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  1. Hunters Muse On Minis token set

    There's a Season 3 upgrade pack (It's on the SF store, everywhere else seems to be sold out)
  2. Counter Charge Discussion

    Ultimate mind game is someone walking into counter change range and not declaring it but pointing it out.
  3. @FourOfPipes One of the single hardest thing in the game is mastering the counter-attack. In your example (Hard with Obulus I know) you get a single Crowd Out and now that Knockdown isn't a possibility, assuming you have one armour. They have a double dodge/push that's easily accessible and you're not 2" Melee either stay out of their Melee or get base to base. Despite playing against Brewers more often than any other team, I constantly forget Stoker has a double push on 1.
  4. PVC Fishers and Butchers

    Would love both teams, would buy them in a heartbeat but I've not put anything into the IGG campaign. Should've gone through the local stores IMO. Get stores to take preorders advertising that so many preorders need to be taken globally. I am fairly certain it would've been far more successful and stores I'm sure wouldn't have had issues with handling any refunds for the chance to A: Cater to their locals and B: Getting funds from the initiative.
  5. Verse Farmers Tech

    I'm trying an experiment without Graves1/Cosset/Dirge or Union in my 10. Not saying it's going to be a success but want to give it a go
  6. Verse Farmers Tech

    I wouldn't put Cosset anywhere near a 6 against Thresher. Girl just dies
  7. Let's Talk Hunter's - Jaecar

    The downside of this is that it lets your opponent clear conditions at the start of their activation. By not triggering it, they are essentially forced to add in an activation (Not always but sometimes beneficial) and if take it on the intended models can't clear till after their advance so will be 2" movement down.
  8. The despair of a castaway

    As someone who went to Steamcon and was voting for Fish every single game. By the last day Butchers had something like 200 more votes than any other guild. Where as the other teams had small differences the difference between fish and butchers was staggering. There was also a stark lack of Fish being played in the entire place.
  9. When to draft Corsair/Shark

    I Would take oSiren in any Morticians match up. -5 Range on character players is a massive deal for holding the ball. 3 Influence is enough to get the Seduce pass + kick. She's pretty much the entire reason I play Fish
  10. Let's talk : Cast

    I suspect that when some masters Blacksmiths they're going to be a real challenge to beat. The challenge is knowing which tricks to use and when.
  11. Masons Decimate

    Would've enjoyed seeing a dual wield hammers to retain some of the initial model, but I really really like it.
  12. How did you choose your Guild?

    I bought them all and change on a weekly basis pretty much.
  13. How the heck do Cogs fight vetRage?!

    If you take Compound or Colossus then you've really got to keep an eye on what's forming as they become Scything Blow targets very easily, at which point you will lose players quickly and it'll be all she wrote.
  14. GIC General Theory Thread 

    With regards to the butchers card, and the comments regarding how it's ineffective. What it gives in my opinion is flexibility. To heal other teams have to spend a momentum. They (on average) get 3 health back. Fantastic. Equally the Butchers can get 2 back, 1 health less. But as said earlier as a Butcher player you want to be laying the smack down. So chances are you will be making at least 1 attack. Therefore you have a net gain of 0. If you wrap and take two damage results you have +1 over the average from a single attack. Initially it may look disappointing, but factoring in wraps and the fact that it allows you to save momentum if required to either clear conditions instead, or to win that roll off. Edit: Apparently wraps are added together. Ignore this
  15. I can't win. Please help!

    When receiving the ball I've found scoring last activation with Salt allows you to spread your players to threaten anyone who they give the ball to. Shark Often scores next turn first activation then Legendaries. At this point I keep Salt on goal (Often people don't go for him as it's a lot of inf to take him out for a position loss and minimal gain. Move Shark about and use a bucket load of 2" melee to get plenty of crowding out bonus to go for take outs. If the opportunity presents itself break from combat and score, if not get the two take outs.
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