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supertzar

Pundits
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supertzar last won the day on November 4 2017

supertzar had the most liked content!

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  • Gender
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    Turku, Finland
  1. Pay the piper and bonus time

    In addition, are defensive stance and counter attack two separate incidents netting two momentum for ratcatchers, or are they both a response to the same trigger and therefore paid at the same time and only netting one momentum for the ratcatchers?
  2. If you bonus time a shot when pay the piper is active, does the ratcatchers player gain one or two momentum? It's a timing issue I think. So basically do you pay the piper once when you declare a shot and once when you declare bonus timing it? OR Do you pay the piper once when you actually use two momentum for a bonus timed shot on goal?
  3. Model distribution needs to change

    No I meant that you'd have all the metal models in blisters so if you play a minor gulid you could just get 2 blisters and have all available models. And if you wanted the metal guilds as a whole you could buy the big box and get everything with a small discount. It would improve the situation to a point where the only problem models would be the minor dual guild players. I'm not really sure how to fix the whole situation but I never REALLY understood the choice to ditch blisters and sell only boxes. I just don't understand the decision why we can't have both.
  4. Model distribution needs to change

    Best of both worlds: Sell single blisters AND have the 6 player boxes at a slight discount. This is a problem that exists only with the old metal guilds. Plastic 6 man boxes are fine. It's the random missing metal models and buying an expensive box to get one model that is creating the problem in the first place.
  5. Veteran Cinder

    I thought Cast was furthest in the apprenticeship.
  6. Who to kick with?

    I sort of feel like Piper goals are a trap. At least for the first turn. It's pretty easy to setup a situation where haunting melody either gets Piper into goal range or feeds the enemy model to Scourge, but if there is any risk to lose Piper in the process I would advice against that. At least for me, Piper seems to be the one model that carries the team. Both Scourge and Miasma do amazing work but Piper turns them to 11 either with reverie or momentous double pushes and pitch manipulation in general. Still, Piper kicking off is a great threat and opens up many options. Just reverie Miasma up the pitch to throw rataclysms or get up, steal the ball and try to dodge to safety. A lot of options and really flexible to when to activate him.
  7. What to do with Hammer?

    I've had a few games with the rats now and I seem to have a problem. How do you control/counter Hammer? He seems to always come from downtown and just delete models at will. If I go in for the goals I get double counter charges applied to the face. If Itry and hang back it just seems like I am playing just the game Hammer wants where he will get all the buffs he wants and then just casually stroll in, take out a model and probably getting a goal in just for laughs. I know Scourge is perfectly capable of deleting Hammer but he's usually quite easily dodged with knock back. I don't like sacrificing Piper with haunting melody just to keep Hammer back for one turn, but it seems to me like it's kind of the only option?
  8. The Navigator's Guild

    I also thought of something like this. Maybe if they all have low mov (maybe 3"/5") but gain a cumulative +2"/+2" for every friendly model within 4" when they start their activation. The first few to activate will be super fast but the rest would gradually slow down during the turn. Not sure about the balance but something along these lines could be fun. Even just for one striker it could be interesting to have a variable mov stat. Maybe start with the 3"/5" and gain +1"/+1" after every friendly activation like Fallow. Could be too strong when receiving though.
  9. Vet Honour?

    Wouldn't they also become friendly harvest markers at that point since the original is removed and honour is the friendly model placing the new ones?
  10. When to vet graves?

    Miasma for me is almost essential doing ranged damage with rataclysm and setupping those snack break take outs. I got three take outs with just rataclysm alone in two activations the other night against masons who happened to be pretty clumped when trying to take out pelage. 4 inf for Miasma every time for the first couple of turns just for that double rataclysm
  11. Another Errata, another Fish nerf

    What this guy said. A&G was better with Corsair that he was with anyone else and Corsair was already above the curve. I'm eagerly waiting for the whalers with vKraken
  12. Sakana...why use him?

    I've played three Shark games ever since Corsair was released but this is the exact Corsair list I've been playing with the only exception being in the flex slots that I switched to blacksmiths before A&G stopped being an option.
  13. Any ideas about the minor guild

    I've been thinking this by myself for some time too and I've reached a conclusion that it would be the easiest way to balance if the dual-guild players were all apprentices. This wouldn't screw up the team composition of having half and half since the minor guild players could just have the [apprentice] keyword and the minor guild itself wouldn't have to care about these things. Even the low influence would be easy to balance because the captain could just have higher inf stats. *Edit And you wouldn't even have to consider the legendaries.
  14. Farris rules question

    Oh. I proudly stand corrected...
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