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korgal

Colette (Performer) M3E

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Does anyone use False Reality much?  I haven't used it yet.  For one thing, I rarely have a ton of Distract on my enemies.  And for another, it seems to pale in comparison to Presto-Chango.  If I can't reliably get a :maskor I don't want to burn a stone, I've always done something else (move or interact mostly, assist once) rather than activate it.

Removing Prompt really changed how she plays in a fundamental way, which I'm not saying is necessarily a bad thing.  But I feel like False Reality is a drag on the rest of her kit.  If it gave Distract, then you did the move effect, it would obviously be a lot better but it would also mesh well with the rest of her crew and I don't think it would have been OP.

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Same as you. I don't put enough Distract to be able to use it at full effect but it has already permitted me to place a Distracted +1 Judge in the arms of the  Duet, for example.

 

It can be seen as a lower version of Presto Chango (no Mask required, lower TN) but don't underestimate the Delay Trigger that hand out Slow. It can be really good versus a beater that you need near you (for Take Prisoner, for example) but you don't want that he kills half your Crew. It can also be a cheap way to take one of your models out of a melee without using the Disengage Action and lose movement.

 

In the right circumstances, it is a good action but you don't use it that often. I should have used it less than ten times in thirty games. Even a 2 inches place effect can be effective when you want to mess with the placement of your opponent's models to deny him a point in certain schemes (Take Prisoner, Outflank, Claim Jump, Hold Up their Forces). The more I play Colette, the more I find that activate her late in a turn gives her a huge nuisance role by screwing opponent's plans or by scoring her own points without possible retaliation.

 

Concerning your idea of dealing Distract, I don't know if it would be OP but it will make the action more attractive for those (like me) who struggle putting mass Distracted but you will be less inclined to use it on your own models.

 

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I find that I activate her early in early turns, and later in mid/late turns.  If my opponent doesn't have the ability to ignore resist triggers, I often fling her as far forward as I can as fast as I can to absorb attention.

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I often delay her activation Turn 1. It permits me (with Presto Chango) to take back a model that I may have a bit overextended. The opponent think that he will charge the Rider or the Duet at the end of Turn 1 or beginning of Turn 2 and he suddenly faces Colette. Generally my opponent changes his mind or charge Colette but then it is ending with a buried Colette. 

 

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7 hours ago, Vangerdahast said:

 

I often delay her activation Turn 1. It permits me (with Presto Chango) to take back a model that I may have a bit overextended. The opponent think that he will charge the Rider or the Duet at the end of Turn 1 or beginning of Turn 2 and he suddenly faces Colette. Generally my opponent changes his mind or charge Colette but then it is ending with a buried Colette. 

 

Sounds like we have pretty different play styles.  Which is probably an indication I'm doing things wrong...

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You are not necessarily doing things wrong. It can just be a matter of personal playstyle.

Perhaps also that Colette's playstyle authorizes different ways of playing her effectively.

 

Do you have success with Colette or losing often? In the last case give us details on your lists, the Masters you face often, the Schemes you are choosing. Perhaps we could help you to obtain better results.

 

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I haven't had a chance to play a lot of M3E yet, so I wouldn't say I'm struggling.  Haven't lost on Colette thus far, though my opponents are also learning their crews so I don't put too much stock in these results.

It's more that I'm just going to have to play more to see if a forward focused strategy is viable.  I suspect even if it is workable, sometimes I'm just going to get completely flattened.

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On 7/19/2019 at 9:47 AM, Adran said:

Rough sequence to just gain actions -

Duet activates. Does 2 actions. Uses bonus action to dance apart. 1 of the corephyee counts as that activating corephyee.

Activation ends. Opponent gets to activate.

2nd corephyee activates uses bonus action to dance together, the duet continues the activation with 2 actions.

Having now tried this, yep it makes sense 🙂

Presto-changing a dove which was handily sat next to the Duet with an already-activated enemy beater (that believed itself to be safe, being the thick end of 18" away from the Duet) - and then hitting it 4 times with attacks on 7 (Duet) and 6 (solo Coryphee), before reforming ... very dispiriting for the opponent! 

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2 minutes ago, madaxeman said:

Having now tried this, yep it makes sense 🙂

Presto-changing a dove which was handily sat next to the Duet with an already-activated enemy beater (that believed itself to be safe, being the thick end of 18" away from the Duet) - and then hitting it 4 times with attacks on 7 (Duet) and 6 (solo Coryphee), before reforming ... very dispiriting for the opponent! 

I don't know the exact board lay out, but I think you probably undersold your duet.

You ought to have been able to make all the attacks at stat 7, you don't need to take any of the actions (other than the bonus actions) as a coryphée. You can reform at the start of the Coryphée activation and then the duet will carry on that activation.

And just to make things worse, you could have probably got the reformed duet to charge, allowing you to also get the Blade rush bonus damage...

 

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So, I have this idea… It’s probably a little too cute (as opposed to effective), but it might catch an opponent off guard. I haven’t tried it yet though, so please let me know if I’m being dumb.

 The general plan it to create some powerful area denial by pairing Cassandra up with an Ice Golem.

 

The specific plan is something like this:

You include Cassandra (8ss), an Ice Golem (10+1ss) and a Silent one (6+1ss) for a total of 26ss (leaving you 34ss for the rest of the crew). Deploy them fairly close together.

Turn one Cassandra uses Upstage on “Ice Pillars” to create a pillar 8” in front of the Silent One. She then moves towards the “target area”. The Silent One uses the ice pillar to (hopefully) create another two pillars up to 12” further up the board.  The Ice Golem should then walk towards the area and stand within 1” of the Ice Pillars. If you need it there right from turn one, have Colette move it up with Presto-Chango. That might even allow the golem to put up the Blizzard aura right from the start.

From then on, the Golem will simply squat next to the pillars and dare anyone to get close. Cassandra can either do her own thing from then on, stay close in order to put up a Blizzard aura without the Golem needing to use actions to do so, or you can have her stand 8” away from the golem and have them both put up a Blizzard, in order to cover more ground.

The Silent One can stand a bit further back and provide the golem (and possibly Cassandra) with Ice Pillars and healing.

 

All of the above would obviously be easier in a Raspy crew, but people won’t expect it in Colette, so they might not be prepared to deal with something as hard-hitting and tough as an Ice Golem that’s being supported with a supply of Ice Pillars.

 

What do you all think?

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I'm a big fan of Collette in 3e the strategy and Scheme pools are good for her while she dies struggle with Reckoning adding Coraphes and Carlos/Cassandra can make her pretty good at it. She also has the bonus of a cheap healer in her keyword. My only problem with her is that if you're opponent leaves her alone she is needing to use her actions to get herself in position

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