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Everything posted by TheBriarfox

  1. TheBriarfox

    Field Medic and wraps

    Ahh, got it.
  2. TheBriarfox

    Field Medic and wraps

    That's good to know. My pundit was doing it the other way. Like if you hit a and a against a tough hide model he'd say it would only do one damage.
  3. TheBriarfox

    S4: Fish vs Alchemsts

    Smelling Salts is your best friend. This is going to be one hell of a tough match. Most Alchs these days know to play conservatively against bally teams, and, especially when you have to come to us, you're going to have a tough time getting through. Especially if A&G start becoming more prevalent, which is something I anticipate happening. Playing Fish into Smoke/Naja/A&G/Venin/Merc/Crucible is a special kind of hell. Kraken is good. Being able to drag people out of position does work. Siren is good situationally, although beautiful and charmed doesn't help against pulses and AOEs. Fathom is great. If we drop Compound, Salt is a great choice, since he can base him turn 1 and prevent the countercharge.
  4. TheBriarfox

    Alchemist - our nemesys?

    Theoretically, sure. The problem is Smoke is going to be last to act bottom of T1 99% of the time. And being that Masons like to stay nearish to each other, dollars to doughnuts they're going to be in a good place for her to Cloud Jump in, get off some breezes, an infuse or two, burn her legendary, and farm a ton of momentum off of you (4-6 if they're doing it right), giving her a pretty good chance of being first activation following turn and getting the hell out of dodge, leaving you stacked with conditions and a fair bit worse for the wear.
  5. TheBriarfox

    Morts vs Masons

    One of the biggest things Masons do is layer beneficial auras all over each other, similar to Butchers. Being able to strings people out of those bonus ranges is massively helpful.
  6. TheBriarfox

    Alchemist - our nemesys?

    Lol, just one?
  7. TheBriarfox

    First Game with alchs against Navigators

    The single greatest piece of advice I've ever been given when it comes to alchemists was "You know you can move your models back, right?"
  8. TheBriarfox

    First Game with alchs against Navigators

    If you don't go into them, every team has to come into you.
  9. TheBriarfox

    First Game with alchs against Navigators

    I agree on Compound. Too passive. I'd roll this list, but sub oCalc out for A&G. Play super turtle style and let them try to advance into wall o death. Pour on the conditions, knock everyone down with A&G, beat them to death with Venin or use them as fuel to hit the results on Merc to pile on even more damage. If it weren't for the fact that this list is so tight and Crucible/GBOF is too necessary and Merc is too damn good in general to sub out, I'd almost say find a spot for oKat too and let him, A&G, and Venin f*ck up anyone who gets within spitting distance of the your side of the midfield. Stick the ball on the snake until it's time for Smoke to run in, nuke everyone, blink out and hit the goal. Play a defensive 1-4 game or even a *gasp* 0-6. We have so much condition damage and they have such a small pool of health and generally very little momentum to spare that they should melt under even the slightest focused attention.
  10. TheBriarfox

    Midas and the Bear Necessities

    I'm in the exact opposite boat. I almost never take vCalc. Blind and Nox is just too good, especially in Flask lists into stuff like Butchers and some Hunter lists actually, not to mention the ability to pull off of others to throw junk out. She's, to me, stronger in a more defensive list. But then again, you're going for kicks, and vCalc is definitely the stronger kicker.
  11. TheBriarfox

    Midas and the Bear Necessities

    The Man Himself was talking about A&G this weekend, and I have to say, the way he was describing it, I'm excited to give them a try. Venin is still the most effective in guild beatstick by a country mile (Yes, I know, oKat, but even with that tasty knockdown, he just evaporates too quick), but being able to play conservative with him and his little buddy to knock down and crowd out, and let Merc run up and toast people of his momPB on 2. Or knock down with A&G, run up with oKat, and Combustion Punt his ass into the rest of the scrum.
  12. TheBriarfox

    Midas and the Bear Necessities

    3 of my 6 matches at Second Wind were into Hunters. AMA
  13. TheBriarfox

    Plan into Cogs

    ....Not gonna lie, you kinda just blew my mind with this. I'd never thought about it like that and yet it makes perfect sense, since its basically what I'm always saying about Alchs being more able than any other guild to pivot our plan mid-game.
  14. TheBriarfox

    Plan into Cogs

    So I'm stepping up to play with the big boys here in a couple weeks, and I want to pick y'all s brains. Morts I'm comfortable in to in theory. Same with hunters, tho I need more practice. Ditto with fish. Butchers and Farmers I'm comfortable with. But I've never really played into Masons or Cogs. What's the general game plan with them? I feel like Masons is spread out and ball hard around them. Cogs I got nothing. Never played them, never played against them. I feel like they're an Order style janky scoring team, but that's on of the reasons they've stayed on the shelf, I'm just not sure where to even start to crack that nut. Pointers? Advice? Things to watch out for? If I can phenagle a Union slot, who do I take? Snakeskin? Any other GB specific large tournament advice? I've done big cons and stuff before, but are there any GB traditions to be aware of? Like everyone gives a pack of Swedish Fish to Alex Botts or something?
  15. TheBriarfox

    Plan into Cogs

    This is basically, overall, the concept I'm trying to hammer into myself in general. I'm finding I can sink 2 goals against pretty much everyone reliably. Problem is I give up control/tempo in the process and that 3rd goal/2 takeouts (if I can manage it, that is, without winding up with my usual x-8 or x-10 score) are far more reactive than they need to be.
  16. TheBriarfox

    Black Friday Combined Shipping

    ...and for those of us who are international? Their email CS is horribly slow. And the shipping is nonsensical. No response to my message sent day after, nor any notification about the order I placed that day, but this morning I get a shipping notification for the order I placed a day later and was hoping to combine went out today. Yay I guess. 😐
  17. TheBriarfox

    Good models vs each team

    vHem is a strong choice against us. Just make sure she's a latter activation so she can clear as much as possible. I'd almost say Scalp over Obby, since strings REALLY messes with us and lets you play around our auras more reliably.
  18. TheBriarfox

    Need Help Against Smoke

    UM only triggers if you get within 1 inch of her, so use the 2inch models. KDs are hard for us to deal with and stop us from being so mobile, which is a big advantage over you. Trying to hit Venin is a trap. He'll go up to 4/2 and that's a nightmare to deal with. Try not to clump up end of T1. Smoke is going to want to dive in, light everyone up, pop her legendary and either blink out for a goal run, or, if going last, sit there, take 4 or 5 momentum, and win the race for T2. Kill the ball, make us come to you.
  19. TheBriarfox


    Burnish is decent tech, but it also plays into our angle. We're highly mobile, which is a problem. We also can put out a bunch of damage without having to worry about armor. We absolutely melt apprentices. Figure out how to kill the ball and pin us down or you'll have a bad time. Knockdowns are your friend.
  20. TheBriarfox

    How do we use Colossus

    IMHO, he's a great choice into Alchemists. He has a hearty heath pool, and outside of Great Balls of Fire, alchs are going to have to really work to get the ball off of him.
  21. TheBriarfox

    Plan into Cogs

    It IS though. IT'S SOOOOO BADDD. 😫 But that's also how I've learned/taught myself to play, which might explain some things. I tend to play a more avoidant style, and I never rely on Smoke getting ahold of the ball herself (I think I did once). That's what Crucible, Mercury, and Vitriol are for, and I usually have at least 2 of them in the roster. I mean, GBoF is pound for pound some of the best ball tech in the game, might as well put it to use. Once you have poison out, even Venin can reclaim a ball with relative ease. Plus, I'll just say it, my positioning is sophomoric at best, and Smoke is far more forgiving when it comes to getting yourself out of a tight situation. Being able to just up and teleport out of a scrum or across some crap terrain or into goal range while negating junk like Rush Keeper has proven to be absolutely invaluable. And I had the good fortune of playing into them at game night yesterday. I took Smoke, oCalc, Flask, Merc, Crucible, and Venin Oberyn into Ballista, Ratchet, Mainspring, Colossus, Harriet and Compound. Went better than I expected. 12-8 and it basically came down to an activation. If he hadn't have gotten the takeout to win, I was scoring (presumably) the turn after to close it out myself, and would have won during end step from takeouts besides, since Mainspring and Ballista were both under 3 hp, and Ratchet was low as well. I missed a pass too that would have led to an earlier first goal. Then again, he missed 3 sucker punches in a row on Smoke with the ball, so I guess it all evens out. Really slow opening. Ball went off into a far side of the pitch behind some blocking terrain and no one could get to it until T2. The two goals came off Ballista and Colossus, Smoke bit the dust, and oCalc went off the pitch. Smoke was a champ none the less and did Smoke things as usual, including a 5 hit legendary which honestly changed the tempo of the game some, putting a number of Cogs into a health zone where TOs were a possibility and forcing more careful play on his part. Venin laid down some beats, but he turned out to not be as relevant as usual, leaning heavy on his heroic. Merc and Crucible were clutch. Crucible never failed to recover the ball, and the MomPB results on Merc helped me keep up with momentum race. oCalc was able to get momentus sticky off a fair few times, but blind (the reason I went with her) never ended up being relevant. She was too far off on the wings to hit anyone meaningful at a time where it would have made a difference. While it's not really her fault, she was definitely the weakest link. Might have taken vCalc for the mobility or even the aforementioned Snakeskin to mess with their lines of play. I can see how she would be a HUGE problem for Cogs.
  22. TheBriarfox

    Plan into Cogs

    Both of those teams I tend to play hard into 3-0. If I can pivot into a kill, so be it. Farmers tend to be too slow to stop forked approaches. Morts is tough, but careful positioning and limiting approaches goes a long way. Call me crazy, but I've had luck with Compound shutting down a Scalpel or Saw run plenty of times. Crucible is worth her weight in gold in both matches. They both have a fair bit of condition removal, sure, but it necessitates resources or a specific OOA, plus the fact that conditions just happen for us, and you find yourself with waves of attrition you can leverage. I'm sure I'm placing too much faith in myself, but I these are the teams I've played into most and the once I'm most comfortable coming up against.
  23. TheBriarfox

    Plan into Cogs

    Not gonna lie, unsure of hunters, but I like Smoke into Morts and Farmers. Too hard to pin down and runs circles around the Farmers.
  24. TheBriarfox

    Plan into Cogs

    I mean, what match isn't a Smoke match these days?
  25. TheBriarfox

    Blacksmith matchup, help wanted.

    Vet Kat is a bad idea. He's too slow and has to get too close to a group to be of any real value, and his statline is garbage. He'll evaporate before he can touch anyone. Sledge alone eats him for breakfast. Generally speaking, 2-2. You're far more mobile than they are and can play the edges better. The kills will almost always come from apprentices, so focus there. Condition damage avoids mitigation, so a couple of breezes, a Smoke Legendary, and a Venin Heroic = a couple of really dead apprentices.