is X and a future faq/errata will go into more detail."
  5. Yesss. Artillary Euripides is my favorite for this. Euri, Gigants, Emissary for stagger, hazardous, forced movement, severe, blasts, and shockwaves from 8" out. Paired with cyclops and the primordial magic for a little range scheme control.
  6. I know it's a wishlist item for a lot of people, but I think it would be a lot of work to add (if it's even possible) and the module is being curated by a couple of dudes volunteering their free time.
  7. Unfortunately that's not an option at the moment. You'll have to drag your crew into the map after you load it
  8. When you have a map open you have to close the current scenario before you can load a new one. Not at home, so I don't remember the exact terminology, but it's through the File menu. I think "Close Game" or something to close and then "Load New Game" to load a new map. Or something like it. The map button on the bar just cycles between background images, it doesn't do what you're looking for.
  9. I'm definitely guilty of not giving Pandora enough credit in Symbols. Especially in the square deployments she can really make scoring for the enemy tough. Taking her into assassinate pools always feels risky, but that's probably just the Neverborn curse. We score it, we give it up.
  10. Aight, y'all have convinced me that Luci is a lot better at the off-center game than I gave him credit for. Nice.
  11. I could just be wrong about him wanting to control center. He does want a little bit of bubbling to happen though. But it can be fairly disparate. If he's controlling the center it's because of Alan. I don't know if it holds up against the alpha crews (probably not). But assuming not an alpha crew, Boring Convo + Diversion is a problem that needs to be dealt with and shielded + stones can keep him up. Lawyers for slow. Candy for stun and more discard. It doesn't take long for OP to run out of cards and their action econ will be real bad. I've pulled it off vs Jedza. Yep. Maybe he hangs back or takes a flank then deletes models on center with Agent + Angel Eyes. He can afford to give up some positional advantage because it's fairly easy for him to reclaim it late game, especially if what he needs to do is drop scheme markers.
  12. It sounds like Hamelin gets the best of both worlds. He can contend the center and force (trick?) the enemy into fighting for the middle, but at the same time he's not losing by a blowout if he loses that fight.
  13. With a crew like Hamelin, do you think you want control the center but not necessarily score there? Assuming you do stand center, what are your best scoring vectors that don't rely on winning that central conflict?
  14. I have yet to take either in my Luci crews. Fly With Me on Nephilim could do similar things. I use Lawyer obeys on Candy to get her into the opponent's deployment T1. Pushes from "Stand Back! It's Evidence" can get you a lot of extra distance, or as stated earlier, a free disengagement. No worries. In your defense, Lucius is going to struggle the most out of all of Neverborn in trying to avoid center. He totally wants to hold center and make it hard for the opponent to go there. Because of that, he's not the best case study.
  15. There's a lot more in this game than leap that can jump a front line. Neverborn as a whole are great at it. However, there's more options than just going deep. Think laterally as well.
  16. You're definitely right about this being map dependent. There's also a lot of maps where being in the center cuts you off from other portions of the board though, so it could easily fall either way. If a map is open, center can project threat anywhere, but a lot of maps do have choke and funnels that make redeploying from center a pain. Totally. It's not equal by any means. Which is why being able to recognize when you can avoid the center fight instead of engaging it is so important. Lucius definitely likes being central, but maybe he and some support stay central while his scoring nodes do work elsewhere? I don't follow your point. This is related to my position that controlling center shouldn't be an assumption though: if they put their model center, then to interact there you need to move them or kill them. Maybe it's easier to just go somewhere else?
  17. I want more side/corner schemes, but I think PR was too hard (unless cheesable) and Outflank was too easy. Granted, it was satisfying as heck to deny Outflank. Regardless, let's not turn this into another wishlist / wistful memories thread.
  18. I would challenge that people are falling into a mindset of "Claim Jump exists so I must take it" too often.
  19. Exactly this. I'm not saying ignore the center, but I think 7/10 pools will have an alternate way to winning other than beating down. If you can recognize you're losing a scrum at master select or crew declaration, you've got a lot more agency over the outcome of the game than just throwing cards at a fight.
  20. A lot of my most frustrating losses in GG1 have come from losing a central scrum that I thought was essential to the pool. And conversely, at the end of many games I win, I have models spread across at least three quadrants of the board. This has me questioning how important the center really is in GG1. Undoubtedly, GG1 is great for crews that want to take the center and then beat down. However, the importance of the center and the central scrum has been overstated and has become a self-fulfilling prophecy. Putting the results of an entire match to a central fight usually comes down to who won at crew selection, or if there isn’t a clear winner, it’ll come down to cards. Overcommitting to the central scrum, especially when the master/crew matchup says you lose a front-to-back fight, leads to a lot of frustrating defeats and perpetuates the “center matters” reputation of the packet, which leads to more people going all-in on a center fight, etc etc etc. There are pools where fighting the center is unavoidable. For example, Public Enemies with Claim Jump, Leave Your Mark, Research Mission, Let Them Bleed, and Hidden Martyrs. Recover Evidence/Public Enemies combined with Claim Jump/Leave Your Mark/Research Mission is the worst offender. However, in most events there’s usually no more than one pool that is so exclusively center focused. Using tech that affects the center without committing to a brawl diversifies the GG1 play experience and will often win the game. Exerting influence on the center doesn’t inherently mean jumping in for a fist fight. Being able to reposition models from range (Lure) or delete scheme markers from range (Arson) is enough to deny pressure an opponent’s ability to score Claim Jump or Leave Your Mark. There’s even a few lucky models that can drop a scheme marker in the center without being there themselves (Draw Out Secrets). Pairing center denial with scoring potential at the edges of the conflict is enough to put up winning scores without committing to that fight. As much as Enemies and Evidence will trend to the center, the potential points in those strategies can also be used to force a bubbled enemy to spread out. Lists that rely on winning the center lose value if you don’t engage their game. Using Catch and Release/Vendetta/Hidden Martyr models as bait can help disrupt a bubble crew, as can Breakthrough runners or hard flank Sabotage picks. Ignoring the central marker in Ley Lines might make a slow beater on the enemy crew irrelevant. I’m not denying that the center matters. GG1 has allowed a lot of tanky, low-mobility models and crews put up wins that would have been a lot rarer in GG0. However, The Legend of the Center Fight has gotten a worse rap than it deserves and there are plenty of off-center victory conditions that can win games. Knowing when you shouldn’t play the center game is more important than always bringing the biggest beatdown crew. So am I way off base? Has anyone had any success of failure tring off-center strats this GG?
  21. Lawyers have Draw Out Secrets on their Obey and it's really good.
  22. Wishing for abilities that aren't there won't get you Ws. In my opinion, the Draw Out Secrets trigger across the keyword models is where you get most of your action efficiency.
  23. I don't think Luci wins the matchup by out-fighting Schtook's crew. If you are trying to win in combat, then you definitely need multiple beaters. @Roadhouse has a double mature list that might be able to tango. Honestly, the matchup sounds incredibly hard and I don't have an answer.
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