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  1. Butchers Player Summaries

    Haha, no worries mate. A lot of opponents do as well She basically has gut and string with 1 damage and bleed on 1 hit, on top of the bleed "tooling up" herself and fillet as well. It is "ok"
  2. Butchers Player Summaries

    I would like to add Meathooks heroic play to her repertoire. I feel -4 move is super valuable and both good for setups for a take out or to shave off 4" of goal threat making her useful into mobile teams as well. Tooled up plays really well into both captains playstyles as well. Meathook is love.
  3. Game Plan deck discussion

    I've played 9 tournament games with the cards now and I have never experienced anyone taking a problematic amount of time choosing a card and never experienced any feel bad moment. In fact rather the opposite - being behind a lot in momentum lets you play one of your really low initiative cards and get a sweet bonus. I like them, and feel that a lot of complaints at this stage are exaggerated hot takes. Sure, the cards might have flaws, but they sure as hell are more interesting and fair than the dice roll and old plots imo.
  4. Parting Blow

    You can go a long way by just declaring your intent before moving the model. Putting down a proxy base just to help them decide if they want to parting if cover or other things are relevant helps a lot too. But mostly, people seldom take parting blows with knockdowns anyway. In those cases I just move the model an tell them to take a parting blow if they want.
  5. Chiseling away at the fallacy.

    A little nugget I find particularly amusing, for no reason, is Tooling her up increases her Feel my pain damage too. And that FMP is any attack not just the damaging ones other similiar abilites tend to trigger on. So someone trying to strip her of the ball twice (due to her counter tackle) gets to pay for it. The only thing I dislike with her is how very sad she is before activating. She just sits there without her tech up, with 4 tac and at 3/1 defence - barely even damaging or tackling people on parting blows or on counter attacks even less. She is far from useless. But as always I feel the "problem" is the incredibly strong Masons core (Kick off 6 + Hammer and Tower)
  6. Just because his thing is not what you want or envision is supposed to be, does not mean it is nonexistent at the moment. For me charging with the ball for a 3<< and then WTG (before or after) -> score with blood scent is one Ulfr moment for me. Another is when the ball is punted away and he sinks 4 attacks into Tater instead for 4xm2 damage, from a striker that is impressive. The combination of damage and strikery stuff along with Ambush makes Ulfr uniquely Ulfr. Sure, you might want less damage and more striker potential or vice versa, or any particular ability to be improved, but I would certainly say he has a "unique thing".
  7. Hearnes on a part-time leave

    I like Egret. (She should have light footed however xD) Going in for a goal run while arrowing someone in the process gives her a knee slider-esque ability on demand which is very cool. (Back to the shadows + run the length) She is a fine model. She does what she is designed to do.
  8. I see a lot of people have a lot of strong opinions on these models, and I don't believe what I write will change any of that. But here is my 2 cents: I think the HoWM are in a good place strictly competitively (personally I think vHearne needs a small something something, but others have differing opinions so I'll let that point be undecided) However. I think they could use some quality of life changes to make them more satisfying and easy to use. Not that I think that quality of life changes will (nor should) be included in any errata - but a good time to incorporate them could be the season 4 update. On the models themselves and my suggestions. These are purely my own ideas put down for fun, and obviously aren't deeply analyzed balance wise. Skatha - Love her. She is strong and snowball is an very interesting and unique mechanic - I don't mind that it may miss. I don't really think "at the start of the activation"- abilities are very enjoyable for players as a general rule since they tend to be forgotten, or a missed attack/play may make the AOE in this case be rendered ineffective and yield frustration. Just let it be anytime. BotMG is in the same tier as a lot of situational plays that only might get used turn 1 - which is fine, but (as SFG seems to have picked up on with new teams and changes) these buff plays should be 6". Being able to target herself is also a nice QoL change just for the ease of use thing, but I don't really mind either way since she got a legendary with almost the same effect. Snow - I personally love Snow and think he/she is great. Could possibly be 6/8 move and/or let the "ooh ball" be simply "towards" for more interesting uses of the ability. More options are always fun. vHearne - Would just like something small here. Like having a m1 on 1 to make his lunar eclipse more satisfying to use these fortune favored nights when he gets to use it by making them momentous. It would make for a great "cool vHearne moment" and make his momentum generation at least "guaranteed". I've had a lot of times when he misses his KD attack 1, then gets his kd, then gets 2 hits for 1/> which feels very disappointing activation for such a slow and fragile player. Such slow, fragile and combo-ish models should have a higher reward when getting them set up into their perfect situation (which is hard in itself). Last light could be just a 1inf cost reduction on the characters next play - would make it more generally useful and less a "quad boombox play" on top of solidifying his role as a support player. Ulfr - I was very down on him at first but I have started to love him. If that depends on me learning him or something else I don't know. Personally what I would do is give him a kick of 2/8" and making blood scent +2/+0. That way he is a better kick off model, and he never gets in the situations where he can't choose the momentous result needed for the shot because then he would be outside his kick range. But you would still be rewarded for triggering it in kinda the same thematic feel as the designers wanted it to be. I feel the Lone Hunter trait is enough of a potential pit fall to avoid to have his kick range be variable too. But on a positive end note: I personally I very frequently play with Skatha, Ulfr and Snow, and enjoy them.
  9. I'm the worst Corsair there is.

    Corsair has a lot of unique and strong tools to deal with basically anything, which makes him very strong and is in my opinion one of the best captains out there. However. Strong does not mean easy to use. He is a lot about making the right game decisions and good placements - on top of having quite an unique style to him. Don't beat yourself up if it does not work out perfectly straight out of the gate
  10. Your favourite 6.

    It does vary over time and vs opposition of course, but if I were to name my current fav 6 it would be: - Skatha - Snow - Jaecar - Ulfr - oHearne - Chaska
  11. Random Thoughts after a Tournament

    They do indeed. I mean the bear is very inf hungry too. But I don't feel I am inf starved as a lot of people around here seem to be. I guess it could be a playstyle thing. I generally prefer hungry models that bring value when I commit them over models that are efficient but lack in total output when I would need them too. Minx don't really bring a lot more to her activation in ways of damage if you give her full inf. And if you don't want to commit her, then she really isn't any more efficient than anyone else who givers 2 inf. If that makes sense? That said, I don't know if A&G are wortwhile in hunters. Just that I would at least want to try
  12. Teach me how to vHearne

    I often use the Blessing -> Skewered before oHearne takes his first attack, as to more reliably threaten KD a lot of times. It is not exactly the same with a KD on 2 vs a KD on 3 on a snared target, but kinda in the same ballpark. So even there I feel the difference is not that high. Anyways, you seem quite determined on your 6 and how to place your inf, and following your inf logic I get your point and argument. But that doesn't necessarily make it true for me, which of course is totally fine - there is no one true way to go about it. If it works for you, do it
  13. Random Thoughts after a Tournament

    Yeah, it is a bit problematic. Minx plays like a core hunters guild player should, but she occupies the union slot.
  14. Random Thoughts after a Tournament

    Yeah, preach it my dude! He is a little bit wonky though, I will give people that. I was myself pretty frustrated with him the first 2 games. He has bad defensive stats, so he is quite susceptible to counter attacks, should he miss his dodges or tackle. But he also has above average striker HP, so may actually survive a little bit longer to escape with WtG. Also never rely on his blood scent range first activation (that is to say a wrap). Momentum already in the bank and/or blessing of the moon goddess helps a lot. His counter attack against 1" melee models are really money if he hasn't used WtG yet too. Pretty situational, but every little bit helps. Blind is great. It does however want a momentum early in the turn to bonus time - which can be more or less problematic depending on your guild/line up/playstyle. Just something I have noticed I guess (and likely all other blind players already knew). It sometimes have meant I had to make the choice of blinding, say thresher, or defensive stanceing his charge. Next Hunters test subject is Avarisse & Greede. It would solve my roster a bit by "upgrading" Seenah to A&G and letting me fit Zarola. However, at the cost of Minx - so not a clear cut easy decision.
  15. Teach me how to vHearne

    The model is indeed awesome. He looks at me with sad, betrayed eyes everytime I leave him out of my carrying case.