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Banjulhu last won the day on July 20

Banjulhu had the most liked content!

About Banjulhu

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    Professor of Advanced Fishermaning

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    Bergen Norway

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  1. Banjulhu

    Corsair S4

    Well I might as well dive in to the deep end on what is Corsair as far as I can tell Some of this is a port of what has been said on the FB page but here can be more readily expanded on and better discussed. So Corsair has a few notable good points: At 18HP with Tough Hide and Sturdy he is one of our hardiest choices. His 4/8" kick makes him reliable at passing, shooting and snap shooting. He has some decent counter attack options which makes engaging him harder work for opponents. Drag, Rough Seas and his legendary are top notch control abilities. With the good comes some bad. He is slow He has no dodges He has a trait that promotes damage dealing but a playbook that does not. All told to me Corsair is now a 3-0 model who when the stars align may be able to pull off a 2-2, mostly because it's reliant on your opponent choosing multiple low resilience models and for them to willingly feed them to Corsair. To expand on that. Corsair's is on his 2nd column and his in on his 4th. With a Tac of 6 in a stand up fight against the common stat line of Def 4+ and Arm 1 with 6 influence Corsair will achieve 12 damage. If he has a friend (most likely Kraken) with 7 dice his 6 influence will do about 13 damage (one KD and five damaging attacks). Def 5 Arm 0 has a better break and with a KD you should reliably do 15 damage with 5 attacks without help from someone else. The issue with all of this is that there are not many teams that play a lot of sub 14hp models 4+/1 models and/or sub 16hp 5+/0 models and thanks to the drafting mechanism even against ones that do they have the option just to pick their tougher models (Exceptions to this are Fish and Blacksmiths who will always have low HP models because of their options/team build requirements). As to the idea of getting VP through ring outs, I can not see it being more than a gimmick your opponent has to fall for. And just to make it more a bit more tricky all of Corsair and his team's capacity to pull models in require moves directly towards us which combined with our lack of push-dodge results means the set up puts our own team at risk of being pushed out of bounds as well. Ultimately whilst we have a good number of tools for the setup to me there is just to many moving parts and what ifs to make it a reliable game plan. So Corsair is not going to be doing take outs often. That leaves him with playing the 3-0 game, but how? Shark's game works by being able to load him with Inf and then missile him at the goal happy in the knowledge that if he is left alone he is a snap shot threat and even if he is taken out he will still threaten the goal when he returns because of his speed. That generally means you take Shark add ball recovery/control tools of choice and possibly a back up goal scorer and go to town. Corsair cant do that, yes he has the kick to score but he lacks the ability to threaten the goal well. My assumption is that he is designed to pull people in and hold them down to give you a numerical advantage elsewhere on the pitch. By himself I'm not sure he can actually juggle two models that well but that's why we have Kraken who is now an auto-include with Corsair as far as I can tell. Those two together should be able to drag in three targets and reliably hold them. But here is where I start to struggle. If Corsair and Kraken are dedicated to pitch control, you only have 3 squaddies slots left to push forward, do ball recovery and scoring and I'm not yet sure which combination of 3 we have that can do that well.
  2. Banjulhu

    Corsair S4

    None. It's the 21st Century, hope was replaced with hollow consumerist tendencies years ago. Incidently, have you considered buying a team you dont yet own. It will make you feel better.
  3. Banjulhu

    Corsair S4

    I'm not sure I understand?
  4. Banjulhu

    Corsair S4

    How do you see him as a 0-6? He can only output enough damage with a stack of 6 Influence to kill the most fragile of players (13HP and less) and ring out tactics are easily countered by your opponent not being stupid about push ranges
  5. Banjulhu

    S4: Fish vs Alchemsts

    I tried to ignore them in the first game but because Shark's team has no damage threat Smoke can play extremely aggressively knowing she wont be hurt. She is free to just come in with Venin and push heavy condition damage with her legendary, infuse and his heroic which quickly drops the low HP fish and those conditions then net Smoke a load of MP to secure 1st activation the next turn to finish the injured players off.
  6. Banjulhu

    S4: Fish vs Alchemsts

    So this evening I played Shark into Smoke a couple of times and discovered that she is a nightmare for his team to handle thanks to her ability to drop conditions without needing to hit over a large range and the low momentum generation of the Fish in turn making them unable to remove the conditions before they drop (this was not helped by Crucible being around). Most notably I could not spread my team out enough to escape the conditions dropping and still be in a position to have the team support one another I was not helped by a number of poor positioning choices in my opening turns (Shark was robbed of the ball in both opening turns before he even got to do his goal run) and some dire dice rolling but even in best case scenarios Alchemists just don't feel like a team Shark can get enough of an edge over. After a bit of a chat at the end of the games my opponent and I came to the conclusion that Corsair is likely a better choice into both Alchemist captains and we have a few ideas to test out in the coming weeks. However I would like to though open the floor to this one for extra insights and strategies. So, how can Fish play successfully into Alchemists?
  7. Banjulhu

    S4 Fishermen Article

    I pretty much agree with everything in there with the exception of Horizon and a bit of what was said about Corsair. I personally was seeing Fathom as more of a direct Angel replacement but I can see the thinking behind vSiren as being a better alternative for Angel in the match ups you would think to use her. Horizon is easier to take out than most mascots (he is only Def 3+ Arm 1) and to do his thing has to return to a dangetrous area of the pitch meaning that although he may only give up 1VP when taken out but he will be reliably taken out multiple times in the game with minimal opponent resource usage. That said I can see him being put on the roster for certain match ups ahead of Jac, Angel and Salt because they are far more niche than Horizon is. As to Corsair, I personally dont think he is a 2-2 game plan captain, instead I think he is an initial 3-0 that can more readily switch to 2-2 if the opportunity arises.
  8. Banjulhu

    A Case for Layne

    I'm slowly working on a post about this subject in particular, the crib notes version is we have not been the best goal scoring guild since season 2, although I agree with the notion that the team should be and I would like the tools to do that But, you dont need a striker to score goals, what you do need models that can get into scoring positions and execute. Now strikers in other teams make better the scoring pieces often because their kick is usually 8" which enables them to threaten a goal much more readily than their compatriots, but the thing about the Fish is that thanks to all in and out of activation repositions actually getting our models into positions where they threaten the goal is usually the easy bit (this is why Greyscales has often been a scoring partner for Shark more than Angel). What the team needs more of is game pieces that can make that process of getting the goal more resource efficient either by making the passing or ball recovery more reliable which is more the role of a midfielder hence my liking for Champ. I would love a model that does something similar to Harry or makes our kicks more reliable to free up our momentum usage on teamwork actions and passes so we then have the momentum to shoot with. Far out wishful thinking would be a play or aura that reduces the TN of a kick for a friendly model
  9. Banjulhu

    A Case for Layne

    Remember Angel is a pure striker that in theory should fill the role you are saying you would like Layne to fill.
  10. Banjulhu

    Status Update: Free Cities

    I've now reported my first match for Champ
  11. Banjulhu

    Status Update: Free Cities

    So after tag teaming Corsair and Kraken I'm pretty content with their collective brawling output so the support I think they need is less actively doing things and more quality of life, momentum/influence efficiency and healing etc and the reliable capacity to move the ball out to the main goal threats. To me that is means some sort of attacking midfielder which is why I like the idea of Champ. Gaffer could be a thing as well and I see the point with Amber but I suspect the Farmers will take her easily. For now I would go Champ unless we see something in the fluff that indicates all round attacking piece.
  12. Banjulhu

    Free Cities Draft Poll

    Champ seems the obvious ones for good football plus stuff. Layne might also be that but seems to be leaning towards very good football only.
  13. Banjulhu

    Free Cities Draft Poll

    In light of the new paradigm that is Fish playstyle, I'm not sure either Kami or Cutlass is what is needed. Both Captains are now heavily football centric, but with Corsiar teaming up with the new Kraken and lesser extent Jac I'm not sure we need another defensive scrum piece that Cutlass seems to be geared towards nor the implied ranged ball killing of Kami. What I think could be needed is model with a really good kick stat (better than our usual 3/6") to enable the attacking football game from the midfield that can add a bit of a melee buff to others (I would love an ability like Eye Spy in guild)
  14. Banjulhu

    Season 4: Initial review and Roster Picks

    That's just one job and sadly the majority of the fish are extremely good at that though, mostly just down to them being very dodge centric, look at Greyscales and vSiren in particular. Even Jac and his 0 Inf repositions can play into that role through his pushes. However they also bring other utility at the same time as being good ball chasers. Only being able to do what the rest of the team can largely already do is what stuffed Angel last season and I suspect it will do so to Salt now.
  15. So our cards have been revealed, salty tears cried and now we are left to figure out a Roster that works. Shark No change beyond a 1hp drop. Same old one dimensional game so the same old problems will arise, experienced players will still counter him but at the same time there are teams that just cant handle him well (or at least in theory there is). Corsair Not a bloody clue, time will be needed for this guy. I think 2-2 is dead but there are people that disagree, we'll have to see how the results go over time. His 3-0 game seems reasonable and at least will flow differently than Shark's. I have the slight concern that because he is now goal heavy he will be undone by the same things that can undo Shark. Salt No stat changes but an overall nerf due to how tap in now works and her general position as a backup/alternative goal scorer. Tentacles Has the new version of Blind. Still seems good at what it did before. Greyscales Balls Gone! on three successes on a TAC 5 model is a lot more achievable than on four. He was in most rosters already and now he has more reason to remain. Hag Lost a point of health but it does not seem like a problem for her. Still a solid control piece for the team that operates efficiently and can get work done without any Inf Jac Lots a little changes that add up to an entirely new set of rules. Battering Ram on a 6"/8" move model is great. Can fill a very similar roll as Hag which could cause bother down the road. Just being able to reposition models for 0 Inf has value, but throw on his <<T on three successes and adds a good melee ball recovery option that is relatively immune to counter attacks. Trident Tested's nerf is annoying but likely necessary given what else this model can do without Inf. oSakana Less health and a new playbook. Weakened on attack in general (no more damage and weak point at the same time) but has picked up 3 damage at the top of the book I assume to help out Corsair. vSakana Also lost a point of health but unchanged beyond that. A good option all round although the Bag of Coffers vs 1inf upfront can still throw a wrench in Fish activations. oSiren Seduced is easier to hit from the play book but is now only 4" further decreasing her threat range and forcing you to play dangerously. Overall quite a big nerf and this could be the one that sees her lose her spot in a lot of teams. Then again Seduced is still powerful. vSiren New rules, new role. I like her a lot, although I'm sceptical about her lack of 2" melee in a team that really needs it (having <T only partially mitigates the lack of it). Dread Gaze and Fair Wind both feel like they can make a massive impact on the board state however and coupled with Shadow Like and her 7"/9" Move I think she probably makes a better winger than her original version. Kraken Better all round. Faster. Has a good play book. Excellent traits that help control the pitch. 2 Inf for the pot. Oh and he can now actually kick the damn ball like the rest of the team. Angel Was ignored by most Fish players in Season 3 because we did not particularly need a one dimensional striker with no good utility. Still a one dimensional striker with no good utility but she can now <T on one and so threaten 1" melee ball holders freely... just like every 2" melee model in the team already did. As an aside she basically just go better for the Navigators when they finally drop. So overall I think my 12 is a relatively easy pick Angel is dull and limited but at she is at least good at the one thing she does. Salt on the other hand less so. The tap in nerf has stifled one of her big uses (goal scoring) and the Fish now having access to a range of tools to get to/recover loose balls reduces the need for her other use. So I think my 12 looks like: Shark (C), Corsair (C), Tentacles (M), Angel, Greyscales, Hag, Jac, Kraken, oSakana, vSakana, oSiren, vSiren This will change once we get access to Navigators, as our only source of condition removal will be on Fathom which means she will likely be an almost mandatory pick going into the condition heavy teams.