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supertzar last won the day on November 4 2017

supertzar had the most liked content!

About supertzar

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    Turku, Finland

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  1. supertzar

    Free Cities Draft Results

    Yeah I wasn't saying he was bad for anyone, he's amazing now for all that I can see. What I meant was that Knuckles could be something that does something similar but without needing to engage (edit: omg counter charge), letting Shark spread out more. Anyway all we really have competed for now was fluff. There are no models actual yet so I'm fairly certain he will eventually be a good fit. And erratas happen even after that. We are getting a new toy to play with and that makes me excited.
  2. supertzar

    Free Cities Draft Results

    I could see a place for something like it in place of Kraken in a Shark lineup. Maybe control abilities mirroring Kraken. Kraken is now best buddies with Corsair in the new version of the murderball and Shark might like something similar but in an independent package.
  3. supertzar

    Corsair S4

    I only have one game against hunters, but playing Corsair in that my initial reaction would be to just throw Shark at them in the future. The softer targets you would want to drag in can quite easily hang back behind tougher models and throw their ranged plays. Minerva is amazing setup player and I don't yet see any way to control Seenah. The bear is a freight train and despite being 3+/0 tough hide will screw Corsair. Have to test this out though, but I can't see a lot of game for Corsair here. For Butchers I can see your point, but I feel like it's a lot easier to pick out the softer models and even ox isn't that bad if you get him alone in the scrum and blinded. The awesome thing with Corsair now is the autodrag without using influence, so once you have your scrum setup you can just drag someone in and have a go at them with all 6 hits. Otherwise your reasoning seems quite... reasonable 😁 And I do agree. With Masons and Brewers I would even say that it's completely a Shark game almost regardless of which players they draft. But as I said, I don't have a lot of S4 games under my belt yet so all my opinions are subject to change and I don't claim any responsibility of their truthfulness.
  4. supertzar

    Corsair S4

    With my limited experience, I would say that Corsairs matchups haven't really changed so much. Just his ability to reliably do more than 2 takeouts and so forcing him to play the ball more. Scrum still works the same in S4 and his murderball will still be consisting just about any 2" melee player and now always Kraken. Now he is just doing most of the work by himself and not being able to bonus time as he goes. So I would sort still play Corsair against the same teams and Shark against the others as before. Not sure if it really still applies because other teams have also changed quite a bit. I do like your thinking about Corsair against supersolo kind of teams and Shark against others though. What would be your preferred matchups with either of them and why? Would it change much when kicking or receiving?
  5. supertzar

    Tournament Trays

    The guy is awesome and will make custom inserts if you just ask. I have one with two 50mm slots and they fit on the tray just fine.
  6. supertzar

    Ratcatcher's hopes for s04

    Clean and simple. I like this and it would fit in the S4 mentality of cleaning up the rules. Less names for traits is good. Someone also suggested to make Bonesaw tac6 somewhere. I like this because it would make Bonesaw unique and also let him get his playbook dodges more consistently despite all the crowd outs from being on a 50mm base.
  7. supertzar

    Updraft Duration

    I believe 'once per turn' interacts with this somehow...
  8. supertzar

    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?
  9. 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?
  10. supertzar

    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.
  11. supertzar

    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.
  12. supertzar

    Veteran Cinder

    I thought Cast was furthest in the apprenticeship.
  13. supertzar

    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.
  14. supertzar

    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?
  15. supertzar

    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.