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malladin.ben

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Everything posted by malladin.ben

  1. malladin.ben

    Let's start taking tactics

    With the last 2 models due to be officially spoiled on Thursday (but are already out there if you're interested), I'm thinking about proxying them this week at the club. So lets start to talk through some ideas on some basics of strategy to try out, things like activation order, INF allocation, team selection and turn 1 strategies when kicking or receiving. Here's my initial thoughts (all theory crafting ahead of any games played): Team Selection I want to play them as a takeout team primarily, so Ikaros and Egret are going to be my first drops. I think Egret is probably (currently at least) the weakest model available to them and synergises least well with the rest of the team - yes a flurry into a harrier is going to be nice, but also tricky to pull off, I suspect. Ikaros, on the other hand is a potentially great counter attacking striker, able to get the ball wherever it goes, but I think I need the other players to make the fighting side of the guild work rather than the ball threat and goal scoring Ikaros provides. That said, I can't see another great kick-off model, so he'll probably make the team when kicking, but it's difficult to know who to drop for him. It probably has to be Hearne, but that makes the INF economy of the team tricky. The other option is Minerva, but that then makes the Harrier economy difficult, so its a problem. INF Economy The reason I like Hearne in the team is largely as a battery - he can provide support to the rest of the team by spending MP rather than INF, which is a great help in getting the most out of the players that are going to be your "output" models: Devana, Rundass and Ikaros. Devana being a 4/5 means there's potentially a bit more INF for the rest of the team than in other super-solo teams like Hammer or Fillet, and indeed you can potentially use her as a secondary output model rather than the primary one if the situation permits. Rundaas is your next best damage output model, IMO. If he can charge into a harrier he has a decent shout of the 2DMG GB result to trigger dirty knives, which will do 5 dmg! With last light he can spend 2 mom to drop the harrier first, or dirty knives to make the 2dmg GB more likely vs a high DEF target. More on that stuff later, for now, he's wanting 4 INF any turn you think he can be relevant (probably any after turn 1). Ikaros is the best goalscoring model in the team. With a harrier at his feet he can take flight 7" then charge another 7", and if there's a harrier on his target he can roll 9 dice on the charge. 15" threat to the ball is huge, with Last Light and a harrier at his feet he can threat 13" to the ball before having to spend any INF. As with Rundaas, if you think there's a goal on, stack him with 4, but you might also get away with 3, or even 2 if Last Light might be a possibility. There's a judgement to be made between Rundaas and Ikaros during the maintenance phase. Which do you want more: a take out from Rundaas or a goal from Ikaros, as you've not got enough INF to fully fund both of them, especially if you take into consideration all the set up you might want to spend on them, too. Mataagi probably only needs 1 after turn 1 as a hotshot attack will almost always allow you to pop down a harrier and earn a momentum (turn 1 he needs 2 so that he can move up and hotshot, or drop it for 2 if he can't make the range count so you've at least got it for Ikaros or as soft control). I think Frelsi probably wants 1 most turns if you're stacking Devana so that he/she (has the eagle's gender been mentioned yet?) can get to where you want her to make Devana's activation more relevant. Hearne is the team's battery, able to take 0 and just jog over to someone and last light them (Devana is probably the best target, but any of the output models could would benefit from it). Minerva is the team's support model. If she can get into combat she can do some useful things, but how likely is she to be there and if she is, is that the right place for her to be? If she can safely get into combat, she can do some good work with a 3 stack, pretty reliably getting a KD and putting out both a harrier and an Eye Spy, but before that, probably just 2 INF for one of the above (which will mostly be a harrier). Harrier Economy Another thing I think is important to think about with the falconers is their harrier economy. Getting these AOEs in play and to be relevant is going to be a real key aspect to playing the guild well, I suspect. Perhaps as we get more skilled we might feel comfortable dropping to 2 Harriers, but at first I think it's probably a decent shout to have all 3 in there. When to play them is also going to be a key factor, too. When kicking, placing an early one at Ikaros' feet is probably a good shout as an early activation, but after that you've got plenty of activations where you need to place them after the opponent has moved their models, so they are going to find it hard to get out of the AOE. Turn 1 - Receiving When receiving I'd probably look to have Mataagi and Rundass placed on the wings for ball retrieval. Whichever needs to go get the ball probably needs a full stack of 4 if they need to sprint, or 3 if not. They need to then kick the ball and drop their harrier somewhere central to keep it relevant and provide a bit of soft control. There may be options for placing it where it's going to make it difficult for the kicking model to pressure the ball without ending up in the harrier, but it's probably better to place it centrally then let Devana move it to make it more relevant. Hearne and Frelsi are probably good early activations to waste a bit of time. Hearne can pass the ball well, so you might want to give him an INF to do so and generate a bit of extra mom. I'm not sure whether I want to give Frelsi 1 for the big 9" push up, of if the 5" jog keeps him/her relevant given there's likely Hack Back to come. Hearne needs to Last Light Devana. After that there's hopefully some targets in play for Devana, so you can think about placing your harriers more effectively and possibly dodging her up with a pass. I think first turn you don't want to get her into melee, but to be able to Death From Above 3 times to set things up nicely and generate some more mom. Thinking about it, unlike other super solo teams, I'm not sure you want to go straight in for the kill with Devana at the top of T2. Your turns are likely always going to be about early set up for late activation reward, so it might be better to spread out the damage at this stage, so that you've go a selection of players in TO range of several members of your team. Turn 1 - Kicking When kicking I think you want to kick with Ikaros and give him for to force some kick off pressure and try and score a T1 goal at some point, even if it means trading the goal for Ikaros. Run him high up the pitch then kick to where it will be hard for them to retrieve it. Give him a full stack of 4 to keep your options as open as possible, then go early with Minerva to place a harrier at his feet. Ideally kick to the side of the pitch where you have Mataagi set up, so that he can likely hotshot the model who comes to get the ball. If Devana is also on this side she can also make use of the harrier to put some damage out from range, too. Also use the turn to get Rundass into a position where he can be relevant next turn. Anyway, that' just my starting thoughts. What other ideas do people have for how to use these guys? Ben
  2. malladin.ben

    Free Cities Draft -All Butchers Read-

    I was being a little flippant, but Roast looks like he's going to be a serious contender for a spot in most butchers teams. TAC 6 with a KD on 2 and intimidation is going to knock down anyone, and then he's god momentous damage/push combo results throughout his playbook. And he's got a play that lets people charge for 1 less, and a pulse that puts out burning. The only downside of him is that we're probably not going to be able to give him the 6 INF you might want to give him each turn! And on top of that there's (potentially) fixed vOx and Tenderiser to contemplate coming back into the team. I think we'll be sorted for midfield brawler control pieces, but, for me, think we could do with some more damage output. I don't have any interest in playing a model with dedicated footballing skills. I might score an opportunistic goal here or there, but I can't get my head around constructing a goal run - it almost always seems to go awry in some way - so a model has to make its place in my team because it can either get takeouts, or help others in the team get takeouts.
  3. malladin.ben

    Free Cities Draft -All Butchers Read-

    All it really takes is some mention of skill at arms rather than with the ball. Only 2 of the 9 so far seen have done that: Kami and Knuckles. Knuckle mentions defensive and tanky abilities (the opposite of what butchers do) and Kami, we're told, would not play for us.
  4. malladin.ben

    Free Cities Draft -All Butchers Read-

    I'm feeling really underwhelmed so far. There isn't one of them that really excites me yet, and only gaffer to go. I may just not bother this year. Was really looking forward to this, but the player reports have just left me feeling flat. Maybe gaffer will change that, but so far the name is putting me off.
  5. malladin.ben

    Rookie Draft Info (NOT ABOUT WHO WE SHOULD PICK)

    No, not at all, as mentioned by others above. In fact, a bit of internal competition between potential rookies could go a long way towards inspiring more people to get involved... Lots of people seem to want Layne, but I really don't want him. If loads of people start reporting games for Layne I'll be wanting to go out and get as many games reported for whoever it is I fancy, or just whoever is second placed at the time so that I do my best to ensure we get someone other than Layne. That in turn might incite others to go out and report even more games for Layne. And as a result butchers get the first pick, whoever it may be. So, let's let the internal banter, memes and conflicts ensue and bring someone decent (not Layne or any other striker for that matter*) home for the butchers. Cheerio, Ben * feel free to disagree... But know that you're wrong.
  6. malladin.ben

    Rookie Draft Info (NOT ABOUT WHO WE SHOULD PICK)

    This post is Wisdom herself
  7. malladin.ben

    Free Cities Draft -All Butchers Read-

    You're probably right that trying for 6-0 is what makes us underperform, but that doesn't mean we shouldn't be arguing for a game where all win conditions are on the table. In season 1 and 2 the game was tightly focused at the 6-0 and 4-1 end of things, with the occasional Shark 3-0 win. In season 3 things seemed to narrow to make 2-2 the "preferred" win state for all teams. I argue that the game is better if all win strategies are equally viable, and that butcher should be a team that can viably achieve 6-0 wins like they did in S1 and 2. And I would argue to my fellow butchers players that we need an extra out-and-out killer if that is going to happen.
  8. malladin.ben

    Free Cities Draft -All Butchers Read-

    I think I respectfully disagree with pretty much everything in this post, sorry. I don't know why it's necessary that a rookie butcher wouldn't be as killy as boar or boiler. What we can't do right now is kill fast enough to win by 6 take outs. Winning 2-2 is how butchers tend to win in S3. When it comes to squaddies we have two strong out and out damage dealers in boar and boiler. Shank and meathook can put out a bit because of the 3 inf cap, gutter is limited by her mediocre playbook. IMO we could do with one more. Also not being able to do some things well or at all is part of the playstyle of a particular guild. It's perfectly okay for butchers to be built for not scoring many goals. Butchers have always been trailed as the team that is the best at dealing damage, but the fact that you mention the difficulties we can face against brewers, masons and farmers (which I only really agree that farmers cause us problems, but I'd add rage union to the list) shows that we're not doing what we were intended to. It's the other teams when faced with us should be looking to play the game another way, not us. Hence why more damage output is needed. Our tech pieces, or control pieces as I'd prefer to call them to differentiate them from support pieces, don't work in S3. We might be able to imply they might improve in S4, but I think I'm changing my opinion that a control piece focused on messing with the opponents ball play might be a useful addition. But We already have a 2-2 game. We don't have a 6-0 game. Even knowing something of the S4 changes, I still think 6-0 will be elusive. That's why we need either someone tp slow down the enemy's scoring or speed up our damage output. Anyway, disagreement is fine, feel free to vote for what you want, but I will never vote for Layne.
  9. malladin.ben

    Free Cities Draft -All Butchers Read-

    True. I'm trying my best not to give anything away. There might be one or two models moved off my list, but even with what we know I still think there's room/need for another killy model. And I wouldn't be being true to all I've been saying the last 2 years if I went and voted for a footballer, lol.
  10. malladin.ben

    Free Cities Draft -All Butchers Read-

    Not quite enough to convince me, but a solid argument nonetheless, especially point 2 - perhaps Ox does need some footballing support I think essentially I disagree with point 1 - currently meathook, shank, both briskets and vet Gutter struggle to get take outs without Ox around, and vOx doesn't even have that option. Tenderiser might if anyone ever gave him influence, but really only really boar and boiler currently are truly capable of a solo kill, and they're the two easiest models to mitigate. Now I think the easy mitigation is part of the butchers colour pie, but I would like another such player to add redundancy to the team. Overall it looks like we've got two clear ideas for what we want, and just an internal debate over which we want more. This really means we have our first and backup choices and we can let our games speak for our which one comes out on top. That said, if we're the most popular guild, surely we should get 2, right? 😜
  11. malladin.ben

    Free Cities Draft -All Butchers Read-

    I would count that as a combo control/support model. Looks like roast is going to be able to put down burning.
  12. malladin.ben

    Free Cities Draft -All Butchers Read-

    Much as I agree that those are probably the two most appropriate options, I think there are probably two other types of player that are worth mentioning: the control piece and the support model. Then there's the consideration that a model may have two of these aspects: Boiler can be considered both a support piece and a damage dealer, for example. Here's my thoughts on all 4 possible options: 1. Support Piece: I think this is the easiest category to rule out quickly. In Ox we've got a support heavy captain, and in Meathook we've got one of the best (certainly most efficient) support squaddies in the game outside of farmers planters and blacksmith masters, and she's probably up there with the best of them. Then on top of that Shank, both briskets, boiler and even Fillet have access to some pretty cool support abilities, and the cooks look like they're going to bring even more into this area for us. 2. Control Piece: A model like old Harry, Benediction or Casket would help us out by providing some control of the scrum. This is not a strength of butchers. Vet Ox and tenderiser are about as close to this sort of model as we have got, and neither of them is setting the game alight (or even seen that often). It could be seen as shoring up our weaknesses in having access to this sort of piece, but the likelihood is that butchers will (and probably should) always be a team that is bad at control - our control is just to take people out before they get to spend their INF! Let's give these a skip over, too. 3. Footballer: These players are usually fast and have low tackles so that they can get to the ball and take it off whoever has it, and then has a decent kick stat to ensure they can put it in the goal or pass it on to someone else who can. Playing the ball is not a particular strength of butchers, but speed is. If you look at the footballing butchers we currently have access to: Fillet has to kill people to be able to dodge around, so she's going too kill as many models as she scores goals at the best of times, ogBrisket has limited range to the ball and can struggle to disengage, vet Brisket has a bit more range to the ball, but unless there's a goal run on she doesn't really do anything, and all of them are INF hungry. I tended to find in S2 I used Shank more for goals than any of these others because he can get the ball from anywhere, get away easily and just yolo the 2 dice shot. There is room, I think, for an effective striker in the team, but if they're going to work they need to either do something impressive with their INF when the ball isn't on for them, or create a goal threat more efficiently than our existing options. We have a dearth of adequate strikers, but no good ones. Adding another adequate one does not really add anything. That said, there's potentially a different type of footballer that might work for us - something more akin to ogSiren or Piper, a model that puts pressure on the ball without particularly being a goalscorer themselves. Whether this is a bit outside our slice of the colour pie, however.... 4. Damage Dealer: This is IMO what we should be going for. Many butchers players, myself included, have lamented that we're not the best at taking models out anymore, with Rage and Farmers, and now Hunters and Falconers, potentially better than us. If you have made this argument then a vote for anything other than a focused damage dealer is a betrayal. The potential trouble with this type of model is how would they be different to anything we already have? I can think of a few options: a 2/3 model who is better spending 3 INF on one super-pumped charge than 3 separate attacks; a second furious model to add some redundancy to a list with Boar in it (see my thread on Efficiency Butchers); a model who gets extra damage and charge distance against models with the ball; a ranged damage specialist (Kebab: comes with Dirty Knives and Skewered). 5. Combo: Most models have a combination of effects, so it's also worth considering whether a mixed player is something worth going for. If we're looking at the above list, a combination damage dealer/footballer might be something to consider, which is why I am interested in Amber. I don't know if she's going to be quite the damage dealer I want, but I could be persuaded to go for a model that combines damage dealing with a bit of footballing prowess, but I think the emphasis should be on damage. Cheerio, Ben
  13. malladin.ben

    Why I don't like veteran gutter

    On first reveal I was in the uninteresting but decent camp, but having played her quite a lot now I don't like her. I thought I'd post my reasons why and people who disagree can explain to me what I'm doing wrong to change my mind. In my experience she so often whiffs. With no set up she hits 1dmg far too often, and she needs far too much set up to reliably hit her 3dmg. She has one trick: grapple hook, which is either an expensive crap-shoot at extending her range or a really difficult to set up counter attack disengagement, which likely leaves her on her arse. She was billed as a simple damage dealer, but the truth is she is neither. When we're talking about damage dealing models they tend to fall into 2 categories: ones that need heavy set up and ones that go in early with limited set up and don't benefit as much from the set up. We have a goodly number of the former (boiler, either brisket, tenderiser even) and know well the tricks that we need to do to set these up. But all our easy set up models come with serious limitations: boar can be easily sat on to limit his output, shank has only 3 INF to spend, and fillet has a 1" melee so can be easily counter attacked. What we have been crying out for in S3 is someone who can do that sort of simple damage-dealing activation, and gutter was sold to us as this model (thats what the 2" reach is for, right?), but she just isn't. Lets do a quick comparison between gutter and Shank (A model few butchers players, even his supporters like me, would say is quite at par)... Threat ranges: these overlap significantly: gutter is +1" on a jog, but Shank +1" on 1inf spend (and that includes a 4" dodge for mobility). They charge the same distance. Gutter threars 16" total vs an unhurt target, whereas shank is only 14", but he gets up to 16" if they are hurt. If you're doing this extreme range fishing they both only get to make one attack, but shank's can be a charge, whereas gutter's has to be a basic attack. Shank's is also guaranteed range, whereas gutter's relies on a 2 dice character play. I've had that roll whiff in critical moments, and bonus timing it sort of defeats the purpose if wer6e saying she's this simple, low setup required, damage dealer. Damage output: damage output is the big problem for me. If we say grapple hook should be saved for counter attacks, then you're really looking to operate her inside a scrum. Without set up she hits her 2 dmg result 50% of the time vs DEF 4, so she's getting a total of 6dmg in a typical turn. Against this same target shank hits his 2 damage 66% of the time, so does 5 damage from his 3 INF. This goes to 10 vs 8 if you've got a single damage buff (e.g. ox) in the mix. But if you're operating in the scrum you're likely adding a gang up bonus, right? In this situation gutter hits her 2dmg result pretty reliably, on paper at least, so will do 8 damage, or 12 with a buff. However, shank is probably going to spike one result to 3dmg, so again is only 1 damage behind gutter (2 with a buff). If you then start taking into account the possibility of crowd out penalties, shank's dodges give him the edge, as he can more easily find a position where he can avoid the crowd outs. The dodges are also better at enabling him to access aura buffs, too, as he can often dodge in after one hit, whereas gutter is static. If the start point either of them can get to is outside Ox's aura, shank can often get to the aura after 1 orc2 attacks whilst gutter cannot. This enables shabk to catch up on the average damage output. Basically, vet Gutter is just a less influence-efficient version of Shank in the scrum and a less reliable long range hunter. Okay, maybe I'm wrong in expecting her to be this alpha strike model. Maybe she's supposed to require set up. In that case you need to compete her to boiler. With the same TAC and similar play books you're looking at the same sort of player, right? The trouble here is that boiler has assist, which, if were talking about getting all the set up right has to come into the equation. Access to a TAC and damage buff is big. His >< is also much better a correction tool than anything gutter has. The only advantages gutter has are momentous 1 damage and 2" reach. Both of which are largely irrelevant when you're talking about a model that wants lots of set up. Boiler (and other high set up models like tenderiser or the briskets) have the added bonus that when you're not able to gwtvthecsey up for them they do something that helps the team. But it may just be that I am playing her wrong, and await advice on how to get the most out of her. If i were to suggest fixes to her, just dropping her 2 damage result to column 2 would probably be all it needs, maybe 3 dmg on col 4. Some sort of support ability wouldn't go amiss either.
  14. malladin.ben

    Blitz format idea

    I've been struck by the idea of a super-fast format for the game. I guess lots of experimentation would be needed with the clock, but the idea is to strip out a lot of thinking time and play a game that is just fast and brutal. Here's my (very rough) thoughts: 1. 5 models per side, no captains. (Captains often have big activations thatctake lots if time, premeasuring and setting up, so just keep it squaddies based, plus mascots for those who want. Not sure what the blacksmiths balance needs to be, or even if we can allow them 5 of with a if they wish) 2. All you do in the maintenance phase is determine initiative just by who has the most MP, that player HAS to take the initiative. (For speed) 3. At start of each model's activation it has a mini maintenance phase - allocate it it's max INF (Have been considering min INF instead, but that seems more likely to make games drag out over more activations) and apply condition damage. 4. Maybe as little as 15 min on each player's clock. Clock out activation time also reduced (30 sec). 5. I was considering a way to simplify the attack roll, but I don't really think that's needed, i guess part of the skill is knowing your playbooks so well you don't need to spend to long pondering results. Thoughts?
  15. malladin.ben

    Blitz format idea

    It's about making any activation potentially relevant, so that there's always fast opportunitues for scoring VPs. If you allocate (which is often quick, I agree, but in some circumstances can lead to excessive pondering, like when you suspect a model is likely to be taken out) it makes taking out some models more desirable/problematic than others, which can lead to decision making that, whilst beneficial, extends the game. It's to try and focus the game on a more aggressive playstyle so that even though there's very little time on the clock, it's not just going to end up that every game is just won on clock outs
  16. malladin.ben

    Squinty-eyed Cooks Spoilers

    I'm going to use this thread to collate things seen and heard on various social media that people (and myself) have been able to discern about the cooks cards. If you have something to add or adjust, post below and I'll try and add it in. Most of it is best guess, so feel free to discuss if you see a thing differently. The tops of the cards are hardest to discern, kick especially. This is coming from looking at a high res version of the launch event pack here: Wellington MOV 5/8 (?), TAC 5, DEF 4/1, INF 4/? (Looks like another 4 to me, but that would be very unusual), melee 1", 15hp Playbook: () Chef's Special (1, 4"): while within 2" of target friendly model, friendly models gain +1 damage to playbook damage results. Singled Out Pepper (it is indeed called Pepper!) MOV 7/9, TAC 3, DEF 5/0, INF 1/2, Melee 1", 6hp Playbook Where'd They Go Cinnamon MOV 7/9?, TAC 4, DEF 4/0, INF 2/4, Melee 2", 11hp Playbook - - Acrobatic On the Move (1, 4"😞 when starting an advance within 2" of target friendly model, friendly models gain +2/+2 MOV. (SPECULATION: given that playbook tied with acrobatic, I suspect she will have a trait that provides bonus dodges, like swift strikes) Sugar MOV 6/8, TAC 4, DEF 3/1, INF 2/4, Melee 1", 13hp Playbook Fire Blast (although this seems to be playbook triggered now, momentously, too, which is VERY nice, and might have some interesting knock-on implications for alchemists) Spice MOV 6/8, TAC 5, DEF 4/0, INF 2/2* Melee 2", 14hp * Could easily be 1/2 or even 1/3, really difficult to tell. Playbook - () Intensify (!!) Turn up the heat (1/GB): 2" Pulse. Enemy models within this pulse suffer the burning condition. Berserk Roast MOV 4/7, TAC 6, DEF 3/0, INF 1/4 Melee 1", 18hp Playbook - ()()()() Get it While It's Hot (1, 4"): while within 2" of target friendly model, friendly models spend 1 less influence to charge Turn up the heat (see Spice) My god this guy is SOOOO good. You've got to expect glut mass on the back of the card, but if that and intimidate are all there is he's still f#*&ing amazing. Overall they seem to have very strong fronts of cards so quite possibly not much more beyond intimidate on the backs, but still looking like a very strong guild.
  17. malladin.ben

    Frelsi, not just an assist for devana?

    I had an experience where she (?) ended up with a bit of influence on her due to expected take outs and I was pleased with how she did - a wrap on the charge into a harrier for 3 damage and snared. The 3 kick dice is nice too.
  18. malladin.ben

    I love Falconers

    I've never really tried to set it up, but it quite easily happens be sure they want to put those 2" melee zones on people for the crowd out and gang up bonuses. In the worst case it's because they've successfully counter attacked you the turn before. With some lucky rolls or a good target Minerva can bring her pushes into play. Its not something that's going to be relevant vs the teams that want to spread out and run away from you, but against teams that are willing to come to you and fight it tends to just happen. Analysis paralysis is a common issue with GB, not just falconers, so its always worth having a default plan that you're trying to enact. Mine is as follows: Turn 1: look to receive, pass the ball across the back to Ikaros and run him up the pitch away from any threat models. Push Rundaas, Minerva and Frelsi up the pitch and throw out a couple of harriers. Hearne last lights devana and then devana does as much damage as she can with the harrier's and win the momentum race for turn 2. Later Turns: if Ikaros has the ball and is under pressure I try and score with him early doors so as not to lose the opportunity, although holding on to the ball if you can keep him safe isn't a bad idea. The +1 INF for the goal really helps, though. Standard influence set up: devana gets 5, Rundaas 4, Minerva 3 which leaves just 1 for Ikaros. If he can get 2 he can do some work, 3 is better, and last light gets him there. After you've thought about what Ikaros is doing with the ball the rest of the turn tends to follow a pattern: You've essentially got your finger on the Devana trigger and you're trying to hold off pulling it for as long as you can get away with. She can go first, especially if Frelsi is already engaged with your target, but usually the longer you can wait the more you'll get out of it. Minerva goes first: KD, Eye Spy and harrier (or maybe a bit of damage if they're already KD'd or you get a lucky wrap). Then Rundaas goes in, ideally on the eye spied target, if they're already in the harrier dirty knives them, then go to town with the damage, only worry about getting the harrier down if you hit the top of the book or if you're likely to kill them with an attack to spare, but even then, spreading the dirty knives out on some other targets is often more useful than another harrier if they're scrumming up (harrier is good vs them spreading out to make it harder to get away from devana). Hopefully that gets you a takeout. Then you've got Frelsi and Hearne to move into position and to pass out last light if you're not under pressure to activate devana too early. There are advantages to going early with Devana, especially if she can take someone out before they activate with a big stack of inf on them, and her legendary can really help get you that one activation takeout, and can also help you finish off someone who only just managed to escape the turn before. But you need to have your eye on the VP race, too, and sometimes it can be worth sacrificing that activation advantage to ensure you get 2 takeouts a turn rather than 1.
  19. malladin.ben

    I love Falconers

    This. I've been able to use this strategy quite often. It puts people off even attempting the counter attack usually.
  20. malladin.ben

    I love Falconers

    Who's negative about Rundaas? The guy is a beast. So much better than Jaecar through his combination of tough hide, shadowlike (counter attack mitigation if in the scrum already) and harrier.
  21. malladin.ben

    Squinty-eyed Cooks Spoilers

    Yes, I think you're right. There's a card fan on the poster that looks like it might be the card backs, but in retrospect it does seem like it's the menu cards. Ah well. In other speculation, though, I think it's the last navigators spoiler this week but the community event doesn't start until the 24th Sep, so may be we'll get some cooks spoilers starting next week. It's 9 weeks until the release of the launch pack, though, so it might be a bit early, but we've been getting something every week so far so I guess it'll be one of the two, so plenty to be discussing whatever.
  22. malladin.ben

    Finally Found my Next Guild

    Even looking at their ball-playing abilities they seem to me to be almost the functional opposite of a blackheart team. To me blackheart seems to be all about the dodges and moving the ball around multiple times in the turn. If you look at what Falconers can do in terms of dodges it's really limited and their special ball playing and movement abilities don't really generate any further dodges - Devana can punt the ball 14" without needing to roll, but as it's not a pass you then lose the ability to dodge off it. In Rundaas and (especially) Minerva you've got a couple of models who can do the sort of pushes (Rundaas) and KDs (Minerva) to do the control job, but they're so lightweight and easily controlled themselves. But what have you got for playng the ball? Mattagi has a ranged tackle, but it's very high up his playbook for a TAC 5 model, so it's unlikely to happen without help, which I suppose can come from Eye Spy from Minerva. Devana is decent for a ranged tackle, but only of there's a harrier around, so you're going to need at least one of Minerva, Rundass or Mataagi. I suppose you could take Egret and Ikaros and give them 3 each. Give Minerva 2 to throw out an Eye Spy, or Harrier if needed, then you've got 5 to split between mataagi and devana for tackling duties. Hmm. it might work, but I really don't think its what the guild were designed to do. You've not making use of a lot of the power of the guild in a big Devana activation, Rundaas, and all the damage buffs throwing around.
  23. malladin.ben

    Squinty-eyed Cooks Spoilers

    One thing I think we can say from looking at the launch kit image is that every card back seems to have 2 traits. Given one of these will be intimidation, what do we think the others will be? My guesses (far too small to read) Roast: resilience (new glut mass) Cinnamon: swift strikes (She looks like a dodgy sort of fast player but has little in the way of dodges on her playbook) Spice: berserk (spoiled at UK nationals) Sugar: burning passion (maybe being optimistic expecting a built in damage buff, but her only play is fire blast and it makes for a more interesting activation order decision if she isn't just about turning on Spice's intensify) Pepper: I can see him getting some sort of unique boost, possibly themed around running up trouser legs, maybe denying counter attacks if that's not too powerful (it is in a mascot after all) With pepper being very similar in many ways to salt, I can also see loved creature (although I'm really not sure that fits the look of the model), I can also see the possibility for get over here on one of the squaddies (sugar?) Wellington: anatomical precusion (lots of mention of blade sharpening in the fluff, plus TAC 5 with intimidate is a little bit worse than tac 7, do as a butchers-ish captain this seems a little on the low side adding anatomical as well boost him up closer to fillet level TAC. possibly thats too much when he's got singled out, but the only clue we've got is the fluff) That said, given there does only look to be 2 blocks of text on all 6 cards, perhaps Wellington doesnt have a second trait, only his legendary play, or perhaps he doesnt have a LP.
  24. malladin.ben

    Falconers tournament outing

    Thanks to the very generous TO and opponents at Leodis Games today I was able to use my acrylic falconers in a 4 game tournament. I went 3:1 which now makes me (however briefly) top Falconers player IN THE WORLD! (Seriously, I'm a very average player, but I guess ive pkayed them more than many so far, sobthere may be some kernels of wisdom I can share). Here's what I learnt: 1. Managing engagements is key to their success. They're not as light as they may at first seem. The fact that they need to be 6" away from the enemy makes them vulnerable, and they are generally slightly below average hp and defensive stats, but with careful feeding of models to the enemy in a controlled manner you can manage the rate that you lose hp and give up vps. But against anyone other than probably shark you're probably going to lose models. Rundaas and Minerva want to be engaged, so they're your most likely candidates. Fortunately Rundaas is pretty nails with tough hide - surprisingly hard to kill. You don't want to keep them stuck in a big scrum with all your enemy's players. Sacrificing other models as a distraction did a job for me. Ikaros is actually pretty good for this - if he's anywhere near the ball he's too much of a threat to leave alone and one of your better defensive statted models so can soak up a few hits. Use him to split up enemy attention. 2. You don't need three harriers. Yes they're nice and you can do good work with 3, but it adds an extra set up activation that threatens little directly. A lot of the time Devana's activation doesn't allow for more than 2 Death from Aboves, and waiting around 3 or 4 activations to get it all set up can be a big problem. Limiting yourself to 2 harrier players feels like you're a lot more tactically agile, and those 2 should be Minerva and Rundaas. Minerva is a superb set up machine and Rundaas turns 4 influence into 4 good things practically every activation. 3. vHearne is an excellent battery and half decent back up brawler. There's so many good uses for last light in this team. Devana is an obvious target for it with 3x 1 INF character plays, but I've also found it good on Ikaros - you've usually got 1 INF spare to put on him even if you're not planning anything with him, but with a last light he threats 11" to the ball and a tackle (more if he can run through a harrier), or decent for reacting to an enemy goal and moving the ball a big distance. It also gives you chance to escape a KD parting blow - take flight to leave, take the parting blow, then get back up and sprint away. Can be a decent way of pulling the enemy in different directions and making the most of your hp. It can also potentially make for a decent bluff to attract attention to a model you're not really planning much from. When you're flush on MP, it can also be used for a 2 inf character play, including skewered from hearne himself. Back to vHearne: as a back up brawler he's not a bad replacement for minerva if she's out of it for a turn. He's got the KD, and skewered gives out snared which is helpful, and the momentous >> is decent. 4. Devana can mix it in combat as well as at range. If you've already got your harriers, eye spy and dirty knives in place, and frelsi engaging (which isn't that hard to do, I've found) there's really not much you can do with the other 2 or 3 INF in her stack than punch them in the face. You can still death from above when you're in melee, and being in there isn't such a worry if you're finishing off a model or two in the process. Tied with the tactical agility argument I mention in (2) above, this let's you play the takeout-as-control game butchers used to play so well in S2. She can go in first activation if you need, too. frelsi on her own can be enough to get the takeout on a key model, but with just a Minerva activation gone she can really go to town. I nice I've found is to leave a model on 3 or less so that devana can legendary them at the start of her activation for the takeout whilst also helping set up the next target. The skill is knowing when to take her in. Once I went in on brick and failed to take him out, so he just hit me back and, with knockback, took himself out of the harrier which could have saved Rundaas an attack setting it up. In another game I took out a 6-stack corsair under a single harrier before he got to activate. Timing and knowing how much set up you need to do the job is incredibly important to doing well with her, and that's the interesting puzzle of playing this team. Cheerio, Ben
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