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Thyamath

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  1. 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.
  2. 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.
  3. Thyamath

    Free Cities Draft Results

    Corsair, Jac, Kraken and Azimuth all are defensive midfileder. I find all of them pretty powerfull in our guild. Jac was my answer to thresher, and seems to be my newly needed answer to Scalpel. Our team is a team of striker and controller. A lot of control seems to come from defensive midfielder. Maybe the emphasis will be put on that side of the player...
  4. Thyamath

    Explain Ebb to me

    Well, about Ebb, I think he is one of our most versatile player (at least, non captain player). Azimuth is not really great at playing the ball (even if he is far from bad at it, with close control and everything) and the other one ar not that good at killing, people... Only he is vast enough to score and have momentous damage, momentous KD, Distance damage, armor mitigation (so ball, damage, [soft]control And weird buff) ... Horizon can also play for the kill once he return and is quite good at playing the ball, but it is quite harder, and when it he can't it is just useless to do it, while ebb can just do a few damage, getting the momentum and saving some for later. And I think you take it the wrong way when you say that terrain mitigation is not an issue. It is like the old everblight from Hordes. If you always play around terrain, it is never an issue. If you avoided every forest, being eyeless and pathfinder never was usefull. But when you started to hide just on the other side, that was terrible. Here we have the same thing. If you never hide on the other side of a wall, smooth the way is probably useless. same for true path and rough terrain/forest. But, whereas there was often no forest for everblight, there is always at least two wall on a guildball table (or it should, according to the organized play document), so you always can hide and wait for the right time to smooth the way and charge. For free. And two more dice. On a KD target. With Azimuth. Whil you're opponent can't come for you and can't really do anything else than flee. Also one of my favorite way to use Goad have always been to force my opponent over a wall. Well not here. Yep... everything on that Guild remind me from my everblight heart. Especially Ebb and that Legendary... I just hope the wall will not fade away from the middle of the pitch because of that... like forest did elsewhere.
  5. Thyamath

    Explain Ebb to me

    In fact, that's kinda the problem of Angel. Everything she does she does fire a to high price... A lot of influence nut turning into momentum or placement advantage. Supershot and nimble are powerful, but run + nimble + supershot + shot is all her influence. Greyscale is usually safer shooting at 17" for 3 and unpredictable being free. Only 3 dice so, but with 3" mute he can get to tap in, where Angel would need 5 more. Also greyscale has one spare influence to make momentum (which can be for free if you manage to get the free where'd they go from the playbook). And greyscale isn't even our best Stryker... Getting 2-3 influence to maybe getting one snapshot at the end of the turn usually don't worth it, better get some momentum and grab the next turn first activation.
  6. Thyamath

    Explain Ebb to me

    The need of linked is that it gives you 4 influence to get the ball and 4 to make the goal. More likely you have a few on each of those models and still being useful. More often than not, fathom has enough to get the ball but can't score in the same activation. Angel could help with that. I try to determine if she is good enough for that. My first instinct is that she us to slow for that. But I might be wrong. In navigators, every single model is to powerful to make a place for Angel, especially since if there is one model to go, siren compete with her for the place. In fish... Maybe that combo could be useful...
  7. Thyamath

    Fishy Tactics s4

    So no hag and no vSiren ? OO During S3 hag was my replacement for Sakana when free counterattack was not useful or there was no heavy armor (like against brewers full kd). Fear helped being resilient, free dodge helped with first goal (or second, dire being first on second turn) when the opponent tried to refuse target to farm momentum. Legendary also helped with 2-2 plan, or at least threatening with it. Siren 2 ... Is just so good now at retrieving the ball on the pitch. I think she is probably the best model on that, her only flaw being competing with our best model on greeting the ball from the opponent. She is not bad at that herself with tackle momentum dodge on one and top speed.
  8. Thyamath

    Fishy Tactics s4

    I. Come to the same conclusion, except that, without Fathom, I drop Angel first. The real problem start when I want to keep those two navigators... I thinks to drop both shamans, but then it start to be hard to use siren 2 instead of 1... Maybe greyscale...
  9. Thyamath

    Multiple Instances or Conditions

    Not cumulative could be interpreted as "apply effect only once but you can have the same effect multiple time) So you could burn 10 times, but still suffer only 1 damage and -2/-2. I don't think this is the intent so. But it would probably mean that, for example, when removing a condition with Miasma you would remove only one instance of burning, then still burning after that. Except if you remove all instance of the same condition. Even then, getting the condition could have impact, like chisel being able to get it, for any reason she could want (getting a KD to avoid blocking line of sight ...). I think we Have To wait the answer of the Lawyer's Guild when it is written "Checking".
  10. Thyamath

    Speed buff in S4

    Usually when you receive and want to play the ball, you prefer not go for the goal run too early. You farm momentum and go for goal run last activation, score, then activat first and try to score again, or at least get the ball back. Trying to play the ball just by going as fast as you can make you too much in danger of failing one lone pass or goal kick. When you kick, you either want to go and score in the 2 first activation, get the ball back very fast, or let the other score and never let him see the ball again. The opponent can most of the time dodge away from the threat and control it to at least avoir it getting the ball. It is harder to really play the ball than most people seems to think. ^^' And scoring a goal don't help you so much getting another, where killing people help you whatever you want to do.
  11. Thyamath

    Fishy Tactics s4

    Bad dice is actually a reason why I like Shark so much : the only result I usually need is on column one. But even if I dislike armor, 2/3 is usually better for us than 5/0 (or 5/1... Looking at you, vMinx) because of all our play. Also I remember hitting12 times on Velocity before being able to finally get that ball.
  12. Thyamath

    Fishy Tactics s4

    So... Any of you Adapting his team depending on what's the opponent team ? I don't do that very much in S4 (yet ?), even if I think I should. I'm not using navigators yet so Fathom is a distinct case. I guess she could be a very good pick against Hunters, Ratcatcher and Alchemist (and Fillet, probably, even if less needed). But she will a be a very good pick for Shark in any case. I adapt for Blacksmith bbecause of Burnish. I tend to use vSiren instead of oSiren, because less dependant of her offensive play. In the same vein, which Guild do you consider a bad match up ? Against which team do you like to drop which captain ? I use to drop Shark in every match in S3, with quite good result (except for fish...). Now Corsair seems a little more fun to play, and I feel like more needed against some team (which are not the same as those which cause me problem in S3, particularly Brewers which now seems easier to fight with Shark). As an exemple, it seems like Silence get more love from Mortician. And I don't think Shark would love that guy, even if he never have been an issue, where Corsair don't really care if he has to do less to let his friends do more.
  13. Thyamath

    Multiple Instances or Conditions

    As a matter of fact, I can't find anywhere that you can't apply again the same condition, even if I assume the damage (and effects) will only apply once thanks to the rule that say that effect of the same name are not cumulative. p10
  14. Thyamath

    Multiple Instances or Conditions

    (p19) You can't chose a KD result if the target is already KD. Your question is still valid for 2+KD or a play with a KD effect, I guess, even if I don't know exactly why.
  15. Thyamath

    Fishy Tactics s4

    It is à friendly model, but is still another player's model... If that don't work that way, this rule is almost useless since you never control someone else models without them being friendly. I think. And yes, it is always funny to put Chaska in his own trap. Or teddy bear which is already easy to hit.
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