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RoivasO

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  1. I've only taken him once (so all this comes with a pinch of salt) but to me Cooper2 seems much more versatile than Cooper1. Both are best at pools where you can get the most out of Apex's high damage and mobility. Many models in the keyword are pretty fragile, so they sometimes struggle at "stand here and defend" missions like Guard the Stash". Hidden Agenda is amazing on Cooper2. Can really put your opponent in a tight spot as if you win the first duel with Cooper2, you are going to get Sent of Blood one way or the other.
  2. My core with Jedza2 is always a Lamplighter, Grave Goo, and the Kurgan. Lamplighter gives easy access to healing to get life tokens and can move Jedza. Jedza2 also loves the +flip from a lit marker for non-focused attacks. Grave Goo regen is an auto life token each turn if you keep it safe, and it works well with the with Lamplighter pushing people around (into terrain the Goo is in to take hazardous). The Kurgan was tailor made for Jedza2. Huge mobility tools, a possible heal on Mudslide. Jedza2 can also move the Kurgan and attack through it after Mudslide. If your meta allows the interaction between Mudslide and Trail of Slime the Goo and Kurgan make amazing partners. I have also been considering, but not yet tried, a Vatagi Huntsman with Jedza2 for another source of hazardous markers and I jured in a model Jedza2 can attack is basically a death sentence.
  3. Jedza2 is definitely a more fragile crew than Jedza1, but the pay off is more damage and you can play more spread out. Personally I feel a Lamplighter and the Grave Goo are mandatory for Jedza2. Both give her easy access to healing in early turns to get life tokens. Despite Seeker's reputation as "the healing crew" without Jedza1 you really lose the ability to do big bursts of healing and the crew plays a lot more like any other crew with some healing.
  4. I find the Botanists only really work in 50% of crews (McCabe, Ivan, Nexus, and maybe Basse) the other crews simply don't generate enough non-scheme markers to fuel them. Botanists are much worse at mv4 def5
  5. I was having the exact same issues. Thanks for the photos! Somewhat related but I love those bases! Do you remember what you used for the ground and the Autumn leaves?
  6. IMHO Seeker is a great choice for Turf War. Tough models that can claim the centre and a few fast models to get straggling markers/models) I play 3 keywords (Seeker, Syndicate, and Apex) and normally breakdown the pool using two categories: 1) Can I bubble in this pool or do I need to spread out? 2) do I need a large number of scheme markers/interact actions? Seeker can do any bubble pool, regardless as to level of interacting. Syndicate is good at spreading out and prefers scheme heavy pools. Apex can do bubble or spreading out, but isn't great at interact heavy pools. I've not played DUA or Wastrel, but DUA seems similar to Apex and Wastrel more like Syndicate using the 2 breakdowns? I'm not a great player by any stretch so take this with a pinch of salt.
  7. Agreed! One of my regulars is a Outcasts player and they get much more work out of Yannik in Freikorps then I do in Syndicate. That said I tend to take her quite a lot. She's adds some ok ranged damage to an otherwise melee focused crew and being able to focus for a bonus is good in our models with lackluster bonus actions (Corvis and Sovereign in melee come to mind). I also quite like the Riflemen in Turf War. They can sit back and influence the board from a Turf marker and with hard to kill are deceptively tough with all the heals in Syndicate.
  8. How are these not a Fae model! They looks situationally good in Seeker. Being able to ping that last bit of irresistible damage to a model within 3 of the Kurgan or 2 of a Moorwaith in Jedza1 will be nice. Other keywords that get good use will be Frontier and maybe Cadmus? Most likely are going to be quite board dependant though. Seems an odd model to be versatile personally. More Planted Roots will never go amiss though.
  9. I had some questions about the Kurgan, mostly about how the terrain effect of Mudslide interacts with other abilities 1) Does The Kurgan's Tangling Roots range increase work from it's own Mudslide? 2) Can a friendly Grave Goo's Trail of Slime turn the area within 3 of The Kurgan into hazardous terrain? 3) Does a friendly Moorwraith gain shielded from ending a move within 3 of The Kurgan? 3a) If no, what if it ends in base to base with The Kurgan? Thanks,
  10. I've been thinking a bit more about this, and have come into one big problem with this match up. Seeker needs to be all clumped up around Jedza to function at 100%, but Zipp can very easily move models out of Jedza's buddle (or just move Jedza herself), seriously reducing the effectiveness of the crew. I wonder if Jedza2, who can spread out a bit more, would be a better option? Plus using Dredge Up on piano markers seems quite funny to me.
  11. Thanks for all the help guys. I think I was definitely playing her all wrong. From the sounds of it I should be playing her much more on the flanks as a Scheme runner/hunter and leave the middle of the board scrum to Sovereign, Corvis, and the Emissary. I tend to take Anya into very spread out pools so she should have a chance to really shine there, unless my opponent spreads out just as much! I had thought of this, but hadn't quite realised how good Hostile Work Environment would be and stopping the opponent from getting the model back. I always found that Anya would be dead top of turn 2 or 3 so I needed to activate her first to get some use out of her, but if I keep her back a bit or off to the sides this could work much better!
  12. What do your guy's average turns look like with Anya1 herself? As I can't seem to get the value out of her I need from a Master. Her kit seems to contradict itself in that her bonus action is a projectile, but she's a stat 7 min 3 beater so she wants to be in melee. Anya also seems to squishy to really get use out of hazardous as a defensive tech, so instead the main use is to Union Buster to ping models for 1? Assuming you can get a scheme marker down first.
  13. Zipp does seem super good into Symbols, especially on Corner Deployment. That is definitely something I will look into. I've been avoiding titles so far as none of my crews have theirs's released yet and I'm not huge fan of proxying models. I don't mind the master's themselves it's more the new models that I'm not find of proxying (and Anya2 really seems to need the Drudges. Maybe I'll try it out using the runaway models or something next time! How did I not think of this! Seems so obvious in hindsight. While speaking with my opponent after the game we did think the Surveyors would have been a good pick. At least Zipp would take some damage if he wanted to move them with Field of Steel up. 100% agreed. I knew I was giving up 2 points here, but I didn't think Apex or Seeker had the speed to get Symbols done. Another reason to try Anya2!
  14. Thanks for the tips! I do like Seeker into Zipp, problem with this game was I just didn't think they were fast enough to get the scoring done? Maybe if I had taken some out of keyword models (Vernon and Welles and Cooper's dogs maybe?) it would have worked? I'm looking forward to trying Jedza in a game soon! I didn't get a lot of work out of hazardous this game. I did about 3 points to the Emissary when he came over to kill Anya but that was it. I'm guessing the main way Anya gets hazardous damage is to drop the marker with Bleeding Edge and Mass Hysteria and then Union Buster? The guaranteed 1 damage is nice but being 3/4/5 on her Tomahawk is good too. Definitely need to get more games in with Anya to work her out I think.
  15. I’m a pretty new player and have picked up the Apex, Seeker, and Syndicate keywords. I’m starting to get to grips with most of the strategies but have been really struggling with Symbols of Authority, in particular against Zipp. I just cannot seem to do anything to stop the insanely fast and quite tough Skeeters, First Mate, and Emissary from scoring. In my most recent game I ran Syndicate, as they’re the only crew that really seems fast enough to do Symbols (and Infamous hard counters Apex), and while I could deal some damage and score some points, I wasn’t as quick as Infamous so it ended up not mattering. The full pool for our game was: Symbols of Authority Corner Deployment Assassinate Let them Bleed Detonate Charges Outflank Vendetta The game ended 7-4 with my opponent scoring 4 for Symbols, 2 for Assassinate, and 1 for detonate while I scored 3 for Symbols and 1 for Vendetta (couldn't score Detonate as apparently stat 7 doesn't help against def 5 models). I could definitely have played better, and I do not get Anya at all yet (her kit seems very counterproductive) but even if I had scored more, I couldn’t see a path to the win. I was wondering if anyone had any tips for playing against Zipp in general? So far it seems pointless going after Zipp himself as he has permanent concealment, Disguised from the upgrade, and basically terrifying 10 that can’t be ignored, on top of soul stones. I was thinking maybe Botanists as they have Planted Roots? But then none of my keywords can grow them and they can only block off a Symbol marker if it’s up against terrain. Any help would be greatly appreciated!
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