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M3e Mei Feng Tactica


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1 hour ago, Stumpyfjord said:

That’s a really good point about the DPS efficiency. One of the skill points I think I need to improve on with the crew is over-reliance on RtRs and losing the AP/DPS efficiency of charging.

The focus also helps relieve some of the hand pressure I feel the crew struggles with overall. I’ve thought about plus flips improving “dependability” of too deck flipping but hadn’t pushed that to Focus use (which is pretty obvious once it comes to mind).

I’ve taken Claim Jump in him before for the reason you list with decent effect.

I think the hold-up for me is the Cost 9 for often standing still/low contribution. Maybe I should restructure the thought as 

“How much would you pay for a support piece that drops 7-10 focus a game for two cards?” and then judge the rest of his personal output against the residual Real Cost minus Made-up cost for focus spam.

Also just use him better through the game.

 

 

Yea, pulsing out focus is how Kang is action efficent, for the cost of a card turn one you generate the equivalent of around 5 AP. 

Another good way to think about Kang is what that Focus allows you to kill or what rules it breaks.

So if pulsing focus onto 2 Railworkers results in you killing an 8ss enforcer, you can thank Kang for that.

Dont forget that Mei Feng is a blaster in a Focus stacking crew. Because she has Breath of Fire Focus is disproportionately effective on her, especially because of Press the Advtantage making it super important to win the inital flip.

Finally, this is a faction with Deisel Engine. I already think the Foundry are uniquely suited to fighting Ressers, but stacking Focus with Deisel Engine is a great way to get around HtW. In this way, the Metal Golem gets a double positive to its attack and a double positive to its damage flip, on a model with a 3/4/6 damage track... 

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  • 3 months later...
On 3/26/2020 at 6:07 PM, Mycellanious said:

Yea, pulsing out focus is how Kang is action efficent, for the cost of a card turn one you generate the equivalent of around 5 AP. 

Another good way to think about Kang is what that Focus allows you to kill or what rules it breaks.

So if pulsing focus onto 2 Railworkers results in you killing an 8ss enforcer, you can thank Kang for that.

Dont forget that Mei Feng is a blaster in a Focus stacking crew. Because she has Breath of Fire Focus is disproportionately effective on her, especially because of Press the Advtantage making it super important to win the inital flip.

Finally, this is a faction with Deisel Engine. I already think the Foundry are uniquely suited to fighting Ressers, but stacking Focus with Deisel Engine is a great way to get around HtW. In this way, the Metal Golem gets a double positive to its attack and a double positive to its damage flip, on a model with a 3/4/6 damage track... 

kang is a bad model in mei crew, there are a lot of models out of keyword which u want to see in your crew; also kang is not so mobile and tanking as other armoured models

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I really struggle with Kang - not because he's slow (RtR), but because after that initial pulse of Focus, he doesn't seem to do a great deal. St6 attacks and H2W with a heal is decent, but not really enough to tank. Guiding Presence comes up so rarely that I probably don't think to check for it often enough, but even when I do, that discard is expensive.

Oddly the niche I've found for him is the short-range Hot Coals action - with Focus and a Tome, he should be Blasting Burning onto people. It's theoretically useful in pools where everyone loiters in the same place, like Ley Lines. (Losing Corrupted Idols, which was what I was actually thinking of, might push him even further out of view for me.)

I'd like to make the Burning sub-theme work, between Mei's Breat of Fire, Kang's Coals, and the Rail Workers' Shovel Faster - St6 Stunned is pretty good, as is the relentless chip damage alongside the hits from Mei and Rail Golem. Unfortunately the Tomes for Blaze rarely come off the top, but I guess there's not much call to save them in hand if you do get them - Blaze is pretty much the only Tome trigger on most models, except for Condensation (Vent Steam) on the big beaters.

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  • 10 months later...
4 hours ago, DuBlanck said:

Where does Sparks stand post-nerf?

Tech around making the Metal Gamin pulse loadsa irreducible damage sounds good, until they get bopped from range by armour-ignoring tech picks, I assume.

After a couple of games, I think I am tentatively going to call it a buff.

Pros:
+++ Soulstone usage. Absolutely a game changer, Sparks has now seen Turn 5 in every game I have used him. It also makes Sparks very good at certain Schemes, like Hidden Martyrs. In fact, I have had opponent say they don't even want to bother attacking Sparks now, since he can Stone away the first attack and Scamper away from the second. 

++Synergy with the Porkchop. Previously, Sparks and the Porkchop had dis-synergy which was unfortunate and sad. Since the Porkshop can't benefit from Fast twice, there was no reason to use Now Yer A Robot on it. Now however, Sparks can give the Porkchop a Fourth Action which is very powerful. Being able to set up Vent Steam early, or even just taking an extra Walk Action is very strong. Plus, Reckless damage is both prevented by Shielded, AND procs Packed With Explosives. 

++Increased Versatility. The advantage that Command Construct has over Burn Out is that it is more versatile. Being able to get an extra Action on another model during Sparks' Activation can be a game changer. For example, using Command Construct to have another model Ride the Rails so that both Sparks and that model can evacuate the area before the opponent has a chance to attack either of them. It can also be used on Enemy Constructs, which is useful because previous enemy Constructs where difficult for the Foundry to handle, as they ignore Vent Steam. Plus, it is an Attack Action, so now Sparks has a use for Focus!

++Sparks no longer needs to consume Scrap for his Tactical, which means your Turn 1 has a decreased resource cost.

+ Sparks can turn your Living models into Constructs, so when they die you get an extra Scrap!

 

Cons:
-Increased resource cost. Command Construct require a NINE, in a crew with ZERO card draw and lots of discards. It is definitely not going to go off every Turn, maybe once or twice a game. At least it can be mitigated a little bit by spending Focus? Oh, also it has no Triggers...

- Sparks can no longer give himself an extra Action. Previously, you could Burn Out Sparks for a 3rd Action, but you can't Attack yourself so you cant Command Construct on yourself. 

- The range of Scrapyard Mines got reduced and it is now an Aura. Most of the time, I'm throwing the enemy into the Scarp so the range reduction isn't seriously impactful. The fact that it is now an Aura is mitigated by Stone usage, as it is now acceptable for Sparks to be on or near the front lines. 

- - With the Focus Changes, Galvanize is not a great Trigger, particularly if you want to bring Kang. 

- - Command Construct is affected by Concealment, so you still have the issue where your Turn 1 can be messed up by Diesel Engine, except now you don't get your extra Action if the model you want to target is in Vent Steam. 

- - - The Maximum amount of health Sparks can save you in a Turn has been reduced. Previously you could Heal twice and give Shielded, for a total swing of six Health. Now that his Tactical is no longer a Bonus Action, the most HP you can swing is four, or if you Ride the Rails, only TWO. 

 

Neutral:

Analyze Weakness is still a dead Action. Sparks has even more Action AND resource pressure than he did before. In my 60+ games of Foundry, I have attempted Analyze Weakness twice and succeeded zero times.

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You missed the fact you can now have sparks do command construct to have metal Golem off the rails which is awesome

 

In fact you could have the Golem go off the rail 4 times a turn if you bring joss and amina 

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20 hours ago, Mycellanious said:

he can Stone away the first attack and Scamper away from the second. 

That is a layer of defence I'd not considered, nice - particularly as the Vented Steam and general rush probably means opponents are picking fewer shooters as damage dealers.

20 hours ago, Mycellanious said:

a crew with ZERO card draw and lots of discards

This has always been my problem with Foundry, and was part of why I rarely played Sparks before (felt hard to get reliable work out of him).

20 hours ago, Mycellanious said:

Analyze Weakness is still a dead Action

It did always feel fluffy rather than useful, so it's not really much surprise that nothing's changed there. It does tack onto the end of the weak anti-enemy Construct role with Command Construct though, reinforces him in that role.

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What are people's favourite uses for Sparks now?

Shielded AOE bomber Metal GAMIN?

Turbo Tickel Pig? (Reckless pings shielded, he's already got Vent steam potentially from Spark's bonus action)

Bossy Sparks telling Hoffman what to do!?! (It says LEADER! not master....) 

Pain train keeps rolling... Either turn on vent steam before the golem goes to town or get it to go off the rails again after its activated... Gotta say most of the time I can see myself going early with sparks to set up his shielded on a model I expect to get targetted though...

Anyone else got any wonderful favourite  actions of non-constructs they'd sink and AP,a scrap and a bonus action to get off an extra time in a turn?

 

 

 

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  • 3 weeks later...

Can confirm Sparks auras still work. Sparks giving the piggy shielded turn 1 and telling the golem to vent steam meant I had 2 forward, steam vented, vectors for Mei to attack from. Top of 2 sparks goes first to move into range for his auras and get the Enforcer next Mei to vent steam early. 

Mei getting to attack DF 5 models, pushing them around over scrap markers in steam is gross! 

 

(The "with me" on Ten Thunder's masked agent makes the turn 1 dive all the more effective)

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