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Anudem

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About Anudem

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  1. Hunter GIC Theory Thread

    Damn Egret, can you do anything right Not sure why there is so much Skatha hate flying around this thread. Her tool kit is good and she is a good scoring model, despite a 6" kick. They finally tuned Theron into where he should have always been, so now it feels like we have two viable captains with diverse playstyles. I think Theron's strengths are better suited with the current game state, which is why he has seen a surge in use, which is great because he was considered the worst for such a long time. Back on topic. I thought about Winter's Training a little more, and I would be very interested in seeing how Skatha plays that card. A +4/+4 move bonus is scary strong, and one I do not think many Guilds can adjust to.
  2. Hunter GIC Theory Thread

    Winter's Training may be just over the top. Two healing is still rough, but this card feels strong enough to justify such a sacrifice. The card has so much utility and flexibility that the people I usually play with are already bitching about it. The card effectively gives Theron a fast ground AoE that your opponent cannot use with the bonus of cover. The Guild is already pretty fast and this just ramps us up even more. The only complaint I have (outside the two heal) is that if you run the card with Theron, he eats Skatha's lunch a bit.
  3. Can we please address Bait the Line?

    You mean in a game that usually last three rounds, and a card that cannot be used the first round? How will players ever find use for the card? The only thing that was more of a non-factor than the 1 VP from an entirely snared team was the 2 healing the card allowed. While the 8" is a limitation, I think all of the changes overall make the card stronger. Now, I may like this card a lot because I have been playing with the dynamic deployment method but even with the standardized deployment, the 8" limit is really not that big of an issue (on paper). Hunters are pretty damn fast, and sprinting a couple models up 8" from the standard deployment line will cover a majority of the pitch, or in the least the models that are worth snaring. If your opponent wants to play cagey and avoid the 8" bubble from six models, all the better, you're impacting the way your opponent is playing. Of course this is all conjecture, but I am going to reserve my judgement until I play test the card before hitting the doom button.
  4. Hunters win the Canada nationals?

    What was his 10 man roster and lineups?
  5. GIC General Theory Thread 

    Quick question regarding the Mortician card "Near Death Experience." Does it allow you to use both abilities for one momentum, or do you spend a momentum to heal and a momentum to clear conditions.
  6. GIC Game Feedback Thread

    I've been thinking of my game more in depth with Bait the Trap after reading your synopsis. I like the card, but a heal stat of two is such a non-factor that it's almost not worth every healing. If that is the case, I can see this card falling to the wayside as people will opt to play a card that provides more healing and possibly not trivially countered should you lose the initiative roll. I want this card to work, because I like it a lot. To me, the extra 1VP is a non factor. I certainly will not be playing my game around this ability unless my opponent is loaded down with snares. If I were to be so bold to make a suggestion for the card. Healing two in such a squishy Guild may be too much of a burden for most players. I would love to play this card into Morts/Butchers/Brewers, but the control I receive will not counter a heal stat of two. Why not make the card encourage the player to player a Hunter centric game. Drop the 1VP ability and perhaps add an ability that allows a Hunter model to heal one when an opponents model becomes snared during the turn (not when a model is snared by the card). I look at the Butcher's card "Blood Thirst" and think that this could be a good compensation for a heal stat of two, because right now I am more likely to use a momentum to remove conditions than to heal. If I can recover one or two boxes via snares, I may then be more likely to supplement those healed boxes with the two heal stat on the card increasing the viability of the card being picked over "Go to Ground" which seems to be the go to card at this time.
  7. Assembling 8 Hunters

    The green stuff advice is solid and should be used. Also, do not be afraid to bend metal models (within reason). Metal models tend to be made with a softer metal; so you can for example, flex Hearne's spear to make the hands fit better.
  8. GIC Game Feedback Thread

    Played this card against an Alchs player using the Chemical Resistance card. Hunters: Theron, Fahad, Seenah, Vet Hearne, Chaska, Minx Alchs: Midas, Flask, Vitriol, Venin, Compound, oKat I win the roll off an elect to receive, we are playing with the most recent dynamic deployment method. I loaded Theron up with 6 influence with my gameplan being to activate Theron last and peppering the board with shots to snare a many models as possible, hopefully with Vet Hearne's Last Light ability on him. Alas, my opponent has a phenomenal kick off and I am forced to activate Theron earlier than I had hoped. I position the bear to threat a large portion of the pitch, as my last few activation's are spent mining momentum to win initiative for round two. Play of the round was Boom-Boxing Flask back into Compound and Venin, causing them to take the damage and burning condition. By the end of round one I believe I only had one or two models snared. During the maintenance phase, my opponent has prevented roughly four-five damage on his team, he is pleased with his card so far. My opponent Vitriol'ed me early in the round, scoring a goal. I had answered in kind by reminding Vitriol that her place is face down in the mud. Score is 3-4 Alchs. Round two opens up with me winning the initiative. Venin is too close to the bear and I snare him with Bait the Trap. Bear goes in on him and I mess up terribly. I should have one rounded Venin, but in my haste I forget to apply the -1 def de-buff on my opponent until I resolved the charge. Oops. Oh well, I leave him on three boxes. Next activation my opponent positions around trying to get to the ball which Hearne is sitting on and heals Venin back to seven. Chaska laughs at his hopes and Boom-Boxes Venin back to Hell. My opponent has to put everything he has into the bear to put him down. At one point my bear has one box and is bleeding/poisoned. Healing won't do anything because I can only heal two boxes. My opponent has only Midas left to activate so I press his hand and clear conditions. If he wants the bear gone, Midas will have to come in close. My opponent puts Seenah down for a dirtnap. Sometime during this round I had reminded Vitrol why she should never re-deploy into the pitch. Score 7-4 Hunters. Round Three. This is the biggest error in the game on my part. If you look at our line-ups you will see I have no chance in Hell of scoring. My best kicking model is a 3/6" and he has Compound 4" from goal. I cannot score (easily). I see a burning Compound and think if I snare him I will drastically reduce his counter charge by 4". I snare Compound instead of Midas who is in position to score. My opponent wins the initiative and scores with Midas. Had I snared Midas, there would have been no way Midas would have had the goal threat and I could have had the game on lockdown at that moment. I kick it out and Minx is in position to score. She punches the model she is engaged with, dodging out and snapping up the ball. It is here where I realized how bad of an idea it was to snare Compound. The dude still threatens 5". That's a big area of control 4" out from goal, against a model that is a 2/6" kick. Crap. I can't charge him due to Glutenous mass. I walk Minx up to engage Compound and take a one die kick, scoring. That was lucky/fortunate. Score is 11/8. My opponent kicks out the ball, and through the magic that is Vitriol scores the winning goal. 11/12 Alchs. Thoughts on the Bait the Trap card. My opponent basically treated it as a "well you're gonna nuke whoever you snare with it, so may as well try to keep playing my game." This is true. The bear is gonna wreck most models you snare, as long as you have the means to do so. What I had not considered was using the snare as a deterrent for scoring, which I will be more mindful of in future games. Both card felt very impactful in our match. The snare ability feels very strong, and the guys I regularly play with feel this is the Hunters best card (these are eyes looking from the outside in). While I think the card is actually quite good, this game is very fast and I do not know how many times you will be able to use the ability. Our game lasted three rounds, meaning I got to use the card twice. This can be a major issue should you lose your initiative rolls and your opponent simply removes your snare on their first activation. This could be done with a momentum, but there are now cards and more models that remove conditions so this is quite concerning. I am wondering if the card would still be balanced with a first round ability (perhaps a +1 to the starting die roll), especially when you factor in the two healing. While healing only two boxes is a kick to the stones, it didn't feel as much of a limitation in this specific match up. This card seems tailored into scoring teams with no punch; Midas, Shark, Engineer's, etc. I wouldn't dare use this care into Morts or Brewers, even when a snare controlled game is strong because that is an attrition game I will lose. Overall, I really like Bait the Trap with Theron/Seenah/Fahad and look forward to trying out this and our other cards.
  9. GIC: Bait the Trap

    Played this card against an Alchs player using the Chemical Resistance card. Hunters: Theron, Fahad, Seenah, Vet Hearne, Chaska, Minx Alchs: Midas, Flask, Vitriol, Venin, Compound, oKat I win the roll off an elect to receive, we are playing with the most recent dynamic deployment method. I loaded Theron up with 6 influence with my gameplan being to activate Theron last and peppering the board with shots to snare a many models as possible, hopefully with Vet Hearne's Last Light ability on him. Alas, my opponent has a phenomenal kick off and I am forced to activate Theron earlier than I had hoped. I position the bear to threat a large portion of the pitch, as my last few activation's are spent mining momentum to win initiative for round two. Play of the round was Boom-Boxing Flask back into Compound and Venin, causing them to take the damage and burning condition. By the end of round one I believe I only had one or two models snared. During the maintenance phase, my opponent has prevented roughly four-five damage on his team, he is pleased with his card so far. My opponent Vitriol'ed me early in the round, scoring a goal. I had answered in kind by reminding Vitriol that her place is face down in the mud. Score is 3-4 Alchs. Round two opens up with me winning the initiative. Venin is too close to the bear and I snare him with Bait the Trap. Bear goes in on him and I mess up terribly. I should have one rounded Venin, but in my haste I forget to apply the -1 def de-buff on my opponent until I resolved the charge. Oops. Oh well, I leave him on three boxes. Next activation my opponent positions around trying to get to the ball which Hearne is sitting on and heals Venin back to seven. Chaska laughs at his hopes and Boom-Boxes Venin back to Hell. My opponent has to put everything he has into the bear to put him down. At one point my bear has one box and is bleeding/poisoned. Healing won't do anything because I can only heal two boxes. My opponent has only Midas left to activate so I press his hand and clear conditions. If he wants the bear gone, Midas will have to come in close. My opponent puts Seenah down for a dirtnap. Sometime during this round I had reminded Vitrol why she should never re-deploy into the pitch. Score 7-4 Hunters. Round Three. This is the biggest error in the game on my part. If you look at our line-ups you will see I have no chance in Hell of scoring. My best kicking model is a 3/6" and he has Compound 4" from goal. I cannot score (easily). I see a burning Compound and think if I snare him I will drastically reduce his counter charge by 4". I snare Compound instead of Midas who is in position to score. My opponent wins the initiative and scores with Midas. Had I snared Midas, there would have been no way Midas would have had the goal threat and I could have had the game on lockdown at that moment. I kick it out and Minx is in position to score. She punches the model she is engaged with, dodging out and snapping up the ball. It is here where I realized how bad of an idea it was to snare Compound. The dude still threatens 5". That's a big area of control 4" out from goal, against a model that is a 2/6" kick. Crap. I can't charge him due to Glutenous mass. I walk Minx up to engage Compound and take a one die kick, scoring. That was lucky/fortunate. Score is 11/8. My opponent kicks out the ball, and through the magic that is Vitriol scores the winning goal. 11/12 Alchs. Thoughts on the Bait the Trap card. My opponent basically treated it as a "well you're gonna nuke whoever you snare with it, so may as well try to keep playing my game." This is true. The bear is gonna wreck most models you snare, as long as you have the means to do so. What I had not considered was using the snare as a deterrent for scoring, which I will be more mindful of in future games. Both card felt very impactful in our match. The snare ability feels very strong, and the guys I regularly play with feel this is the Hunters best card (these are eyes looking from the outside in). While I think the card is actually quite good, this game is very fast and I do not know how many times you will be able to use the ability. Our game lasted three rounds, meaning I got to use the card twice. This can be a major issue should you lose your initiative rolls and your opponent simply removes your snare on their first activation. This could be done with a momentum, but there are now cards and more models that remove conditions so this is quite concerning. I am wondering if the card would still be balanced with a first round ability (perhaps a +1 to the starting die roll), especially when you factor in the two healing. While healing only two boxes is a kick to the stones, it didn't feel as much of a limitation in this specific match up. This card seems tailored into scoring teams with no punch; Midas, Shark, Engineer's, etc. I wouldn't dare use this care into Morts or Brewers, even when a snare controlled game is strong because that is an attrition game I will lose. Overall, I really like Bait the Trap with Theron/Seenah/Fahad and look forward to trying out this and our other cards.
  10. Hunters being swept under the rug?

    You make good points, but you're focusing on only the things Boar does better. Seenah can disengage herself, threats further and is more survivable. Does this mean Seenah is better? I don't know, but it does show they are different models. Cross Guild comparrisons are to be expected, but can lead to warping peoples expectations with their own models. Ultimately for me is, does the upside of Seenah outweigh the downside of 0/2 influence. For me Seenah is worth that trade, to some she isn't. If people do not want to play Seenah for her 0/2 influence that is very reasonable, but I don't want people to not play the bear because they wish she was Boar, Vet Kat or Rage.
  11. Hunters being swept under the rug?

    I think it's a bit disingenuous to allude that only less capable players get rampaged by Seenah while snared. A strong aspect of the game is to create tough/bad decisions thoughout the game. For example, it's pretty damn hard to set off Casket time. It's telegraphed and can be denied, but if played correctly you can either force your play or force your opponent to take less than optimal activations to deny your gameplan. I play good opponents, and they hate the bear. Ok so they removed the snares, thats momentum that could have been better used and the threat of the bear is dictating how my opponent plays. I can usually get one if not multiple take outs with the bear. This is primarily why I play with minx so much. Applying snare to multiple models a turn sets the bear up for future turns. Same can be done with Theron. I really like the bear and think she is a very solid model. My only real gripe is how easily she can be countered by KD. It's a bear, let her take a punch before getting wrestled to the ground.
  12. Hunters being swept under the rug?

    1) Cut a hole in a box 2) Put a snare in that box 3) Make them open that box And that's how you bear someone
  13. Hunters being swept under the rug?

    More like a maybe two. Load up with four, one to sprint, two Snap Fire and one to kick. Sign me up!
  14. GIC: Gone to Ground

    This is a great approach to counter attacking. It's not always about having a successful counter attack, but sometimes forcing your opponent to choose less optimal playbook results. The almost universal 1" reach in the Guild makes the card somewhat vulnerable to playing around it, but I like this card a lot. I really like the idea of being able to combo it with defensive stance to really mess up your opponents opening charge.
  15. GIC: Gone to Ground

    Reading comprehension is over-rated.
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