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Alcathous

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Posts posted by Alcathous

  1. Reminder to all players that the time limit for these games is not optional. Since differential affects your final standing, having more time than other competitors is a distinct advantage.

    At 2:45, a new round may not be started. At 3:00 the game after the model currently activating finishes its activation. If you decide to end with an agreed result after 2:45, the final score should reflect the number of rounds played.

    The time limit is not intended to be a punishment to anyone, but is a concession we are making to facilitate games across so many different time zones. 3 hours is intended to provide enough time to complete a game, while also giving players more security in scheduling games at odd hours.

    • Like 1
  2. On 12/1/2020 at 3:02 PM, Maniacal_cackle said:

    Whip attack - change damage track to 2/3/5 with built in critical strike.

    Flavor-wise, whips are all X/Y/Y damage tracks as far as I know. Any way you get what you want without breaking that convention?

    EDIT: I like the other ideas you mention, and I really appreciate that your redesign idea accentuates the existing aspects of the Redchapel keyword focused around control and doesn't make her Archie2.0.

    • Thanks 1
  3. 14 minutes ago, Adran said:

    No leap, ( other than jackalope who strictly is neverborn) but a lot of ride with me. Fly with me. Creep along.  As bonus action movement tricks. ( plus Marcus, zoraida and Euripides who can bring in leapers). 

    I'm def not complaining about Neverborn mobility. We've got got a nice suite of bonus movement options. More if you add Ambush to that list and lots of triggers that add movement. That said, leap is the gold standard for bonus action moves and we're not leading the pack for that ability specifically.

    I think our biggest strength in mobility is actually our access to ignoring severe, more than the bonus action stuff. And the models where that is paired with bonus action mobility are really incredible (hence riders being top tier across all 4 factions they are in).

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  4. 4 hours ago, Ogid said:

    I'm interested in this part, I already got most of my Savages but I've not got the time to put them in the table yet. I could really use some curated info to make the first games easier.

    So... when to use them? Which are their strongest pools (deployment+strategies+schemes)? Versus which factions/masters is better going for other picks? How would you rate each model and how often do you pick them? How do they work versus the top dogs (Dreamer, Dashel, Colette, Misaki, Asami...)? Any versatile/OOK you like to pick with Savages?

    Ty in advance!

    The combination of HtK/Frozen Vigor/Old Ways is very good. And before I get started on game, I want to note that the design of this keyword as a whole is fantastic. Old Ways is incredible card advantage; worse than just drawing a card because it costs a hit point but also better because you only use it when it works in your favor. Frozen Vigor can be a great tool for mitigating the damage from that and should give you a handful of "free" Old Ways flips per turn if you're getting your pillars down. With HtK, it's often worth it to flip old ways on defensive duels when your opponent comes in with a beater and has a guaranteed kill. If you're sitting on a 10+ on your deck, you can force them to put far more resources into putting down your giant than they were planning.

    I have probably played Euripides most in Corrupted Ley Lines pools. The incorporeal pieces in a Euri crew really help to score that, and the ice pillars can make if very difficult for your opponent to do the same. Primordial Magic's Cleanse and Cyclops' Frozen Runes make really good incidental scheming/anti-scheming, especially for Sabotage/LYM. Savage is definitely one of the best NB options for scoring and denying LYM, which makes it pretty relevant in a lot of GG1. Let Them Bleed is a solid pick, Research Mission is easy, and I think Gigants make great Hidden Martyrs.

    In general, I like starting farther away so I have time to set up ice pillars. But, there are definitely matchups where Euri needs to be more aggressive (vs summoners) and in those cases, being able to put down Rune-Etched Ice and force duels T1 is important. So my preference is Corner, but I'm not letting deployment sway me too much.

    For models: I'm always taking gigants and usually a cyclops then build from there. I like Geryon if it's a melee matchup. Lyssa are good scheme runners and I'll bring one if I'm sitting it doesn't put me below 4ss cache. Bultungin have place as runners if Shove or Forage are going to be useful (so I'm looking for STO, Sab, or Breakthrough). Thoon is amazing, or course, but I'm happy to leave him out if I think the matchup has good counterplay against his trophy. The nice thing about Thoon is that the opponent needs to think about him at crew select, regardless if I bring him or not. Thoon is amazing for stopping alpha strikes and making the opponent go all in on your ice palace, but I'm not going out of my way to aggressively trophy; I'll take the pieces that get over extended. I like Emissary, especially in CLL. Spread It Around is hot with Euri's simple duels and Lyssa's misery, and the hungry land really hurts when Gigants are throwing boulders. Can't go wrong with Serena with all that HtK. In the matchups where I need to be aggressive, I think there's space for an ook beater to send up the field through a Gigant's Shattering Shove (Killjoy in Pub Enemies? Titania/Nekima?).

    I think arcanists have the best general matchup against Savage. The Mecharachnid is precise, the swarm has evasive and onslaught, and the ss miner has demolitionist and thriller driller. Too much ability to sidestep Savage's main defenses and blow up pillars on good pieces. I feel like Arc don't really have to sacrifice anything to countertech against Savage. Sidir and Mad Dog are of course great picks into Savage, but I've been able to spread out enough with models and pillars to prevent them from being silver bullets. I like Euri in a lot of the Resser matchups, though Schtook does just outclass him at the end of the day. Still a fun matchup, but it will range from Hard to Brutal (I suppose that's default for Schtook games though?).

    Of the masters you listed, I've only gone against Misaki and Asami. It's been a little bit, but the games went pretty well for me. Vs Asami I defininitely went with a Shattering Shove build to keep early pressure and give Euri the time to score points and build an ice fortress. I would probably go aggro with Euri himself vs Dreamer because the Boy isn't gonna like those simple duels at all. Vs Misaki I've gone with Emissary a couple times because I've found she really doesn't like popping out of shadows with Stagger on her. Honestly I don't know about Colette. 

     

     

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  5. 3 hours ago, MrPieChee said:

    So, my understanding of savage (not played with them, nor have I built them yet) is that it's generally weak but interesting.

    They suffer from needing ice pillars and being very limited in getting them. Also, thoon seems very situational (frozen trophy).

    Now, I want to say breath of frost fixes both of these issues, but I'm not so sure.

    If you could dump 4 more ice pillars in a turn that could be a huge help - bubble crews could really suffer (a wall through the center of their bubble!) but, is that likely to ever happen?

    Since breath of frost limits placing pillars next to opponents, thoon being able to move them makes him more useful...

    Basically my rambling is asking does the damned fix savage, and is it an auto include?

    I've been running Savage for a little while now, and I think it has been pretty viable if know when to use it. So I don't really agree that the keyword needed "fixing". But, I think  the Damned opens Euripides up as a much more flexible master to declare and relieves some suit pressure by giving a mobile schemer who doesn't rely on Shattering Surprise to get around, or by giving another avenue of creating ice pillars. You add the occasional heal from Toss the Scraps and you've got a nice fit with the existing crew.

    I'm not going to say he's an auto-include, but he's in most Savage crews going forward. 

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  6. Since the event has started and everyone who was initially on Explorer's opted out, I am going to say that no new models from the Explorer's release will be allowed throughout this event. E.g. Malisaurus Rex, Spelleaters, Harata Ngaatoro, and The Damned are not allowed.

    Since Rough Riders have been in the app for about a month now, they are available for Guild Basse and TT McCabe.

  7. 4 hours ago, Plaag said:

    why model with planted roots cannt be moved by enemy obey? model makes its own action-so this is not an enemy effect

    I understand that interpretation, but some people disagree. Because there are multiple interpretations, the rules committee discussed and voted on it. Until Wyrd releases something official on it, that's the ruling that will stand for all world series events. We hope that putting out our TO rulings ahead of time allows you to play a competitive game against the field even if you don't agree with every decision that has been made.

    • Like 1
  8. Hello all! It is time for December’s Feast. So here’s what’s up: We have 58(!) people signed up for this event. When we were planning this several months ago, we had no idea how awesome a turnout we’d be getting. A 60-person, 3-round swiss bracket will always end up with some wonky final scores; so we've decided there’s gonna be two feasts. Each feast is a 29-person event, which will give us much cleaner results at the end of 3 rounds.

    Obviously there will be two podiums, but the feasts are valued equally in terms of World Series standing, and they have been split to preserve faction distribution from the 58-person field as best as possible. Besides, holidays are coming, why not hand out more trophies?

    Feast #1: Blessed of December
    Feast #2: The Damned

    Note: to handle the odd numbered brackets, the ringer pairings from each feast will be traveling through the breach and facing each other.

    • Like 1
  9. Hello all! Just want to be clear about how I'm handling Explorer's Society for this event:

    Any Explorer's models that are released in the app are fair game. If it's not in the app, you can't play it. We are hoping to see updates by the first round, but it's possible the updates won't be up by then so I want all the Explorer's players to be OK with that.

    So we don't also have to wait for Vassal updates, proxy model tokens are OK; just be sure to use different art for different models and use tokens that show the correct health.

    If you're currently signed up for Explorer's and want to swap, just let me know.

    @santaclaws01 @wookiejunior @Khyodee @Popedarpa @Longtin

  10. I haven't run it myself, but on paper Von Schill is a touch matchup for Dreamer. He's got reach to pressure Dreamer early, cheap access to ruthless, high WP on several key pieces, AND gravity well.

    I would bring a lure so you can get models outside of Gravity Well to pop out your summons. Probably Hinamatsu, since her Armor 2 gives the opponent a different problem to overcome than the rest of the crew. "From Nightmares" pops out the summon after resolving, so the movement from the Lure happens first, then hopefully there's space to get your summon out. Using "Hole in the World" on Serena can achieve the same effect if you don't have the versatile options.

    Keep Dreamer himself back and keep his bodyguards more spread out that usual. You'll delay or discourage VS himself diving into Dreamer. Rocket launchers and other blasts are a real danger. If Moderate blasts manage to hit Dreamer and multiple Daydreams, you are in a world of hurt. I would take 8-10 stones and plan on using at least 4 for reducing damage on Dreamer.

    Finally, I think this is a matchup where you need to hit what you can kill. "Twist Reality" ignores armor, which is great in the matchup, but if he's running a fair sized SS pool, Arik, Hannah, and Schill might still be too tough to crack. Killing cheap AP (especially before it activates) is going to win you the game in the long run. Dreamer is a late game master, you should be playing every game with that in mind.

    Is your VS opponent bringing any versatile OOK models that are giving you trouble?

     

     

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