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Lhel

Pundits
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  1. newb strat qssss

    Any plan can backfire, one can sometimes even blame dice, imagine that You have some interesting option as Alchemists, for killing the ball Naja makes that happen with no issues, 2'' Unpredictable and mascot kick stats essentially kills off shark and Siren to get the ball without Fish spending tons more influence than they'd like. If the condition is to not use Naja, it's a tad more interesting, but a Countercharge or 2'' model to intercept any shark attacks becomes a must. Harry can provide this, Compound and to a degree vKat. There isn't an absolute path to victory here, it's a tricky little game either way, either doing the cheeky turn 1 goal yourself and get ahead on the scoring momentum or getting the ball into the backfield protected by a counter charge might be viable strategies. Alchemists against fish can actually start going head to head and start making roast fish, oKat and harry can take out players left and right. With a goal from Vitriol or Midas you'll be fine just scruming them. If you want to be cheeky, leave Vitriol off the team and add inn something like a semi beater in Venin or even Crucible if you're feeling fancy. There are plenty of ways to Rome, just start experimenting and learn from each game, loosing a game is a chance to learn not despair.
  2. Blacksmiths Name Guess Thread

    With the british humor prevalent at steamforged I would not be surprised to see John (Smith). And a striker called Striker seems a given really. Charcoal or coal perhaps. Temper and Quench as mentioned above seems likely as well. Hoping for some good names that'll ring fear into our opponents hearts and ears.
  3. Sledging

    I think it's far too early for any OMG so OP threads yet. So far we've seen a synergy dependent pair, a tank and setup with a glasscannon apprentice. As some pointed out together they're a strong combo, but those are plentyful in the game already. Harry setting up Vet Kat for one, Tapper and Hooper, Minx or the hat for Rage. Pretty much every team has these. Not surprised that Blacksmiths have some as well. Personally I'm waiting to see the strikers of the team, something that I think looks promising is their solid kick stats and it makes me hope for a footballing type of team with a armored center and some nice movements tricks. I like what I see, I just haven't seen enough to make up my mind yet.
  4. Brewers

    Can agree to this, I usually target Spigot, some others are viable targets as well but usually not worth the time. vKat have gotten me the "witness me" victory on Spigot fairly regularly. Without "Witness me" then you need to focus down players as you can, but in a beating game against Brewers you're on a pretty short clock before you're beat to the ground.
  5. Brewers

    Brewers is a beaty team with a few goal scorers (Friday/Spigot primarily). I generally have better luck with oKat and Harry for the middle scrum. Vitriol and Midas just focus on getting balls and scoring. Compound or Venin are decent last choices for your 6 with Naja bringing some 2'' melee and Crowd outs and the occasional poison. vKat is tricky against an esters lineup in particular as mostly everyone in the team is well covered from the conditions game. Stoker clears on activation, Hooper using his heroic, Esters can handle the rest of the team easy enough, at worst the rest of the team use a momentum to clear theirs. I generally don't spend much time beating anyone up unless I have no better options. Keeping on the move and getting the goals before the Mad scotsmen (Brewers) have gotten to beat people to a pulp. It can be a tough matchup, but Alchemists do have the tools to sneak through.
  6. Why Midas?

    You're largely right in that. The S3 changes have given Midas some news tools that enable him to setup others as well. Make no mistake about it, he does it for his own glory He's still good old Midas, it is about him being the shining beacon of gold, the savior and all around scheming focal point of the universe. He's just that kind of lovely guy.
  7. 10 man team if Smoke is my main?

    With Smoke I tend to not play her into certain teams, Brewers being one, mostly as large part of their lineup can clear conditions with ease and have in general too much health to really damage. Still, if you want to make Smoke the one and only, all the power to you. For a 10 man centered around her you'd want conditions galore all around. My normal 6 with Smoke is: Smoke Naja Vitriol Calculus vKat Harry In addition I add these 4 for situations Compound oKat Mercury Crucible Compound is a nice trick in the bag and is generally useful with little influence (1). He can put Odour or Chemical resist as needed and keeps a nice zone around the goal. oKat is for matchups when vKat can be shutdown too easily, for example ranged snares, knockdowns or clone/ high def 2'' models. oKat also can take more damage and dish out in general almost as much as vKat. oKat's easier access to an momentus KD and damage results should be a consideration. Mercury can also come in as another fire AoE and make even more templates and movement debuffs. Crucible I still haven't quite figured out, but she seems to be nice as a midfielder supporting a beater. I tend to use Harry for this to setup either of the Katalysts for kills or as I've done multiple times. Run people off the table with his pushes. Last victim was everyones favorite bear. Got a a massive charge off and wrapped like a boss double, double pushing the bear halfway to the sausage stands. Play it your way man, have fun and keep the Smoke strong!
  8. Why Midas?

    As many before me already have said, Alchemist captains are two different animals. It honestly comes down to how you want to play the game. Midas is for the fotballer that wants the glory and goals for himself. As one mentioned before he's close to a one-man team at times. Smoke is very different and more works like a force-amplificator on the exisiting force-projection style of play the alchemists are defined by. I have tried both captains and I am more a Midas kind of player, but I do like to have fun and whip out Smoke in some matchups, against Masons in particular. It is a strangely fine experience to blanket half the field in AoE's. At the same time this means you need to play a control and passing game with often Vitriol as your only defacto goal threat. Smoke can get some cheeky goals too, but don't count on it too much. The Captains of the Alchemists are both fun and really guys, just play the one you like to play, don't think too much on the META or whatever. Just play the game and kick and poison people to your hearts content!