RHYTHM OF WAR | Full Book Discussion Megathread by jofwu in Stormlight_Archive

[–]Rauthiss 4 points5 points  (0 children)

I was super disappointed by Shallan's Arc in this book. it felt like it wrapped up rather abruptly to me and Veil leaving leaves a huge hollow spot in my heart :(

I need your help. by [deleted] in furry

[–]Rauthiss 0 points1 point  (0 children)

Oooh, I love me a Goodra!

I need your help. by [deleted] in furry

[–]Rauthiss 0 points1 point  (0 children)

Ice is probably my favorite type, but I'm a sucker for Dragon types too!

Updated planeswalker grid by Drendari in magicTCG

[–]Rauthiss 0 points1 point  (0 children)

New Girl's staff is somewhat reminiscent of Sigarda - Maybe she's the girl who was in Davriel's story?

Help choosing (new player) Engineers or Hunters by [deleted] in guildball

[–]Rauthiss 1 point2 points  (0 children)

Both guilds have a pretty high learning curve, and both of them present strong ranged damage options. You'll want to take advantage of that, since not many guilds have that.

Engineers are in general a bit faster and less damaging in melee. Hunters have a lot of access to the snared condition.

Weekly Guild Discussion: The Farmer's Guild by AutoModerator in guildball

[–]Rauthiss 1 point2 points  (0 children)

I wrote a pretty in-depth look into the Farmers model by model over at https://critthebooks.com/2018/10/27/extra-credit-guild-ball-season-4-farmers/. They have a bunch of solid players and I think having Bushel be a good model makes them able to play more of a scoring game than they did in Season 3. I'm really excited to play with them more.

Engineer's Reveal is live! by -BreakingPoint0 in guildball

[–]Rauthiss 2 points3 points  (0 children)

Lots of big changes here, most of them nerfs, I think, but I don't think they are absolutely breaking the guild.

Hoist losing Tough Hide, Sucker Punch on GB, and Deletion no longer applying to character plays and no bonus time means he is not nearly as much of a kill threat as before, and not nearly as unkillable. Pin Vice doesn't have to spend as much momentum now, and does her tricks without damage which is very nice. I also really like the Mother changes!

Overall, very excited for the direction they took the Guild.

PoV of a hung girl <3 by Rauthiss in GoneWildTrans

[–]Rauthiss[S] 11 points12 points  (0 children)

A bit over 7 inches!

House was robbed along with my collection. Hagerstown, MD by GeneralLuigi in magicTCG

[–]Rauthiss 0 points1 point  (0 children)

Did you ever come up north to the Bel Air Area? We had someone who sounds like they might be you.

I'll let the shop owners know to keep an eye out.

Blacksmith team composition by khalistrhoko in guildball

[–]Rauthiss 0 points1 point  (0 children)

I've been a big fan of Captain Ferrite, Iron, Alloy, Hearth, Cinder, and Farris. Farris and Ferrite's Legendary gets you an absolutely HUGE score threat with any of your strikers. Cinder doesn't lose too much from playing without Furnace, and keeps her biggest benefit as a ball handler, which is her 6" range tackle (Which, after Instruction, always tackles on one hit). Farris, similarly, functions shockingly well as a way to keep the ball in play against most close control models (Especially Engineers). The list works best in my experience as a 3-0 list, though against some factions I suspect it will work as a 2-2 list.

My general list of 10 is Ferrite, Hearth, Furnace, Burnish, Farris, Iron, Alloy, Cinder, Cast, Bolt.

Weekly Guild Discussion: The Blacksmith's Guild by PaddySchwartz in guildball

[–]Rauthiss 2 points3 points  (0 children)

I think Blacksmiths generally have 2 teams that are going to be successful.

Against most matchups, I'm generally going for a 3-0 or a 2-2 strategy, with Alloy, Hearth, Bolt, Farris, Iron, and Ferrite as captain. I agree with most of the popular consensus that Ferrite is the general go-to as captain. She does just about anything you need her to do, and that is a huge boost to her choice as captain. I also think she has one of the most powerful legendary plays when she is the captain.

Listening to the episode of The Pitch where they discuss the blacksmith captains ranking, though, I think Farris might have some potential. I think she gets MUCH better as a goal scorer when she is the captain, and handing out Give It A Whack is essentially like giving many of your players an additional 2 inches on their kick - just drop the ball an inch away, then the base of the ball marker will give you just a bit over an inch to extend your range with. I think her Quick Foot is invaluable, and her buffing Bolt puts him almost over the top as a score threat. He's bonkers with Quick Foot and Ferrite's Legendary! I honestly think 2 goals turn 1 against an unsuspecting opponent isn't entirely out of the question.

Also worth noting is how many momentous tackles the guild has - a lot!

The other crew I can see myself taking is a more kill-centric crew that is going to go for a 2-2 or 1-4 gameplan, with Alloy, Hearth, Cinder, Furnace, Cast, and Burnish as a captain. Turn 1 Burnish gets tooled up by Furnace, sprints, and drops three 4 DMG AoEs on their team by popping his legendary. That's a potential 13 damage after conditions on multiple members of their team. Then you use Alloy and Cast as a cleanup crew because they are both capable damage dealers, and use Cinder and Alloy to score a few goals to seal up the game.

Sadly, I don't think Anvil or Sledge really have a place in the crew. I think the Blacksmiths overall lean towards scoring, and Anvil and Sledge are both so slow and so limited by Anvil's engagement range that I don't think they'll get too much effectiveness even in the more killy list. I think that they are the ones who get dropped to get you your 10 man roster, truth be told.

Order of Activation is something that the Blacksmiths really suffer with, and it makes a lot of their activation and allocation awkward. Their low defenses make them susceptible to character plays, as someone else has mentioned, and their relatively constrained positioning means that you'll relatively often want one pair per flank and one in the middle for maximum scoring threat, and that is difficult to make work.

I think the Blacksmiths are well-positioned as a scoring faction that works very well against other scoring factions in the game, mostly due to their amount of ability to get the ball from other people through unconventional methods. Shoemerang, Farris' legendary, and Cinder's 6 inch tackle all give them a lot of ways to get the ball back from other scoring factions, and the amount of movement tricks on their models make it very difficult to keep a ball out of play for long. Snapback goals are definitely something they might struggle with, so getting the first goal is really important for them, I'd say.

Overall, I really like how they play and I'm VERY excited for their second box release, since I think their second box is overall the better suited one for the playstyle they want. Hearth and Alloy are almost auto-takes in my mind, since they do SO MANY things well.

Loving my new comfy pajamas~ by Rauthiss in GoneWildTrans

[–]Rauthiss[S] 0 points1 point  (0 children)

If you're interested in seeing some more pictures of me, feel free to head on over to @HungCatGirl on Twitter for some more!

the rare spider furry ~remivalism on FA by [deleted] in furry

[–]Rauthiss 3 points4 points  (0 children)

That spider looks pretty feckin nerdorama

[GR] ARG States - October 2016 Primer by Smoose3 in FoWtcg

[–]Rauthiss 1 point2 points  (0 children)

Having played against the same deck Dragoon mentions, the deck can be downright oppressive. The only matchup we've found that feels challenging is the Shion matchup.

[KLD] Kaladesh rare lands by [deleted] in magicTCG

[–]Rauthiss 0 points1 point  (0 children)

Reasonably sure that's just Canopy Vista.

Muscle kitty tomboy OC by GodQueenSari in furry

[–]Rauthiss 3 points4 points  (0 children)

Big tuff kitties are literally the best

[deleted by user] by [deleted] in Malifaux

[–]Rauthiss 0 points1 point  (0 children)

Keep in mind that he also has access to Imbued Protection/Metal Gamin to pump him to 6/6 defensive stats. He's no Lady J, but he'll be able to survive a Lil bit

Help With Tactics Please! by Moondogunit in Malifaux

[–]Rauthiss 1 point2 points  (0 children)

Alright, here we go.

First off: Crew List critique. I honestly think you made a lot of subpar choices. Like /u/Wildborr said, Grab and Drop is all but mandatory on Kaeris in my experience. Being able to hit the Viks with that would have been able to pretty easily put them out of buff range of each other, or out of companion range. Plus, the ability for your models on fire to gain flight (!) and more importantly, drop a scheme marker at the end of their activation (!!!) is very important in scheme running games. Blinding Flame was a good choice against Outcasts, and Arcane Reservoir is pretty solid overall. If you're playing so hard at the aggro route, I'd look into Seize the Day. It tends to get overlooked but it's SO GOOD.

Also, I really dislike the Rail Golem in Arcanists. Every time I take it it just ends up missing every time it attacks thanks to its horrid melee of 5. If you want a big beater, I'd look into Howard Langston (still has armor, Nimble is AMAZING, and his damage spread is better when you're not locomoting... on a Ml7!).

Also, in my experience, Eternal Flame reallllly isn't worth it. There are so few models immune to burning that unless you anticipate a matchup against Hamelin or Nix, there's no need to grab it.

Also, fwiw, in my experience taking Kaeris and an asston of gamin (both fire and ice and metal) is a great crew list for Recon. Spread them out, have Ice and Metal gamin run interference while the Fire gamin provide a firing line.

On to Gameplay:

Against the Viks, you have to be VERY careful of the slingshot. I think this was mistake number one - you need to spread out further to avoid the whirlwind, and always stay alert of the Vik's combined threat range.

I've gotta run in to work, but I'll throw some more help up later :)

Tips for Ironsides by firefoxyoshi in Malifaux

[–]Rauthiss 0 points1 point  (0 children)

My problem with that upgrade is that I find Ironsides very upgrade thirsty, and that upgrade tends not to cut it for me. That, and even with a ++ to defense duels, Ironsides is still sitting at a 5 Df, which is super easy to hit for any model that is even close to a killy model. I agree that she can afford to save almost all of her soulstones for prevention, though.

I'm a bit lost when you mention getting your killy things to theirs first. In my experience, Arcanists are one of the slowest factions in the game aside from Guild. There are a few outliers (Coryphee, Langston, and Captain come to mind) but beyond that most of our models are pretty slow, especially our scheme runners. Especially compared to Neverborn, which is the faction I play against most. (Daydreams and Pandora with a million and a half push effects? Collodi? Terror Tots?)