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Mako

Hunter Player Summaries

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Hello Hunters, as part of the ongoing Guild intro project it's time for you to get a model summaries thread :)

I don't have a clue what most of the models do, so I need your input for it - take a look at the other guild threads to get an idea of what we're looking for, but basically its a short (couple of sentences) summary of what main uses a model has. Think of it a little like a wiki, if you post up thoughts about models you like to use I'll curate them into this top post. And there's always the opportunity to update this, so if you see something is missing on a model that already has an entry post that too! 

(but please remember this is about the uses people have for players - if you don't think a particular model has any uses, just ignore them ;) )

 

Skatha (C) -

Good into: // Risky into:

 

Theron (C) -

A decent damage dealer with strong control options. Playbook repositions and ranged momentum generation make him great at disrupting a key player and controlling the first activation.

Good into: // Risky into:

 

Fahad (M) - Linked (Zarola)

Good at finishing off wounded opponents cheaply via a free charge and decent damage potential. Can block off charge lanes and survive charges using Nimble, shielding other members of the team. 

Good into: // Risky into: ranged condition damage (Esters Brewers, Ballista Engineers), high DEF (Alchemists)

 

Snow (M) -

Good into:  // Risky into: 

 

Chaska -

Serves as an Inf battery, but also provides strong counterattacks, lane blocking traps, and good damage/position control via Boom Box when needed.

Good into: low DEF teams (Brewers) // Risky into: high DEF (Alchemists)

 

Egret -

An opportunistic Striker using linear goal runs. Hands out multiple small damage amounts, particularly against clustered groups, staying safe by dodging back out of range. Needs careful positioning, but doesn't need much Inf and as long as she does a little damage is hard to pin down.

Good into: // Risky into: high DEF (Alchemists)

 

Hearne -

Good into: // Risky into:

 

veteran Hearne -

Good into: // Risky into:

 

Jaecar - 

Good into: // Risky into:

 

Seenah -

Good into: // Risky into:

 

Zarola -

Good into: // Risky into: 

 

Ulfr -

Good into: // Risky into:

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Theron (C) -

Good into: Almost Everything// Risky into: possibly vet Rage

Excellent re-position on playbook. Strong control tech, especially when you have a specific problem on the other team (example being kat in Alchemist teams), decent damage dealer. Range momentum generation is a big deal especially with the game plan cards.

 

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Fahad (M) -

Good into: anything// Risky into: Smoke, Blister, Esters 

Potentially vulnerable into teams with range condition damage especially if it can be effected by damage buffs. 

Free charge is always useful. Damage potential into the set up target is good (aim being to finish a wounded model)

Nimble + 40mm base can be used to block charge lanes to more important members of the team or frustrate other furious models. 

When played with Zarola linked is a strong tool.

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Chaska -

Good into: low Def targets// Risky into: other range damage dealers 

Strong counter attacks. Can operate as an inf battery. Good target for Blessings. Traps are a strong tool for denighing likely lines of advance (middle of the pitch Vs turn one goal runs) 

Boom box is situational but strong Vs low Def high arm targets especially if they are slow. Also good to brake up aura buffs. 

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Theron-Egret-Chaska All risky into High Defenses such as Alchemists (who can field almost a full Def 5 scoring team)

Egret

Egret needs to play as an opportunistic striker due to her short, linear threat range and unreliable tackle, but can contribute incremental damage over the course of a game. Look for opportunities to tag groups of enemies with flurry, and then use Back to the Shadows to retreat from retaliation range. Careful about positioning, should she fail to deal damage during her turn she can't retreat and has no additional defensive tech. Influence beyond 2 is usually unnecessary in a given turn.

 

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I don't have the raw mileage other players have with many of the models, but there are some basics I suppose I can cover. I'm surprised this thread hasn't been expanded on.

Theron and Skatha are both imo Support/Setup Captains. They just happen to setup the opposite things.

Skatha uses fast ground and snowballs to maneuver her team into position and allow them to threaten their opponents while staying out of their threat ranges.

Zarola's out of turn movement is powerful threat extension and can also be used to bail out overextended models.

Ulfr is almost necessary in scoring teams due to Where'd They Go allowing him to move into Unpredictable Movement, through Counter-Charge, and to escape Melee Zones.

Jaecar, Good early to control a model with gut and string + trap, good late to finish off models. Back to the Shadows keeps him safe but 4-0 w/14 HP, he's a consistent overperformer and smart opponents will look to nullify him through takeouts or control.

Hearne, Singled Out, Blessing of the Sun Father, 2" Melee, Skewered, Forest Teleport. He's quite squishy at 3-1 with no other defensive tech, but he brings plenty to the team to justify it. Just be careful around Butchers and Co.

vHearne, the rough-ground speed boost and KD are unique from Singled Out. Last Light can stack with Blessing for the Chaska Quad-Box Meme Dream, and is quite valuable in allowing models like Ulfr or Skatha to spend a single MP less and have extra influence for attacks.

The best use for Seenah is as a Ghast-like enforcer. Shoving models off of your guys, and keeping them clear. I don't have much positive to say about the bear, as an enforcer she doesn't punish your opponents for dealing with her like Ghast or Harry did, but as a damage dealer she requires disproportionate risk to reward. It will be very matchup dependent, but she's better with Skatha because Theron's forest is more likely to impede her charge with an enormous base, whereas Skatha's fast-ground will rocket her forward. In Tandem with Minx, and Fahad you can be using virtually 19 Influence a turn, which is a huge benefit. Risky into 2" Melee heavy teams like Fish or Brewers that can shutoff her charge, High Armor teams that can keep her from the top of her playbook, and counter-charge. Good into low HP teams like Morticians, possibly Butchers depending on your positioning strength.

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