4thstringer Posted September 9, 2014 Report Share Posted September 9, 2014 So we got 3 general upgrades to play around with as guild. What are your experiences with these yet, and do you anticipate using them? I haven't tried any out yet, so I will let those of you that have get first crack on it. Quote Link to comment Share on other sites More sharing options...
MightyGodzilla Posted September 9, 2014 Report Share Posted September 9, 2014 I can see using Expert Sleuth. It's cheap and if I don't toss it on an initiate it's a great mobility push. Quote Link to comment Share on other sites More sharing options...
Sezar Posted September 14, 2014 Report Share Posted September 14, 2014 3? which ones? I thought they were Dampening Field and Expert Sleuth only! Quote Link to comment Share on other sites More sharing options...
4thstringer Posted September 14, 2014 Author Report Share Posted September 14, 2014 I was counting the construct upgrade- Tessellating Magnet. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted September 15, 2014 Report Share Posted September 15, 2014 Yeah, I'm keen to see if Expert Sleuth will work on an Executioner in a Scheme marker-heavy Scheme pool better than a Lead Lined Coat. Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted September 15, 2014 Report Share Posted September 15, 2014 Yeah, I'm keen to see if Expert Sleuth will work on an Executioner in a Scheme marker-heavy Scheme pool better than a Lead Lined Coat. Seems like it could be a nice way of getting him into melee in a timely fashion if you're planning on dropping markers around early on. And if you want to use trail of gore after you can still use it for the initative thing. Sounds cool. Does it give you a positive twist to initiative or a reflip? Seems pretty good either way since it's rare I have a game where I don't spend at least a stone on a re-flip. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted September 15, 2014 Author Report Share Posted September 15, 2014 I think it is a +2 to the flip, which you have to use before flipping. Quote Link to comment Share on other sites More sharing options...
MightyGodzilla Posted September 15, 2014 Report Share Posted September 15, 2014 It adds a +2 to the initiative (so not too broken) and the move thing. I put it in Lady J last week. I used the move a couple of times and burned the upgrade for initiative on turn 4. It was useful, but not game making (or breaking). Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted September 15, 2014 Report Share Posted September 15, 2014 Sounds pretty nice, especially if you can re-flip if the result is still crap. Lady J is another model with a useful zero that only comes into play halfway through the game so seems like a good fit, especially if it lets you get 3 attacks in with the to damage. Quote Link to comment Share on other sites More sharing options...
HowNot2Wargame Posted September 21, 2014 Report Share Posted September 21, 2014 Can you take 3 experts sluths and then discard them all on one turn for plus six? I can think quite a few games where a near certainty of going first would be grand. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted September 21, 2014 Report Share Posted September 21, 2014 Can you take 3 experts sluths and then discard them all on one turn for plus six? I can think quite a few games where a near certainty of going first would be grand. I really don't see why not. Plus, if you bring along Sidir with Promises they can benefit from some sweet flips until they do as well. Quote Link to comment Share on other sites More sharing options...
Aramasu Posted September 23, 2014 Report Share Posted September 23, 2014 I look at our generic upgrades, then look at Imbued Energies and Oathkeeper and get incredibly sad. Expert Sleuth looks like a great movement trick against a scheme heavy crew, though. I've tried putting it on some of the slower melee brutes like the Executioner to some success. Quote Link to comment Share on other sites More sharing options...
Makrar Posted September 23, 2014 Report Share Posted September 23, 2014 Played in a tournament this weekend and I tried Dampening Field this weekend against a Ramos Crew, it didnt do anything. I thought it might see some use with negating steam cloud and bleeding edge tech but the range of it really impacted its usefullness in this particular game. I think its potentially situationally awesome tho. Regarding Expert Sleuth, I didnt take it but i looked for situations that i might want it and sadly i can report that In all the games the (0) action part would of been useless and i think paying 1SS for +2 to one flip is incredibly poor value especially when compared to say Seize the Day (which is amazing btw) Again the range is often not enough, a push is easily stoped by intervening terrain/models and it competes with really good (0) actions on a lot of models. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted September 27, 2014 Report Share Posted September 27, 2014 I look at our generic upgrades, then look at Imbued Energies and Oathkeeper and get incredibly sad. Expert Sleuth looks like a great movement trick against a scheme heavy crew, though. I've tried putting it on some of the slower melee brutes like the Executioner to some success. I know what you mean... you should check how your opponents feel about Plant Evidence though, they may feel similarly. Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted September 27, 2014 Report Share Posted September 27, 2014 Does anyone else find Dampening Field a little hard to understand, fluff-wise and mechanically? Quote Link to comment Share on other sites More sharing options...
Godgolden Posted October 1, 2014 Report Share Posted October 1, 2014 You stop something using auras, none leader though, its such an edge-case. Could prove useful, stopping WP shenanigans for example. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 1, 2014 Author Report Share Posted October 1, 2014 There are lots of crews that shutting down a non-leader's aura is really helpful. (Jack daw, McMourning, Pandora for example) Quote Link to comment Share on other sites More sharing options...
Godgolden Posted October 10, 2014 Report Share Posted October 10, 2014 I just realised at this very moment how useful (to me) dampening is. I just filled the cup. Quote Link to comment Share on other sites More sharing options...
Dirial Posted October 10, 2014 Report Share Posted October 10, 2014 I just realised at this very moment how useful (to me) dampening is. I just filled the cup. I don't get it. Quote Link to comment Share on other sites More sharing options...
Godgolden Posted October 10, 2014 Report Share Posted October 10, 2014 To a Hoffman crew, turning off Kang is very important to me. 1 Quote Link to comment Share on other sites More sharing options...
akaean Posted October 10, 2014 Report Share Posted October 10, 2014 The more I think about it, the more I actually like Dampening Field a lot. Its not a ranged attack, and it has no casting value or resist. So as long as you can see your target, you can basically say no or . No resist, no nothing, just sight and range. Sebastian, a well placed model with Black Blood, Montressor, Hanna or Librarians, Papa Loco, the Mechanical Attendant, the Steam Trunk, Dashell, anything that explodes on death, Howard Langston, Snowstorm, TANNEN, anybody with Chatty, Barbaros or Mancha Roja, Candy, the list goes on. There are a lot of nasty and effects and being able to shut one of them down almost guarenteed is really nice. Especially for Henchmen or Master's who don't have a good (0) action, like Guild Sebastian or Sam Hopkins. 2 Quote Link to comment Share on other sites More sharing options...
Godgolden Posted October 10, 2014 Report Share Posted October 10, 2014 Holy crap, didn't even consider chatty.. that could put a spanner is peoples well crafted plans. Also, this does seem to have lol factor vs Nekima, she loves the black blood. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 13, 2014 Author Report Share Posted October 13, 2014 I really like dampening field, but it makes you activate your master first in the turn, often quite close to the enemy. Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted October 14, 2014 Report Share Posted October 14, 2014 I don't really mind that, I often want to activate my master early after the first couple of turns anyway. What makes it more difficult to evaluate is that a lot of potential holders either don't want to get near enough to use it (Sonnia, Dashel) or have other (0) actions they'd like to use (Lady J, Fransisco, etc.). Still, there's a hell of a lot of synergies out there that rely on , so I'm keen to try find a place for it. Quote Link to comment Share on other sites More sharing options...
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