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  1. Tapper - why ever bring him???

    I don't take Esters.. I know taking one captain is generally frowned uppon but as mentioned in my original post in this topic, I find it hard to think of any situation I personally wouldn't be more comfortable playing Tapper into.. Mylast tournament 10 was: Tapper, The Cat, Friday, Hooper, oSpigot, vSpigot, Mash, Stoker, Pisspot and Harry. Probably switching Harry for Decimate and may switch Mash for Lucky, still not sure though...
  2. Tapper - why ever bring him???

    Other than Ballista Engineers (which I feel may be our hardest matchup) I do think that Hunters and Smiths are our hardest pairings due to ranged control and high armour respectively. For Hunters I prefer taking Hooper and Stoker for relatively free conditional removal rather than relying on Esters as I still believe Tappers toolkit and overall survivability is more viable once you eventually close the gap. Blacksmiths is still a puzzle I am working on although I feel the Esters / Stoker / Stave (yes, I said it) combo may be the best with their low def and high armour making them susceptible to character plays.. This isn't really a viable option for me competitively though as I two out the three don't make the cut on my tournament roster. The heavy Farmers / Blacksmiths "meta" is a bit of an issue for Brewers, although I've not played much into either team since the official release of the box 2's and most recent errata.. On the plus side Perkins has advised there will be a season 4 update and with the forum post by Mako it's clear the SFG crew have their eyes on us so it may not be time to sober up yet...
  3. Brewers Player Summaries

    I could go stupidly in depth and provide 1000+ word walls of text for each character, but as I don't have time to type it out and you probably don't have time to read it he's my TL;DR thoughts.. Esters(C) – solid defensive support, only "battery" in guild, decent selection of character play options, not Tapper Good into: condition heavy teams // Risky into: not much, fairly "safe" if not always effective. Suggested Changes: Character Trait - "Momentous Inspiration" (this would improve the Brewers "ranged" game and offer more flexible momentum generation) Tapper (C) – offensive front line support, hugely influence efficient, enables team to shine and allows for flexible in the fly thinking, is Tapper Good into: Unpredictable Movement, 1" melee heavy teams, // Risky into: ranged control (Ballista / Theron teams), High Armour. Suggested Changes: Minor "Playbook" changes - Momentous Push replacing "Marked Target" on 1, Marked Target replacing 2 damage on 2, Momentous 2 damage replacing Momentous Push on 3 Scum (M) – best mascot in game, damage dealer, goal threat, safe option for holding the ball, Shadow Like / Unpredictable Movement is an amazing combo Good into: everything // Risky into: 2" melee. Suggested Changes: Heroic Play - "Sic 'Em" (probably too strong, may require reducing inf to 1/2 to balance) Quaff (M) – support mascot, can do things for nothing Good into: scrum brawls // Risky into: not taking the cat Suggested Changes: Character Trait - "Oooh... BALL!" (should also be added to Princess) Friday – Incredibly underrated striker, can flex into damage or support if required Good into: // Risky into: 2" melee, ranged character plays / control / high armour Suggested Changes: none required, but since I'm wish listing - Momentous 2 damage on 3 and/or Character Trait - "Anatomical Precision" Hooper – combat monster, requires set up / support to get most out of Good into: conditions, // Risky into: ranged character plays / control. Suggested Changes: 1/8" kick or "Long Bomb" (I just like the idea of Hooper hoofing the ball away as he doesn't need it) Lucky – incredibly flexible, wish was metal Good into: goodie bags, hot dice // Risky into: poor decision making. Suggested Changes: none required, (metal release via locker room would be nice for those of us with OCD about mixed material) Mash – solid workhorse, great ability to hold the ball Good into: 1" melee, football teams // Risky into: lure / seduce (Obulous) Suggested Changes: Character Trait - "At Bat" is awesome as is "Great Wicket Keeper" (although the latter may be a little strong for regular play) Pintpot – super efficient brawler Good into: bears / "furious" // Risky into: high armour / ranged control. Suggested Changes: none required Spigot – incredible toolbox, enables the whole team (please don't nerf) Good into: almost everything // Risky into: 2" melee, precision murder machines (Fillet/Scalple) Suggested Changes: none required Stave – It's a trap, slightly more viable into Farmers & Smiths Good into: loose sheets of paper on a desk // Risky into: any team which has viable momentum farming options. Suggested Changes: Character Trait - "Battering Ram" replacing "Ramming Speed", Something similar to "Hale & Hearty" but for dodges on Playbook results Stoker – huge improvement from s1 card, fire is fun Good into: Condition abusers (Katalyst), low Tac // Risky into: control, mobility Suggested Changes: none required vSpigot – fantastic striker on any other guild list, called "Spigot" Good into: slower control teams, football focused teams // Risky into: 2" melee, precision murder machines (Fillet/Scalpel) Suggested Changes: Character Trait - regains "Football Legend", Kick stat reduced to 3/8" to compensate Decimate – "the future" (?) Good into: armour, scrum brawls // Risky into: the hype train, arbitrary speculation, unrealistic expectations Suggested Changes: 2" melee plx Amber – #saveamber Good into: hopes and dreams // Risky into: @Sherwin killing her before her time Suggested Changes: Cross guild player from minor guild. Character Play - "Acrobatic", Character Trait - "Unpredictable Movement" and "Animosity [Esters]" If anyone wants a more specific rundown on a specific character, feel free to ask.. *edit* I've added some "Suggested Changes" for further perusal, mostly just small tweaks to playbooks or character traits I feel fluff out and round out the characters as I perceive them , some I feel are required to make the character viable (see Stave) and some are just nonsensical OP wish listing (see Scum)
  4. He used to be the mainstay 6th man in most games but I will agree after the s3 changes to Stoker and Harry and the release of Pisspot and Lucky he's fallen down the pecking order.. I still think he has a place in my 10 but he's at risk depending on vDecimates card and whatever the Minor Guilds brings in.. As for how I use him, he usually waddles up the center line flanked by Tapper and Hooper assisting with crowding out bonuses till he gets in position to score or I fancy dumping the ball off to Friday or the cat.. There is a situation where you can score for free on the opposing players turn but it requires a lot of set up and basically dictates your entire field team.. I do really like the rookie mini though..
  5. Tapper - why ever bring him???

    There are a couple of match ups, like Ballista Engineers and Theron Hunters which are a particular ball ache and I have a bit of a poor record against Fillet Butchers although that's largely down to "interesting" dice rolls.. I'm also undecided on whether you "need" Esters against disease heavy Ratcatchers or if taking Hooper and Stoker is enough built in condition removal.. End of the day, at least in my opinion, Tapper is always the "better" choice of captain in most matchups..
  6. Tapper - why ever bring him???

    Have you thought.? I know this is probably going to come off sounding a little blunt and so I apologise for that, but you have created this forum post to ask for support and advice regarding using Tapper but you already seem to be stuck with a slightly bias opinion that he is an ineffective super solo beater similar to Hammer or Thresher, which he is not.. Tapper is a "mobile" (4"/7" lol) support captain who sets up and enables the rest of his team to do what they do best... Anyway, starting from the top : He has a 2" melee, more importantly he is a captain with a 2" melee.. While I understand the pool of captains with this ability has become slightly over crowded since the release of the release of the Farmers and Blacksmiths, it is probably one of the most important stats in the game, so much so that the world almost ended when Thresher got boosted to 3" for free during his activation.. What this means for Tapper is he is able to cover an expanded area in the scrum he creates with crowding out bonuses, it's also a good way to neuter "Unpredictable Movement" on most characters, even if he does occasionally need to get base to base to continue swinging away. Regarding him being "Influence Efficient", in most cases Tapper can turn 1 influence into 1 momentum and it is not uncommon for him to receive 2 momentum on a charge or with enough crowding out bonuses in his favour. On top of that, at any time he can convert one of these momentum back into two influence and distribute it freely back to his team so they can use it to generate more momentum. The only non-efficient part of his tool kit is "Commanding Aura" and there has been an ongoing debate since s1 regarding you spend the influence to set up this up or roll it off the playbook, and honestly it largely depends on the board state.. Personally I always prefer to try and set this up from his playbook where possible, either by targeting KD or low defence miniatures (preferably both) or charging if required.. Looking at Tappers playbook directly, I understand what you are saying when compared to Grange who has a momentous KD on 1, or Thresher who has momentous damage all over the place.. I don't necessarily feel it is in a bad place though as in most cases you should be rolling 7+ dice under "CA" which gives you a momentous 4 damage on 4 successes which is far better than either Farmer captain if you just want to go the straight damage rout.. I would however suggest taking either the momentous push or double push on 3 or 5 respectively to re position your target deeper into your scrum.. Also, as a last highlight of Tappers playbook, if you are able to wrap due to hot dice or having correctly set up the scrum your bonus successes become +2/3 damage as a kicker.. Putting both his 2" melee and potential playbook results together, Tapper is quite capable of taking a full stack and knocking down 2-3 opposing pieces with no reprise then push them around with any remaining influence he has left which gives your opponent one activation to decide which piece he wants to save and may result in disrupting their preferred activation order.. In a worst case scenario they will be able to stand up a 2" melee piece, spend 2 momentum to pick up another team mate and then have a swing at Tapper in an attempt to run away from the scrum. I've already mentioned the main strength of "Old Jake's" and it's ability to increase the influence / momentum efficiency of the guild, but in a more linear context it increases the team to a pseudo 15 Influence / Turn team which is only really rivalled by Farmers (who recently took a hit with the nerf bat on this).. Not only that but it allows the distribution of this last bit of influence till later in your order activation so your opponent will never really know where the full stack is going.. In most cases I tend to use it to top up Spigot, Hooper or Pintpot before going in for a KO, but Scum is a surprisingly effective target for this and one a lot of players may not directly see coming.. While it's about to be a little toned down with the removal of "Sic 'Em" you can still give the cat a free charge which in the right circumstance can easily wrap for 6-9 momentous damage. I've also used this to fuel the cat at the beginning of a round before using Friday to re-position him for a charge / tackle / dodge / goal to win a game as a last activation when my opponent thought the ball was safe on his mascot at the back of the field. (although none of this really has anything to do with Tapper, Scum is just awesome) Getting back to my opinion of "Old Jake's" and why I feel it is the best non-legendary legendary play in the game, It is most easily comparable to Honour's "Topping Out", in a perfect situation that will hand out 5 Influence at once which can dramatically change the face of the game and be a huge boon for one turn, it does however require an early (if not first) activation to get the most out of.. Tapper on the other hand can give out 2 Influence every turn when it's needed (at the cost of one momentum).. While I understand this is not as overbearing as "Rigor Mortis" or straight up as damaging as "Get 'Em Lads!", or "My Gang", it is something you can use to your advantage each and every turn and it only increases in power the longer a game goes.. While I understand Tapper initially looks underwhelming when compared to the Farmer options (especially pre nerf Thresher) you can't just look at the cards side by side. Tappers main strength comes from the synergy of what he can do to magnify the output of the "squaddies" under him and then what they can do in return. For example, you could have Hooper on the field with one influence which you opponent is ignoring become a Tac 8 monster with a full stack to swing away with and +2 to any damage results.. As mentioned previously I think a lot of this comes down to your preferred playstyle and what you want to get out of the captain. In a lot of cases, Esters is a "safer" captain I just never seem to get enough work out of her, and while I do feel like the guild as a whole has fallen slightly behind the power curve / creep although I'm expecting this to be addressed in the s4 errata / update... Anyway, I hope that gave a little more insight as to why I feel Tapper is the "better" Brewers captain and didn't just come of as incoherent ramblings.. I know I didn't directly compare him to Esters but in reality they are hard to compare as they are two different captains with two completely different playstyles.. If you were looking for opinions comparing the two directly I can attempt to do so but it's currently 6am here and adding that onto this post would have created an even bigger wall of text.. TLDR: Tapper is an awesome front line support captain that can turn on and enable the rest of the Brewers lineup, he is not a super solo.. **edit** Preferred line up in draft order : Tapper / The Cat / Friday / Hooper / either Spigot (based on opponent and previous drafts) / Pisspot, Mash or Stoker (optional depending on opposing guild and previous draft picks).. I need more field time with Lucky and increasingly excited for the new Decimate as I have a feeling she will be huge in a Tapper lineup..
  7. Tapper - why ever bring him???

    2"melee, Commanding Aura, Tough Hide, Influence Efficiency, Consistent KD and damage when required, and to top it off, he has the best legendary play in the game which he can use every turn as it's a heroic (Old Jake's)..
  8. Tapper - why ever bring him???

    I honestly feel the same about Esters, the situations where I feel she could be useful are so few and far between I find it hard to justify putting her on a 10 man list.. This may change after the Ratcatchers launch depending on how much of a pain the disease condition is but it really comes down to personal playstyle..
  9. I'm kinda hoping this is a hint at the deals / sales they will have over Salute weekend.. Wonder if they get a bigger stand this year, it's always the most crowded area in the hall...
  10. Organized Play Update

    I'll accept that there isn't much correlation between having an incredibly restrictive roster and getting +1 to the dice roll and an extra card in hand, however I don't think +1 for one roll in a game is as big a deal as people are making out.
  11. Organized Play Update

    Anyone complaining about the +1roll for first turn being unbalanced doesn't understand how restricting only having access to eight players can be.. Most Major guilds will have a minimum of 14 players, four of which are captains or mascots to pick their "best" ten and then six from for any situation.. Opposed to this, the Minor or guilds have eight players they have to take regardless of whether they are on the power curve or vet graves..
  12. Another Errata, another Fish nerf

    just some wild speculation (because who doesn't like a bit of that) but this may hint towards Fish potentially getting the minor guild update sooner rather than later..
  13. Chiseling away at the fallacy.

    I've always preffered Chisel in this role rather than the "Chissile".. She's great at retrieving the ball then getting it back to your core goal threats with the assistance of Mallets aura.. Unfortunately while she is certainly not unplayable I still think she is a little underwhelming when compared to all the other options the guild has available..
  14. sBrisket / Solthecian Ten

    I've concidered oRage primarily for Tooled Up and some added "stabbey" if I find a match up I need to be more aggro against. Everything I have read seems to suggest Decimate is a "must have" even above Gutter and the "First Light" duo, but I'm still trying to crowbar Minx in somewhere.. It may just be that I'm used to using her as a crutch in previous Hunters and Masons teams but the amount she brings to the table for little to now influence just seems too good not to abuse in some way..
  15. W: Strongbox [UK preferred]

    Know I'm probably clutching at straws but would anyone happen to have a spare or unused Strongbox they would be willing to part with, or know where I may be able to purchase one.? I would prefer NiB or at least unpainted but willing to discuss prices up to and including dissected, molten or turned into soup... Cheers