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malladin.ben

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Everything posted by malladin.ben

  1. malladin.ben

    Blog post on Fillet

    Hi all, In case there's people here who aren't on the FB group. http://theblackorifice.co.uk/page.php?main=181121&side=blog Ben
  2. malladin.ben

    Blog post on Fillet

    Maybe. Like I say at the start of the post, I'm not a massive expert in top level play. I saw that most of the top players playing butchers were using Ox pretty much exclusively whilst I thought there was some decent mileage with Fillet in some match ups for us mid-tablers that wasn't being talked about by the top-tablers. There are probably better players than me who can wax lyrical about Ox. @Slothrop for example played them at worlds and just won Second Wind with them, and @Gauntlet has been producing his own excellent blog on each of the teams and I'm fairly sure he's going to put a butchers post out there when cooks drop.
  3. malladin.ben

    Blog post on Fillet

    Unfortunately everybgame I've played since writing the blog has been with Ox so I can't really say much more. Shank isn't a bad option, particularly if you're playing a team that just wants to run away from you all the time, but otherwise is possibly too similar to Fillet herself in role in the team. Not that it's a bad role, but when you've got boiler and Roast who do as much if not more damage and bring sweet support plays and ranged effects it's hard to find a place for him. Cinnamon we have to wait and see. From what we can see she looks like a decent, if hungry, striker if that's what you're after, but with TAC 4 and her 2 damage on the third column her damage output isn't great. When we see things in more detail so that we can see whether she's got that 2" melee zone the model implies and what her kick and Inf stats are, and what's on the back of the card, she might turn out to be something a bit better or worse than just being a half decent striker. We'll just have to wait and see. Her +2/+2 MOV aura on its own I don't think is enough to justify her place in the team. I've not tried roast with fillet, but have given him a go with Ox and he's pretty awesome there. The charge buff is nice but I have found in a lot of circumstances he's just great as a first activation dump of 4 Inf to gain you 4 mom, put out a ton of damage, and manoeuvre an enemy model into a decent position with his pushes. With 6 TAC and intimidate, his damage output is super solid.
  4. ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ Roast ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ Oh how I love him. Momentous damage and pushes! Churns out a ton of damage! Makes teammates vindictive! Resilient to counter attacks, especially when you activate him top of the round (which is nearly always when you should)! Hillarious big fat bouncing belly that works even when he's knocked down! And I don't care what anyone else says, a BEAUTIFUL model! I am not sure I can play a team that doesn't include him. (Now, which nation does he play for...) Thank you all at SFG! That is all.
  5. malladin.ben

    Ox s4 composition

    I like Tenderiser against other melee teams that are going to want to come in to you. You need to protect Ox against these teams, and tenderiser allows you to keep him protected by the counter charge provided he doesn't have to move to far forward. After that, I like Shank and Boiler, and princess is a given, with the final slot I think there's arguments for each of Boar, Gutter, oBrisket and Roast. Boiler is just good solid damage output, even without Princess, and with the axe throw dealing a ton of damage under Ox's aura and setting up shank a super charge it's a fool who leaves him behind. Shank is great against most teams because he can nearly always spend a 4-stack to great effect, stretches Ox's aura further with his 2" melee, and, with his dodges, can often get the aura on subsequent attacks even if he doesn't get them first time out. Roast probably has the best reliable damage output of anyone (Boar beats him if he can get full use of his INF and Boiler beats them both if you can get Assist) and the pushes are often brilliant, too. Roast is INF hungry, however, so if you're going to stack up him, Boiler and Shank there's only one left for Ox. This means you can play Ox a lot more conservatively, only bringing him in on a full stack on his legendary turn or when another model isn't going to be able to spend any. Boar has huge damage output, and concussion is great against some opponents (looking at you, Windle), but he's very easily controlled. I'm not sure I've found a spot for him in S4 yet. Gutter is great to put 2 (or even 1 INF on if you've got Roast in the team, too) and charge in for one massive burst attack. A full stack with her is less useful as after the charge her follow up attacks can be really disappointing. oBrisket is great if you're receiving as she can get a goal and get you that extra 2 INF for the rest of the game. But she's also decent with Ox because of Dirty Knives. Not only does this give you a great ranged damage game (stack her up and if her and boiler can focus on, and hit with each attack, the same target from inside Ox's aura they're suffering a total of 13 damage if you include conditions), but it's also a really good support play and means that if you just give her 2 INF she's going to do something helpful.
  6. malladin.ben

    Need Help Against Smoke

    It's not a match up I've had much experience of yet in S4, but to theorycraft few a few ideas: 1. She needs to have other models in aggressive positions to be able to us Chemical Breeze. This gives you targets to kill. If she wants to generate mom off her ranged shenanigans she needs to end her turn 4" away from you. That makes her a target, especially if you can hit her with a 2" melee zone to ignore UM. 2. My thinking is Fillet is your best option for this match up. She's your better option against teams that want to spread out and avoid you, and against teams that want you to group up. 3. You have some ranged counter-play, so make use of it. Boiler's axe throw is perfect set up for Fillet. 4. If they use original Katalyst, take models with KDs, and ideally with a 2" melee zone. 5. Most of the time I don't think it's worth clearing conditions, just use mom to heal the wounds instead. Yes it means they have conditions readily available to use to trigger their special abilities, but most of them have ways to put these conditions out on you anyway, so there's little benefit to clearing them in the first place. 6. They play a slow attritional damage game, so cycle players out of the front line and heal them up to reduce the attritional effect. Hope that helps, Ben
  7. 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
  8. malladin.ben

    S4 Tournament Help

    Roast''s get it while it's hot is an aura, so you're not necessarily giving it to the pig instead of a squaddie or even captain who can make better use of it. If your positioning is "right" your whole team could charge for 1 cheaper inf. That said, they'd all have to start within 2" of whoever you dropped the aura on, so there may be other limitations to that positioning.
  9. malladin.ben

    S4 Tournament Help

    I think Meathook still has some mileage in a Fillet team where Tooled Up gives you a one-off Ox's aura that you can put on a model to go marauding with. Vet Brisket on the other hand I think is a trap. Even against rats, I think the damage you're giving up to get the condition removal is a trap and I'd rather be dealing more damage and getting faster takeouts and finishing the game off sooner. But maybe that's just me and my aggressive playstyle. However I come down to making my decision, it's always going to be a difficult one as there's now so many good players in the Butchers team. I don't think any of them is an obvious drop other than Truffles. And that's not that Truffles is bad, just that he's not Princess.
  10. malladin.ben

    S4 Tournament Help

    This may be of interest to you: http://theblackorifice.co.uk/page.php?main=181121&side=blog I think that the easy drops are Truffles and the union pick for now. After that (i.e. when Cooks come out) I think it's vet Brisket who is a bit of a trap and so should probably go. Ben
  11. So from the keynote it seems like the plans are to run the draft again next year, so I thought I might, humbly, make a little suggestion that I think could make it even better... Firstly, though, I think I might just want to explain what I think was the weakness with this year's draft. Listening to GBT podcast, Bill and Phil were largely apathetic about it, and at the start I had similar feelings. It was only when I started to come up with my own ideas for what the rookies might be like as models playing for my guild that I was able to start to pick a rookie to support and get involved, then once I was I really enjoyed the banter and memes and other rivalries with other players in my guild. Hence I think what we need to start with next year is an initial set of rookie-level stats for each player, along with a paper-doll, that way we can start playing with them in our teams and seeing how they might fit in and having a rough idea of basic playstyle for each model. They should be below the level of power of a existing squaddie so that there's room to develop some individual guild flavour on top - Each would probably only have one signature play or trait to provide plenty of space to add to afterwards. Their playbooks could also be largely or entirely non-momentous with additional standard rules for making different results momentous depending on which guild they are playing with. You could also play games of just the rookies themselves like they do in the stories. But anyway, my main idea is that we should have a deliberately underpowered-framework type of model that we can play with and get a rough idea of how the model might work within our teams. Cheerio, Ben
  12. malladin.ben

    Suggestion for next year's Draft

    I think there can be a enough of a difference between the raw stats and a basic playbook for each model to give you a better idea of how they play, and having them there gives you the chance to actually play games with them. Thats the key, the ability to actually put these rookies on the table and play games with them. Thats what leads to improved engagement in the process. If you were engaged before, fine, I don't think this would take anything away from the process, but I personally found it a lot harder to engage with the process this year than previous years and in the end it was only for (inevitably futile) negative reasons that I ended up getting involved. Something like this would have helped me, and it seems for listening to GBT maybe one or two others as well.
  13. malladin.ben

    Suggestion for next year's Draft

    I thoroughly disagree with this. Yes there will be differences, but the core of a model - stats, playbook, a signature play or trait or two - can stay the same and then guild flavour (additional plays or traits, stat tweaks, momentum) can be added on top. And it wouldn't even mean that you can't change things fundamentally to add guild flavour - for example let's say you had a model with a 7/9 MOV and where'd they go. Place that model in alchemists and they could be changed to 5/7 MOV with smoke bomb and cloud jumper. It stays close to its original concept of a super mobile model, keeps roughly within the same sort of mobility parameters (some advantages some disadvantages in relation to the original model, overall perhaps slightly more powerful), yet adds a significant amount of guild specific flavour to the model. Further, it allows the design team a large amount of potential early phase playtest data to help them balance the final model. Essentially, the advantage to this idea is that it would allow people to engage with the process at a more interactive level. To allow them to actually try out the models in their teams and come up with their own stories involving these players in the same way to come up with your own stories about your favourite models in your team. What would be the disadvantages?
  14. malladin.ben

    Card Previews

    Here's the big boy in all his glory! Figured there should be a post for him here. I'll add in the others as they are previewed.
  15. malladin.ben

    Card Previews

    You're using Meathook in Ox? I'm thinking she's the one who gets cut from my Fillet list when Roast comes out too.
  16. malladin.ben

    Card Previews

    I think gutter benefits a lot from him, but I tend to find that with Gutter the attacks after the charge are pretty humdrum, even under Ox's aura. I think she's a good model to put just enough Inf to charge on, so Roast mears you only have to give her 1 Inf, which is pretty strong. As a result I think Roast makes her viable in Fillet teams, too
  17. malladin.ben

    Suggestion for next year's Draft

    I think there's some good ideas for alternatives to the draft here, but my point is that IF the draft stays as it was this year (which was hinted at) how could you improve the engagement levels? The idea is that the model is a basic framework only, maybe with one key ability (like Kill Ball on Kami). And even that ability doesn't need to be set in stone. Not only would it hardly restrict design at all, but it would also allow you to get some initial playtesting feedback on whethe that ability is too powerful in a particular guild and tone it down. For example, if a player had goad and when you put that in butchers it makes everyone else's life difficult you could create a similar ability that did fit with butchers to replace it with, maybe something that gave a model penalties if they hit someone other than the "goading" model, or with range P so that it fit more into the butcher's playstyle or limits it's effectiveness in some way. If it's limiting design options it's been done wrong. It's just to give people a better idea of what the model might do, which was so often the criticism of this year's event
  18. malladin.ben

    Let's start taking tactics

    I cut the wings off mine and used the wings from a Dark Eldar (or whatever they're called nowadays) Scourge (or whatever they are being called nowadays). It was a very simple conversion and I'm happy with the result - looks a bit more of a gothic-punk angel than the crazy clockpunk flying man he was.
  19. malladin.ben

    Free Cities Draft -All Butchers Read-

    I started off this game playing morticians (Butchers had sold out), so I'm happy with that.
  20. malladin.ben

    Free Cities Draft -All Butchers Read-

    This is the butcher's way. Neither Kami nor Layne can walk this path. There is only Champ in contention.
  21. malladin.ben

    Let's start taking tactics

    I'd need to see some cold hard facts backing that up before I'd accept it. One or two player's anecdotes does not prove a trend. But it does suggest that something previously discounted may be worth consideration. I just need it explaining to me how those seemingly fundamental issues they have with playing the football game are mitigated.
  22. malladin.ben

    Let's start taking tactics

    He can shift the ball a fair distance for very little influence, especially he's on a side of the pitch with fast ground. When you let a goal in, kick the ball out to him and run away with it. I also use him as a distraction. With 2 influence he can threaten the ball quite nicely, or a goal fibhes got the ball on him. Vet Hearne can last light him to put him up effectively, too. It means there's a threat your opponent has to deal with, so draws models away from the scrum - I find you can get overwhelmed sometimes in that scrum if you're not careful. And after that, if he's not using the 2 Inf to worry your opponent in any way he can just put down a harrier.
  23. malladin.ben

    Free Cities Draft -All Butchers Read-

    Because the teacher said we weren't allowed to play with her.
  24. malladin.ben

    Played a game of proxy butchers

    I beat two English top-10 worlds qualifying players with Fillet. I have said it before, but Vet Ox is super good with Fillet now. Meathook is not much different from what she was how I played her. But boiler and princess are very hard to drop.
  25. malladin.ben

    Let's start taking tactics

    Hence why it surprises me.
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