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Penguin Warrior

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  1. Penguin Warrior

    The Navigator's Guild

    Hoping that Horizon will have a way of taking himself out, stealing momentum when taken out, or will only give up 1 VP, because even a 6/0 model with 8 boxes is gonna go down fast, which will be fine with Shark, since then he just becomes another ball threat if the opponent is trying to sit the ball in the corner. Plus, Unexpected Arrival could help set up sideline take outs with Jac for some interesting 2/2 approaches with Fish. Presumably, the Navigators have some more movement shenanigans and some stuff to make them slippery or slightly resilient to overcome what looks like a major weakness in terms of generating momentum and a lack of Fish-like reach. Not super thrilled with the mechanics revealed so far (hate the guild rule personally) but I'm interested to see what kind of fun jank Steamforged gave these guys.
  2. Penguin Warrior

    Constructing your new Hunter 10.

    I'm thinking Skatha, Theron, Fahad, Zarola, Jaecar, vMinx, Minerva, Mataagi, oHearne, Seenah vMinx already changes the guild so much. I've been running Skatha as a support focused captain who repositions friendly players, throws out Snare, and positions to get a snap back goal or steal the ball if need be. Jaecar and vMinx do most of the work since both have very dynamic threat ranges and tons of flexibility.
  3. Penguin Warrior

    When do we take Mataagi over Minerva?

    The only time I see Mataagi making a six and not Minerva is in a high tempo, football-focused Skatha line up. Maybe something like Skatha, Fahad, vMinx, Jaecar, Zarola, Mataagi, lots of mobility and weird goal threats. But most of the time, I'd still rather run Minerva instead because her support abilities are just so good and reach is such a commodity in the guild. Theron likes her even more since he gets more value out of stacking Eye Spy with Singled Out and can more reliably take oHearne
  4. Penguin Warrior

    Season 4: Expectations, Hopes and Wishlisting

    I'm saying I don't think Fish should have that as a consistent option. I want them to be 3/0 focused, as that would be fairly unique as the other football guilds tend to have more flexibility to play a take out game. Focus on ball recovery, speed, and goals. And the fish will almost always have the option to fight a little bit since having this kind of access to reach means you'll be able to set up traps (especially with Drag) to pick up a take out or two. This is my personal wishlist, not necessarily what I think will or should happen
  5. Penguin Warrior

    Season 4: Expectations, Hopes and Wishlisting

    My biggest hope is a Corsair rework. My concern is that they're just going to nerf the current version of Corsair, who never felt much like a Fish to me. For me, the ideal Corsair design would take away all his momentous damage and add some momentous pushes. Maybe a Tackle double push on three or four success or something like that. So he keeps his damage values where they are for the most part but momentum is redistributed. Then you expand his playbook by one so he's not wrapping as consistently. Add a double guild ball result that triggers Rough Seas, take away Close Control, and change Stand Firm to a play that hands out Close Control at 6 or 8 inches. The idea is that Corsair is a tar pit who specializes at recovering the ball and repositioning enemy models away from his ball carriers while still giving him the ability to set up a couple of take outs more easily than Shark. Possible add a Character Trait that allows models receiving a pass from him to dodge for free. I want the Fish to be a primarily 3/0 guild top to bottom personally. I think this can be done without overlapping Shark and Corsair too much by maintaining Corsair's overall approach of dragging people to him while Shark goes off and chases the other team. So Corsair becomes a football support captain while Shark is still an active goal scorer himself. Also hoping to see Salt brought up in line with Frelsi and Pride as a more active, influence-dependent mascot. I love the otter and she has had a lot of game-changing plays, but I'd like to see mascots in general brought up and hope the Fish (Tentacles included) see a similar change.
  6. Penguin Warrior

    Falconers, the whole picture

    These guys seem like a fightier version of the Ratcatchers. Lots of early game pressure with a preferred 2-2 approach. Whereas the Rats are rewarded more for creative football play, the Falconers seem like they'll get rewarded for good fighting set up. That being said, these guys absolutely do not want to brawl. I'd guess they'll feel like a combination of the Hunters' trickiness with the Butchers' raw damage when they fight. I can see swapping out Ikaros for Egret when the Falconers want to slow the game down and maintain their distance longer. Don't see running vHearne too much since he's so slow, but he won't be bad as a counterpunching option against teams that have to come into the Falconers or in situations where you really want more Snare options. I also don't see taking out any of the Harrier models since they all work too well with Devana and they're all just too good to swap out for either Egret and vHearne. Final thought: think I'll usually like kicking with these guys rather than receiving. The last activation should give Devana a good chance to set up 2 or 3 mega attacks at the end of a turn that can transition into five Assist attacks at the top of the next turn for a take out. Obviously this won't work against teams that can just sit back and shoot (Smoke Alchemists, Engineers, Esters Brewers, Burnish Blacksmiths) but I think it will be my normal approach.
  7. Penguin Warrior

    Game balancing the butchers

    Ox - Momentous Butchery on 5 Fillet - Clear up Haemophilia so that she heals regardless of initiative Princess - Gains Between a Rock... Truffles - Gains Smell Blood Brisket - Gains Acrobatics vBrisket - Swap Tackle dodge on 3 with Ball's Gone on 4 Meathook - Loses Sanguine Pool Shank - Goes back to 2/4 influence, Where'd They Go? costs 2 influence (I know this is technically two changes but one is an overall game change so I'm going to leave it here ) Tendersier - 2/3 influence vOx - The Old Ways changes to "If a model is taken out while engaged with this model..." vGutter - Double push on 5
  8. Penguin Warrior

    Footballing Alchemists

    My favorite Alchs list is Midas, Naja, Vitriol, Crucible, Calculus, and vKat. Crucible is mostly a battery who gives Vitriol a jumping point, Naja provides crowd outs and a good ball holder if you ever need to slow things down, Calculus can set up vKat with conditions and provides some control with Blind, Midas and Vitriol chase the ball and provide some combat support, and vKat looks for a Witness Me take out to support two goals. It typically works pretty well. Even if your opponent controls vKat, he requires so many resources to shut down completely that it frees up the rest of your team to do what they want. Midas and Vitriol are real hard to keep away from two goals throughout a game, so this team is ready to win quickly and grind a bit if needed.
  9. Penguin Warrior

    Pride!

    Fahad is a 1" melee model with no double dodge that needs to charge to do anything and has no access to three damage. It also needs Snare on an enemy model, which an opponent can clear, and 5/0 is not that difficult to deal with when the model can only take 6 hits. Literally any team in the game can take Fahad out because of his health pool and because he actually needs to get in the fight. Meanwhile, Pride can hang out all safe and snug by his goal with 13 boxes while still providing value to his team. Plus, whereas Pride can do damage while also making enemy goal runs more inefficient with Rush Keeper and Predatory Glare, Fahad literally only does damage and needs set up to work. I'm not saying Fahad is a bad mascot, but Pride is more durable, more flexible, can be just as influence efficient, and needs less set up. Fahad is firmly a mascot whereas Pride is almost a squaddie. Hopefully, Fahad ends up closer to Pride than the other way around though.
  10. Penguin Warrior

    Pride!

    Yeeeeeeeaaaaaaaah I'm conflicted about this guy. On the one hand, this is what I would like to see out of mascots: more limited or focused versions of squaddies that still have an impact on the game as opposed to the current approach, which is a pet animal that barely does anything or only does things for free. So it would be great if this was indicative of a general shift in the approach to mascot design. On the other hand, until such a change is implemented, Pride seems pretty ridiculous relative to other mascots. 13 boxes, 5 TAC, 2 Kick, infinite range Horrific Odor that functions as long as he's within 10" of the goal, and only giving up one point on a take out seem way too good. Compare that to Fahad (another large cat), who only has 6 boxes, 1 Kick, and 3 TAC. This is really confusing design, both in terms of gameplay and fluff. So I really dislike him in a vacuum because he seems waaaaaaaaay too good. Predatory Gaze should probably turn off if he's knocked down or something else that limits it, especially because Pride can get it momentously on one result. But in the context of what I hope is a general rethinking of mascots, he would be really cool.
  11. Penguin Warrior

    Fisherman Player Summaries

    I'll take a crack at Hag Hag is a pure support character who generally follows your playmakers around to enhance their speed and support their overall play. Fisher's Reel is her key Character Play and it allows her to make another friendly model make a two inch dodge, which extends threat ranges, helps escape danger, and even fix positioning mistakes. This combines with her Legendary Play, which causes every friendly model within 4" to make a two inch dodge and every enemy model within the same range suffer a two inch push, after which she takes one point of damage for every effected player. Hag specializes in shifting the fight around to enable her team to maintain the advantage at all times. She assists the fight with a two inch melee and can prove extremely difficult to take out thanks to Fear, which forces your opponent to spend an additional point of influence the first them he or she targets Hag every turn, Shadowlike, which lets her dodge away from threats at the beginning of her activation, and Decoy, a Character play that improves her defence for a single attack. In addition to all this, she's incredibly efficient thanks to Talisman, which allows her to use one cost 1 character play for free every turn. However, Hag is not a player who effects the game on her own. Her low Tac of 4 and relatively weak playbook do not really give her access to recovering the ball, generating influence, or moving around. In addition, if the enemy team does get through Fear, her Def of 4+ and lack of armor make her liable to go down extremely quickly. She also struggles if the enemy team specializes in AOEs or conditions, considering that these ignore Fear and take advantage of her low defence and lack of health. As a result, Hag must be positioned carefully so that she can support her team with repositioning without getting caught by her opponents. Strengths: Great movement/positioning support, good combat support, influence efficiency, slippery in combat and frustrating to take out Weaknesses: Lack of playmaking, squishy after Fear Good into: Essentially everything Risky into: Alchemists and Engineers, but neither so much that she shouldn't be picked
  12. Penguin Warrior

    Mataagi, first cross guild player spoiled

    Yeah this guy looks fun, but really tricky to use. Obviously anything with 10 boxes is liable to die to stiff breeze and we'll have to be smart about finding the right moment to activate him, but the Harrier AOE plus some Jaecar-like goal runs mean this guy is going to be a flexible combination of playmaking and support. I think he pretty much knocks Egret out of my 10, which is sad because there's definitely some synergy between the two of them.
  13. Penguin Warrior

    Veteran Sakana

    I definitely agree that he'll still play the ball to a degree, I just don't think that he'll be as focused on it as he is now. Almost every model in the guild plays around the ball to a certain degree, so I'll be shocked if that doesn't extend to him. But I think he'll shift some of his focus over to some combination of support abilities or brawling so that he has a different identity. Won't be surprised to see his Kick change to either 3/6 or 4/6 and have him lose Cover of Darkness while picking up more pushes and picking up something like Confidence or an aura buff so that the two models have different identities. Or maybe something that allows friendly models to dodge for free when they receive a pass from him. So he becomes less of a playmaker himself in exchange for improving the players around him.
  14. Penguin Warrior

    Veteran Sakana

    Absolutely. I just would have been even more excited if it was vAngel or vKraken, considering that those are more rarely used. Still very much excited When you say striking, do you brawling? I would guess the flag means that he'll be more of a support piece that plays a kind of leadership role by handing out buffs that amplify our ability to fight (also hoping this is wrong if that's what you meant). I don't think it's likely that he's just going to be another striker since he would likely just be redundant then. Maybe along the same lines as vSiren but buff-focused and with reach
  15. Penguin Warrior

    Veteran Sakana

    Too bad his name is Sakana but I'm super hyped! In two months, we'll be getting three new models and a whole new team to play (in theory). Though I guess this means I might have spent too much money on pitchforks and torches. Ah well, hindsight and all that
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