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THE_DOJO_MIKE

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Everything posted by THE_DOJO_MIKE

  1. THE_DOJO_MIKE

    When do we take Mataagi over Minerva?

    Mataagi has a 12 inch walk threat to trigger harrier using hot shot or snap fire for bleed all with one inf
  2. THE_DOJO_MIKE

    Constructing your new Hunter 10.

    Minor guild members are "friendly guild"
  3. THE_DOJO_MIKE

    Constructing your new Hunter 10.

    I think if i were to try hunters at this point it would be with Theron, Skatha, Fahad, Jacear, oHearne, vet minx, egret, seenah, mataagi, (Zarola, Minerva, vHearne) what do the fine people here think?
  4. THE_DOJO_MIKE

    Constructing your new Hunter 10.

    @Breaking_Play can you explain why Minerva over Mataagi for you? Our Meta is split down the middle of your line-up but the last slot is either of the falconers. I would love to hear other peoples reasoning.
  5. THE_DOJO_MIKE

    Newbie at Tourney

    tooled up means non-momentous 2 on a single hit meaning 14 damage on average
  6. THE_DOJO_MIKE

    Most 'direct' Team

    For me, I feel like a shark team is the most direct. Need the ball to win, but play on the edges to get push off VP's.
  7. THE_DOJO_MIKE

    Best "Killy" Teams?

    I would say the teams that rely on 4-1 games or even 6-0 teams would be farmers and Rage Union. Brewers can score goals like crazy and butchers are really good for fast 2-2 games (Fillet normally). Farmers, in my experience have been very dependent on kill the ball and kill you, THEN score the last goal.
  8. THE_DOJO_MIKE

    Who to Drop?

    Feel like the alchs convo kind of got us off topic but, I'd like to continue it anyways. Best case scenario is receive and score turn one, right? But with who, Bonesaw is a really bad drop into alchs for the reasons mentioned above. Once we solve that puzzle then smoke has the ball after rats score. Now she and her team blast whoever is in range for a turn putting out decent damage and conditions. Turn 2 is legendary and condition turn, followed by a Vet Kat charge somewhere. If Kat gets the witness me that puts the score 6-4 Rats. At this point, Rats need a goal bad, If smoke has already gone then great, go get the ball using Pipers heroic and haunting melody. 2 goals and a takeout (with Kat offing himself) should be doable. But again that is best case scenario. If you kick, I don't see how piper and co. make it into their lines without dying. I hear the fast and aggressive approach, I just want a little more detail to go with it. Having tried this 3 times now it doesn't add up.
  9. THE_DOJO_MIKE

    Who to Drop?

    So what is you 6? Having 2 games into them and having to work my ass off for any points is really an uphill battle.
  10. THE_DOJO_MIKE

    Who to Drop?

    For me it is always matchup dependent like you said. Smoke is the absolute worst for us because of the auto damage and hard to clear so I usually don't bring disease that matchup. Esters is the same type of situation but I still bring Scourge because I feel like I need some type of damage output. Skulk normally stays in for my goal oriented teams because of a low momentous double dodge, allowing him to bounce between models and build up enough for a bonus time. I am still trying to build a solid 6 but every time i play a new team it causes me to switch up. Played graves2, bonesaw, scourge, and skulk into esters, dog, spig1, vet deci, stoker, and pint pot last night and got 2 goals plus a snack-digger take-out on decimate. Opponent hide the ball very well and made life difficult so had to get drastic. Rats are a very fun group but also very difficult to choose and will punish you for wrong choices.
  11. THE_DOJO_MIKE

    Spring fling report

    So over the weekend I had the opportunity to play in Spring Fling 2018 at Huzzah Hobbies ( http://longshanks.org/events/?event=669 ). I decided to take my trusty blacksmiths and see if I couldn't shock the world! Round 1- Evan Miller- Corsair, tenticles, gutter, sakana, siren1, hag vs Ferrite, iron, hearth, alloy, Furnace, cast. To help explain this game, I need to explain that there was very little terrain to hide behind as well as I kicked off. I tried to set up pieces around the only obstruction that I had access too and fan out after kicking off. Fishers reel and passing dodges gets corsair into position to drag furnace past the wall I tried caddie cornering. This led to him winning the momentum race and going first 2nd round. This allowed gutter to activate with a full stack and kill Furnace, however this gave me an opportunity to get the ball with Iron and score. After some more scruming and re-positioning for the ball he puts one in to go to 6-4. With an immediate snap back I get it to 8-6 with an opportunity to tie the momentum race knowing he had already played one 7 and still having grudge match for 6. Really bad dice roll on my last attack against gutter caused me to be down and out of fear of the roll off (giving corsair access to singled out with the ball) meant that I had to be conservative. He wins the initiative and activates corasir and slightly spikes to get the 6 point activation. Walked away from this one shaking my head, not sure what I could have done different but round 1 losses are tough. My opponent played very well and clean making it very hard to close out the game. Round 2- Andy Kaiser- Hammer, armadillo, brick, mallet, flint, chisel vs Ferrite, iron, farris, bolt, hearth alloy I received this game and made sure to stay outside of 10 of hammer and passed the ball around while quick footing bolt. Brick did a good job of causing counter charge problems for my opening turn goal but luckily when I passed to bolt he dodged, was able to take tutelage, kicked to ferrite, walk into engagement with Brick, use "i'm open" dodge off the pass and then shoot on goal. The ball goes hammer who kicks to flint to end the 1st turn. Start of 2 he scores with flint, and I snapback with ferrite after legendary on most of the team. Score is 8-4 but the ball gets kicked off to my left where Alloy and hearth are hanging out. Hammer activates picks up the ball and kills alloy. (8-6) So now hammer has the ball and is in walking distance of 2 models and the goal. I need to end this game quickly. Farris takes a full stack and goes to work on chisel who has already gone crazy on bolt. Farris knocks down and staggers and puts some more damage on her. Bolts shoemerangers her for extra damage and walks to be in a good spot. Start of turn 3, he wins initiative and goes with mallet, singling out hearth and putting 6 damage on her. Hearth goes next with 2 influence and engages hammer at 2 inches, while staying out of mallets 2, but crowded out by the rollerball. first swing on hammer to try and KD him in one and then heal.... whiff. Attempt to also whiffs and leaves hearth on 17, and hammer still in possession of the ball. I know have to hope that I have positioned well enough to not give up the 6 point activation. Hammer goes and takes every attack to kill hearth, and then dropps the ball to the armadillo. Bolt goes and kills chisel 10-6 and gets a free shoemerang to KD mallet. The roller ball goes and places the ball next to my goal outside of alloys threat and irons but easily inside flints range. My only option is to take a fully loaded Iron and kill a 16 health knocked down, single crowd out Mallet. Walked outside of Bricks engagement took the KD and push and stood up. Bonus Time on every swing allowed for two 1's per roll and I needed every one of them. 4 damage 4 times being just enough to kill the old man. Great game and came down to the wire! Round 3- Joe McCormick- Ballista, mother, hoist, velocity, compound, ratchet vs Ferrite, iron, farris, bolt, hearth alloy Same start as last game, I was able to instead of using the free "i'm open," dodge when receiving the ball with bolt and then jog just outside of counter charge range sprint to engage, shoemerang myself to KD compound, and score a goal. He made a good play by putting up horrific odor but with quickfoot, Bolt's efficiency is unreal. (I do feel bad at this point because my opponent did not know the interactions with shoemerange and targeting self which really threw him off for the rest of the game) Ball comes out on my left side (where farris and Ferrite were) He activates velocity to pick up the ball and walk towards the fast ground. He wins initiative and goes first, scoring with velocity, immediate snapback with legendaried ferrite, which he immediately scores back with Ballista. After the game we talked about what could have happened if he had held the ball on hoist in cover, it would have made an interesting game. Instead, I kick the ball out to farris and sprint to kick to bolt for the snapshot win. My line-up loves a good goal scoring race and unfortunately for my opponent that's what the game turned into. Still a good game and lots of fun! 4th Round Alex Botts- Fillet,Princess, boiler, boar, meathook, decimate vs Ferrite, iron, farris, bolt, hearth alloy So playing the World Champ is always a fun experience and I decided to drop my Burnish gameplan in favor of my 3-0 team. Probably a mistake but hey, when playing the best, throw the playbook out the window. I am a little surprised by the Fillet pick but stick with my guns and draft my normal 3-0 list. I kick off with alloy and set him up with Hearth giving instruction (Had I given both it would have made life easier). After decimate retrieves a easy scatter and boar charges to get in the way, I feel like I can get the ball and take a 2 dice shot. After measuring everything out and getting unengaged I make my tackle and go to shoot. Opps! meathook and Fillet are in the ball path so 1 dice needing a 4. Failed the goal and the ball shoots the gap to the other side and behind his goal line. I know the game is over at this point, I just do not want to get blanked so I take bolt and get the ball after taking a beating from Boar and put one in the net and concede. I told Alex that I should have given him a better game but in reality I liked taking that chance even at 1 dice kick to potentially put him in a really bad place. I will definitely have to practice with kicking teams more often as I went 1-2 when kicking and 3-0 when receiving. Very good opponent and made me pay for a high risk attempt. 5th Round Arthur Washburne- VetRage, Strongbox, Benediction, Gutter, Mist, Decimate vs Burnish, Cast, Hearth, Alloy, Furnace, Iron (This one is incorrect on longshanks) The start of day 2 and I am determined to play Burnish as my Captain no matter what! Arthur and I start setting up and talking before I realize that he is playing Union and I almost loose my never and play Ferrite but stop myself last second. I choose to receive and fetch the ball with alloy kicking back to iron in my back left corner, dodging away from Mist. After some positioning and other quick tooled up on Burnish, Benediction activates and with second wind moves up close to the midfield next to mist. Well, now seems like a good time for flame belch so I shoot 3 of them into Mist and Bene hitting bene all 3 and mist once. We start the second round and I go with furnace, tool up cast, walk into engage bene and do mom 1 dmg, searing strike, and fire. He heals Bene and moves some models around. Cast comes in like a freight train and destroys Bene with an influence to spare. Iron charges mist and gets and absurd number of hits killing him with a mom 7 damage. Hearth gets double teamed by decimate and rage and melts under the assault. The turn continues with some positioning and arranging for the next round. Alloy gets taken out and ties the game at 4-4, I get a little foggy at this point but I end up taking out the turtle and scoring a goal and he takes out iron. The ball is on mist on the far right, and rage is setup to take out alloy who has returned and retrieved the ball previously to score. I see that it will take me 3 activations to get the final 3 points and it will take him 3 as well, but I get the first go. Furnace tools up cast and walks base with benediction swings and doing searing strike 1 damage (he had healed to full) and fire. Then gets pushed to 2 inches on the counter, finally knocking bene down before ending his turn. Gutter goes and engages alloy and chain grabs hearth for some serious death threats by rage. cast goes and erases bene again putting me to 11. At this point rage goes and murders alloy which I let happen instead of spending momentum, so I could bonus time my last activation. Strongbox had come back on on the corner and had just managed to get within sprint and flame belch range of burnish. Lucky enough, he comes back on with 4HP and with 2 bonus timed shoots killed the turtle putting me to 12 with Mist waiting to score in the wings. Another great game and a really fun opponent. Round 6- Stevan Meisoll- Tapper, scum, hooper, spig1, harry, pintpot, vs Ferrite, iron, farris, bolt, hearth alloy Stevan is a NC guy who I have had the privilege of playing a few times now and his brewers are always a good time. I received and set up the bolt turn 1 goal after passing down the line and a quick foot. The ball comes out and he hides it on harry near the back.
  12. THE_DOJO_MIKE

    Veteran Cinder

    Hadn't thought about that yet, opens up the design space a little
  13. THE_DOJO_MIKE

    Veteran Cinder

    Really hoping for an all around Master as well with guild wide buff. However that seems unlikely as creating 7 possible captains seems a bit daunting in terms of balance (6 real captains, we all know farris isn't one)
  14. THE_DOJO_MIKE

    Butchers problems

    If I am playing as a butcher, I am dropping Ox in order to get the kills. Ox has a hard time against Grange in my experience so I feel Grange is the better drop.
  15. So I have been playing Blacksmiths on and off since they came out and have only really had success with Ferrite as captain (although it has been very successful). So I have began to wonder what captains you would drop into different guilds. I feel like Morts could be Burnish and 2-2 or 4-1 Alchs -Ferrite or Furnace Masons- ? Ferrite Mirror- Ferrite Butchers- Ferrite/ Burnish Union- Burnish? Brewers- Ferrite Ratcatchers- Ferrite Engineers- ? Burnish? Hunters- Ferrite/ Burnish? Farmers- Ferrite That is just my take, let me know if you agree or disagree and why. I'd love to change from my Ferrite only ways but would like some direction from a competitive point of view.
  16. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    So that is actually my flex slot, cinder/ Iron depending on the matchup. I like Iron more because he is another snapback goal that pushes people out of the way, as well as his damage output is enough to get those harder takeouts. With furnace and alloy out there applying debuffs and hearth knocking people down, he can easily get to his 4mom damage. Cinder is there to play the ranged threat and farther goal threat. It seems kind of opposite but I try and take Iron if I am receiving because Alloy is prob busy in the first 2 turns with scoring. Get a takeout after the goal and then be opportunistic with either the ball or a weaker model. Cinder is where I hide the ball as well as switch the play, so I usually end up going 4-1 with that line-up.
  17. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    I think the best list I have put together so far is Burnish Cast Iron Furnace Hearth and Alloy. Gives a very good opportunity for 2-2 or 4-1. Can't wait to see how it goes for you. This list has received and kicked and is 3-0 so far. **
  18. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    After taking Burnish for 4 games as captain, he is very good all around captain that can really mess up peoples plans. Against ratcatchers, he and furnace got diseased and and KD'ed and was able to forfeit movement and reduction to save me 5 momentum. He was then able to throw down 30 points of damage on legendary turn and take out 2 models. I think burnish can be taken into Rats, Hunters, Butchers, morts, and the mirror. Any other teams you can reliably taken the flamethrower?
  19. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    Got a game in last night against a very good engineers player. After thinking about the drops into other guilds and when to play burnish vs ferrite, I played ferrite thinking that burnish would not be enough to get through their tough hide and reanimate. Got lucky a few times with ball scatters and a spike or two but ended up winning 12-6. I took my 3-0 team of ferrite, iron, farris, bolt, hearth, and alloy but ended up getting two take outs on ratchet and velocity. The ballista matchup is very difficult in my opinion but the amount of models that we have that can score snapback goals is crazy. On top of the fact the nobody like having their best 2 players disarmed round after round. Anybody else have success with other captains into engis?
  20. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    Going to play some full on tournament practice games tonight and I should be able to post my findings in here tomorrow.
  21. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    So I played Capt. Burnish last night with hearth, Furnace, Alloy, Cast (once with Iron and once with Cinder). Both games were into Morts with Obs being first and then Scalpel. Game one, spread around dirty knives to obs and silence, then fired a 4 damage shot on obs. Killed them top of 2 with legendary. Hurt Ghast enough to have my opponent concede so we could get in another game (Alloy was withing sprint and shot range). The time he takes scalpel and crew with Pelage and pulls in Burnish after kicking with Skulk. A scrum ensued and made it possible for me to get his entire team on fire using flame belch and furnace to searing strike and cinder being kindled. The lead to Cast being able to almost kill graves in one go and setting up to kill him and Pelage on the following turn. Cast then scored a goal and left it to Burnish to kill ghast. Both really good games and really showed me some of the potential of Captain Burnish, but then again @THE_DOJO_JAKE has been preaching it since they came out!
  22. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    That is awesome to hear. Almost all of my success has been with Ferrite and goal scoring teams or opportunistic 2-2 teams. I will get some burnish practice in and see if I can make it happen with Badass Cast. What captains do you have the most success against as Burnish?
  23. THE_DOJO_MIKE

    Non-Ferrite Captain and when to drop them

    Farmers- We need to outscore them and the best way to do that is Ferrite 3-0 Hunters- I have played Ferrite into several Hunters and with her legendary, the hunters player can not control all of your goal threats. Also Iron has a pretty easy time taking out egret or Jacaer. for 2-2 games. I could see Burnish being good because of the low health on most of their models as well as his legendary for protection. Engineers- Played Ferrite into it, was extremely tough but got the 3 goals (received) (Have no idea if other captains would do better) Ratcatchers (pure speculation)- they can be face paced, need to get ahead using goals. Brewers- Run around them and score Union- I have no idea. With Benediction on the table, IDK how to get the ball from him, rage can kill fast enough to make this a problem. Butchers- I treat the same way as Brewers for the most part Masons- Depending on the captain, things change so another big ??? Morts is the one i am scared to bring Ferrite into. So Burnish would seem the best option there.
  24. So after getting a game or two with the fun new little toys, I figured I would write down thoughts and knee jerk reactions. 1- Piper is very good with out of activation scoring. He can also be the setup piece for destroying an opponents model with mom. double push on 2. Pushed several models to their doom against Pelage and Scourge. His Heroic is just as good as his Legendary. If timed correctly, not even greyscales can get away from him. I used the all 6 ratcatchers and could tell that Bonesaw would be amazing in the list for his scoring abilities. Skulk is pretty nasty in the lineup as well, although his 2/6 kick is not optimal. 2- Scourge and Pelage are murderers and make people not want to be near them. For all her abilities, Pelage can sure a lot of damage. Between singling out a model and then snaring them or the opponent taking 3 damage, she is really carrying her weight. Tac 7 and +1 damage are a thing on the hulking monstrosity that is scourge, just be wary of opponents using him as a vending machine for momentum. 3- Miasma can be pretty nasty as a back line model throwing out rats conditions. I didnt use her that much because other models were in the thick if things but can definitely get things done. Overall i thought a very fun team. What are your experiences/ thoughts on these lil guys
  25. THE_DOJO_MIKE

    Game Plan deck discussion

    So after playing several games with the new and awesome game plan decks, our gaming group had several questions. (Keep in mind we are tournament driven group that enjoys competitive play). 1- The initiative phase with plot cards was very quick, will there be any clock management added to the phase because one opponent could take longer to choose than another? 2- When there are effects during the initiative phase, are those on the clock (believe "seize the initiative" is the only one)? Most of the new questions have to do with clock and other minor things but just curious what other people thought about it. The games so far have been amazing and I love the extra strategy required for this new way of playing. Let me know what you think and how you think the OPD will come out!
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