CapnBloodbeard Posted July 9, 2019 Report Share Posted July 9, 2019 So, what does the brains trust think about the Effigy upgrading to the Emissary? To do so, it needs a 2SS upgrade - and you have to wait until the start of turn 3. This gives you a half-dead Emissary (ie on 6 health). It also means that you're running a 6SS effigy for 2 turns, so you're really wanting him out of harms way because you'd hate for him to have died costing you 6 SS. In 2 turns keeping him out of harms way isn't too much of a problem for most deployments, but basically the only thing he gets to do is a little bit of healing, if needed. So, what do people think about the worth of doing it this way rather than just hiring DonkeyMan to start with? With only 3 Trinket options, does the Emissary do enough anyway? Quote Link to comment Share on other sites More sharing options...
Kharnage Posted July 9, 2019 Report Share Posted July 9, 2019 Because he bases himself on handing out upgrades, I think the Hodgepodge Emissary/Effigy is the least useful pair to benefit from Effigy of Fate. He doesn't really turn into a damage dealing power house when he finishes eating his Wheaties either, so I'd say the 4 stone difference is worth the upgrades, auras, and HP in those crucial early turns. 4 Quote Link to comment Share on other sites More sharing options...
ShinChan Posted July 9, 2019 Report Share Posted July 9, 2019 42 minutes ago, Kharnage said: Because he bases himself on handing out upgrades, I think the Hodgepodge Emissary/Effigy is the least useful pair to benefit from Effigy of Fate. He doesn't really turn into a damage dealing power house when he finishes eating his Wheaties either, so I'd say the 4 stone difference is worth the upgrades, auras, and HP in those crucial early turns. And the extra movement! Quote Link to comment Share on other sites More sharing options...
ebolazaire Posted July 9, 2019 Report Share Posted July 9, 2019 Definitely agree with Kharnage, I want the donkey active from Turn 1 for the oodles of support he gives the crew on turn 1. getting him in later and out of position doesn't really benefit me or the reason that I add him to crew. I don't use mine as a hitter, but he definitely enables my hitters! Quote Link to comment Share on other sites More sharing options...
S4lt Posted July 9, 2019 Report Share Posted July 9, 2019 I agree on ours. I get the most use out of him turns 1-3 through trinkets, heals and pushes. A niche use could be sneaky claim jump run turns 4 and 5. Just sit him at the back of the board for the first 2 turns. Heal up turn 3 and then move up turn 4. Quote Link to comment Share on other sites More sharing options...
Jesy Blue Posted July 9, 2019 Report Share Posted July 9, 2019 The only way I'm considering it is with a Henchman Leader and the Effigy is free, then 2SS for a 3rd turn Emissary is okay. I'm planning a Barbaros & a Pride lead crew, so we'll see how that goes. Quote Link to comment Share on other sites More sharing options...
dannydb Posted July 9, 2019 Report Share Posted July 9, 2019 I think the upgrade is fairly meh, I mean you have to keep this 4 stone model alive for 2 turns so it ends up at bsck not doing a lot then has to get in the game turn 3.... Not a fan Quote Link to comment Share on other sites More sharing options...
ShinChan Posted July 9, 2019 Report Share Posted July 9, 2019 15 minutes ago, dannydb said: I think the upgrade is fairly meh, I mean you have to keep this 4 stone model alive for 2 turns so it ends up at bsck not doing a lot then has to get in the game turn 3.... Not a fan It's good when your crew leader is a henchman Quote Link to comment Share on other sites More sharing options...
katadder Posted July 9, 2019 Report Share Posted July 9, 2019 Only time I would consider it is as a henchmen leader upgrade to effigy. And we dont have good henchmen leaders compared to actual masters Otherwise always want the emissary early. Quote Link to comment Share on other sites More sharing options...
CapnBloodbeard Posted July 10, 2019 Author Report Share Posted July 10, 2019 21 hours ago, ShinChan said: It's good when your crew leader is a henchman yeah but....why would you ever do that? Quote Link to comment Share on other sites More sharing options...
ShinChan Posted July 10, 2019 Report Share Posted July 10, 2019 Just now, CapnBloodbeard said: yeah but....why would you ever do that? Crossroads 7 for example. And there are some henchman that could perfectly compete against masters (Asura, I'm looking at you!). Quote Link to comment Share on other sites More sharing options...
Ironrock Posted July 12, 2019 Report Share Posted July 12, 2019 I am running Henchman leader as my master is now a chocolate teapot. The emissary is needed in the crew, but I can't find points for a support vehicle that costs so much. And the Effigy is nice that he is free with a Henchman but doesn't have the best synergy. The problem is that by Turn 3 the reason you would want to bring the Emissary has expired for value, he needs to be there early to add benefit. So I can't see myself using the upgrade on the Effigy. I would love it if the Henchman Leader allowed the Effigy Upgrade an additional condition to make the Emissary cost 2 less in that crew setup, something like that. Cheers, -Tim Quote Link to comment Share on other sites More sharing options...
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