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BE-X

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BE-X last won the day on August 9

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  1. BE-X

    Falconers tournament outing

    I still think Masons and Brewers are the worst offenders, and I'll put here why, now ofc these are my opinions and research. So Brewers: If you play a standard Esters team against Falcs (Esters, Quaff, vDecimate, oSpigot, Friday, Hemlocke), they can just play the ranged game against you and wait you out. You set up vDecimate, with bag of quaffers, second wind and tooled up, times called, etc and Esters throws some stuff into you. vDecimate can outthreat the falconers with ease, so playing the range game is not very viable. If you play the melee game against them: oSpigot and Esters show that they also deal a shitload of damage. So a play that plays the slow game won't ever take heavy casualties against falconers I feel, and if they see a good opening just apply vDecimate to Devana with a big stack and that's that. Recovering the ball is an whole other issue. So if the ball is on mash, you could tackle it with mataagi with relative ease. But friday in cover with spigot and maybe the Esters defence buff is ass. 5+/1 or 6+/1 is bad for Devana and even Ikaros(cause not great odds and good tackle on friday). And you have to get the ball back atleast twice. And if they really don't want you to get the ball back they'll blind whomever is going for it. Egret can only do some chip damage against the team since Esters clears conditions with her Heroic. Masons: Hammer has a great counter attack with a double push on 1 pretty much, he's not that hard to kill for Falcs, but it's too hard to pin him down. Can't really KD him with vChisel around, and with Brick and Marbles around him you'll have a hard time with all your 1 inch melee models And he can just put 6-7 influence into devana or minerva and kill them outright on the first activation with some luck. Brick and Marbles also stink for Ikaros who will have trouble taking flight around them. They can also hide the ball on Flint, who has close control, so you'll need two harrier tackles to get the ball off. Ikaros will need two tackles aswell, but flint has a decent push dodge and a good tackle also. Those are the most obvious things, I've played these matchups a few times against very good players and it's not easy to do much. But it's the matchups I will grind a bit for the WTC, to make it atleast playable.
  2. BE-X

    Falconers tournament outing

    Hey guys, I guess I'll add some input on the whole Falconer situation from my point of view, some of the lessons I've learned: Most matchups seem pretty fair, and I think the only ones that are super bad are Brewers and Masons. It's hard to get the ball from them, you can't really outbeat them, since Hammer or vDecimate can just come and whack Devana with little effort. I think against these teams you have to play carefully and go for a full football approach. (Devana, Frelsi, Ikaros, Ergret, Mataagi, Minerva), set up a harrier, sacrefice Devana to try and get the ball back, and air mail it to a player on the flank, score, and repeat? And try to chip out the hammer team with Egret, Mataagi until you find an opening. I currently rock these two setups: Devana, Frelsi, Minerva, Mataagi, Rundaas, vHearne (almost everything, maybe egret flex for vHearne into Blacksmiths?) Devana, Frelsi, Minerva, Mataagi, Ikaros, Egret (Score or die pretty much) The best approuch I've had with Falconers is just to beat the living snot out of stuff and steal as many activations a turn as you can, which is fairly easy. If you can setup a KD and manage to go first and last, it's just party time. Don't focus on football (unless that's your only option), but a free goal is a free goal, Rundaas is especially good as a striker in the beating setup, and can do serious 6VP activations. And receiving with Ikaros on your team is almost a guaranteed goal :') Mataagi mostly gets 1-2 influence a turn to set up a momentus harrier if he can. If he can't he still can score if the ball becomes available. He's just a nice guy to keep on the flanks and harass players with pretty low HP. vHearne is deffo a good battery, but also a cornercase utility/finisher. I've used his last light skewered a few times to get a snared on a model, or just deal the 3 damage to finish them. But the most fun thing about falconers is that there isn't really any setplay/flowchart, you have to adapt pretty well, and know when to delay some key activations, or when to take advantage of them. But the best thing is that they are hella fun. Ben has already covered most things, but if anyone has some more specific questions I'll gladly give my opinion on them.
  3. Also his playbook doesn't allow him to reliably recover the ball anyway. If you put it on a def 5 model or a 4/1 the odds are already not in your favor, cause here are some nice numbers. Tac 4, tackle on 2: against def 5 you have a 40% chance of getting that. (54% with bonus time) against 4/1 only a 31% chance. (50% with bonus time) On a charge they are ofcourse way better, but then they can easily counter attack you or just def stance to make it not much better: Charge (8 dice): def 6 is also 40% (46% with bonus time) def 5/1 is 53% (62% with bonus time) Any extra dice is a great help, but if you charge and they counter you there is still a chance that your second tackle will miss and you won't have influence for a meditate. So generally sad times tbh. So you're actually way better off trying to recover the ball with Piper, Pelage, Scourge or Skulk tbh, and they can still decently strike with reverie. tl;dr: The numbers don't lie, and they spell disaster for bonesaw!
  4. My current setup is: Into general matchups: Piper, Squeak, Scourge, Miasma, Pillage, vGraves Into Football teams, alchs and brewers: Piper, Squeak, Scourge, Skulk, Pillage, vGraves Miasma doesn't like brewers or alchs, but skulk is kinda ok in those matchups. Bonesaw never shows up cause he just doesn't do enough, everyone can strike in ratcatchers. Still need to practice a bit more, but still riding that dark horse train!
  5. BE-X

    Piper Preview

    One interesting piece of tech I did discover seems pretty funny, but very good. So if you're attacking someone with a very solid counter attack, like double dodge/push/push dodge on 1 or 2, you can just double push them away and heroic them back in and negate the counter attack.
  6. Vet Graves also did change, the back of his card now works on Vileswarm and Squeak. ^^
  7. BE-X

    Piper Preview

    He does seem to be a pretty good captain to say the least. But his dilemma is a double edged knife for sure, you really need to pick your moments with it, and I'm pretty sure if you use it against certain teams you'll end up being a bloody pulp, since he doesn't really have any defensive abilities. But ofc it's a super sweet mechanic when you need it.
  8. So there has been some confusion about the interaction of oHearne and Theron with Singled Out and Sun Strike. Since you now have the option to pick a mom result on oHearne and Sun Strike states that when you target an enemy with a successful character play that you get 1 momentum. Now the question is that if I do 3 attacks with oHearne that is benefiting from Sun Strike, can he do 3 Singled Outs and generate 6 momentum? Since the attacks just reapplies Singled Out, and the fact that it's still a successful character play. Just want to make sure.
  9. Well I'm fairly certain that you can discard list building since a large majority of the players just plays netlists (myself included), except the few people who think outside of the box or design the netlists. Knowledge is a huge part of the game, and you see that the people that mostly score good in tournaments are the people with the most experience and knowledge, consistency is key ofc. There is ofc way more knowledge in WMH cause the game is huge. But there's a lot more interaction in Guildball between the models, so I'm not sure how that compares. But the biggest difference imho is that you could lose a WMH game in one/a few diceroll(s) if your opponent got a lucky caster kill, ofc it shouldn't happen, but it can still happen. You have to have a lot more bad luck in Guildball and you could technically still make a comeback after a streak of bad luck with some good play and dice. But that's just my 2 cents.
  10. BE-X

    Pelage

    Scourge was up next, but I really hoped we would get one update a week, I'm too excited for the rats.
  11. I ussually try to prevent my opponent from forming a scrum, Jeacar (Gut & String + Trap) and Minx (Snare) are ussually on opposite flanks harrassing players and getting players snared for Seenah. If there's a good goal opportunity I'll probably take it, aslong as that doesn't mean Skatha instantly dies. Just spread the board and try to annoy as many people with slow effects while you speed your team up. Turn 1 Skatha always get 6 and whoever can threat the board in a good sense gets 4 or 2 depending on their cap. Jaecar always atleast gets 1 to run. Turns afterwards, it depends on the board state, but here's sorta the priority for me: If Seenah can maul anyone he gets 2 if not he'll probably get 0, Jaecar gets 2-4 depending on what needs to get done (just Gut & String and trigger back to the shadows or full blown damage dealing), Skatha gets atleast 2 for the snowball but if she can score she'll probably get 6. Minx gets influence if she needs it, but is happy with 0. Fahad ussually gets 0 unless there is some shenanigans I can do with Zarola or there literally is no one else who can use it. Zarola ussually gets 0 unless I need Midnight Offering. I don't feel like Egret really helps Skatha, since she needs influence, and does not really generate momentum like she does for Theron, even against Esters brewers I actually prefer to go for a Minx marked target on her to pop the glut mass. But that's probably personal preference. Zarola is there for turn 1 stuff and to get fancy Fahad goals pretty much. ^^
  12. The Skatha team I like to rock most is: Skatha Fahad Jaecar Minx Seenah Zarola It rocks a decent 11 inf, but there's 3 furious players, and you're prolly looking for a 1 goal, 3-4 takeouts or 2 goals, 2 takeouts You can attempt an early fahad goal if you are recieving or if you feel risky you can try to go for a turn one skatha goal, seeying as she's pretty fast (although you'll lose a lot of utility for a turn or 2). Skatha is the only real striker in this team, but she can really control the board well with this setup, and deliver the bear anywhere it's needed. If you'd want to go more footbally you'd prolly swap out seenah for Egret or Ulfr (but he's not in my 10).
  13. BE-X

    Mascots

    Dirge is the only useful one really. He supports Silence and Cosset sorta. And if you’re lucky enough to get the guild plot that lets him charge for free you might even get a singled out on something. The fact that killing him will pretty much be a 0 momentum gain instead of -2 is pretty sad too. But yeah, they both are pretty bad.
  14. BE-X

    An Issue with Morticians

    I'm not saying Morts is a bad team by any means, but I feel like they could use some quality of life stuff. The 14 influence is only with Obulus with a setup that has no enforcer (ghast or casket) which is still only 1 influence more than most teams can have. Casket does sorta make it up by removing influence from the opponent for 1 turn. They shouldn't be the most influence efficiënt either, but they could maybe have some decent heroics. But a fix for vGraves and vileswarm would be nice too I guess
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