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Found 9 results

  1. Hey guys, after a long break (played a lot of 10T lately), I decided to give my Outcasts a try in GG18. Unfortunately, I don't own so much, so I haven't a real flexibility in builds. The rolled Strategy and Schemes are these: Ply For Information (we decided to play Extraction, just to change a bit) Surround Them Inescapable Trap Public Demonstration Hold Up Their Forces Vendetta Given I own Hamelin, Parker, Jack Daw and some random stuff, what are your advises about the game? Is Hamelin able to play into these Schemes? I know he's really powerful and can do almost everything, but don't know. By the way, I thought to go for Hold Up Their Forces and another one (Surround Them or Vendetta, probably), 'cause I think Montresor will shine into Hold Up. What can be an efficient runner? The Midnight Stalker? Thanks in advance.
  2. Hey there guys! I recently have made the move from TT to Outcasts and my first crew is Parker Barrows as I love the models and since the new GG18 I'm completely thrown with what models are good for him, I know this depends on the strats and schemes but what are the staple models you'd use or little combos you like to use? Thanks 😊
  3. ElPuto

    Benny

    What are your toughts on Benny? Do you see him used outside of Hamelin? Maybe with Parker, thanks to the Bandit Characteristic?
  4. ElPuto

    Hamelin in Ours

    I was reflecting on the GG18 for my Masters (Hamelin, Jack and Parker) and, all of a sudden, I came with this revelation: is Hamelin effectively weak in Ours? The whole game of Hamelin is about cycling, and with cycling you summon constantly new models. The things you play with him surely follow this road: Abominations, Desolation Engine, Ashes & Dust, Rat Kings, Rat Catchers, Stolen. How is my Tyrant supposed to play into this Strategy? Help me guys and you'll get a slice of cheese.
  5. Hi guys, recently I am joining a local tournament, which require player to provide a 75 ss list, and select 50 from it, and play 3 matches. The tournament also allow us to select up to 3 masters, their upgrade (limited to them), and totems (limited of them) are all free of cost. I have a couple things in mind but not really sure I am heading the right direction. Henchman: Maddog 9ss + Lucky Poncho upgrade 1ss Will switch him in If I need blast to clear out hordes. Enforcer: Johan 7ss (a decent hard hitter) Hans 7ss + 0 ss upgrade advance sight (sniping targeting enemy with upgrade) Sue 8ss (to take out totem) Strong arm suit 10ss (not sure him or Bishop, for hard hitter) Killjoy 12ss Minion Bandito 5 ss / Dead outlaw 6 ss/ Ronin 6 ss/ Desperate Merc. 3ss Upgrade : Oath Keeper + I pay Better = 2 ss Total 75ss Any comment/Advice? any things I should switch away?
  6. DXXXVIII

    Parker and what does he do?

    I've recently bought Parker and i'm bit confused conccerning his Role. What does he do? Which S&S is he good at and why? Which models synergise with him? And how? Ohh great hivemind of outcasted Individuals, share your Wisdom!
  7. Hello all, I was Theory-Faux'ing and playing around with Nellie and Brutal Emissary combos and as good as the generic conflux upgrade is, many of the emissaries generic conflux upgrades are far inferior to master-specific upgrades not including all the synergy the specific upgrades offer. I wonder if there were any rumors of wave 4 upgrades on the horizon. Better yet, to make this post more fun, what would you craft if you could design the wave 4 conflux upgrade? I’d love to hear clever ideas that are not too broken. The wonderful thing about the master-specific upgrades is that they synergies yet are not broken. Wyrd didn’t want to relive the brokenness of the campaign upgrades again and did a great job imo. I would love to hear ideas that are fun but not OP, any ideas?
  8. Hateful Darkblack

    Hateful Darkblack Parker Tutorial

    Just recorded last night a tutorial introduction to Parker Barrows: Hateful Darkblack's Intro to Parker Hope this is helpful!
  9. Had my first game with Parker tonight vs Gremlin Zoraida via Vassal. Deployment: Standard Strategy: Headhunter Schemes: Show Of Force Leave Your Mark Public Demonstration Set Up Convict Labor (Always) My List: (Took Leave Your Mark & Set Up-Fingers) Parker -- 4ss +Oath Keeper - 1ss +Scout the Field - 1ss +Tally Sheet - 1ss Doc Mitchell - 3ss Mad Dog Brackett - 9ss +Lucky Poncho - 1ss Hodgepodge Effigy - 4ss Hodgepodge Emissary - 10ss +Conflux Of Conflict - 0ss Ronin - 6ss Ronin - 6ss Sue - 8ss Gremlins: (Took Show of Force & Convict Labor) Zoraida -- 5ss +Hex Bag - 1ss Fingers - 10ss +Hide In The Mud - 1ss Survivor - 5ss Survivor - 5ss Survivor - 5ss Merris LaCroix - 6ss +Hide In The Mud - 1ss Sammy LaCroix - 7ss +Crystal Ball - 2ss +Hide In The Mud - 1ss Slop Hauler - 5ss Caveats (and excuses ) - I knew going in that I was playing Head Hunter and that all my ranged attacks would work against me, but didn't really care as I wanted to try out the crew anyway. I screwed up quite a few things, mainly in the way of forgetting draw card auras, gain soul stone on discarding an upgrade once, etc, but it's a learning experience. Reasons for crew selection: I only took 1/2 a bandit crew (Parker, Doc, Mad Dog) to ease my learning process as I knew I would make initial mistakes and already had all of Parkers upgrades to potentially worry with. The other 1/2 of the crew was just a test for Soul Stone/Card draw gain with models I knew functioned well. Ronin could self-sac to deny heads and gain me cards/ss. effigy could 0AP to buff Parker for SS gain and provide soft cover. Emissary could help boost my own scheme drops if needed, or feign Convict Labor as well as cast at range to ignore cover and pass out trinkets to make my models more effective (like regen on Sue and Companion on Doc). He could also 0AP to allow a mid turn card draw for the cost of 1SS. Sue could allow more card draw, and do his usual tool box tricks and anti-cast auras as needed (which helped vs Zoraida & Sammy immensely). I chose the upgrades on Parker that I did as I could burn 2 of them (for SS gain and use) while replacing them with his 0AP Five Finger Discount during the turns. I knew going in I was basically forfeiting Show of Force though with my lack of adequate upgrades, but as I had not taken Set Up once since it came out I said screw it. That, and I purposely chose Fingers as he can heal, change my markers to his (not a big deal for Parker to turn them back), and has a Chatty aura, so figured he would be around long enough and that my opponent wouldn't see it coming...and I was right on that. Match - The game ended a 6-6 tie that we called on Turn 5 as we were both tired and it was a fun game overall, so I was happy to end it there. Could have gone either way had we had more turns though. I'm not going to give a play by play of the game as it's very late and I'm very tired, though I will try to give a more detailed report next time I do one of these. First and foremost, I liked the crew. I didn't get the most out of Parker or Mad Dog, but Emissary with Doc beside him for +Flips from the Conflux upgrade kept my crew alive way longer than it should have been. Parker scored full points for Set Up turn 3 by first having Mad Dog kill something at range (drops a friendly scheme marker when he kills something), and then Parker hit Sammy to drop an enemy scheme marker, ending the activation by discarding 2 cards to turn nearby enemy markers to friendlies for the scoring points. Parker's ability to drop enemy scheme markers kept screwing up my opponent. I kept hitting his gremlins and dropping his own scheme markers near his Convict scheme markers denying him points due to proximity (my opponent lamented not taking Sammy's move markers upgrade). An uncontested Ronin on the southern part of the map ran up a flank to score 2 of my Leave Your Mark schemes (until Fingers said enough and ran like hell down to stop it). I thought the crew and the game was fun, but a head spin for me trying to not only keep up with all the multiple layers of card/ss cycling. It was difficult to not forget one bonus here, or to figure out which upgrade to grab there, though that will come with time. I found a strong need to balance which upcoming model/action is most needed as the crew is card hungry for things like moderate to high cards or discarding for abilities. This crew is definitely going to reward knowledgeable players who take the time to learn which upgrades/actions to use when.
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