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Thyamath

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  1. Thyamath

    Corsair S4

    No, because you build a wall of body 6" in front of your ball carrier (probably tentacle).
  2. Thyamath

    S4 Captain Choices

    Siren2 is awesome. But to score, she often miss one inf. I feel like linked could be usefull to score that third goal, in which there is no tomorrow and no giving the opponent the last activations, and is usually the harder one to score (shark is usually ok to score the first two). But I don't know what to do with angel the remaining of the time, and Every game i used her (and Fathom), she was not necessary (or even desapointing). But I also feel like I lack some try and some some training with her.
  3. Thyamath

    Corsair S4

    You still can. Just more than 6" away. ^^ Same for Siren2. Also don't forget to stay more than 1" away from the ball against things like Siren1.
  4. Thyamath

    S4 Captain Choices

    I feel like you're perfectly right. But. She's not a good momentum farmer, but in S3 she could absolutely not farm momentum cause she had no result (yeah ... in fish 1 damage is not a result... at least with shark) in column 1. Now she can. This is a really big improvement. Mean when you don't have the ball and had some influence on her, you can still do something, and this is not a net loss. As a Jac player, I really feel the loss of Come over here, for Jac as much as for Salt. on Angel it is really less good, but it is still a great way to make that mascot (wich I personnaly prefer with Shark, tentacle being or slow or needing to be close to someone, which shark don't like) faster, one of the fastest player. Shark is usually ok to score by himself. But sometimes the third goal is hard to score. Having Fathom to get the ball and Angel to score in the same activation, could help with that. Still Angel is one of our badder striker, being the slowest one. She is bad at getting the ball, being too slow for that (and no mz2). She is probably quite tough, but too influence hungry. And no mz2 ... She may be better in Navigator, but I don't see who you take out of your team. The only one which can get out, most of the time, and with lot of regret, is Horizon, and it is only to take Siren in. When do you take Angel instead of Siren ? Navigators rarely have the momentum to take a snapshot. I guess you could lose ebb (argh) or Azimuth (ergh) if you decide to lose (mainly ...) any idea about damage and control. You could take Fathom out, but why would you take Angel when you can have Fathom ?
  5. Thyamath

    S4 Captain Choices

    She had 3 impactfull change. dodge mom on first column mean she can farm momentum. Comeover here mean she make Salt our best ball retriever. Linked mean 3 model can move during the same activation. I'm still thinking about her as a cheerleader. But she is far far better now. Worth a try on the occasion, I think.
  6. Thyamath

    Corsair S4

    Corsair is too slow to be a real threat to the ball. He can maybe pass to someone else, but you would probably have time to get the ball back, I guess. But, mirror match are always something particular ... But i guess if he send Corsair at you, without taking someone out (and with 2 for rough seas and 1 for the pass, probably 1 for charge/run, he will probably not), you can work to take him out at start of the next turn. I don't think the main risk is there but ... yeah, I mostly always forget Rough Seas ...
  7. Thyamath

    Corsair S4

    And I think the only one able to get the ball more than 4" away is Obulus... and maybe siren2 with great luck. So a Tentacle 5" back with the ball is probably safe from most ball retrieving. If you're not sure put the ball on the pitch (like if there is lot of distance KD in the opponent team. Having that ball thrown out of the pitch is the real danger). If somehting is close enough to get the ball, you can take it out. If not... just take an activation and end it immediately so you get out up handed on the clock.
  8. Thyamath

    S4 Captain Choices

    My usual Corsair team is Tentacle (obvious), Kraken (same) Siren (usually o for mz2 lure, sometimes v because dread gaze and ball), Jac (for lot of push including friendly one helping with staying safe with the border of the pitch without activation of the others), Hag (quite the same, and don't need inf). I could See someone go to let some Sakana enter, to do damage instead of push out. oSakana if there is lot and lot of armor and or, you lack some cover to protect your "front line". vSakana if you're afraid them escaping your net and not being able to kick them out in one activation, or if you absolutely need a successful blind/Goad. problem with Sakana, particularly v, is that he is less resilient than most other member of the team (Tough Hide sturdy, close control, tough hide, 5/1, lot of hit point, feared. oSak has poised and cover, which most of the time make him resilient, but vSak has nothing to help him (especially, no dodge in column 1) and losing him always mean you lose 1 influence.
  9. Thyamath

    S4 Captain Choices

    Yes. I'm talking about the first turn. I hope to use him first activation 2nd turn. I plan for him to be dead by that time. But Sometimes something avoid him to be usable during the first turn, and this is not usual. If you want to farm momentum and go for the goal, you kinda need to go for goal as last activation. But doing that you open yourself to ennemy killing or controlling it heavy enough. Mortician can do that, even if you have to prevent it, sometimes those ways fail. So you need a backup plan for, having farmed momentum to try to have first activation second turn (pop legendary and die), go for that goal first turn. Fathom can do that, could Shark not. Meaning you have options, not only for the second turn where any one can score if it can get the ball, but also for turn one. For the next turn you have someone fast nough to get the ball quite far from the goal post and still come back and score. If you think you can be safe, you even can try to put 2 goal on the first turn (it usually fail, but the pressure after that try is usually very hard and Shark know precisely where to go, whithout any risk to be killed before his first activation).
  10. Thyamath

    S4 Captain Choices

    True starting with the second turn. If the opponent come and score first turn, you can't with greyscale. Obviously when your players have already moved up the pitch, just throwing the ball in most of them can get it and score easily, if you have momentum. So if the opponent comme to score as a last activation, you can score in first activation next turn. If he come in the forlast, that can be a problem. To me at least. ^^ especially if he kill Shark in the process (because I messed something up ...).
  11. Thyamath

    S4 Captain Choices

    Yes... I'm talking about someone able to score alone. Somethin like, shark is not able to score anymore and you just concede a goal. You need to get the ball and go scoring without needing to pass n move. Fathom can. I think she is the only squaddy in the Guild. Understand me. I love greyscale, and he more than once scored the third goal. Mortician and hunter having more high def than arm, I think, precise calculation is quite good too, even if Greyscale have clearly a better playbook (for his momentum, at least). is quite something too. I'm not arguing about efficiency about one or another in general. Just for scoring first turn without needing help, she's the one and only option. playing shark you d'on' need those two first goal. But it really help. Sometimes you know there is quite a chance for your opponent to score before you or just right after you had to go not last activation with shark. just by having her, the opponent can't just scor because you score again, keeping the gap. So for him to score would give you the victory if he don't kill shark at the beginning of the second turn. And Scoring usually ask for momentum and lot of ressources (turn1) so he might not be able to do the two. If he don't go for the ball after the goal kick you have very good chance to get it with Fathom or Siren2 if she is there. If he want to keep the ball moving, he probably need to use ressources. That's not what she does which matter, it is what she can do if the opponent don't come for her. Also, among avantages, def 5 against 2 of the heaviest character play team can be a good Idea, I guess. I think I will have both Greyscale and Fathom, most of the time. Maybe not every matchup (i doubt she would be of great use against blacksmith, except maybe a very heavy scoring BS team).
  12. Thyamath

    S4 Captain Choices

    You can just put the ball on the ground or on Tentacle behind every one, and suddently skatha don't have a so good time against Corsair, I think. Don't get me wront. I have scored plenty of goal with Greyscale (especially since vSiren is a so good ball getter ...😍) since he is probably our best ball keeper, and you put goal quite easily with both Siren, Sakana or Salt, and even Hag isn't that bad at it if you need it (and put some influence on her ... ). Let's not talk about Angel. But greyscale, and most of the others (salt could ...), have trouble shooting from the line of deployment, where fathom can do that pretty easily. There is plenty of other reason to want her (ball on the ground, smelling salt, good reliability on high def ...), but in this match up, she would come especially with that idea in mind.
  13. Thyamath

    S4 Captain Choices

    I'm pretty surpised here. I felt having a better match with Corsair against Scalpel (because she excel at killing star player, and Corsair can do a good Job without being one, spreading influence), but Shark could be a good pick. I'm just so surprised you chose not to take Jac, which seems a very good pick against scalpel, avoiding her to kill someone which didn't played yet. I fill like Jac is a so good pick against every team relying heavily on one model, especially when that model is a captain. And I think it, kinda, counter hemlock too. With Shark I would Fathom in order to have a second real scorer in case of Shark dying early, or, may gods preserve us, a Casket Time on Shark. I played a little against S4 Hunter. My deduction is that if they pick teddybear, you're in a good day. Theron is manageable cause you have access to so much dodge with shark, and a lot of reposition to with Corsair. I think Shark is clearly simpler here. Against Skatha You should be ok receiving or kicking , since shark can do all the work by himself after she scored a goal, thenput another one beginning the next turn. Receiving is easier so, since you're pretty much sure to get the first goal, except if she comme in firsts activations. Then just farm momentum on her go for 2 goal. I would advice to have some range extender (Jac/Hag) to go more easily forward if you have to receive the ball but failed to retrieve it and skatha score last activation (hten Shark activate take the ball farm momentum and score. But if he have to pay for tidal surge, that's a lot less momentum). Receiving I'll mostly advice to mesure Skatha threat, and if she kick herself, try to control her as you can. Kraken could be a good guy, since she can't easily go out of his melee while tackling (feating is not easy ...) and if she come and success to score he can make her useless for the beginning of the next turn, avoiding she mark just after Shark did. And we also all know that noone like being KD just after tackling the ball ...
  14. Thyamath

    Free Cities Draft Results

    Risky, isn't it ? Cause with tooled up, every one of our player turn into an ok brawler, and then the 3-0 is dead. Shark teams will often have more ease to do 2-2 (as a main plan, I mean), with +1 damage. Siren 1 turn into an awesome charger. Well a least it could compensate the nerf of Jac _in that plan_ (2-2). Something like giving assit (Squad tactics ? ) could be better, as it help with damage, but not in an as easy way, and is more for Corsair (which, I think, like to play in group) than shark which like to play heavily spread, without forbiding shark to use it of course (but with adaptation of the usual way to play, which can be an interesting change from time to time). Also the lot of push would help getting the assist and the assit would kinda avoid the plan of taking the guy out by the border.
  15. Thyamath

    Free Cities Draft Results

    Navigator is the Minor Guild of Fishermen ... So he is a Fisherman ... Well at least, he is in the "kinda same" design space. Maybe I should go check if the defensive midfielder=control is a rule for every guild, but not sure there is a big point to this.
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