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Jay_Azur

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  1. Yeah, that's my issue also. I love playing Jack in Public Enemies, but Lady J with her ranged-ruthless-mobile crew wrecks havoc in my lines...
  2. LadyJ is definietly on the stronger side. Not so long ago I was playing against her with Jack Daw and got beaten pretty badly. The rider and the Marshall being ruthless ranged pieces got in a lot of wounds while I was working my way up to the field, after Lady & the Judge cleaned up the rest. The Domador's were also annoying healing and blasting left and right. If anyone has some advice how to play more optimally with Jack against Lady I'm all ears! (the end score was 3-7) Other than that what I see can be a problem is Hoffman. Ressers do not have a wide variety of acces to armor piercing or irreducible damage. I am yet to play against him as a Resser however, but I could see him as a problem against most of our masters. (with Von Shill I managed to beat him once 4-3 end score)
  3. Lampads could use some stats or actions with a 6 for sure. They are 8 points common... Discarding for demise is understandable, but the whole crew lacks draw so it's not a rare occasion that you run out and they just die. Or just it happens there is no pyre marker near for whatever reason. Draugrs should be completely rewritten. They requires so much fix and tweaks it would be a completely new model, so better start from scratch. That said I'm OK with the rest of the crew. (I do not consider the Mourners to be part of the crew) The crew is currently on the weaker side, but it's fine for me. Not every master will be top tier, so a fun to play but a little weaker Reva crew would fit in my book.
  4. A discussion about counters would be great, what you can counter and what counters you, but more importantly how to keep up and what can you do to win when your opponent counters you. Model deep dives would be interesting, where a lot of different view points could meet for certain models.
  5. You mean Rocket Launcher Dude, Spikey Boy and Hammer Bro?
  6. Giving him Asylum Keyword as well would be fine and flavourful, but access to Neurotixins might be a bit much. He already ignores almost everything, let be atleast one thing which doesn't make his attacks straight up irreducible.
  7. @Maniacal_cackle, In my experience Kirai counters more lists, especially in a "semi-blind" tournament like this. Vengeance & Incorp (with Terrifying sometimes) are really a strong combination, which your opponent won't be able to dodge or play around, since it's creating a "2 wound difference" on each attack. To add to these Kirai could summon in a range from decent to good models, with a bit of luck even 2 times per turn. Mainly this is why I consider her crew stronger. The other things are more nuanced but they add up. - Jaakuna's Lure with a 7 and the big hazardous bubble she gives - Seishins making the whole team easy to position - Datsu Ba's Lantern of Souls are a good counter to Demise abuse lists (looking at you Levi...) - Lost Love being able to give fast to the Beaters - Shikome's Severe 6 (with puncture or armor ignore none the less)
  8. I could see myself play two, depending on mood. Either Von Schtook Trans Academy Size: 50 - Pool: 6 Leader: Prof. Von Schtook Totem(s): Research Assistant Hires: Anna Lovelace (or Manos, the Risen) The Valedictorian Grave Spirit's Touch Necropunk Necropunk 2 Undergraduate Undergraduate 2 This would be the base list, but since prolly there are Leveticus players, I would change Anna for Manos. OR Kirai Incorp - Vengance #balanced Size: 50 - Pool: 5 Leader: Kirai Ankoku Grave Spirit's Touch Totem(s): Ikiryo Hires: Datsue Ba Lost Love Jaakuna Ubume Shikome Goryo Grave Spirit's Touch Seishin Seishin 2 I would play Kirai if I take the winning very seriosly. If mostly friends or players I am familiar with are attending, then I take Von Schtook since he is more fun to play and not as irritating to play against as Kirai.
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