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Resurrectionist media?


Obeisance

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Hey,

Just wondering if there's any awesome Resurrectionist heavy podcasts or articles about?

Or even articles about learning to play the game.

I've listened to most of Schemes and Stones and some of Before We Begin. Other good podcasts I should listen to? Most of the ones you see about don't record often or stopped ages ago.

...

Makes me realize how spoiled I am for Warmachine content. It's everywhere. I can always eat my fill.

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this podcasts has started recently and I'm definitely a fan

http://thefuneralcrashers.podbean.com/e/funeral-crashers-episode-2-support-models/

School of faux is good for general tactics but I think its on a hiatus. I also like cheated fates radio but no reser focus there either. I'm guessing you have checked out pull my finger?

 

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For funeral crashers, we're trying to record once a month. Our casts aren't particularly long, roughly an hour or two, but we cover a lot of models each time and there's 5 people between the four regulars and our guest(s). 

One of the things we try to do is bring different perspectives from different levels of play. Some of us are more experienced than others, which shows when we correct each other, so it's to provide our insights and give perspective on how models work while providing some humor :).

I think in the support model cast each of us essentially was covering 3-4 models. In the first episode on scheme runners we went over 4 or so models but much more in depth on cool tricks you can pull.

Look for our next one, where I believe we're planning to talk about beater models.

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For funeral crashers, we're trying to record once a month. Our casts aren't particularly long, roughly an hour or two, but we cover a lot of models each time and there's 5 people between the four regulars and our guest(s). 

One of the things we try to do is bring different perspectives from different levels of play. Some of us are more experienced than others, which shows when we correct each other, so it's to provide our insights and give perspective on how models work while providing some humor :).

I think in the support model cast each of us essentially was covering 3-4 models. In the first episode on scheme runners we went over 4 or so models but much more in depth on cool tricks you can pull.

Look for our next one, where I believe we're planning to talk about beater models.

I am about to listen to your second episode shortly. I really enjoyed the first, but it did suffer from being a bit jumpy, almost like it was recorded without editing pieces around or editing out tangents. What I'm trying to say is at times it went off topic from the model at hand, as I found myself trying to rewind multiple times to confirm what i heard as it went off topic, or if i missed the topic jump. But I definitely like the format. I really enjoy hearing more than one or two people discuss a model. It really helps to know what the other side of the table thinks when they see it, or what they do to neutralize the threat, as well as tricks on how to play the model. I eagerly await the next episode! 

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I've listened to the first ep and I'm halfway through the second.

So far, I like the content. Pointed out a few things for me. Convinced me to buy Crooked Men. I also really want to play Molly now, she seems more dynamic than Nicodem.

I like the way you're talking about models, too. Brief outline, benefits, how you use it, different ways to use it, how to remove it.

Constructive criticism. I'm used to Warmachine casts with fairly high quality. So avoid talking over each other, maybe have someone lead. If you're gonna cut something out remember to cut it out. Also cut out any dead air.

Still, keep up the good work.

...

Question:

How do you keep models alive when benefiting from terrain will totally screw your charge? And the fact awful DEF means virtually nothing against ranged attacks even when benefiting from defensive terrain. 

Kinda want to pick up Kirai because Incorporeal spam.

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Having a negative on attacks is always useful, and it's one of the reasons that Yin is so survivable even with a def of 5. If your models are getting destroyed by ranged attacks even when in cover, that to me is more variance then a fact of the game. What you will run into more often in Ressers is what I call the Paradox of Hand utility. Essentially you will often find that when you play ressers it is often harder to land your offensive abilities than when you play other factions. The situation, at least as I have experienced it, is that your defenses are often so terrible, it often isn't worth it to cheat your defense up, as you are still going to get hit. The problem is if you don't cheat your defenses up, then you aren't draining your opponent's better cards from their hands, leaving them free to use them to offset your attacks. So learning when and how to drain good cards from your opponent's hand, even knowing your model is still ultimately going to be hit anyway, is one of the harder skills to learn when playing Ressers. Otherwise it can often feel like you opponent is hitting model after model after model, and you only hit occasionally.

Also, just my opinion, Incorporeal is very much overrated as a defensive ability. It is great to get incorporeal on a model that wasn't designed at the outset with it in mind. So giving a model like Izamu incorporeal is awesome. The problem is with models that are designed with it in mind. They often have lower wounds or the same wounds as similarly priced models, but also almost universally also have a lower defense, meaning they are going to get hit more often. You also need to be hit by an attack affected by Incorporeal whose dmg is 4 or better for Incorporeal to be better than Armor +1, and Armor defends against everything. Incorporeal lets a lot of dmg through. Ca Attacks, and dmg from a non Ml non Sh attack. Falling, riposte style triggers, burning, hazardous terrain, etc all do full dmg against Incorporeal models. And models which rely on Incorporeal REALLY rely on it to stay alive. And ultimately, most of Kirai's spirits aren't incorporeal either. The Hanged, Onryo, Seishin, Datsue-Ba and Lost love are the only ones I can think of off the top of my head, and the spammable ones of those are so easy to kill that Incorporeal seems mostly like something utilized for their own movement, rather than a defensive ability.

Don't get me wrong, I think Kirai is THE most powerful resser master and enters into my personal "should probably be looked at and toned down eventually"  category of masters, but I think models with Incorporeal are not one of the reasons she is so strong

 

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As for vs. shooting, I'm having things like Imazu just die. I'm cheating defence up a bit to limit damage. I had Perdita one round him, for example. I suspect a lot of my problem is just crappy positioning and being too eager to engage. When in reality, I should be sitting back behind terrain, waiing for my opponent to come in and try to accomplish schemes/etc. 

Problem is, defensive terrain also screws with your movement/charges. Paying to go up/down hills seems like insanity to someone who plays Warmachine.

 

 

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Personally I don't pay to go up/down hills. Unless they are cliff like. The typical wargaming hill that has gentle slopes counts as open in our games. But, discussing terrain is something  that you should do with your opponent before the game. (our hills are Ht 2, open, blocking for example. so you walk up and down at no penalty, they can block line of sight, but they won't provide any cover if you can draw line of sight)

 

And if you are facing a shooting crew, sometimes you need to accept that you won't charge them. but if Walking twice will let you engage them, they can't shoot you.  

But do be wary of over extending. If you are relyign on models with armor, see what the otehr side has that can ignore armor, and try and avoid them. Izamu will last twice as long if they don't ignore his armor (And as perdita can either ignore cover, or ignore armor, leaving him in Cover will make him much more survivable.)

It is possible with some models to be in a position to claim cover, but still be able to charge thanks to the charge not having to be directly towards the enemy

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Why is Kirai considered the best?

ps. Schemes and Stones Kirai ep pls. =p

Also Funeral Crashers, this is your fault.

 

 

You will not be sorry for picking up these guys ! :) I had one crooked man Paralyze Lady J and an executioner last time i played them. Thats what I call a good AP-trade.

Happy shafting!

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In my view kirai is strong because her resource for summoning is virtually just cards. And there are several ways she can affect her cards to support her hand. 

In addition to that, she has great movement potential on her crew, and a range of good defenses against her most obvious counters. (Ikyru stops most ranged attackers getting more than 1 attack. Seishin can stop blasts from causing damage. there is a decent amount of healing in her crew to keep the wounds up for her summoning). 

On the whole Armor+1 provides more defence than Incorporeal, but doesn't give the movement bonus. 

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For me Kirai is too powerful because she can do everything. She is VERY hard to kill because she can operate near the back, has a very good trigger to prevent dmg that does get to her by shifting it off to someone else.

she has extreme mobility for both her and her spirits via Into the spirit world and her swirl spirits.

Her summoning is one of the least resource intensive, and doesn't have the positional requirements that summoning from a corpse market does. In addition to having multiple ways to summon models via conditions she can put on you that will summon Gaki. Added to the Ikiryo summoning.

And to top it off, if she takes the vengeance upgrade her ranged attack becomes the equivalent of a REALLY deadly beater model that doesn't randomize into engagements.

I played her a few times since M2E came out and every game I played I absolutely steamrolled my opponents. And that was with multiple mistakes in play because I'm just not used to playing her this edition. It just didn't feel fair, not to the extent but very similar to how I felt playing Pandora last edition.

This is just my opinion, and in no way a call to cuddle her, but she is a model, if I were in charge of development I would be keeping a close eye on.

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Good to know someone bought crooked men because of our podcast. We were joking about how they're likely a little undercosted for what they do, but given the lack of attention they receive, it's a fair thing practically. We all giggled at the idea of stacking scheme markers and shafting them all before dragging someone on top of them.

Thanks for the pointers on editing. We're growing as a group for discussion and working on having more normal dynamics. I haven't listened to Warmachine podcasts before, but I did used to listen to other gaming podcasts, and many times, particularly when the casters were friends, the people would talk over one another by accident but it would fit because there was no dead air. We're working on those first, because sometimes we'll still have those quiet moments where 2 or so people want to get a quick bit in before moving onto other models.

Seamus needs buffs. Hand cannon needs to be higher damage track!

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Crooked men!  I need to work on my hour-long rant about how awesome they are.  That's like a marathon, you need to train for it.

 

And considering my Drowned should be arriving tomorrow, I'll finally get the chance to really play around with them.  Will they be another rant?  Tune in to Funeral Crashers episode three and find out.  Duh duh duuuuuuuuuuuuh!

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Question:

How do you keep models alive when benefiting from terrain will totally screw your charge? And the fact awful DEF means virtually nothing against ranged attacks even when benefiting from defensive terrain. 

To put it simply, I don't.  When I take a big, stompy model like Izamu or a Rogue Necromancy, I have absolutely no illusions of it surviving through the game, or even long enough to get stuck in.  Those models are distractions.  They're big, they're scary, and your opponent is going to pay a heavy price for not taking them out.  So they take them out.  The key is making sure they dump as many resources into dropping the stompy monster as you can get them to.  I don't know if I've actually had Izamu kill anything particularly worthwhile in a game, but as long as he's healing himself, or Chiaki is healing him, or whoever is giving him some extra survivability, he's doing his part.  If keeping him in cover means one less attack hits without you dropping cards on his defense flips, all the better.

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