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So with restrictions lifted and more of my meta being fully vaccinated we are starting to get back into the swing of malifaux. I picked up Rezzers just before everything shut down and am looking to continue with them now. Since I play in a heavy competitive meta, if you had to choose 3 masters to take to a tournament which would you choose and why?

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Depends on how much opportunity you've got between now and the tournament to get some games in.

Playing something you're familiar with is more likely to garner success than "net decking" a crew.

Assuming you're on a completely blank slate, with the recent errata I don't think there's a real consensus as to which are the obvious choices. Transmortis probably was, but it got hammered pretty hard. Ressers being summon heavy and Summoning being smacked down, makes that hard to assess too.

But back to my initial point, find 2-3 crews you like, either from a fluff, visual aesthetics, or mechanical perspective, and get as much practice in with those as you can.

Oh, and get the Dead Rider. It's definitely something you'll want in your toolkit.

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I dont have a set time to prep. My meta was running tournaments about once a month pre covid and we just pretty much always play competitive games even at our weekly game nights. I know we are looking to get tournaments back up and running soon so its more just a matter of getting my game back up to speed. I have not played any GG2 so I'm curious who the Rezzer stand outs are. Molly seems great as GG2 seems to lean heavily towards markers and interacts. I was playing a fair bit of Yan Lo before everything shut down though I know he was impacted by the errata. Also had some practice with Kirai but not as much as Yan.

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I very much agree with Morgan. In a top 3 pick I would definitly include Molly. The upcoming new Kirai will be a hot choice imho, but otherwise... Looking at your own meta and what are the best counters there is the better approach atm, I think. 

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I'm bringing Molly, Seamus, Reva into my next tournament in August.

Reason? Well, realistically I'm going to solo Molly, and the other two are the ones I know how to play the best. Also the terrain in Auckland is basically just tons of buildings, so Seamus really shines there.

That said, I feel like they're a pretty good combo for GG2. Reva is better for the pools with double marker scheme, and Seamus covers turf war really well. Molly can do turf war but occasionally I don't like her for it (like my match against Kharnage 😜 )

So they're a decent combo, but by no means the only combo. The realistic answer is that this will change for everyone. Just because I like Molly into a pool doesnt mean everyone will.

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I think people are sleeping on Doc in a GG environment where the ability for a single model to interact twice in an activation or having push movements is really important for efficient strategy execution in half the games. 

If I could only take 3 in the bag for an event it would likely be Molly, Doc, and Seamus...Kirai would be in the mix if I took 4. Molly and Seamus are my go to Resser crews for Turn War and Symbols- the decision between them comes down to terrain and opposing faction. Doc or Molly can do Ley Lines really well and having both gives you options and Doc is an excellent go to for Break the Line....Redchapel can do it well too. 

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46 minutes ago, thewrathchilde said:

I think people are sleeping on Doc in a GG environment where the ability for a single model to interact twice in an activation or having push movements is really important for efficient strategy execution in half the games. 

If I could only take 3 in the bag for an event it would likely be Molly, Doc, and Seamus...Kirai would be in the mix if I took 4. Molly and Seamus are my go to Resser crews for Turn War and Symbols- the decision between them comes down to terrain and opposing faction. Doc or Molly can do Ley Lines really well and having both gives you options and Doc is an excellent go to for Break the Line....Redchapel can do it well too. 

Agree with this. I often think that McMourning is very underrated. People dismiss him too easily because condition removal exists, but the crew has some serious power in it. It is just so damn statted for its costs and has tons of useful stuff going on.

I'm not sure about Molly on Turf War yet. I really liked her in GG0 on Turf War, and I assume I'll love her on GG2. Although of course for my big VWS I swapped to Seamus for Turf War - I do think he is ungodly strong in the right circumstances on that strategy.

Break The Line I've not figured out yet beyond "Molly can handle this pretty well" xD. I don't think Seamus likes it because it just takes so much AP, but... Seamus also forces his opponent to be AP light, so maybe?

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Also worth noting is that Gencon is coming and will bring new profiles for all the Masters essentially doubling the number of the most important models in the game which will have an absolutely massive impact for the competitive meta. So my suggestion would be to just play whatever and see what September eventually brings.

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17 minutes ago, Math Mathonwy said:

Also worth noting is that Gencon is coming and will bring new profiles for all the Masters essentially doubling the number of the most important models in the game which will have an absolutely massive impact for the competitive meta. So my suggestion would be to just play whatever and see what September eventually brings.

Fair point! And also since everyone sort of brings their own style to each crew, it can often work well to just focus on a few crews you like.

Not to mention Ressers in general cover quite a bit and their crews typically aren't quite as specialised as say Pandora or someone like that. So often you can cover almost anything with any given pair anyway.

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3 hours ago, ConfuciuSay said:

What master do you take typically against an opponent that announces Explorer's Society? Assume a balanced scheme pool of killing and scheming.

I find Molly has felt pretty good into every explorer I have faced so far.

But also she is pretty hard to play, so results may vary.

Seamus really struggles because of flush with cash (though you can work around it). Reva doesn't like Treasure Map but can work around it.

McMourning is probably okay except he has to work around Ngaatoro's neurotoxin aura (can't use stones or triggers around him if you're poisoned).

Not sure about the other four.

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21 hours ago, Maniacal_cackle said:

Agree with this. I often think that McMourning is very underrated. People dismiss him too easily because condition removal exists, but the crew has some serious power in it. It is just so damn statted for its costs and has tons of useful stuff going on.

however, with the exception of Lady J there aren't many crews that have enough condition removal to hit everything across the crew and while the loss of Poison hurts Doc and some of the other pieces are pretty survivable anyway with their other abilities. 

21 hours ago, Maniacal_cackle said:

I'm not sure about Molly on Turf War yet. I really liked her in GG0 on Turf War, and I assume I'll love her on GG2. Although of course for my big VWS I swapped to Seamus for Turf War - I do think he is ungodly strong in the right circumstances on that strategy.

I played both Molly or Seamus quite a bit into Turf War in GG0. Usually I was a pretty even split between the two and often it came down to terrain, opposing crew, and whether or not it was a Iron Scorpious type event or not...if so then I save Molly for Plant Explosives usually and ran Seamus in Turf War. He is really good as he can hit the markers, evacuate claimed quarters easily, and get the kills to make flipping markers more efficient. 

21 hours ago, Maniacal_cackle said:

Break The Line I've not figured out yet beyond "Molly can handle this pretty well" xD. I don't think Seamus likes it because it just takes so much AP, but... Seamus also forces his opponent to be AP light, so maybe?

I like Doc for it. Any of the Resser keywords can do it....but few can do it really efficiently as there aren't many models with 3 AP or a Quick Action move ability. Doc's crew is the exception. Kentauroi can potentially kick the marker twice (Interact, Ride With Me, Interact), Flesh Constructs can go Fast and do the same. Even Nurses can potentially Interact, Bottle w/Mask Trigger to Pull Here and There themselves, and then Interact again. Rogue Necro can Interact, Ambush, Interact.....there are just so many options in the crew for efficient marker pushing. He also have enough maneuverability and killing power in the crew you can often quickly isolate some key models of your opponent, eliminate them, and gain an AP advantage to out strat/scheme while still pressuring them  with threats. 

 

8 hours ago, ConfuciuSay said:

What master do you take typically against an opponent that announces Explorer's Society? Assume a balanced scheme pool of killing and scheming.

Doc can ignore Armor and Shielded and has a high enough Stat on his attack to be a serious threat. With Poison and Catalyst on multiple models he can also get the ship damage in addition to primary melee, ranged, and shockwave damage to mitigate the smaller continuous healing or Shielded tech. Seamus is a good option too- with generally low WP across a lot of their crews a Terrifying saturation crew can put considerable pressure on their resources. Kirai can bring some good threats too with Vengeance, WP based attacks in her crew, and even WP based pulses (Violent Ghosts), and blasts (Drowned). She can also trick up the numbers pretty quickly with summoning and incidental summoning too...which white they can't Interact with or affect the strategy they can still do it on later turns for the schemes. 

6 hours ago, Maniacal_cackle said:

I find Molly has felt pretty good into every explorer I have faced so far.

But also she is pretty hard to play, so results may vary.

Seamus really struggles because of flush with cash (though you can work around it). Reva doesn't like Treasure Map but can work around it.

McMourning is probably okay except he has to work around Ngaatoro's neurotoxin aura (can't use stones or triggers around him if you're poisoned).

Not sure about the other four.

Seamus just needs to kill other models and let everything else chip way at the Flush with Cash model or go after it with with other things first to potentially force them to burn through the once per turn Bribery or make sure you can get some Hello Love and or charge in with high Crows for some Execute after draining their resources with other attacks and the .50.

See above reply to ConfuciuSay but I think that Doc and Kirai has play in there too as does Molly. Reva probably does too just from a shear damage output approach though the wrong Explorer crew etched up will be able to remove a lot of her markers....

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3 hours ago, thewrathchilde said:

I played both Molly or Seamus quite a bit into Turf War in GG0. Usually I was a pretty even split between the two and often it came down to terrain, opposing crew, and whether or not it was a Iron Scorpious type event or not...if so then I save Molly for Plant Explosives usually and ran Seamus in Turf War. He is really good as he can hit the markers, evacuate claimed quarters easily, and get the kills to make flipping markers more efficient. 

Great points all around, but also just wanted to add to this that Turf War markers are now blocking (unlike GG0). So Seamus has become absolutely insane on this strategy IMO.

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For Molly: Best read through manical's Molly guide. It is a bit advanced, but I have a feeling you'll be able to handle it.

Short answer: Crooligans and crew model they can use as teleport platforms, e.g. Archie. That box would be at least my first purchase after the core. For anything else I would refer you to our Molly expert's opinion.

 

For Seamus: I haven't experienced him after GG2, which improved some of his crew, so they might be more playable now. 

My top choices:

Carrion Emissary (for corpses and terrain wherever you need it) 

Nurse (because they are great and a master focused crew like Redchapel can benefit a lot from what she offers) 

Dead Rider (because he is deadly, can shove friend and foe around and can always provide you worthwile benefits) 

Dead Doxies (because they are the most useful of the whole Redchapel crew) 

Dead Dandies (because they are extremely cheap (anti) schemers, which you won't always need but will be glad to own if necessary)

Luckily all of them come in their own boxes without much chaff - except the Nurse. For that I recommend 2nd trading, unless you also want to have some McMourning crew models in your collection. 

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For Molly...

Must haves:

  • Molly core box (Molly + totems, though philip is nice).
  • The Lost (Archie + Crooligans)

Next priority:

  • Dead Rider
  • Eternal Servitude (Yan Lo's box with Manos/Toshiro/Yin/Ashigaru)

Though be warned - I play Molly with over 20 different models that I tech in at different times. So she really is optimal when you own (or can borrow) half the faction xD But really just those two boxes can give some really solid games, although not quite as good with the focus cap.

Some people would put the Call to Madness (Marshal + Night Terrors) as a high priority, but I think that is a bit meta dependent. Night terrors are really excellent against non-damaging ranged attacks (like obey). They are also amazing with Philip and the Nanny.

Overall, I'd say if you can, pick up at least one night terror at some point. Forgotten Marshal is not a must have. I never play it, but some people like it.

For Seamus...

I'm not as experienced with him so don't have a priority order, but some thoughts.

Carrion Emissary - Personally I don't like the Emissary with Seamus very much. So I prefer to just select Seamus on boards where I don't actually need the extra blocking terrain. But if you want to play Seamus in environments without blocking or blocking that is not spaced well, Emissary is a must.

High Society - Bete Noire/Doxies/Dandies. I consider Bete Noire to be pretty amazing, but the main issue is having corpses to work with. So you can really only take her if you're taking Emissary or Gravedigger, or your opponent is going to provide corpses (for instance, by dying). Doxies are generally extremely solid.

Seamus core box - Seamus and copycat, of course. But since the changes I also seriously rate Madame Sybelle. So she is worth considering for sure! Although a bit weak against stone-users. Rotten Belles are solid models and fun to use, but not really competitive for most matchups.

Dead Rider - One of the best versatiles in the faction.

Sloth - has the best willpower attacks on a non-master in the faction. Seamus also uses a lot of undead that sloth can make fast. Also it can heal for 3 in exchange for an AP. Great model.

Nurse - Virtually mandatory for the toolbox, I reckon. Can hand out focus and pick out a severe out of the discard pile. Makes almost all my Seamus lists. If you can find an old M2E Body of Evidence for sale, great way to pickup nurses. I got mine for $20.

Gravedigger - An alternative way to hand out focus while also producing corpses for Bete Noire (she doesn't need to be near them to use them the way the rules are currently written).

And whatever else I forgot.

Additional comment:

Von Schtook provides some excellent OOKs - Anna Lovelace and Student of Viscera are models I tech pick all the time, and Valedictorian is high on my list of "this is probably a good model to OOK but I haven't gotten around to it."

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Awesome! I already have all the Yan Lo stuff so with her core box, archie+crools, and the dead rider I should be set for a while. I'll probably focus on Molly for a bit to get back into the swing of things and learn the new GG. It seems like GG2 is or can be super non interactive with your opponent. I have yet to try that style of play so I'm excited to try it out.

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7 minutes ago, ConfuciuSay said:

Awesome! I already have all the Yan Lo stuff so with her core box, archie+crools, and the dead rider I should be set for a while. I'll probably focus on Molly for a bit to get back into the swing of things and learn the new GG. It seems like GG2 is or can be super non interactive with your opponent. I have yet to try that style of play so I'm excited to try it out.

Yeah, I'm a bit infamous in my tournaments for just running away with Molly all the time, and this GG can be pretty friendly to it.

It can be impossible to avoid at times, though (especially Turf War & Break The Line).

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2 hours ago, ConfuciuSay said:

Ok so my first game is tomorrow against English Ivan with Molly.

Break the Line, Wedge deployment 

Outflank, Breakthrough, Hidden Martyrs, Bait and Switch, and Let them Bleed.

Any suggestions?

English Ivan is a powerhouse, but most of the power of the crew rests in his activation. So if you can set him back, then you do really well. Rules reminder - he can only turn ONE positive to a crow. He has to use a stone or card for the second.

I'd take Anna Lovelace and hang out near Molly, so he can't summon off Molly or Anna Lovelace as long as you're careful not to get LOS blocked. I'd take Dead Rider and keep it SUPER far back, and then eventually rush forward and reap English Ivan into your crew and beat him to death when he lacks shadow markers (ideally after he activates).

Then I take nothing else with WP 6+ so that he can't summon brockens.

1-2 crooligans that you reactivate turn 1 for activation control (although sometimes I only reactivate one). They can also drop scheme markers for molly to eat for card draw. She plays pretty defensive until the dead rider reap in this matchup, so having something to do with her actions is great. Also card draw means your hand can be stronger than his, diminishing his ability to land hits and have an effective Ivan turn.

Archie is the best way to get crooligans around, although he will probably die at some point from English Ivan beating him to death. So take hidden martyrs on archie + crooligan. Keep the crooligan wayyyy far back in your back line, and if archie isn't dead by turn 3 or so shove him into the enemy line. He'll have to kill you.

Breakthrough, outflank, and let them bleed are all options depending on his crew and terrain. Bait and Switch can be done by rider, but he has more important jobs. Also the second point is so hard on wedge.

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Ok so heres how it went

Molly+ totem

Archie, Dead Rider, Anna Lovelace, 2 crooligans, and a night terror

English Ivan + totem

Corvis Rook, Tannenbaum, Eva Havenhand, Gibson Dewalt, Vernon and Welles, and an Operative.

I took Hidden Martyrs(Archie+crooligan) and Breakthrough. My plan was to play defensive like you said until I saw an opportunity to go in on Ivan. I wanted to get Archie up there and present him as a big threat in the hopes my opponent would commit Ivan to dealing with him. Then once I'm able to nab Ivan with the rider I'd jump the crooligans up the board to scheme and strat while my opponent tries to save his master.

Turn 1 I played defensive, activating the crooligans to drop scheme markers and focus. Everyone else just kinda hung out until I saw an opportunity for Archie. My opponent forgot about leap and over extended Tannenbaum. With a walk a leap and a charge Archie was in, red jokering the dmg flip of the first attack and killing Tannenbaum with the first. Needless to say my opponent was not happy. I did over extend the Night terror on the opposite side to get and early punt on one of the footballs and unfortunately my opponent decided to focus on removing my scheme runners instead of Archie. So I lost the Night terror turn 1, but overall felt it was a decent trade. 

Turn 2 more of the crews engaged, Archie did his best to look intimidating and the Necro Machine moved up to support him as well as be another anchor for crooligans. Anna, Molly, and the Rider continued to hang out in my back field moving up just a little to threaten the middle of the board. Both of us were able to get a football across the centerline and my opponent tried to go for Outflank but an annoying crooligan jumped in, removed his scheme marker and kicked a football back across the line with a double activation. Here my opponent made a mistake that we think cost him the game. In between the crooligans first and second activation my opponent swung Ivan halfway across the board in order to try and take out the crooligan before it could get the marker across the centerline. He was able to damage it and summon a deva but was unable to kill it. Crooligan activated again, reanchored to the necrotic machine and kicked the football. Ivan was now out in the open staring down the rider, molly, and lovelace and with a pass token in my pocket turn 3 initiative was likely going to be mine.

Turn 3 I win the initiative and my opponent hangs his head. Rider does his thing snatching his new best friend Ivan and bringing him to hang out with Molly and Lovelace. After putting a significant amount of dmg into Ivan and draining the last of his stones, Dewalt opens an exit strategy for Ivan who teleports out eating Shadow markers the whole way to avoid as much dmg from Lethe's Caress as he can. I dive Molly in trying to get the last shot on Ivan but am unsuccessful, still Ivan is sitting on only 3 wds so he's out of the fight for now. My opponent does his best to try and kill the rider but only manages to take out about half his wounds but staggers him to try and slow down the chase on Ivan. End of the turn we both score the strat and my opponent is able to eek out Outflank due to a misplay on my part not measuring correctly how far Archie had Bowled Over Eva from the centerline.

Turn 4 my opponent spent healing Ivan back up to fighting shape, and trying to kill the Rider. Rider managed to live with a single wound but due to a horrible hand was unsuccessful in eliminating Ivan. Because of that I had to use Molly to draw cards and remove a corpse marker that Eva had Locked Down that was effectively shutting down my entire ability to do anything on a whole flank. Lovelace ran off to the far flank to stop Rook from increasing my opponents lead on the strat. So no score turn 4

Turn 5 my opponent knows that if he cant take out my remaining crooligan that I'll be able to score at least 2 points so Ivan goes on a suicide mission and kills it before falling to the Rider's scythe. But unbeknownst to him that crooligan was one of my martyrs. Now its a race for a point to take the win. Archie and the Necro Mach kill off Eva and V&W but cant get the footballs far enough onto my opponents half. Molly makes and attempt for breakthrough but Mr. Mordrake speed bumps her and she falls just short.

End score 3 to 3

Post game thoughts: Molly is amazing, crooligans are bonkers scheme runners. Archie is a menace that must be dealt with or your opponent will not have a good time, and the Rider... well you know. 

I did find that Molly's draw mechanics were a bit difficult to get going just because there were so many other things I wanted her to do or my opponent forced me to do. Is this pretty common or do you find that shes a card drawing engine for you and I just need to learn how to get it to work? 

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typically with the discard effects in the crew (Archie's flurry, By Your Side, Ambush) you can burn out your trash cards early within a couple of activations and then still go early enough to threaten with Molly and still be able to get decent draw.

Sometimes there is the trade-off where you have to activate her too early to get card draw but usually I haven't found I need to. The risk is the later you go the less cards you are usually going to draw unless you are playing keep away where there aren't a lot of opportunities for your opponent to use cards. Even then if you are forcing them to burn cards and are drawing less yourself from The Gorgon's Influence you are still getting some advantages by them not having key resources later.

In this game against Ivan you had the normal Gorgon card draw opportunities depending on their hand but also with a couple of those schemes there was the possibility of the opponent dropping scheme markers which you could eat for Lost Knowledge or eating shadow markers denying him resources as well. Sometimes I use the Machine for double marker drops if the opponent has a low Moderate showing on their discard to get out a couple of scheme markers early to give me fodder for Lost Knowledge or early Crooligan activations in early turns while gaining activation control can give some marker fodder to ensure you have options for Lost Knowledge later.

Usually though I am not using her for Lost Knowledge more than once per turn as her other actions are so impactful too. 

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5 hours ago, ConfuciuSay said:

Ok so heres how it went

Molly+ totem

Archie, Dead Rider, Anna Lovelace, 2 crooligans, and a night terror

English Ivan + totem

Corvis Rook, Tannenbaum, Eva Havenhand, Gibson Dewalt, Vernon and Welles, and an Operative.

I took Hidden Martyrs(Archie+crooligan) and Breakthrough. My plan was to play defensive like you said until I saw an opportunity to go in on Ivan. I wanted to get Archie up there and present him as a big threat in the hopes my opponent would commit Ivan to dealing with him. Then once I'm able to nab Ivan with the rider I'd jump the crooligans up the board to scheme and strat while my opponent tries to save his master.

One thing to note is that if you're using Archie for Hidden Martyrs, you don't have a crooligan beacon left after he dies. That leaves it to Necrotic Machine (which dies real fast if your opponent prioritises it), and Molly. Sometimes Dead Rider with Machine works well enough, but often you end up with a lot of pressure on Molly to be a teleport point.

Possible solutions - drop a crooligan and hire something else, or drop a night terror and grab another thing for teleporting (but Philip is bad against Ivan, so maybe Rogue Necro). Or you could drop a crooligan and a night terror and grab something else (I'd recommend Manos but I don't like him against Ivan). I also think 6 stones is way more than Molly needs, but can be good when you're getting the hang of the crew.

5 hours ago, ConfuciuSay said:

I did find that Molly's draw mechanics were a bit difficult to get going just because there were so many other things I wanted her to do or my opponent forced me to do. Is this pretty common or do you find that shes a card drawing engine for you and I just need to learn how to get it to work? 

That's one of the hardest parts of playing the crew. Sometimes you have to be happy with just drawing 2 cards off Gorgon's Influence and managing your hand well.

Some games I've literally only used walk, lost knowledge, and constructive criticism the entire game (usually in pools where assassinate is in the pool).

So it really varies, but I think probably your crew wasn't quite efficient enough, and so that put a lot of pressure on Molly to pick up the slack instead of playing a more support/fill in the gaps role.

As you get better with all the pieces, it will all come together more smoothly. Using your beaters more efficiently means Molly has more room to support or apply other pressures, which means the beaters have more gas, etc. So it can snowball!

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12 hours ago, Maniacal_cackle said:

One thing to note is that if you're using Archie for Hidden Martyrs, you don't have a crooligan beacon left after he dies. That leaves it to Necrotic Machine (which dies real fast if your opponent prioritises it), and Molly. Sometimes Dead Rider with Machine works well enough, but often you end up with a lot of pressure on Molly to be a teleport point.

Possible solutions - drop a crooligan and hire something else, or drop a night terror and grab another thing for teleporting (but Philip is bad against Ivan, so maybe Rogue Necro). Or you could drop a crooligan and a night terror and grab something else (I'd recommend Manos but I don't like him against Ivan). I also think 6 stones is way more than Molly needs, but can be good when you're getting the hang of the crew.

Do you mostly run just 1 crooligan? They seemed really good, but die if someone looks at them sideways. So it seemed like having 2 was the way to go. I was actually surprised about her stone usage. I'm used to a meta where if you bring less than 5 or 6 stones your master is going to get ganked real quick. In my game against Ivan though I almost forgot about my stones and just started using them for extra card draw. Its hard to break the habit though of having a large cache, feels vulnerable. 

12 hours ago, Maniacal_cackle said:

That's one of the hardest parts of playing the crew. Sometimes you have to be happy with just drawing 2 cards off Gorgon's Influence and managing your hand well.

Some games I've literally only used walk, lost knowledge, and constructive criticism the entire game (usually in pools where assassinate is in the pool).

So it really varies, but I think probably your crew wasn't quite efficient enough, and so that put a lot of pressure on Molly to pick up the slack instead of playing a more support/fill in the gaps role.

As you get better with all the pieces, it will all come together more smoothly. Using your beaters more efficiently means Molly has more room to support or apply other pressures, which means the beaters have more gas, etc. So it can snowball!

Do you use One More Question a lot? Post game my opponent felt that if I had been using that more he would have had a much harder time.

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