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  1. Petraites

    Hammer Masons

    The major vulnerability of 1" melee superbeaters are counter-attacks. It's true that, with a "Take a Breather", Hammer removes any KD on it (and can keep beating your players), but there is an important detail here: he needs MP to do it. That would the scenario. Mason player begins a turn activating his Hammer with 5 INF. Because of beginning the turn, the Mason player has no MP (while the BS player has one). Hammer begins his activation absorbing INF from a friend to gain Iron Fist (and Punishing March if he has to). Now, he is ready to Charge/Jog to make his magic. Hammer engages Hearth and begin to attack her. What does he need to beat the grandma succesfully? Hammer stops beating when. because of a counter-attack, the target leaves Hammer's melee zone with a Dodge or a Push or Hammer becomes KD. Hammer has Stoic, so can ignore counter-attack pushes. Hearth has no Dodges, so other problem solved. Finally, only remains the KD. And Hearth has a very easy-to-get KD. Therefore, Hammer has to evade Hearth's KD. How can he ignore the KD? Two viable solutions: either KDing her first (so, she will not be able to counterattack) or generating MP to remove the future KD. Hearth has Sturdy, so she cannot be KD (unless you get 8 hits and select 2 KD results; mathematically is difficult: you have to charge and get 10 successes with 11 dice). The second option is generating MP. Hammer has MP playbook results at the beggining of his playbook. So, he is forced to choose a low Playbook result to generate MP and, then, counter the counter-attack. If he begins the sequence with a Charge, he can get a wrap reliably well against the granny (7 hits is more or less 50% of chances). If he succeds, the granny is dead. If he fails, Hearth survives and Hammer can have a trouble. Finally, if Hammer begins the sequence with a Jog, wrapping is impossible (you cannot get 7 hits with TAC7 against a ARM2 model), Hearth survives and Hammer are in trouble again. What do we get? If Hammer is engaged (and no engaging anyone) at the beginning of a turn and Masons has the initiative, Hearth can be a good control piece to immovilize him. The enemy decides to generate momentum with other player? Take profit and cripple Hammer with TAC debuffs and KDs. If Hammer begins his activation KD, engaged with an enemy and no engaging anyone, he will have a real problem. Concluding, Hearth can mitigate (at some degree) a first-turn activation Hammer. And yes, the option of having a counter-attack changes drastically the enemy decisions (and forces him to choose worst results), so not so pointless.
  2. Petraites

    Hammer Masons

    The major problem is knowing how to disable super-players with Blacksmiths. Here there are some specific tips that could help you against Hammer: TAC Debuffs are our best defense against this animal, so let's abuse of Ferrite "Disarm" and Cast "Shield Glare". A TAC 5 Hammer is not a happy Hammer. Some of our players can contest Hammer charges. Cinder "Unpredictable Movement" makes her inmune to his charge. And Hearth, with "Sturdy" can reliably Counter-attack Hammer for a well-merit KD (although you need MP for this). Our 2" melee players can engage Hammer without engaging him to us (this doesn't resolve the Hammer superbeating power, but can mitigate it evading his charge). Finally, be careful with the ball. A Hammer with the ball is a Hammer with a surprising threat range and mobility. He will use it to disengage him from bad scrums, to engage with models with Unpredictable Movement or simply to gain 4" to his movement.
  3. Petraites

    Season 4 wish listing

    Burnish is a very complete player. He can remove conditions for (almost) a free cost, reposition free balls and drop a truly painful AOE (even spam AOEs once per game, he's one of the Masters that can do interesting things with 5 INF on it, includind Ferrite and maybe Hearth for a KD-rush). Also he has a very good Playbook (KD and double Push on row 2 and DAM 3 on row 4, with TAC 5, not bad for a Master) and a good resistance (with DEF3+, ARM2 and 18HP). Finally, he's not as attached to his apprentice as the other masters. Cast can work well without him (while wearing Furnace), and the utility function of Burnish can help any of the apprentices. You don't have to see him as a Flame Belch turret machine, but as a toolbox against controling and heavy-condition teams.
  4. Petraites

    Season 4 wish listing

    Also, some changes you mention could be very powerful. Models with ARM 4 are barely indestructible. A model only have this ARM if he can use it once per turn (like Benediction). Imagine Iron with ARM 3, within a Sentinel aura and in cover... if you don't charge him or you have TAC 6 or higher, you cannot do him at melee anything. And don't forget Defensive Stance... Auto-KD are also too brute. That's the reason Bolt, with his Shoemerang, and Hearth, with her 3" melee zone and her KD in row 1, are amazing models. Giving something similar to Farris will make her too good (she has a potential melee threat of 14"). I think it's probably that these two model would be nerfed in Season 4.
  5. Petraites

    Season 4 wish listing

    These are the fixes I would make to Blacksmiths: Sledge can potentially do insane quantities of damage but only if you have also spent insane quantities of setup. Iron, Cast and Alloy can reliably do more damage than Sledge, because they have better Playbooks (they have better low results) and can carry more INF. Even Bolt and Cinder can do good damage with a low investment (but no MP, sadly). So I think Sledge must have a shorter Playbook (6 rows) with a 6 momentous damage at its end. Also, lower his 4 momentous damage to row 4. With this, he will have a more reliable damage delivery. Anvil has good plays and he is damn resiliant, but he is overcome by the rest of Masters. Among the possible changes (I would pick only 1 or two of them) I would give him a reliable access to his Singled Out (second row), shorten his Playbook by 1 row, melee 2", improve his legendary to give him +2 TAC (instead of +1) and change his Play "While the Iron is Hot" as: "While the Iron is Hot: Choose one of the borders of the Pitch. Friendly models within this pulse immediately make a [2"] Dodge directly towards the chosen boarder." In this way, the Play will be more useful (more directions to move with it) and faster to execute (it's easier to point perpendicularly to a border than directly towards a goal post.). I love Farris but I feel like some Traits are a waste on her. "Give It a Whack" is good, but not as good on Farris because her KICK stats are pathetic. Also, her Legendary is disappointing. I would remove "Give it a Whack" and I would give her some other trait to help repositioning enemies. Maybe "Step Back!: Once per turn, when this model declares an Attack or Charge against an enemy model, this model may choose to add an additional [>] Playbook result for the remainder of the Attack." Like the old Vitriol's Hidden Damage, but with a free 1" Push. And her Legendary, apart of his stealing ball ability, it could give "Step Back!" to friendly models within the pulse (instead of giving "Give It a Whack").
  6. Petraites

    Ratcatcher Player Summaries

    You cannot trigger Character Plays via Playbook with Parting Blows (unless you are Tater).
  7. Petraites

    I hate fan based guilds, but....

    Exploding dice would be a good system to Character Plays that would depend on the number of net-hits acquired in the TN-test. For example: Super Hit (CST 2, RNG 8"): Target enemy model suffers DMG equal to the generated net-hit in this Character Play TN-test. Other interesting system is giving value to get a double in a dice throw. It would be like this: Critical Hit (CST 2, RNG 8"): Target enemy model suffers [2] DMG. If this model gets at least [1] double in this Character Play TN-test, target model suffers the knocked-down condition.
  8. Petraites

    Falconers, the whole picture

    Falconers has 2 forms to kill the ball, a repositioning with Devana's Air Mail or passing to Frelsi + Hack Back, and Ikaros possessing it. The first is an active form, you have to activate Devana to protect the ball. When you see your opponent concentrating INF in his striker, Devana can frustrate his plans sending the ball to a safer place, out of that enemy striker threat range. The second is pasive, but needs setup. Ikaros has an amazing goal threat range and, if within a Harrier AOE, his counterattacks will become pretty powerful against enemy strikers. Also, Falconers has some good models who like to activate last and have good counter-goal capacities (Egret and Mataagi). Rundaas has good qualities but he's very vulnerable to counterattacks. Without a reachable KD, melee 2" or good dodges, his kill runs can finish prematurely. His trait helps him to engage enemies, and his CPs let him not to waste his INF, but those don't remove his vulnerability. Also, he is not as tanky as he seems. vHearne can do better (more HP, 2" melee, dangerous counterattack).
  9. Petraites

    Falconers, the whole picture

    Now that the two last Falconer players have appeared in scene, we can see the whole picture now. IMO, Falconers will be a very football-oriented guild: Devana has terrific tricks to steal and pass the ball, the team will have access to 3 models with 8" distance kick and Frelsi, the mascot, has 3 dice-kick (I think it's the mascot with greater dice-kick, without buffs). Also, Ikaros, with 3 INF and 1 AOE Harrier, has a fantastic goal threat. Furthermore, I think Falconers, even with Harrier, aren't as killy as they seem. They have low HP, crappy defenses and aren't as slippery as Hunters are, so they will have to spread to survive. They cannot benefit pretty well of crowd out and ganging ups. I think their most successful plan attack would be to weaken some key enemy players with poisons and bleeds, and then kill them off with a Devana DOA or with a Rundaas' or Minerva's visit (now, Minerva's Easy Pickings trait has more sense). My first 6 will be Devana, Frelsi, Egret, Ikaros, Mataagi and Minerva, looking for a 2-2 victory. Egret, Mataagi and Minerva will mainly have 2 INF each turn. Ikaros will have 3 INF, 4 if he needs to recover a hard ball (he has good tricks to bypass Unpredictable Movements and other defensive ball-holder abilities). Frelsi will have at least 1 INF to make a Sprint, or 2 to Charge and snare the target. Devana will have the rest of INF. Maybe I could change Mataagi for Rundaas to have someone more durable and better with MP-generation, without compromising my Harrier generation. The natural choose is to receive. It seems pretty hard to stop an Ikaros' goal run. He's like Friday full of movement buffs, but with the capacity to go through enemies and barriers. What are your thoughts?
  10. Petraites

    The Captain: Devana

    Yes, it's a decimal separator. You have aroused my curiosity and I have investigated a little. It turns out that depends on the country. Generally speaking, countries that uses the imperial system of measures also uses the point as a decimal separator, meanwhile countries that uses the international system uses the coma for that end.
  11. Petraites

    Constructing your new Hunter 10.

    I just found it in the rules clarification forum. Good to know (and a little joy for Skatha).
  12. Petraites

    Constructing your new Hunter 10.

    Skatha loses part of her synergies with Minerva and Mataagi because her Blessing and her Legendary are only available to Guild members. The same with Snow's Feral Instincs. It's a pity, because a Mataagi's Hot Shot, blessed by Skatha and against a frozen target would be very funny.
  13. Petraites

    When do we take Mataagi over Minerva?

    The same with Egret, she can activate last and spread some Poison with Snap Fire, Flurry or even standard Attacks. She benefits from Snared, too. It's true that Bleed does more damage in the short term, and Mataagi can get Momentum if he attacks in melee range or using Hot Shot (selecting his MOM 2 DMG result), but it's also true that Egret can do great damage, and in a safer way (thanks to Back to the Shadows and Swift Strikes). And apart from her inability to generate her own momentum, I don't see much difference between their footballing capacities. Seriously, Mataagi's ability to tackle balls with Hot Shot is ridiculous. You need a very setup enemy target to get it reliably.
  14. Petraites

    When do we take Mataagi over Minerva?

    I think Mataagi and Minerva have very different roles in game so I don't know if it's a good idea the comparison between them. Yes, they both have Harrier and are Falconers, but nothing more in common. Then, this decision may depend mainly on game styles, I think. Maybe the real question would be why take Mataagi over Egret, because they have almost the exact role in the team. And now I will make some apology of Egret: Mataagi has the same problem that Egret has, a very unreliable play. Mataagi's Hot Shot is a very handy trait, but you can't really trust in it for some works. Taking the ball: Against DEF4+, ARM1 targets, he has a 19% rate of success. Against DEF5+, ARM0 he has a 21% rate. With +1 TAC (Bonus Time or 1 Gang-Up), the chances raises to 34% and 32%, respectively. Therefore, we cannot trust in this trait to recover balls. Trigger Harrier: This work is more reliable, because you can select the most suitable target to trigger Harrier. Against DEF4+, ARM1 target, the rate is 50%; against DEF3+, ARM1 target, the rate is 79%. Furthermore, it generates Momentum. Generate Momentum: Mataagi only needs 1 net-hit and can select its target to generate momentum, so it's a very reliable action. Furthermore, he gets a Dodge. Inflict damage: The same odds as triggering Harrier (if you want Momentum or inflict damage against Tough Hide targets). Otherwise, the same odds as generating Momentum. He doesn't have the freedom to select target, but it's very likely we select some setup near-death target, so it's reliable. Snap Fire isn't the best Character Play over there (1-die CP with little reward). The same problem with Egret. If we compare a poisoned Flurry with a Harrier, maybe we can get some interesting conclusions. Flurry can inflict potentially 4 DMG to a target (2 from the CP, 2 from Poison), and without counting on other affected targets. To equalize the effect with Harrier (inflict that 4 DMG), we need to make at least 4 Attacks (not counting Wraps) against Harried targets. You can get more from Harrier, of course, if you invest more Influence. It's true that, with 1MP, the enemy removes the poison, but it's also true that the enemy can leave the Harrier AOE with the same ease. IMO, Egret has better defensive tech than Mataagi. Egret's survivability depends mostly on Back to the Shadows, Swift Strikes and Flurry's range. Maatagi's only depends on his DEF5+. In footballing terms, Mataagi has a (remote) chance to get the ball at distance, has the ability to get Momentum at distance has a greater goal threat (with 3 INF, Sprint (9") + Hot Shot attack selecting the Mom Dodge (1") + Shot (8") = 18") and has Light Footed. Egret has 1 more KICK and a reliable 16" goal threat (Sprint + Shot). It could be better but normally is a waste of influence (excepting for the Flurry dodge). Both players need at least 2 INF to work well and to not rely on other team players. With 2 INF, both can make opportunity goal runs (Sprint + Shot) or use their support abilities (Hot Shot and Harrier with Mataagi, Flurry with Egret).
  15. Petraites

    Mataagi, first cross guild player spoiled

    A little curiosity about Harrier's rule wording: enemy Character Plays also increase their damage against enemy models within Harrier AOEs. So, The Unmaskings, Scything Blows and pulse and AOE attacks will be more dangerous against the enemy. It's pretty circumstancial but it worth to know it.