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  1. Awww man, I was cracking my typing knuckles, getting my “someone disagreed on the internet” hat on and you turn around and say you were wrong! Well if thats how we are playing it! I’ll follow suit, the BS team should recieve a VP for each apprentice killed!!! In all seriousness, they do have some amazing models. If ferrite and iron or just alloy were Union style models, I would happily bring them on most teams.
  2. That would make them ridiculously good. The apprentices are rightfully soft in response to them replacing a mascot. The idea you could take out Alloy and only get 1 VP in return after he’s done scoring a goal would take the guild from above average to broken in a single move.
  3. Lucky feedback

    Reflecting on Lucky he is actually one of the better balanced new models. Raise the stakes is very much situational and I tend to use it when Im either completely safe from the enemy dodge anyway or as a slight bait. In the opening round in particular giving the enemy a 4” dodge can sometimes force a bad decision due to unfamiliarity alone.
  4. Cogs sure are a quiet bunch...

    Honestly, I think half the reason the cogs aren’t as chatty is that the guild overall is pretty well balanced. Also a lot of the strategies for the engineers have already been laid out pretty well, ignoring the occasional thread with some fringe character choices or setups. In short, we know what we like and nobody on the guild is so overpowered or terrible that it warrants discussion. Contrast that with the brewers who have a thread every other day asking why Stave is Stave. An observation.
  5. What do you guys use Salvo for?

    I bring Salvo in all my line ups due to lack of models but Ive come to really love him as a player. For me he shines as a harassing model with his free flurry for an MP and as my other wing with velocity for goal scoring. He is tough to catch, hard to kill and he dodges for days and under the right circumstances can be a life saver against opposing strikers. He is one of those models you will appreciate when you get him on the field.
  6. With the Brewer GIC bring it on! A model may remove knocked down during its activation but it doesnt state that it has to be its own KD. So can a brewer activate and remove KD on someone else and if so, what is the range?
  7. Vet Zarola

    If she had an ability like this I think range 4 and 1 influence is perfectly reasonable. Isolated target does not apply to character plays and it already is reliant on the opponent having a clearable condition. I like second wind as a general ability but compared to MO, its a hard one to sell. The balancing act for veterans is a tough one.
  8. Vet Zarola

    I considered that but I would put that in the “a bit much” category. The reason I would prefer Seenah linked is because you could give help and buffs and take full advantage of them but would reduce crazy goal shenanigans. I think Assist: Animal would be reasonable, +1 DAM, +1 TAC would help every animal player do what they like but keep it from spiraling out like linked would.
  9. Vet Zarola

    I wouldnt mind seeing a more combat orientated Zarola. I dont like the idea of making Vet Zarola just a hot fix for the regular. Having (linked: Seenah) and some interesting character plays would be a good way OR animal assist so she could get some more damage or help Seenah and Fahad even more, almost a beastmaster feel. These are just a couple of ideas anyway.
  10. A Thread to Talk About My Problem(s) With the Hunters

    I agree with many of the points stated by the OP and I win most of my games with he hunters. They have to work extraordinarily hard for they get in terms of damage and goals. Their lack of influence even with the abilities they have means that you usually have to go “all in” on a few models and show your hand. That being said I find them to be incredibly fun to play and while I do agree a few tweaks would go a long way, Ulfr, Zarola and Egret (to a lesser extent with Egret) are really what makes the overall guild underwhelming. Having the crazy lone wild man be a low TAC, low damage, 4 influence if you want him to do what he’s designed to model FEELS incredibly unsatisfying. Jaecar, oHearne, Theron and Seenah by comparison, even if they don’t alwyas live up to their roles as beasts and hunters still feel fun to play and in keeping with their themes. Lastly I agree with the sentiment that’s i regurlaly get complaints from people I play against that the hunters have all these tools when they can casually destroy models, start at one end of the pitch and end the activating with a goal or have 3 ARM and then go “That snared eh?”
  11. Why I prefer Chaska over Jaecar

    It feels slightly odd reading all this fighting over Chaska and Jaecar when I field both together every time I play hunters. Everyone has gone over the perfect activations and potential damage Chaska puts out but for me Chaska works best when he doesn’t have influence as a deterrent. Sitting him at one side of the pitch, pushing up and setting up traps while keeping him in that sweet 8 inch spot, letting your opponent know, if you try to swing around you will lose a player! This strategy also helps cover up a wingback plot card. As much as I like Chaska, Jaecar is an auto include for reasons already stated. I also think gut and string being better than push is also correct. He lowered defence combined with the inability to properly move in ANY direction makes it invaluable.
  12. I remember when I first got mother and I thought that trick of having mother markers near your goal and her near the opponents goal was meant to be the intended use of them.
  13. I'm not saying their playbooks are flat out terrible but I feel they are at their weakest when they are attacking and almost always need buffs and a stack of influence just to get decent damage. That's where I feel they are weak, that need to play a football game due to how much set up they need on the damage end. Disclaimer up front though: I do or play the entire engineer roster, my crew are Ballista, Mother, Mainspring, Hoist, Velocity, Salvo and Ratchet.
  14. I agree with most of your points except the ranged damage the hunters put out cannot compare to the engineers. However on a model to model basis, the hunters have much stronger individual models and have access to decent 2 inch melee (which I personally believe is the strongest single factor a model can possess) the real area the hunters lack are good kicking models. When I switch from hunters to engineers, velocity feels like a powerhouse. The engineers also suffer in the TAC and playbook department I feel. Typical really, when I play hunters I miss hoist and velocity and when I play engineers I miss Jaecar and Seenah.
  15. I started as an engineer player and gravitated towards the hunters. I do like the engineers and I feel they are a great guild. However I feel they are very reliant on the "setup" style of play, where a big part of your game is having a specific plan on winning points (hoist:burrow goal for example) and makes me feel they are not as effective as a reactive guild. Your thoughts on this?