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Posted

Hello everyone! I wanted to start this topic 'cause, goin through all the units that we can hire in our reckless faction, I found that a lot of units are great but not that "core" or essential, like taking Sammy with Wong to make an example, so I wanted to start this topic to know some of yours "situational picks", how and when you use them (objectives pool, facing what factions etc), and maybe some stories so we might discover something interesting or unexpected from each other :D 

To start off one situational pick I think works great and I should be considering hiring way Moore often is Fingers: his stats are awesome (6/6 with 9 wounds, 6 walk and 8 charge? Better than some masters!), he has reckless, Loudest squeel (which is the squeel Somer has) and to conclude Chatty+Don't mind me which makes him so annoying for the enemy. The way I see him as situational is that by hiring him, your investing 10 soulstones in an henchman which can only do scheme running and annoy the enemy (which perform actually very well in both cases) while for the same purpose you might be hiring a couple of lighting bug, 3 bayou, whithout forgetting that you an do the same with Merris for only 6 soulstones.

But at the same time , I think that are as strong as Fingers at doing stuff like:

Head hunter: he can easily walk in engagements, picks the head and than leave the engagements without any problems, between the squeel and the fact that his stats are so high that is gonna be hard keeping him in place while also leaving his engagement since he has a ml7 which resist on wp. Pair him up in a Wong crew with a glowy mctavish and while tavish kill stuff around, fingers goes and pick the trophy while in the mean time avoiding your enemy to pick any head close to him thanks to chatty.

Exhaust their forces, Catch and release ( and mark for death in a certain way):

Finger can move to 12 without any previous squeel and put a condition on someone which cannot be removed by it unless he leaves fingers bubble (which is kinda hard). Especially catch and release is free with fingers since if well positionated, you can put the condition on 2 enemies which both can't remove unless they leave fingers bubble.

Leave your mark:

a lot of walk, reckless, don't mind me, not that hard for him.

All other scheme placement schemes:

Fingers rocks too at placing schemes hike denying your enemy to do so, especially if you can use "I saw it first" to annoy even more your enemy.

 

Hoped this helped someone and thanks in anticipation for the feedback and answers :D 

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  • 3 weeks later...
Posted

I have loved Fingers in most of my games, and my friends are at the point now that when they see him, they know he's important, but at the same time they know they have to sink a Hell of a lot of AP into bringing him down.  Usually they don't bother and just try to deal with whatever he's doing.  The only time I remember him dying in recent memory was from a sustained onslaught from Lady Justice, and it still took her a couple of rounds (I'd run out of soul stones).

That being said, I can see the First Mate taking his place, and/or Trixie's place, in a lot of my pools.  To be honest, I'll probably keep Fingers AND run him.  They're both great scheme runners, but the First Mate can hunt them down much more efficiently, whereas Fingers relies on Chatty for denial.  I have a bad habit of putting all of my eggs into one basket with Fingers, so having another great model to use at the same time is a load off my shoulders.  Yes, it's an expensive duo, but they can handle a ton together.  First Mate has a built in scheme marker removal that also pushes the enemy in any direction I want (and if I happen to run his upgrade, you're definitely having fun dropping him).

As far as odd picks with them, I have considered bringing Quality Mash Liquor on the First Mate.  It's not necessarily as good as the heal Fingers has, if only because Fingers can reckless and heal anybody 3 times if he wants to.  On the flip side of that, the First Mate would be able to (0) leap, ignoring models and terrain, to get to any model within 9" that needs healing, so it's a trade-off there, as well.

Posted
On 19 settembre 2016 at 0:39 AM, Rabbitknight said:

One thing about the bit with exhaust and catch and release, the actions to remove the conditions aren't "interact" they're "shake it off" and "rip it out"

I expressed myself badly :) with fingers bubble I meant his engagement zone since both actions needs to be done outside of combat. And since he has a whooping ml7 it's really hard without any push or reposition  to disengage.

Posted
3 hours ago, Four_N_Six said:

I have loved Fingers in most of my games, and my friends are at the point now that when they see him, they know he's important, but at the same time they know they have to sink a Hell of a lot of AP into bringing him down.  Usually they don't bother and just try to deal with whatever he's doing.  The only time I remember him dying in recent memory was from a sustained onslaught from Lady Justice, and it still took her a couple of rounds (I'd run out of soul stones).

That being said, I can see the First Mate taking his place, and/or Trixie's place, in a lot of my pools.  To be honest, I'll probably keep Fingers AND run him.  They're both great scheme runners, but the First Mate can hunt them down much more efficiently, whereas Fingers relies on Chatty for denial.  I have a bad habit of putting all of my eggs into one basket with Fingers, so having another great model to use at the same time is a load off my shoulders.  Yes, it's an expensive duo, but they can handle a ton together.  First Mate has a built in scheme marker removal that also pushes the enemy in any direction I want (and if I happen to run his upgrade, you're definitely having fun dropping him).

As far as odd picks with them, I have considered bringing Quality Mash Liquor on the First Mate.  It's not necessarily as good as the heal Fingers has, if only because Fingers can reckless and heal anybody 3 times if he wants to.  On the flip side of that, the First Mate would be able to (0) leap, ignoring models and terrain, to get to any model within 9" that needs healing, so it's a trade-off there, as well.

I'm totally with you on the Fm hype train, I loved it since I saw the images of the crew and now that I actually played him, I like him even moore! Tho quality mash liquor isn't really something I would put on him.. I really like his own upgrade (it's a good menace for the enemy scheme runners) and in an heavy schemy pool I think treasure map works great or even poorly handled explosives too, so you can get some free schemes to eat while giving out slows (still need to see if it's worth tho).

Definetly and odd pick, and might be situationally worth but I've never been a fan of that upgrade xD 

 

Posted
8 hours ago, EpicWaffle said:

I'm totally with you on the Fm hype train, I loved it since I saw the images of the crew and now that I actually played him, I like him even moore! Tho quality mash liquor isn't really something I would put on him.. I really like his own upgrade (it's a good menace for the enemy scheme runners) and in an heavy schemy pool I think treasure map works great or even poorly handled explosives too, so you can get some free schemes to eat while giving out slows (still need to see if it's worth tho).

Definetly and odd pick, and might be situationally worth but I've never been a fan of that upgrade xD 

 

I just like the healing from Fingers, but I agree on treasure map. It's great for him, because he then cycles 2 cards for every 1 scheme marker, and getting a benefit after the second one, which means you can fish for the benefit you want. I haven't tried the slow trick yet, so next game I think a Skeeter uses that so the Mate can have markers 

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