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.... I Learned Something Today


Jesy Blue

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Played a tournament on Saturday, I only won the round I used Zipp.  I went in with a plan to use X master in this scenario, Y master in that scenario, and Z master in the other scenario, because I ALWAYS use Zipp, like 4 out of 5 times I use Zipp, so I've been trying to force myself to use other masters. 

What I remember about the terrain set up on tables I lost at, each time I said to myself "Man, Zipp would be great here," but I didn't use Zipp.   I have 5 different Leaders in outcast besides Zipp, and I've used the rest of them almost never because Zipp is almost always a better option in a given scenerio.

 

So, I learned not to be so in my head about it.  If Infamous is the best choice, go for it.  If the rest of them collect dust until M4E and I'm still having good games, then I'm still enjoying the game.

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OK, so what do your Infamous crews look like? I'm looking forward to trying it out for the first time, probably this week. I've played against Zipp only once. The crew has a lot of pretty good options on paper. What kinds of crews are you fielding and which models are in them? 

It looks like Wrastlers are going to be very occasional counterpicks used against marker dropping opponents. Johan looks pretty mediocre, although maybe dropping a 3/4/6 model with flurry from a skeeter would be fun. Every other model in the keyword looks solid. What do you like?

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Typically I run this build: 

Speed Kills (Outcasts)
Size: 50 - Pool: 3
Leader:
  Captain Zipp
Totem(s):
  Earl Burns
Hires:
  Merris LaCroix
  The Midnight Stalker
  Iron Skeeter
  Iron Skeeter 2
  Iron Skeeter 3
  Malifaux Child
  Flying Piglet
  Flying Piglet 2
  Flying Piglet 3

If the opponent is condition heavy, or marker heavy, or both, I'll remove some pigs, and maybe the child, for Wrastlers and/or Roja, depending on the table set up, strategy, schemes, etc...

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15 hours ago, Ming said:

My usual roster is this:

Zipp + Earl

First Mate

2 Iron Skeeters

Midnight Stalker

Emissary

Prospector

 

I haven't used Merris yet. but she seems to be a useful model. Wrastler can be situationally good.  

Do you have a specific plan for the Emissary's attachements?

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On 1/15/2020 at 7:17 AM, Jesy Blue said:

Typically I run this build: 

Speed Kills (Outcasts)
Size: 50 - Pool: 3
Leader:
  Captain Zipp
Totem(s):
  Earl Burns
Hires:
  Merris LaCroix
  The Midnight Stalker
  Iron Skeeter
  Iron Skeeter 2
  Iron Skeeter 3
  Malifaux Child
  Flying Piglet
  Flying Piglet 2
  Flying Piglet 3

If the opponent is condition heavy, or marker heavy, or both, I'll remove some pigs, and maybe the child, for Wrastlers and/or Roja, depending on the table set up, strategy, schemes, etc...

OK, that's the normal list, but you take Zipp for every strategy. Surely this isn't your reckoning list. What do you play there? Do you use this for turf war too? 

Also, if you're only playing Zipp, why Outcasts? Is is the Stalker?

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9 minutes ago, Trample said:

Also, if you're only playing Zipp, why Outcasts? Is is the Stalker?

It's the Stalker AND the Malifaux Child!  When I do Bayou, I replace the two of them for the Lucky Emissary.

..... sometimes.... just sometimes.... I'll take Von Schill with them and give Equipment cards to Flying Piglets, cause they're not beasts!

But no, this is what I run for Reckoning, too.  I either play keep away with a crew that is not as mobile as me, or I fake over aggressive against an equally mobile crew and get a lot of stuff killed the same turn while scoreing Schemes (Flying Pigets) which starves the opponent's ability to score Reckoning in later turns.  I find it funny!

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53 minutes ago, Jesy Blue said:

It's the Stalker AND the Malifaux Child!  When I do Bayou, I replace the two of them for the Lucky Emissary.

..... sometimes.... just sometimes.... I'll take Von Schill with them and give Equipment cards to Flying Piglets, cause they're not beasts!

But no, this is what I run for Reckoning, too.  I either play keep away with a crew that is not as mobile as me, or I fake over aggressive against an equally mobile crew and get a lot of stuff killed the same turn while scoreing Schemes (Flying Pigets) which starves the opponent's ability to score Reckoning in later turns.  I find it funny!

Right, so the Malifaux Child can create piano markers. What value do they bring you? You don't have Mancha, so they aren't there to give him healing. Is the Child getting into position to use them as blocking pieces?

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In Turf Wars, he takes the closest marker, surrounds it with pianos.

In Corrupted Idols, he drops pianos where a marker would go, preventing one from being placed at all.

In Plant Explosives he closes through ways to my side of the table, and in late game can just pick bombs up on my side then I kill him so the bombs disappear.

 

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17 hours ago, Jesy Blue said:

In Corrupted Idols, he drops pianos where a marker would go, preventing one from being placed at all.

I think this is relevant:

If you put an obstacle where the idol is going to be created, you don't prevent it being created/placed.  You cause the idol to be put down as close as possible to where it was supposed to go.

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9 hours ago, Adran said:

I doubt most TOs who will act as the judge would back the move in most cases and would find a spot to drop the idol. 

Agreed.

But it is why I objected to the "no additional beneficial effects for either player" part when GG0 was released. It's a loophole that's just ripe for this kind of argument.

Sure, a reasonable TO isn't going to rule that way, and an opponent playing it that way in a more casual setting is a great "Oh, you're THAT kind of player" warning, but it'd have been better to just omit that clause, and ruled that it's as close to the original point, on the line (to prevent it starting in one player's table side), closer to the center if there's two equally legitimate options, and not placed if there's literally no legitimate placement option*.

* Which would, by my estimate, require in Standard/Wedge, require fifteen 30mm models spaced out 29 mm apart, to prevent. Not impossible, but not an easy task either**.

** And you could always rule that if there's a model blocking the placement, then the player not owning the model gets to place it off the line, because if you're gonna try to block placement, well, tough noogies for you.

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6 minutes ago, Morgan Vening said:

But it is why I objected to the "no additional beneficial effects for either player" part when GG0 was released. It's a loophole that's just ripe for this kind of argument.

I couldn't agree more; rules relying in subjetive judgements in a competitive game it's a bad idea.

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2 hours ago, Morgan Vening said:

* Which would, by my estimate, require in Standard/Wedge, require fifteen 30mm models spaced out 29 mm apart, to prevent. Not impossible, but not an easy task either**.

Typically, I put 6 on one side, from table edge towards the center, and pianos are 40mm.  It pretty much takes 2 suit options out of contention.

So, the equitable choice would be to just push them towards the table center, making them almost center deployment, which I would just likely be playing towards with this set up, or not placed at all which limits the number of locations and markers I have to deal with tactically, and the number of overall Strategy points that can be scored a turn.

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