Da Git Posted July 25, 2015 Author Report Share Posted July 25, 2015 (edited) So which is right? Also, I've sent you the cards, need to re-update the typo though... Also, Good evening! Edited July 25, 2015 by Da Git 1 Quote Link to comment Share on other sites More sharing options...
Kalkris Posted July 25, 2015 Report Share Posted July 25, 2015 It should be "a Partner" after all haha ~Lil Kalki P.S. - I hope you got my latest message Quote Link to comment Share on other sites More sharing options...
Da Git Posted July 25, 2015 Author Report Share Posted July 25, 2015 Cheers! I thought that was a bit strange! Also, I just replied! Quote Link to comment Share on other sites More sharing options...
jtuarus Posted July 25, 2015 Report Share Posted July 25, 2015 Im playing either today or tomorrow Quote Link to comment Share on other sites More sharing options...
zFiend Posted July 25, 2015 Report Share Posted July 25, 2015 First impression on reading the Lola card. That model is broke as hell. Basically a Lure that let's you move both models on a (0)? With a trigger to cast it again? Damage track of 2/3/6 is okay I suppose but a positive flip to damage? Seriously built in trigger with a value of 6 mean that thing will hit straight flips majority of the time against most of the models in game and outright dropping that 6 dmg quite often. Slap her with the Coops to give it fast and that's 18 damage easily. There aren't many models in this game that will survive her. Quote Link to comment Share on other sites More sharing options...
Da Git Posted July 25, 2015 Author Report Share Posted July 25, 2015 The Trigger on the Lure lets him cast Projected Voice, which the shooty Action. Do you think it'd be ok if we removed the built in suit? or is the damage track too steep so modify that (2/3/5)? Otherwise we could change the trigger to adding ++ but can't cheat. How does that sound (built in for preference but can be removed)? Quote Link to comment Share on other sites More sharing options...
asrian Posted July 25, 2015 Report Share Posted July 25, 2015 zFiend, I don't mind the 0AP move, especially when compared to Dead Doxies. Though, I could see the trigger needing a card to obtain rather than having it built in. As an aside, sorry I wasnt able to get a game with anyone this week. My car decided to throw a rod, so I'm dealing with that now IRL and working through Monday. I should be free for a game next Tues and Thurs however (Aug 28 & 30) Quote Link to comment Share on other sites More sharing options...
Kalkris Posted July 26, 2015 Report Share Posted July 26, 2015 So, I got in about 2 turns of a playtest in today with user Mirce. The reasons that Mirce and I ended early were twofold: 1) Mirce had to leave 1.75 hours in, and 2) Mirce (piloting Cooper) was almost tabled at the end of Turn 2. My crew was: Jack Daw w/ 5ss (3ss) + Writhing Torment (2ss) + Twist & Turn (2ss) + the 3 injustices (0ss) Papa Loco (7ss) + Oathkeeper (1ss) Jaakuna Ubume (6ss) + The Creeping Terror (1ss) Freikorps Trapper (6ss) Freikorps Librarian (7ss) 2 Crooked Men (10ss total) and a Nurse (5ss) This crew played in the pool of: Flank Deployment Squatter's Rights ALitS (taken by me (undeclared in error - I meant to switch the declaration of my schemes) Protect Territory (taken by me) Breakthrough (taken by Mirce, if it wasn't actually Protect Territory) Plant Explosives Deliver A Message (taken by Mirce) Mirce was playing: Mr. Cooper w/7ss (2ss) +Unpaid Debts (1ss) +NMMrNG (2ss) +Circus Troop (2ss) Baritone Lola (10ss) +Flop and Roll (1ss) Thin Lizzy (5ss) Mummerette x2 (10ss total) Flying Monkey x3 (9ss total) Mercury (8ss) I was a bit dismayed to see that Mirce did not take TCS on any of their models, because that needs testing so far. The things that I did during those turns were: Walk/Writhe a Crooked Man up to a Squat Marker and make some Scheme Markers as well Abuse the everloving crud out of Papa Loco (at the bitter end of T2, I killed a TON of Mirce's models, as well as my own Jaakuna in the process - the proximity she had was a misplay to me, although I doubt Mirce would have recovered quickly enough for it to impact me) Kill Lola T1 (Daw, abusing Loco's dynamite and Firing Squad Injustice - assist by the Trapper) - Death of a penguin was not a factor due to no proximity to other things. Kill Mercury T2 (Daw, abusing Firing Squad Injustice as well and even more) Kill both Mummerettes T2 (Librarian and Loco each got one, disregarding failing the Masks check whenever that happened) Kill 2 out of 3 Monkeys T2 (Loco) Paralyzed the third Monkey after its Activation T2 (via Sleight of Hand from Cooper saving himself from a Nurse - had I played smarted I might have also gotten Cooper paralyzed as well) Successfully Squatted on 3 markers by the end of T2, while Mirce had none. Gotten 4 Scheme Markers down on the centerline through interacts and Daw's (0) action. All the while, Mirce was trying to get their models up to Daw so the models could Deliver their Message to him, and trying to get some Squats in as well. None of this happened (perhaps because it was too early to tell?). Lizzy was far away trying to Lure models away from Squat Markers in order to keep them from interacting, to no avail. That last Monkey was paralyzed, and Cooper was too far away in the end as well, likely with the intent to fulfill Breakthrough. What does this mean? It means the following: 1) Mirce, we need a rematch soon. And with more than only part of a game haha - perhaps the objective pool was not in Cooper's favor anyhow. 2) The crew might be too squishy and/or not mobile enough. None of those models were going to survive Papa Loco's (1) Tactical if they failed the TN14 Df duel. While the Mummerettes had 6Df (compared to the Monkeys' sparser one), their 6 wounds were not going to last if Papa Loco were to do his business of boomstick. Had Lizzy been closer, I am almost certain that she would be dead as well. Cooper had the upgrade that lets him summon Monkeys but the act of taking a turn and probably a couple of stones to summon 2 or 3 would have been a crippling use of Cooper's time. Also, I at the start of this game thought Lola's Df was too high, but mechanically, besides a slowly-increasing Terrifying, it's all she has to defend herself if not upgraded properly. I vouch for, if we lower it at all, lowering it to no lower than Df5. As a solution for de-squishing Mummerettes (because no matter what we only have 2 at most), I say make them have an Ability that allows them to ignore damage from and effects (but but Freikorps Armor - since that includes damage - I am struggling to find the right ability here ). Furthermore, to even it out (sort of), we could remove Always In Motion and replace it with Agile (This model is immune to Disengaging Strikes - as seen on Torakage [10T] and The Captain [ARC]). I think the Monkeys can stay as they are for now, unless we neeeeeed them to be boosted defensively. 3) Perhaps also, Jack Daw and his playstyle of clump-and-burn is the antithesis to Cooper's antics. Because Cooper needs models to clump (at least slightly now, to get use of THOGT as an aura), Daw was in his element (although to be fair, Mirce did not even actually *do* that, instead choosing to let the models do their own thing). However, providence was kind to Daw on Turn 2 where there was an opening to pop Papa. We might do better in individualizing the models' auras (excepting, perhaps, Lola and Cooper, who would keep an Aura of 6"). We would need another Haze-centric name for the other ability, be it the Aura or the individual (preferably the latter). Perhaps we can call it Unholy Haze. Then we can put it on Lizzy, the Mummerettes and the Monkeys (but mention that they cannot be buffed by the *other, aura* THOGT). A good thing I got out of this was that Mercury is not as squishy as he once was. I started my assault on Mercury after killing off Lola, and this lasted into Turn 2 with a veeeerrrrry dedicated assault. Turn 2, yes he was dead, but he got in a bunch of attacks which was good (although I made sure to keep as many models away from him while going for it as possible). A single Crooked Man was a casualty, but it was intended with my schemes anyhow. Anyway, this is what my findings were and the solutions I presently have. Hope this helps, even with only 2 turns worth of carnage. If you have any questions, please let me know! ~Lil Kalki P.S. -- Just found this haha - they never end! Model/Upgrade: Take Center Stage Ability: Take Center Stage Typo: This model may not take Interact Actions for the remainder of its Activation. Quote Link to comment Share on other sites More sharing options...
Mirce Posted July 26, 2015 Report Share Posted July 26, 2015 So, I got in about 2 turns of a playtest in today with user Mirce. The reasons that Mirce and I ended early were twofold: 1) Mirce had to leave 1.75 hours in, and 2) Mirce (piloting Cooper) was almost tabled at the end of Turn 2. My crew was: Jack Daw w/ 5ss (3ss) + Writhing Torment (2ss) + Twist & Turn (2ss) + the 3 injustices (0ss) Papa Loco (7ss) + Oathkeeper (1ss) Jaakuna Ubume (6ss) + The Creeping Terror (1ss) Freikorps Trapper (6ss) Freikorps Librarian (7ss) 2 Crooked Men (10ss total) and a Nurse (5ss) This crew played in the pool of: Flank Deployment Squatter's Rights ALitS (taken by me (undeclared in error - I meant to switch the declaration of my schemes) Protect Territory (taken by me) Breakthrough (taken by Mirce, if it wasn't actually Protect Territory) Plant Explosives Deliver A Message (taken by Mirce) Mirce was playing: Mr. Cooper w/7ss (2ss) +Unpaid Debts (1ss) +NMMrNG (2ss) +Circus Troop (2ss) Baritone Lola (10ss) +Flop and Roll (1ss) Thin Lizzy (5ss) Mummerette x2 (10ss total) Flying Monkey x3 (9ss total) Mercury (8ss) I was a bit dismayed to see that Mirce did not take TCS on any of their models, because that needs testing so far. The things that I did during those turns were: Walk/Writhe a Crooked Man up to a Squat Marker and make some Scheme Markers as well Abuse the everloving crud out of Papa Loco (at the bitter end of T2, I killed a TON of Mirce's models, as well as my own Jaakuna in the process - the proximity she had was a misplay to me, although I doubt Mirce would have recovered quickly enough for it to impact me) Kill Lola T1 (Daw, abusing Loco's dynamite and Firing Squad Injustice - assist by the Trapper) - Death of a penguin was not a factor due to no proximity to other things. Kill Mercury T2 (Daw, abusing Firing Squad Injustice as well and even more) Kill both Mummerettes T2 (Librarian and Loco each got one, disregarding failing the Masks check whenever that happened) Kill 2 out of 3 Monkeys T2 (Loco) Paralyzed the third Monkey after its Activation T2 (via Sleight of Hand from Cooper saving himself from a Nurse - had I played smarted I might have also gotten Cooper paralyzed as well) Successfully Squatted on 3 markers by the end of T2, while Mirce had none. Gotten 4 Scheme Markers down on the centerline through interacts and Daw's (0) action. All the while, Mirce was trying to get their models up to Daw so the models could Deliver their Message to him, and trying to get some Squats in as well. None of this happened (perhaps because it was too early to tell?). Lizzy was far away trying to Lure models away from Squat Markers in order to keep them from interacting, to no avail. That last Monkey was paralyzed, and Cooper was too far away in the end as well, likely with the intent to fulfill Breakthrough. What does this mean? It means the following: 1) Mirce, we need a rematch soon. And with more than only part of a game haha - perhaps the objective pool was not in Cooper's favor anyhow. 2) The crew might be too squishy and/or not mobile enough. None of those models were going to survive Papa Loco's (1) Tactical if they failed the TN14 Df duel. While the Mummerettes had 6Df (compared to the Monkeys' sparser one), their 6 wounds were not going to last if Papa Loco were to do his business of boomstick. Had Lizzy been closer, I am almost certain that she would be dead as well. Cooper had the upgrade that lets him summon Monkeys but the act of taking a turn and probably a couple of stones to summon 2 or 3 would have been a crippling use of Cooper's time. Also, I at the start of this game thought Lola's Df was too high, but mechanically, besides a slowly-increasing Terrifying, it's all she has to defend herself if not upgraded properly. I vouch for, if we lower it at all, lowering it to no lower than Df5. As a solution for de-squishing Mummerettes (because no matter what we only have 2 at most), I say make them have an Ability that allows them to ignore damage from and effects (but but Freikorps Armor - since that includes damage - I am struggling to find the right ability here ). Furthermore, to even it out (sort of), we could remove Always In Motion and replace it with Agile (This model is immune to Disengaging Strikes - as seen on Torakage [10T] and The Captain [ARC]). I think the Monkeys can stay as they are for now, unless we neeeeeed them to be boosted defensively. 3) Perhaps also, Jack Daw and his playstyle of clump-and-burn is the antithesis to Cooper's antics. Because Cooper needs models to clump (at least slightly now, to get use of THOGT as an aura), Daw was in his element (although to be fair, Mirce did not even actually *do* that, instead choosing to let the models do their own thing). However, providence was kind to Daw on Turn 2 where there was an opening to pop Papa. We might do better in individualizing the models' auras (excepting, perhaps, Lola and Cooper, who would keep an Aura of 6"). We would need another Haze-centric name for the other ability, be it the Aura or the individual (preferably the latter). Perhaps we can call it Unholy Haze. Then we can put it on Lizzy, the Mummerettes and the Monkeys (but mention that they cannot be buffed by the *other, aura* THOGT). A good thing I got out of this was that Mercury is not as squishy as he once was. I started my assault on Mercury after killing off Lola, and this lasted into Turn 2 with a veeeerrrrry dedicated assault. Turn 2, yes he was dead, but he got in a bunch of attacks which was good (although I made sure to keep as many models away from him while going for it as possible). A single Crooked Man was a casualty, but it was intended with my schemes anyhow. Anyway, this is what my findings were and the solutions I presently have. Hope this helps, even with only 2 turns worth of carnage. If you have any questions, please let me know! ~Lil Kalki P.S. -- Just found this haha - they never end! Model/Upgrade: Take Center Stage Ability: Take Center Stage Typo: This model may not take Interact Actions for the remainder of its Activation. Details of my playtest with Kalkris: 50SS Kalkris - 5 ss cache Mirce - 7 ss cache Flank deployment - Kalkris deployed first Turn 1: Kalkris burned a stone to redraw (down to 4 ss) Mirce won the initiative flip and moved first. Mummerette 1 - walked twice toward center of the board Crooked Man 1 - walked twice toward squat marker Mummerette 2 - walked twice toward center of the board Crooked Man 2 - walked twice toward Mirce's side of the board Lola - walked twice toward Crooked Man 1 Papa Loco - "Hold This" to Jack Daw, push 3" toward centerline, "Throw Dynamite" at Lola (failed), "Throw Dynamite" at Lola (hit for 2dmg) Flying Monkey 1 - "Fly, My Pretties" toward centerline (moved FM2 and FM3 as well) Freikorps Tracker - shot at Lola (hit for 2dmg), shot again at Lola (hit for 3dmg) Mercury - walked twice toward centerline Jack Daw - "Suppressed Memories" at Mercury (triggered "Final Fate", hit for 3dmg and attacked Firing Squad Injustice), "Driven By Injustice" at Lola (failed), "Suppressed Memories" at Lola (triggered "Final Fate", hit for 4dmg and attached Drowning Injustice) which killed Lola. Thin Lizzy - "Lure" on Crooked Man 1 (failed), "Lure" on Crooked Man 1 (CM1 walked 4" toward Lizzy) Nurse - walked twice toward center Flying Monkey 2 - "Fly, My Pretties" (moved FM1 as well) Freikorps Librarian - walked twice toward Jakuna Flying Monkey 3 - walked twice toward FM1 and FM2 Jakuna - walked twice toward centerline Mr. Cooper - walked toward centerline, "Wouldn't Recognize His Own Son" on Crooked Man 1 (succeeds CM1 now has "Get Away From Me!" for the rest of the game), "Blow Smoke" toward centerline (place two Haze markers). Turn 2: Kalkris burned a stone to redraw (down to 3ss) Kalkris won initiative and moved first. Crooked Man 1 - Walk to squat marker, interact to claim Mummerette 1 - walk toward Jakuna and Freikorps Librarian, "Stage Props" at Freikorps Librarian (hit for 1dmg because of FL's "armor") Freikorps Librarian - cast at Mummerette 1 (failed), cast at Mummerette 1 (hit for 4dmg), cast at Mummerette1 (failed) Mercury - charge at Crooked Man 1, "Barbell Swing" (hit for 5dmg), Mercury took 2dmg because of Firing Squad Injustice Jack Daw - "Suppressed Memories" on Mummerette 1 (triggered Final Fate, attached Injustice, hit for 3dmg) which killed MM1, "Last Whisper", "Suppressed Memory on Mercury (triggered Repression, hit for 2dmg plus 1dmg from FSI - Mirce discards a card), "Suppressed Memories" on Mercury (hit for 4dmg) which killed Mercury. Flying Monkey 2 - "Fly, My Pretties" (moved FM1, FM3 as well) Jakuna - push 3" toward squat marker, interacted to claim Thin Lizzy - walked toward centerline, "Lure" on Crooked Man 1 (failed). Crooked Man 2 - walked toward squat marker, interacted to claim Mummerette 2 - walked twice toward center of the board Freikorps Tracker - shot at Mummerette 2 (hit for 2dmg), shot at Mummerette 2 (succeeded, but did no damage due to Black Joker) Mr. Cooper - walk toward center, charge at Crooked Man 1, "Silken Scarf" on CM1 (hit for 1dmg), "Silken Scarf" on CM1 (hit for 2dmg) which killed Crooked Man 1 ("Finish The Job" placed scheme marker in base contact to CM1) Nurse - Push 3" toward squat marker, "Take Your Meds" at Cooper ("Discard Your Meds" to assure a crow) succeeds - Cooper triggered "Sleight of Hand" and moved Flying Monkey 1 in base contact (is paralyzed by TYM), "Take yYour Meds" at Cooper (failed). Papa Loco - Push 3", "Hold This" at Jack Daw, discards Oathkeeper for Fast. Walked twice toward center of the board, "Te Llevare al Inferno Conmigo" at surrounding models. Of Kalkris's models - Jack Daw passes, Jakuna takes 6dmg and dies, Nurse passes. Of Mirce's models - Flying Monkey 3 takes 6dmg and dies, Flying Monkey 2 takes 6dmg and dies, Flying Monkey 1 passes, Mummerette 2 takes 6dmg and dies. At the end of Turn 2 Kalkris - 1VP Mirce - 0VP My Personal notes: 1) For a dual faction Arcanist crew, Cooper's crew has relatively few casting actions. While being Neverborn makes them very unlikely to have ranged attacks, a cast action or two with a range of 6" might not go amiss. Not sure about adding too much to them, but its a very melee heavy crew which is a bit off for Arcanists. 2) Take Center Stage would have been useful for this strategy and I'm not sure why I didn't think of it. (Mercury is probably the ideal candidate to attach it to.) 3) "Circus Troop" should perhaps be "Circus Troupe"? not sure if this was discussed before but I just caught it today and found it odd. - M Quote Link to comment Share on other sites More sharing options...
Da Git Posted July 26, 2015 Author Report Share Posted July 26, 2015 I've made a Week 3 topic with new cards! Please post there, not here!! I've written my thoughts to the above game there! Quote Link to comment Share on other sites More sharing options...
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