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Everything posted by Napoleon

  1. i'm going to begin trialling Bonesaw, at least in games where i'm receiving for a turn 1 missile. But there is something that worries me a lot - making two passes to start his run. something gets me very worried about the roughly ~25% of games where one of those passes will whiff, resulting in an off course ball, no goal, and quite possibly a dead bonesaw at 12 boxes and 4/0. but when the dervish works, his threat range is huge, and his actual shot on the goal is on par with Angel under supershot and Corsair legendary due to meditation. Which repairs his very fragile statline up to a much more respectable 5/0. what has been your s3 experience with him? is there teams you field him against and ones you dont? scoring is definitely a very key part of season 3 over all so i feel the importance of figuring out this guy. I appreciate his playbook is better than Mists too, although mist is both substantially faster (pre-dervish, but mist is a 100% reliable) and has 2" melee and a play dodge.
  2. Vs Morticians

    Would love to hear some alch (primarily midas) vs morticians advice from the alch perspective
  3. the snek is cuter, that is enough reason to bench flask forever besides, more 2" models to rub in your opponents face the better. Especially when its on a danger noodle
  4. Dealing with brawling teams

    Tapper is hilariously vulnerable to Silence, and he loses a LOT of benefits if you force him to go last even when you aren't focusing him (old jakes - not useable, commanding aura - only benefits tapper, KDing for other players to benefit from? no one else is left) if tapper kicks off and loads himself full you can tuck him too, forces him to blow his activation and stack and means your last activation model (which might be greede goal or bonesaw goal) is not going to have to face a full loaded tapper. Silence is in range of tapper when he does this, but if tapper goes across the board onto silence your team gets the easiest mom farm in the world. (you can also teamwork silence away if he has the ball when he tucks tapper, for max BM, or use the fire blast to cut his range short of you) but i prefer to leave silence in range because farming KD tapper until you casket time him or remove him through a first activation is very strong
  5. Dealing with brawling teams

    Make their trades bad, Fillet has to pick her targets exceptionally carefully, as long as you don't give her chances to dodge obulus is immortal to fillet unless she has the ball. Ghast is likely to >> unless shes swift stanced, she can't dodge away from models like casket. Don't let her set up a last activation --> first activation chain of devastation. Models like fillet, thresher, rage etc absolutely thrive on these double activations of sheer carnage Shes going to obliterate someone unless you puppet master her backwards out of range which is not always possible. So let her obliterate someone and set up a casket time or set up a pseudo casket time. ie - knocked down fillet on 1-2 boxes (as low as possible) and ensure you win initiative, or that shes positioned in such a way she can't use initiative, like only engaged by 2" and shes KD, so she can't actually move. That way when your opponents go they have to load up fillet and you just obliterate her anyway. (come on mate can either make her 5/0 1-2 boxes or 4/0 5-6 boxes, neither of which will save her!) the team behind fillet is pretty meh, harry is great but squishy, vOx's damage output is surprisingly low due to 2/3, hes more of a setup player, meathook is decent but another 2/3 player. Take fillet out of the equation and your players will beat the butcher players as for vRage, that's much more difficult, vRage's toolkit is immensely deeper and so is his player quality. Fielding 2" reach teams, having great goal threat in mist or A&G, red fury + benediction means its almost impossible to kill rage's influence too. Gutter, Harry and Benediction all allow obulus to be killed, even by rage himself since he can have obulus pushed into melee with him, or dragged by gutter. Simply put, good luck with Rage union... it is a puzzle i have not figured out beyond trying to casket time rage after he kills someone.
  6. BPM is like a more durable version of Cosset, because brainpan can be hiding with his gold standard 4/1 statline and the puppet's "deaths" dont matter due to it retaining buffs. Also is less vulnerable to counter attacks that disengage, like >>, << or >< and is not vulnerable to UM. a counter attack that dodges them out costs brainpan an extra 1 influence to get memory back in which is a very small price compared to cosset losing her followup attacks (and it essentially refunds you the mom you lose, in a way. because while you aren't gaining a mom for the attack the opponent is losing it unless its a poised counterattack). Makes the puppet good into models like Midas and Vitriol, whereas cosset just can't get midas and vitriol requires some setup. Personally my first 2 drafts is usually graves + A&G, and my other 2 are flex choices. Ghast is a safe bet but Casket time is really strong and you can hold the choice for a long time until you know which is better for a match up. Last slot usually goes to Silence, BPM or Cosset depending on how i feel and if im kicking or receiving and what my opponent drafted.
  7. i'd argue that memory ties down no one by default, his tying down people is usually them stubbornly staying there to hit him. his playbook only has damage, no T, no KD. so anyone can just walk away from him at any time and only take a little stab (most likely 3 dmg, 4 if you're lucky, 2 against someone with tough hide). people get tied down when they stay to fight the puppet though which is a trap i see some people fall into. Which is all my statement was, assuming he had to walk tapper / hooper over to memory, not that you were jamming memory up against them like it does anything (it doesn't, esp. vs tough hide) He can deny furious charges, CC and rush keeper fairly effectively that being said. But i wouldn't call that "tying someone up" because they can just walk away
  8. Isn't tying up both hooper and tapper for the cost of allocating bpm 3-4 inf, when the puppet can't physically give up any VPs a really good trade? like, i get that its "wasting" influence, but hooper and tapper are two of the teams heavy hitters esp. since spigot can't even touch obulus. You just play football while they knock the puppet down
  9. Tournament list with less used Union models

    Any time i run mist w/ a sol, like benediction it always feels insanely strong to give mist an extra 2" of movement for free. I really like benny in vRage teams to begin with because he can arc node red fury
  10. Hes very good into compound too, for teams that like to run him, since memory never pays for a kick and only moves through dodges compound never does anything
  11. Never play B&M into butchers. VOx is a butcher staple and he can trigger The Owner aura by killing a 3 box puppet B&M is good into basically everything else
  12. Is scoring goals too easy.

    Some more impactful plot cards might be helpful, at least impactful in that they don't buff football (ie - don't bring one touch football back, as awesome as that card is). Right now knee slider only has 1 card that counter balances it which is Who Are Ya?, but knee slider is better than who are ya typically. that being said, i have played the "kill the ball super hard" game. it's awfully dull, but extremely effective
  13. Is scoring goals too easy.

    That really isnt even a choice. Bringing the captain back even if he just sits on the side to use healing will never ever be the wrong choice when the alternative is "play without 4 influence, lose an activation" The game should have interestinf choices, bringing back players is only the wrong call in super rare cases
  14. Is scoring goals too easy.

    i think they mean if theres a player in the way, rather than -1 dice, they have a chance to intercept, so models could be placed blocking goal shots to more effect than "shark loses a dice and bonus times back up to 4 dice"
  15. Can't justify Skatha over Theron

    You mean bringing snow?
  16. Can't justify Skatha over Theron

    Seenah typically loves the threat range boost that skatha provides, and seenah can be a key source of extra VPs via bear hug. despite 0/2 and 2-1 (yuck), i feel like seenah is one of the best hunters models to bring in a lot of situations The other big weakness of the pin strategy is it requires theron to go first, and unlike mortician control, theron can never guarantee hes going first, unlike obulus. You then slip in a big captain activation, score a goal etc and by the time theron gets his go, it's too late to stop a big activation and once theron is in a position where hes trading 3-4 influence to potentially, but with no guarantees, cancel out 3-4 influence you're at a neutral position at best. basically reason why pinned typically can't be used before a big captain activation because hunters are quite poor at momentum generation, a lot of their MP goes into heroic plays (like blessing), character plays (Theron, chaska, zarola, egret, hearne etc), and non momentous, but really important results like jaecar gutting and stringing key players that don't want -4/-4 and -1 def, on top of typically lower than average inf scores meaning their max potential momentum was already lower. i've played a lot of games against theron and am just never impressed at his toolbox. One of my most regular opponents ran hunters religiously, and they're quite popular in my meta but theron's never amounted to more than "free wins". As long as you position well, the threat of using your own players to pin you is effective but doesn't come up often because hunters don't form a big ugly scrum like say, brewers, grange farmers or corsair fish do. So you can spread out. i think my most common result vs the theron pin strategy was just to puppet master or drag theron in w/ corsair or obulus respectively. With shark it was usually just about winning initiative so that shark could legendary the team and score and ignore pin because his activation came and went before theron. that's my anecdotal experience, but the last time i lost a game to theron was 6 months ago, he just has too many holes in his gameplan and there's plenty of ways to work around pin, like spacing your models because hunters don't effectively scrum. stopping opponents models from doing what they want to (mortician style) is only effective if you can score vp in the meantime, and theron doesn't do much to enable that.
  17. Can't justify Skatha over Theron

    Theron's ability works sometimes if there's a barrier, but T2 onwards is really ineffective when it just incurs a MP cost to deal with. Since he's only 8" away, savvy opponents do not struggle to get to him. Especially with a combo of using the ball and other ways to dodge around, + pushing theron with models that can get to him. Generally theron has his match ups (mostly -- footballing teams that despise pinned + arrow), but he's considered very bad because he doesn't particularily help you towards the two biggest goals take out, or scoring. Skatha brings mobility - 4" dodges that are fairly reliable and fast ground that is 100% reliable. This assists the bear, jaecar, strikers, everyone. Its downside is the opponent can benefit too. Skatha is not significantly worse in melee either, and can apply snare from range just like theron. her legendary is also very impactful, and she's capable of getting a goal and enabling other goals to happen. Theron's biggest hurdle is he doesn't have enough control to stop goal scoring teams, and he isn't good enough at murdering to outfight take out teams. Skatha has a much more viable path to the 2-2 win. I assume the PV player kicked off to you and lost the 4" off her threat range as a result. That is just opponent inexperience with theron's toolkit. Had he applied ratchet (clear conditions - PV is mechanica) then her threat range goes back up to 10" (no more snare) along with tooled up, meaning the forest no longer protects theron - as she loses 2" of distance, but therefore is still in range (Although, Theron's counter attack is much more likely to disengage her than she is to hit her knockdown), but the point is pin + forest is not as strong as it seems, even T1. Much better to play ballista instead so when theron pins, its largely ineffective due to deadbolt being a long range char play.
  18. Is scoring goals too easy.

    i think its the combination of both. A single really strong striker is fairly easy to shut down. But its not neccesarily these players fault although i do find the combo of midas + vit too strong (#NerfVitriol), but its the fact the organised play document has the things it has. Mom for going second means first activation knockdowns, conditions, not likely to get a mom result etc doesn't shut down strikers anymore. Tap in also contributes to how strong goal scoring is. The amount of times i see strikers just ignore all counter play to go score because of that mom is very high. It also actively protects models with strong counter attacks like Shark, allowing him to stand places he didnt used to be able to stand because even if hes engaging dirge and cosset is nearby hes not going to die, hes just going to << away
  19. Engineers or Morticians?

    Agree on both points. Minefield to me doesn't even really seem like a "trick", it seems rather straightforward. Using breach to knockdown poorly positioned players and score however i think is a much better trick on the second, generally i will run a union option with 100% of my mort teams. A&G assists the take out game with a pocket goal and Mist is the single best footballer morts have access to, and Mist generally appreciates what obulus can give him in 8" jogs and confidence (to make up for his TAC 4). Confidenced mist charging becomes signficantly more likely to wrap to the godlike T + m<< Morts can run pure mort teams, and win, but i think its deliberately denying strong tools they don't have in faction. Engis run pure engis all the time. Harry is just really good to bring but not mandatory.
  20. Another Fun Survey! Player Power Rankings

    some of the line ups are surprisingly accurate, i would say it got Alchs and Farmers bang on the money as their ideal teams. The only one that seems to have radically diverged from an actual good team is the mason one, because running honour + brick, but not marbles and harmony is heading into madness territory. but i think the rest of them are pretty playable/great teams. I'd run similiar +/- a player in most cases. The mortician one is pretty great most of the time too as a generalist team. <the engi team might be accurate too, but i have very little knowledge of ideal engineer teams, but a glance at it seems pretty decent>
  21. Jac + Siren

    It's a pretty popular tactic, some people will even kick off with jac off to the edge of the board so that whoever comes to get the ball is threatened by it. the only downside is the model who gets shoved off doesn't lose any health
  22. Another Fun Survey! Player Power Rankings

    Are you judging "most powerful" line up by ratings, or by ratings + not allowing certain player roles to overlap? rating "most powerful line up" is a fairly bad way to judge teams. For example, i rate Casket and Ghast both "above average" but wouldn't play both of them at the same time. that being said, i don't think judging most powerful team by rating is going to work when most people are familiar with their own teams (ie - rate their players more accurately) but then rate models they are less familiar with as better or worse than they actually are, because they have a less nuanced view of the model Although its an excellent judge of overall community reaction and opinion
  23. Engineers or Morticians?

    all the tricks one can pull off with oil tokens, linked on demand or hoist shenanigans -- like artillery one turn, burrow goal run the next turn definitely mean engineers have shenanigans.
  24. Grange 6

    Thresher really appreciates the influence (for full loading him + tater every round, one to harrow to tool up thresher or tater, spread the rest, like 2 to jackstraw for example). She's also really strong on threshers legendary turn because she has a brewer playbook, only 4 long playbook with great spread of mom damage and a knockdown, only downside of it is the 3 inf cap. Tanking conditions is super important vs a lot of teams too, like getting to ignore the worst part of a turn 1 deadbolt, getting to make fillet struggle to get bleed onto some players (esp. tater with his def 5), getting to ignore hunter traps, preventing vKat from getting a condition on someone etc I wouldnt play either captain without her. Models under grange's sturdy aura basically become 100% invulnerable to knockdowns on legendary because of millstone tanking 1( ignore), other player ignoring KD, millstone tanking 3rd kd, and finally, on the fourth KD they will get knocked down. I'd run peck to cocky millstone or others, but buckwheat imo is so good peck almost isnt worth bringing unless your enemy is going to spam knockdowns to get heroic value
  25. Is scoring goals too easy.

    i think you're reading too far into it. They made a readjustment because its a combat sport game, but the sport part was an afterthought. But i think making out SFG set out with deliberate intentions to avoid a combat based game are pretty flat out wrong by any reading of the lore, viewing any of the promo art, or just looking at any released character, even the new ones. Unless you think "smashing face" pintpot or a puppet with razor claws is "simulation of a sport, avoiding making a game where soldiers murder each other" the biggest problem i find people have isn't with how scoring is a viable focus, but with how fast it is. games are just over incredibly quickly and small mistakes or bad luck at a critical moment is the deciding factor, there's less of a push and pull of a slightly longer game. Teams being up 8-0 by the onset of turn 2 is not uncommon, or 8-4.