Thatguy Posted March 11, 2021 Report Share Posted March 11, 2021 So we've seen Stumpy and Fluffernutter so far. Any thoughts? And predictions for the rest? I'm hoping the Jockey Henchmen adds some sort of mobility boost. Move 6 and 4 doesn't seem much like they're racing around the board. Rooster Riders and most Pigs leave them in the dust. 2 Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 Oh, gross, movement 4, did not realise that. And no rush, so it really is that slow. Throw in Toss In The Mud still not having a melee icon, and this model is way more of a let-down than I thought xD Stuck in the swamp is a super sweet trigger though. Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 Althoughhhh I guess you can rampage your own models no problem, so if you have something worth charging, this is actually a 13" move per turn model, not a terrible move rate. But not so good its worth the damage. Built in suit on the charge guarantees it though. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted March 11, 2021 Author Report Share Posted March 11, 2021 13 minutes ago, Maniacal_cackle said: Althoughhhh I guess you can rampage your own models no problem, so if you have something worth charging, this is actually a 13" move per turn model, not a terrible move rate. But not so good its worth the damage. Built in suit on the charge guarantees it though. Yeah I thought the same. Maybe in crews that have armor. So you can get the movement for less wounds. Kind of surprised Stumpy doesn't have armor. Though he does have df6 and 8 wounds, which isn't bad for the cost. 1 Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 Just now, Thatguy said: Yeah I thought the same. Maybe in crews that have armor. So you can get the movement for less wounds. Kind of surprised Stumpy doesn't have armor. Though he does have df6 and 8 wounds, which isn't bad for the cost. Yeah, when I saw those stats I thought he was awesome, but I assumed move 6 xD Quote Link to comment Share on other sites More sharing options...
touchdown Posted March 11, 2021 Report Share Posted March 11, 2021 it's also weird they don't have unimpeded like other mounted models 1 Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 The 2/4/5 damage track is also pretty serious business, considering it is stat 6 on the charge with built in suit. Can be devastatingly powerful. But so much has to line up. Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 Just now, touchdown said: it's also weird they don't have unimpeded like other mounted models Maybe they're used to racetracks with no obstacles. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted March 11, 2021 Author Report Share Posted March 11, 2021 8 minutes ago, touchdown said: it's also weird they don't have unimpeded like other mounted models Stumpy has Planted Roots, so gets so ignore severe. Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted March 11, 2021 Report Share Posted March 11, 2021 Overall, I'm glad these models aren't bonkers powerful and absolute must-buys as far as I can see so far. Much better if there's just a regular power level for the starters. 1 Quote Link to comment Share on other sites More sharing options...
SEV Posted March 11, 2021 Report Share Posted March 11, 2021 The three is really slow though (at least give him ambush like his waldgeist kin). I'm not sure when I should hired him. I like the rabbits as a missile. I see him as a trading piece. I think he can take down a key pieces before dying and sometimes it's all you ask from your 6ss enforcers. Also pulled from the hat is guaranteed if you want to. This is good utility. It can be situationally better than surge. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted March 11, 2021 Author Report Share Posted March 11, 2021 7 hours ago, SEV said: The three is really slow though (at least give him ambush like his waldgeist kin). I'm not sure when I should hired him. That's a good point. It makes me a little more confident that they'll get some sort of speed boost. It would be embarrassing to be a Jockey and get outraced by a Waldgeist. Lol Any ideas on how you might use the models with their other key words? Fluffernutter seems like it would be good for doing small amounts of no resist flip damage to finish off Hard to Kill models. I'm not sure what else he'd do for Wong. The ping pulse for Hard Knock Life seems good, but I'm not sure you need that with Wong doing it too. Stumpy seems like it might be good as a cheap tarpit for Zorida. If you run on it's Aura and charge into base it can lock it down pretty well. Even if it disengages half movement means it's not getting very far. Quote Link to comment Share on other sites More sharing options...
SEV Posted March 11, 2021 Report Share Posted March 11, 2021 2 hours ago, Thatguy said: Any ideas on how you might use the models with their other key words? Rabbit can charge his own model, automatic hat trigger for a fast +glowy on the target and a card (bonus point if the RJ is in the discard). Three is a fine tarpit... But I don't see what he brings to Mama Z specifically... if toss in the mud was a melee action, a guaranteed mass staggering would be awesome but as is o really don't know what I'm supposed to do with this model. Quote Link to comment Share on other sites More sharing options...
Cats Laughing Posted March 11, 2021 Report Share Posted March 11, 2021 3 hours ago, SEV said: Rabbit can charge his own model, automatic hat trigger for a fast +glowy on the target and a card (bonus point if the RJ is in the discard). Three is a fine tarpit... But I don't see what he brings to Mama Z specifically... if toss in the mud was a melee action, a guaranteed mass staggering would be awesome but as is o really don't know what I'm supposed to do with this model. Takes some set up, but if you have a friendly model that will survive 3 damage within ~3" of the enemy bubble, you could charge that model, rampage through them, then toss them in the mud for the stagger bomb. Though rereading the Spread Roots ability, maybe this doesn't work if you're relying on that ability to provide the terrain, since your friendly model doesn't count it as terrain. Quote Link to comment Share on other sites More sharing options...
Math Mathonwy Posted March 12, 2021 Report Share Posted March 12, 2021 Both are Sz2 so can ride around on Gracie (hilarious!), Tossed by Alphonse or Lenny, or be hauled by Skeeters which could help Stumpy especially. 2 1 Quote Link to comment Share on other sites More sharing options...
Thatguy Posted April 15, 2021 Author Report Share Posted April 15, 2021 We saw the Catalan Rifle Corps Henchman yesterday. She seems like she offered a lot of crew synergy with Shouting Orders and Inginuity. Any bets/hopes for the Jockey Henchman? Quote Link to comment Share on other sites More sharing options...
touchdown Posted April 15, 2021 Report Share Posted April 15, 2021 the Jockey keyword abilities seem to be stampede and ramming speed, so maybe something that gives out extra charges? Quote Link to comment Share on other sites More sharing options...
Thatguy Posted April 15, 2021 Author Report Share Posted April 15, 2021 1 minute ago, touchdown said: the Jockey keyword abilities seem to be stampede and ramming speed, so maybe something that gives out extra charges? Maybe we can get a Ninja rider with The Oyabun's Command. Quote Link to comment Share on other sites More sharing options...
Stumpyfjord Posted April 16, 2021 Report Share Posted April 16, 2021 I’ve been poking the idea of Stumpy with Zipp. I haven’t gotten either on the table yet, so still completely theory. Zipp’s crew has a lot of helpful OOA movement to help mitigate the weakness and Stumpy’s strengths play to Zipps strengths (Area denial and AP control). Quote Link to comment Share on other sites More sharing options...
Thatguy Posted April 16, 2021 Author Report Share Posted April 16, 2021 2 hours ago, Stumpyfjord said: Zipp’s crew has a lot of helpful OOA movement to help mitigate the weakness and Stumpy’s strengths play to Zipps strengths (Area denial and AP control). I like the idea. With the severe terrain aura anything Zipp throws in will have more difficulties getting out. I'm not sure Stumpy is up to being a tarpit though. Other than df6 he doesn't have any defense tech. He's got 8 wounds but it probably going to be in 6-7 if he used his bonus and stampeded. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted May 12, 2021 Author Report Share Posted May 12, 2021 New Jockey Spoiled. I think this is my favorite so far mv7, Scamper and Crazed Chicken are significantly more movement tricks. Quote Link to comment Share on other sites More sharing options...
SEV Posted May 12, 2021 Report Share Posted May 12, 2021 The movement tricks are great. He can also give you some kind of activation control which I think must not be underestimate. But he'll also die to pretty much anything. Scanner being is only def tech. 7 wounds are fine for 6ss... But with Stampede and Crazed chickens that will drop fast. Quote Link to comment Share on other sites More sharing options...
fire5tone Posted May 12, 2021 Report Share Posted May 12, 2021 14 minutes ago, Thatguy said: New Jockey Spoiled. I think this is my favorite so far mv7, Scamper and Crazed Chicken are significantly more movement tricks. It also goes to mah and has 2 ways of pushing people on traps Quote Link to comment Share on other sites More sharing options...
Thatguy Posted May 12, 2021 Author Report Share Posted May 12, 2021 18 minutes ago, SEV said: he'll also die to pretty much anything. Scanner being is only def tech. 7 wounds are fine for 6ss... But with Stampede and Crazed chickens that will drop fast. Yeah. No defense tech, 7 wounds and multiple abilities that want you too burn wounds to use them. 10 minutes ago, fire5tone said: t also goes to mah and has 2 ways of pushing people on traps Yeah seems like Mah is the big winner so far. He looks pretty fun with some Test Subjects. He can burn a wound to let them all charge. Quote Link to comment Share on other sites More sharing options...
fire5tone Posted May 12, 2021 Report Share Posted May 12, 2021 wait, question, so the normal push on the gun only happens if you succeed right? but the trigger says "after resolving increase push to 4" am i correct in thinking that you can push a beast regardless of success? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.