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Fish

Shark

Salt

Sakana

Greyscales

oSiren

Hag

Brewers

Tapper

Scum

Friday

Mash

Hooper

Spigot

 

Played against a  very good Brewer player yesterday, probably about 100 games of Brewers under his belt. Unfriendly crowd, since it was at his apartment. His wife was playing our Pundit with her Engineers. In true Brewer fashion my opponent was swilling PBR's, and the house had a lovely smell of Coffee and Bacon. 

But wait, I digress...

My line up from left to right on the pitch oSiren - Sakana - Hag - Shark - Salt - Greyscales

Brewers were facing me as Friday - Hooper - Spigot - Tapper - Scum - Mash

I received the ball, things are looking up for me already. I like the match up. I feel like i'm going 3-0 for sure. Just need to stay out of the Death ball which is Tapper. I field the ball with Siren, kick back to Sakana. She misses the kick...WTF. It scatters into Sakana, so no big deal, but really wanted the MoM.  He moves the big, slow, fat, Mash, and basically some other pieces. I punt the ball over to shark, and go to work. I activate Hag, she Talismans to give Reel to  Shark. He keeps his players a bit back from mid pitch. Mine have spread the pitch nicely, and I'm going to work them down to his end.

I activate Shark, Charge into Mash, and use him like a MoM pinball machine. I spend 1 MoM to Bonus Time. Why, because Shark has missed goals in each of my last couple games. Good move, he score a screamer. I don't have G'D@mn knee slider so I spend 1 MoM to run the length and assume i'm far enough away from Tapper to be ok.

4-0

WRONG.

Mistake one, not popping Shark's legendary first, to get Tapper and Scum in the bubble., then run the length. This would probably have saved Shark, saved the MoM, and could have led to another score in turn one for me.

Scum missile comes in and beats Shark down. This is a spot where Shark's own speed is his demise. Try as I may to get Greyscales and Salt over to him to help him he's just too far up the pitch.

Tapper comes over as the last activation for the side, and takes Shark down to 1. I spend MoM to Def Stance and it keeps Shark around for another turn. Here is where I wonder if I should have just let him die, saved the MoM and tried to get more of an advantage for top of 2. I think this would have been the wiser choice.

So, I lose the damn roll off. I allocate 0 on Shark. Tapper kills him, charges into Greyscales, sill almost fully loaded, and takes the damn old man down to 4. 

4-2.

I activate Greyscales next, move him into melee with Mash, and just bank some MoM. I misread "Field Dressing", so I can't use it on Greyscales for free...so I spend 1 MoM to bump him back to 9. Again, a waste of MoM, he dies on my opponent's next activation.

4-4

DAMNIT!!!

Back to me, I activate Siren she fails to seduce Spigot, so with her last influence I run her out of there, or she'd have died too. Spigot moves in and scores the goal. Missed roll is haunting for sure. I put a vengeance counter on Spigot.

4-8

I get the ball into Sakana, activate him, smoke cloud, sprint, hit Spigot on the way to the goal, and score. Yeah, it's that damn easy for Sakana to score. Mental note, maybe Sakana should score my turn one goal. This guy is so good, so good.

8-8

Alas, this is it for my Fish. He gets the ball to Friday on the toss in, she friggin marches up the field with Friday Shenanigans, and scores the game winner

8-12

So, misplayed on  my part...moving Shark toward the side of the pitch, when I probably should have moved him toward the goal for cover, or maybe right up base to base with Tapper. Being greedy with turn one goals from Shark have caused him to die, each time. I think if I don't have "Knee Slider", I shouldn't risk it w/him, and use Sakana for the turn 1 goal. It is very, very hard not to go for that glory with Shark on turn one and nab those 4VP's. Thoughts? If Shark does score turn one, can I pop the legendary after I score? Should I pop it before I score, score, then get Shark the eff out of there?

Spending MoM to heal a dying Greyscales was a HUGE mistake as well. I should have let him die as well as Shark on the end of turn one. Then I could have brought them back top of turn 2. I had divided up the INF just fine, but they would have been on the back of the pitch, and surely would have contested both Brewer players from scoring goals.

Plus side, Shark, and Sakana can score from almost anywhere against low Def players, it's just that easy. I feel very comfortable with these two pieces.

No joke. Hag is worth every grey hair and wart. She brings INF to the table and doesn't even need it..

I felt this match was entirely winnable on my part, and even when I  had lost two players, I still felt pretty good about the match. Lack of knowledge on the Brewers team, and my opponent's skill set were a huge down fall. 

In hindsight, this may have been a better match up for 

Corsair

Tentacles

Hag

Greyscales

Sakana

vSiren.

As always, thoughts, comments, assistance, or just say, "Man dude, you really screwed the pooch in that one," are always welcome.

 

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Alright so I'm going to vote for "you screwed the pooch." Hate to break it to you.  The good news is that Tapper can really clean up from time to time and he is definitely a big fan of the snowball. Theres no shame in falling into that trap first time. A couple early decisions go a bit different and you'll turn the matchup around. 

 

While you have knee slider its pretty easy to set up a free goal for sakana in this list. You can spend the whole first turn building up mp with passes, getting sakana safely in some cover with quick foot and the ball is definitely possible. Then you score and knee slider 12" back. (Which is usually overkill anyway) Thats probably the safest 1st turn you can manufacture.

If you want to use Shark that's still and option though.  And in situations without knee slider, greyscales can be safe to score late in a turn because UM is fairly difficult for Brewers to handle without any dodges. 

 

Either way, your two strategic goals for turn 1 are to starve brewers of ALL momentum and to score as late in the turn as possible.  This is basically just managing threat ranges and being patient. Excellent Brewers players will manage to get mp from the cat, giving Tapper a fairly big threat bubble.  But you are so fast that you should be able to stay out of it and still score.

 

Also, this a matchup where you definitely follow the pirates code. Players that fall behind get left behind.  If the Brewers manage to pounce on someone, they are left to die. A Greyscales or Sakana in cover can manage to stay alive for longer than they otherwise should from time to time, but the only model that I ever recommend sending in instead of fleeing away is Tentacles (Salts probably fine too). And the only time to heal a model is when you are absolutely sure it will save them. MP is to thin a resource in Shark to use on that unless absolutely required.  

 

Kicking off is also pretty viable in this matchup. You can usually manage to end turn 1 with Shark and open turn 2 with his legendary, which puts Tapper into a pretty big hole. Also, don't sleep on just buying a Tidal Surge occasionally. Moving Tapper back and out of the Spigot aura can help you just burn 6 of your opponents inf in a turn. Whether you kick or receive though, if you can manage to go first turn 2 you should open with Sharks legendary. 

You'll get the hang of the matchup soon. It's definitely in Sharks favor. When plot cards change and GIC comes in it might become a more even matchup. Tapper was also probably the most happy to see G+S go. He was fully oppressed back then. It takes more patience from Shark now he has Stagger (seriously still bitter at that boring ability) but you should be happy to throw Shark into Tapper. 

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36 minutes ago, Frankanelli said:

Alright so I'm going to vote for "you screwed the pooch." Hate to break it to you.  The good news is that Tapper can really clean up from time to time and he is definitely a big fan of the snowball. Theres no shame in falling into that trap first time. A couple early decisions go a bit different and you'll turn the matchup around. 

 

Thank you, I love the brutal honesty, The Pirate's Code in your response. After the game, I literally scratched my head, and wondered how I had lost this match, because I really felt like my team was better. 

I actually never considered kicking it away when I win the roll off...but after reading your response, it makes perfect sense.  It was seriously, two bad placements that really cost me the game. Two too many.

I feel like just a few more games, and I'll  have that "Aha!" moment where the light bulb turns on, and winning will be more of the norm for me.

 

41 minutes ago, Frankanelli said:

 

Either way, your two strategic goals for turn 1 are to starve brewers of ALL momentum and to score as late in the turn as possible.  This is basically just managing threat ranges and being patient. Excellent Brewers players will manage to get mp from the cat, giving Tapper a fairly big threat bubble.  But you are so fast that you should be able to stay out of it and still score.

 

 

This is exactly what my opponent did. He waited, and waited for me to fall into the trap, Scum-missiled me, then Tapper came in, and did the rest.  

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