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RTOAHB

So.. when to Smoke and not Midas?

Midas, Naja, Compound, Vitriol, oKat & Harry. We all know it, we all love it. 

What matchups do you swap players in / out for and if ever when do you think Smoke is better? 

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I believe since the changes to the organised play rules players will find it more difficult to field smoke.

I believe Midas can manage against most other captains. I only previously had smoke in my list to save as a last pick for my opponent. Now I'm considering dropping her all together.

i like swapping calculus into my team vs shark fish as a combination of goad and blind on shark makes him sad 

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I could seee that. Midas, Naja, Flask, Calculus, Compound, Crucible, oKat, vKat, Vitriol & Harry certainly feels like one of the best captains in the game backed by a bunch of utility and power picks. 

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Honestly, I tend to play Smoke into everything that isn't Fishermen and just play Midas into Fishermen...

I've only lost 1 competitive game with Alchemists this year (out of 14) and that was Midas into Engineers. He's won his other 6 games (all into Fishermen) and Smoke had taken down everything else - undefeated.

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Without hijacking this thread too much what is your usual 6 and what first second turn tactics do you use? I really struggle to make smoke work so I'm clearly missing something. 

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2 hours ago, Lukus said:

Without hijacking this thread too much what is your usual 6 and what first second turn tactics do you use? I really struggle to make smoke work so I'm clearly missing something. 

My 6 is almost always Smoke, Naja, Katalyst 2, Vitriol, Calculus and Mercury (if I had Harry painted he would be here though). 

Kick with Vitriol to threaten a first activation goal - always give her 4 turn 1. When receiving, try and get the ball on Naja after your first activation to minimise the risk of your opponent doing the same. Ideal first activation is recover Ball with Calculus, pass to Naja, bonus time blind on kicker and put out poison AOE, but that's reliant on a great scatter...

Put out Fire and poison AOEs and Smoke goes near the end of the turn to set as many people with conditions as possible - she probably gets 3 to do this. Katalyst advances, but stays back - best he can hope for in turn 1 is to beat up someone who comes in for a first turn goal - get them ready to take out early next turn for another 4 points. 

Then Vitriol and Smoke look for one more goal - keep conditions up as much as possible to put other models at risk of takeouts, and watch for good opportunities for Katalyst to come on the sides again and charge someone for another 4 VP take out - your conditions are unlikely to kill many people, but they serve to keep a big chunk of the team at risk of death, which means you have an easier ride to get those last 4 points... get to 8 first, so that your opponent will struggle to win quickly without giving you the ball, or being forced to hide it. 

Don't let Katalyst get isolated away from your half of the pitch. Don't worry too much about throwing Smoke to the wolves - she's often not worth the effort to kill...

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