KID55 Posted March 12, 2017 Report Share Posted March 12, 2017 Do you use and how you use desperate mercenaries? I really like his sculpts, but his parameters are shitty. Quote Link to comment Share on other sites More sharing options...
Lucky Loser Posted March 12, 2017 Report Share Posted March 12, 2017 thinking of using one of them as a count as Francisco and the other one as Sidir lookalike (heads will be swapped somehow) to upgrade a Nellie Box =] 1 Quote Link to comment Share on other sites More sharing options...
KID55 Posted March 12, 2017 Author Report Share Posted March 12, 2017 I hope it will baff in future. May be increase Sh to 5 or 6 (in that case Wild fire looks better) or add some feature for scheme-running (nimble? or some pushes) Quote Link to comment Share on other sites More sharing options...
KID55 Posted March 12, 2017 Author Report Share Posted March 12, 2017 I like it looks, but don't want buy it, because it's useless for me now.( Quote Link to comment Share on other sites More sharing options...
admiralvorkraft Posted March 12, 2017 Report Share Posted March 12, 2017 Some guy on AWP has had success using one with Collodi (my will gives positives on the Wild Firing attacks). They have potential with Tara -ping them for damage and fast so again, lots of attacks at positives to hit. 3 Quote Link to comment Share on other sites More sharing options...
psychogeek Posted March 13, 2017 Report Share Posted March 13, 2017 @Mason likes to use them as they tend to be ignored by opponents. I have seen him use them as effective scheme runners 2 Quote Link to comment Share on other sites More sharing options...
necroon Posted March 13, 2017 Report Share Posted March 13, 2017 If you pair them with a way to put the opponent at negatives (Like a Performer) your chances of hitting increase quite a bit. Quote Link to comment Share on other sites More sharing options...
KID55 Posted March 14, 2017 Author Report Share Posted March 14, 2017 16 hours ago, Brian Gresham said: @Mason likes to use them as they tend to be ignored by opponents. I have seen him use them as effective scheme runners Interesting, but I think necropunks is better as scheme-runner (I play Leveticus). 16 hours ago, necroon said: If you pair them with a way to put the opponent at negatives (Like a Performer) your chances of hitting increase quite a bit. Hmm, and outcasts have a models like a performer (who get to Df and Wp duels)? Quote Link to comment Share on other sites More sharing options...
Freman Posted March 14, 2017 Report Share Posted March 14, 2017 Performers are mercenaries. Quote Link to comment Share on other sites More sharing options...
KID55 Posted March 14, 2017 Author Report Share Posted March 14, 2017 Oh, did not notice that, thanks) 1 Quote Link to comment Share on other sites More sharing options...
BaconBytes Posted March 15, 2017 Report Share Posted March 15, 2017 I wonder how something like this would work. Possibly fit some Abominations in there for more aoe defense duels. 50 SS Outcasts Crew Tara + 4 Pool - Dead of Winter (1) - Oath Keeper (1) - Eternal Journey (1) Student of Conflict (4) Hannah (10) - I Pay Better (1) - Oath Keeper (1) Sue (8) - Return Fire (1) Convict Gunslinger (7) - Return Fire (1) Performer (6) Desperate Mercenary (4) Desperate Mercenary (4) (exported from CrewFaux) Quote Link to comment Share on other sites More sharing options...
CapnBloodbeard Posted March 15, 2017 Report Share Posted March 15, 2017 How do you play that crew? New to tara (yet to play a game with her) Quote Link to comment Share on other sites More sharing options...
Nikodemus Posted March 15, 2017 Report Share Posted March 15, 2017 I expect to see some hilariously spammy wild firing on positives after Tara does her 'deal 1 wound + fast' on desperados. If it were me I'd try to squeeze in a Killjoy on the assumption that those mercs will die. Too bad our only Tara player quit the game. Would love to see some approximation of this list in action. Quote Link to comment Share on other sites More sharing options...
Freman Posted March 15, 2017 Report Share Posted March 15, 2017 A hilariously bad list might be something like Tara, Karina, Aionus, and all the rest of the points spent on Desperate Mercs. Costing only 4 stones Aionus can make his entourage fast by discarding fives and above, and Tara can poke hers for fast for the cost of a wound. If nothing else it would be losing with style. 3 Quote Link to comment Share on other sites More sharing options...
Terwox Posted March 15, 2017 Report Share Posted March 15, 2017 5 hours ago, BaconBytes said: I wonder how something like this would work. Possibly fit some Abominations in there for more aoe defense duels. 50 SS Outcasts Crew Tara + 4 Pool - Dead of Winter (1) - Oath Keeper (1) - Eternal Journey (1) Student of Conflict (4) Hannah (10) - I Pay Better (1) - Oath Keeper (1) Sue (8) - Return Fire (1) Convict Gunslinger (7) - Return Fire (1) Performer (6) Desperate Mercenary (4) Desperate Mercenary (4) (exported from CrewFaux) You need the knowledge of eternity upgrade to be able to use Tara to ping fast onto models. Dead of Winter doesn't do much in that setup either, you can skip it. 1 Quote Link to comment Share on other sites More sharing options...
Tris Posted March 15, 2017 Report Share Posted March 15, 2017 On 13.3.2017 at 4:53 PM, Brian Gresham said: @Mason likes to use them as they tend to be ignored by opponents. I have seen him use them as effective scheme runners So, they are good because nobody cares for them? Or are there any other tricks/things to consider while using them, @Mason? Quote Link to comment Share on other sites More sharing options...
Mikey_C Posted March 16, 2017 Report Share Posted March 16, 2017 23 hours ago, Freman said: A hilariously bad list might be something like Tara, Karina, Aionus, and all the rest of the points spent on Desperate Mercs. Costing only 4 stones Aionus can make his entourage fast by discarding fives and above, and Tara can poke hers for fast for the cost of a wound. If nothing else it would be losing with style. I think add in equal parts Desperate Mercs and Guild Autopsies so the opponent is afraid to spend that last card. Tara - Knowledge of Eternity, Obliteration Symbiote Karina - Faces of Oblivion Aoinus - I Pay Better 3x Desperate Merc 3x Guild Autopsy Void Wretch Turn 1 Tara pings the Mercs for 1 damage and fast, Aoinus can spend low cards to make them Fast, or Focused, or both. Karina summons Autopsies, the void wretch heals them, Tara unburies them. Lose with style! 5 Quote Link to comment Share on other sites More sharing options...
BaconBytes Posted March 16, 2017 Report Share Posted March 16, 2017 18 hours ago, Mikey_C said: I think add in equal parts Desperate Mercs and Guild Autopsies so the opponent is afraid to spend that last card. Tara - Knowledge of Eternity, Obliteration Symbiote Karina - Faces of Oblivion Aoinus - I Pay Better 3x Desperate Merc 3x Guild Autopsy Void Wretch Turn 1 Tara pings the Mercs for 1 damage and fast, Aoinus can spend low cards to make them Fast, or Focused, or both. Karina summons Autopsies, the void wretch heals them, Tara unburies them. Lose with style! That's absolutely disgusting. I love it. Quote Link to comment Share on other sites More sharing options...
scarlett fever Posted March 18, 2017 Report Share Posted March 18, 2017 I'm fairly new to outcasts and my books are on loan. Do we have passive(ability) options for pinging them for a wound, preferably outside of masters? Quote Link to comment Share on other sites More sharing options...
Mikey_C Posted March 18, 2017 Report Share Posted March 18, 2017 9 hours ago, scarlett fever said: I'm fairly new to outcasts and my books are on loan. Do we have passive(ability) options for pinging them for a wound, preferably outside of masters? When people are saying "ping them for fast" in this case they are talking about Tara, a master who has an attack that does 1 damage and gives out fast or slow. Outside of masters you could just punch them with a model with a low attack profile and Relent. Use something with a weak damage of 1. Quote Link to comment Share on other sites More sharing options...
scarlett fever Posted March 18, 2017 Report Share Posted March 18, 2017 8 hours ago, Mikey_C said: When people are saying "ping them for fast" in this case they are talking about Tara, a master who has an attack that does 1 damage and gives out fast or slow. Outside of masters you could just punch them with a model with a low attack profile and Relent. Use something with a weak damage of 1. Yeah I realise the Tara interaction. I was wondering if there we had access to something non AP intensive outside of Masters that could ping a couple of Mercs for 1 damage. Hitting each with a one AP attack from a model that could be doing something else seems inefficient. An Obidient Wretch could toss rats at them, but that is only really in a Hamelin crew. I was wondering about them as a card drain for your opponent. On plus flips against a Def 5 opponent you'd expect them to hit 2 out of 4 of their Rapid Fire attacks, but at numbers that would be easy for an opponent to cheat. So they could be similar to TN pulses. With Rapid Fire, Disguised and the ability to give back soulstones when killed they could be useful in an Assassinate based Misaki crew. Rapid fire to drain cards, Soulstones to fuel the Assassinate trigger (Misaki is at her best when she can disgard her last stone to gain auto Assassinate) and Disguise to key into an anti-Charge crew. Quote Link to comment Share on other sites More sharing options...
DXXXVIII Posted March 18, 2017 Report Share Posted March 18, 2017 Only Problems I see... THEY DO NOT HAVE RAPID FIRE... their Wild Firing is like really not worth it even with a plus to attack. The only things they actually can do is to interact, walk and be disguised. Even their soulstone-generating ability doesnt feel like it makes a lot of sense. When the only thing they can do is being (in comparison) slow scheme runners... why would you want them to stick near your master or henchmen? And no... being so bad that they usually get ignored isn't really a strenght ;P Quote Link to comment Share on other sites More sharing options...
scarlett fever Posted March 19, 2017 Report Share Posted March 19, 2017 13 minutes ago, DXXXVIII said: Only Problems I see... THEY DO NOT HAVE RAPID FIRE... their Wild Firing is like really not worth it even with a plus to attack. The only things they actually can do is to interact, walk and be disguised. Even their soulstone-generating ability doesnt feel like it makes a lot of sense. When the only thing they can do is being (in comparison) slow scheme runners... why would you want them to stick near your master or henchmen? And no... being so bad that they usually get ignored isn't really a strenght ;P Sorry I meant wild firing not rapid fire. I realise we're all primed to dislike them, I'm just exploring some potential corners. Being on a plus flip will make their average duel total just under 12, which is close to the average duel total for a def 5 model on straight flips. Given equal duel totals go to the aggressor I would expect them to win slightly under half the duels over time. Unfortunately you'd want 2 of them just to even your odds so it is a big ask. You don't expect all these factors to go your way during a game, but it could be enough do that they become worth 4ss. Cheap activation, potential card drain, potential soulstone, unable to be charged and cheap AP for schemes. I don't own them yet so next thing is to try it. Chances are I'm completely wrong but it's worth a try. 2 Quote Link to comment Share on other sites More sharing options...
CapnBloodbeard Posted May 4, 2017 Report Share Posted May 4, 2017 So I get the idea of wild firing as 'death by a thousand cuts'. Some people are saying it makes opponent waste cards to cheat, though I'd think the opponent would just prefer to hack the 1dmg...1dmg...1dmg...1dmg.......rather than waste cards. Rapid fire brings the Sh down to 2. A Positive flip on that makes Sh roughly equivalent to Sh 4 again. So, even against a weak minion (df 5), you're going to lose most flips even without cheating (and you're not going to cheat to win here). And forget about anything in cover.... So, even using wild fire a lot, unless you're attacking something with Df4, I'm still struggling to see how this works.... 1 Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted May 9, 2017 Report Share Posted May 9, 2017 On 5/3/2017 at 7:58 PM, CapnBloodbeard said: So I get the idea of wild firing as 'death by a thousand cuts'. Some people are saying it makes opponent waste cards to cheat, though I'd think the opponent would just prefer to hack the 1dmg...1dmg...1dmg...1dmg.......rather than waste cards. Rapid fire brings the Sh down to 2. A Positive flip on that makes Sh roughly equivalent to Sh 4 again. So, even against a weak minion (df 5), you're going to lose most flips even without cheating (and you're not going to cheat to win here). And forget about anything in cover.... So, even using wild fire a lot, unless you're attacking something with Df4, I'm still struggling to see how this works.... While I will agree on paper you are right but it has been surprisingly more effective the times I have seen it used then you would think. Having seen it and used it before though I have found that while not super effective it can add up. The first reason is that it is damage 2 rather than damage 1 on a Desperate Merc. Unlike many 4ss models it not only has both a melee and shooting attack but both are have a weak damage of 2. Unless the target has armor or a lot of wounds 2 damage is not easily ignored. It is one thing when you take one hit, it is another when you start risking taking two hits. I have often found that it does put the defender on a bad spot, not terrible but frustrating. They flip a ten and you flip a six, they are hitting. You could cheat that 8 and make them miss, but that means you are dropping a decent card to stop a model that is likely not cheating its own attack at any point. More so it is putting out volume of fire so it basically casting a net and setting what it can get. In the off chance you can take 3 Wild Firing actions you are generating 6 attacks and possible flipping 12 cards across them. Even if you have to walk and do it you are taking 4 attacks and 8 cards. And the enemy cannot charge you. They can shoot back if they possess the means, avoid you, engage you, or ignore you. Depending when this happened in the line up you could even find yourself facing it again next turn before you activate. I am not saying this is great combo but it has at least shown itself worthwhile enough to me to always at least consider taking one Desperate Merc to serve as part of my "Frontline" to potentially take one for the team and serve as the sacrificial lamb to get things started. They often serve that role better than something like a Void Wretch as their defense is not determined by cards, they have disguise, and can use shooting attacks rather than needing to be in melee. 6 Quote Link to comment Share on other sites More sharing options...
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