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Ukogre

Harriet - Who to replace

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I've been enjoying an Engineering resurgence recently. Having some success with a Ballista gun line: Ballista, Mother, Compound, Ratchet, Hoist, Velocity.

However i want to take Harriet out for a spin this week so who gets cut?

I think its down to two:

Ratchet; keep the ranged 2 dmg for hoist to copy, swap the condition removal and free charge for some speed and some ball control (or lack of)

Velocity: Moar guns less goals...

Any thoughts?

 

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I would think Harriet would make Velocity even better and might cut Compound or even Ratchet (at a cost without Overclock).  However if you are going damage/control I would cut Velocity and let Hoist be striker with Mother's help. 

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With that line, I'd probably drop Compound, but I guess it depends who you're playing. Otherwise, Ratchet is probably the weak point on that list.

Harriet might be a really sneaky goal scorer though with a 9" sprint... You MIGHT be able to get away with dropping Velocity as @Silversmith mentioned.

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Thanks for the feed back guys.

I've manged to sort out a game for today so i'll report back.

So far my plan is to drop ratchet and let Harriet pick up the slack. I'll be looking for 2-2 so keeping Velocity feels safer.

I did consider taking out the big fella,(:lol:) but having him protecting the gun-line and providing an influence battery ensures he keeps his place.

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I've naturally dropped Compound when running Harriet; I've been using her as a support piece/battery more than I've used her rather than directly for output.

 

Keeping her within 4 of the captain is tough from turn 2, so for me she's more about being available for True Rep, Inspiring Hat, and occasional influence to dislodge the ball than she is about stacking every turn, so unless you need the counter charge cover she fills that slot well.

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Managed to get two games in on Sunday. Both game against an excellent local player who wanted to get some more time in with his proxy heavy Falconers.

First game i dropped Ratchet, kicked and he hid the ball on V Hearne. Velocity scored me  at textbook goal bouncing off the big hunter and i manged to get a single take out before losing 6-12. Boy can the falconers churn out some damage!

Second game i switched Velocity for Ratchet (gulp) with the aim to get the gun line further up the pitch and make use of him to remove some snares. Not great.

The lack of a striker hurt me and despite a late Hoist goal the game went the same way as the first with the falconers getting some great positing and making the most from the AOEs Harrier and Death from above.

In conclusion: I'm not sure i made the most from the Hats latest incarnation. I liked the free ranged dmg whilst close to Ballista, and i made some use of the free teamwork mechanic but i felt i'd lost more than i'd gained. 

Next time drop I'll Compound :)

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I think for most match ups, you drop Compound, and go with Ballista, Mother, Harriet, Ratchet, Hoist, Velocity.  For teams that want to score 3 goals, you may want to think about adding back Compound and drop Velocity.

 

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My Engineers Six into a score heavy team are Ballista, Mother, Ratchet, Hoist, Compound, Harriet. I can keep the distance i need long enough to get my 2 or 4 take outs and finish it with a goal. Or potentially score first at the back end of turn 2 and get an opportunistic second goal if presented. I have the counter charge bubble with Compound, the mega useful tool up, blast earth, fixer, overclocked with Ratchet. True rep. versatility with Hoist. Hat aura, ball knocking, ranged play, Glut. Mass  beating with Harriet, and Ballista to finish the turn off right and hopefully knock someone down or kill them. This six has aided me in some tough games. My Swiss army knife team per say.

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We've been playing speedball (2 minutes per activation, one hour per game) lately because we have so little time and my players wanted to play more than one game a night.  This has had the desired effect but I am playing Engineers again (Thank God, after about 3 months playing Blacksmiths for an escalation league).  I put Harriet into my lineup and lost 2 games straight.  Once to Hunters and once to Fish.  Since then I've played: Ballista, Mainspring, Harriet, Hoist, Ratchet, Velocity.  I have won every game.  One 6-4 with three takeouts, one 10-2 with 3 takeouts and a goal, and a third with 3 goals and a takeout.  This combination seems to really make the takeout game more viable and reminds me a little of season 2 Engineers.  They'd like to play ball but if they must they can beat face. Also it is frustrating for the opponent to get anywhere near Harriet or chance losing the ball.  They are by no means perfectly suited for deleting enemies but they can make it work.

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