Month: October 2016

Chapter 11: Clever Title for Season 3 Princess

With the Season 3 Princess card released, I figured I would talk about Princess a little bit.

First, to get it out of the way, I have expected values for damage from Princess:

Regular Attack
Charge Attack
Defense/ArmorRegular AttackCharge Attack

He is on the low side, especially for a Butcher, but that’s not why you take him. You take her because you have to take a mascot and for the bonuses she gives other players.

As I talk about my experiences with Princess I’m going to intersperse how I think the changes to mascots and to Princess in Season 3 will change this.

First I would like to talk about Loved Creature, because I never get the benefits. As it stands right now Princess has been killed in the minority of games I’ve played. In games my opponent has killed her it has been at the end of turn, netting me nothing but the momentum from loved creature. I can’t decide if the new changes to mascots and loved creature will mean Princess is taken out more or less often. On the one hand, mascots are easier to take out and loved creature isn’t as much of a boon for the player who has it. On the other hand, mascots are now worth only 1 point and even just attacking and doing any damage to the mascot means the other players on that team get better. For some guilds, like Fishermen, the extra TAC isn’t dangerous, they just get a better dodge or more likely to tackle. For Butcher’s the extra TAC can add extra damage and that can add up quickly. If the opponent tries to take Princess out I’ll get the benefits of the new loved creature even if they fail to take her out. And I really want my opponent to hurt her without taking her out. And if they do take her out I get her back next turn anyway. So it’s not as big of a deal.

The uses I’ve gotten out of Princess mostly have to do with Boiler. Brisket is usually off somewhere else, so I don’t get that bonus for her very often. But with Boiler the assist bonus is huge. The extra TAC and damage really up Boiler’s output to 11, especially with Ox on the field. I’ve talked about Boiler a lot, so see previous articles.

I am now playing a new lineup. I have always tried to score at least one goal and a second if I could get an easy one, but my new lineup is a bunch of players that can all handle the ball well. I played a game against Obulus piloted by one of the other local players the other day. He’s a very good miniatures player in general and has been beating me pretty consistently lately. I played my new lineup and lost (12-10, a Shut Out on his first activation on the last turn sealed the game for him, he would have lost if he had missed), but Princess was a super star (I didn’t even play Boiler). I kept Princess back by the goal to get in the way the whole game and one turn my opponent moved Mist up to the goal and made it in. I then made a goal and he returned the ball to Mist with Obulus, setting up for an early turn goal the next turn. The next turn I made a little momentum and he lead with Mist. Mist attacked the dog, I declared a counter attack. Mist didn’t get enough hits to dodge (so he would get the momentum he needed and free himself from Princess) and Princess counters and tackles. Mist had one more influence on him so he stole the ball back and couldn’t make a goal. The whole reason Princess is in this lineup instead of Truffles is because she has a momentous tackle on one hit.

Overall, Princess is a good support piece that always does something good for the team. I am looking forward to never losing access to her starting in Season 3.

Chapter 10: The Rise and Fall of Minx

It has been a while since I promised that a article about who I was replacing Rage with was coming, and here it is. I haven’t gotten to play as much in the last couple of months as I wish I could, but I did get to play some games with Minx in place of Rage on my team. I’ll get to my experiences after the run down on the math and why I chose to replace Rage with Minx.

I chose to place Minx in Rage’s spot for two reasons. The first is because Rage wasn’t do anything in my games. He would just get bogged down by an opposing player and sit there engaged most of the game. So when it came down to it any other player would be doing at least as much work as Rage. Minx has the same free charge (but not berserk) as Rage, but a lot more speed. I could keep her out of the front line fight and actually get a charge with her, at least occasionally. Second, Minx has 2 influence to give away, because she can charge for free. One of the reasons I was playing Rage is he could give away his influence because of the charge. Giving away 2 influence is better than giving away 1. That seemed like a good enough reason to try her out in that spot.

Here is a breakdown of her damage potential:

Regular Attack
Charge Attack

Since we are directly comparing her to Rage, here is that breakdown:

Minx Damage
Rage Damage
Minx Charge
Rage Charge

We can see that on a normal attack she does .8 points of damage less than Rage per hit and on a charge it’s 1 less point of damage. This is compounded in the free charge, or even on a bought attack, because of Rage having berserk and getting a free attack. That means Minx does 1.8 less damage or a charge and 1.6 less damage per influence. That’s starting to become a pretty big difference. On Paper. Before I give up and think “Why would I do this, I should be playing Rage.” I remind myself that Rage was doing nothing (because my opponents are good players), and Minx doing nothing also will be the same output, plus I get the extra influence.

With all that in mind I made my team: Fillet, Princess (still no Truffles, yet), Brisket, Shank, Meathook, and Minx, and set out to play. From my experiences Minx did exactly what Rage did in my previous games: nothing but tie up an enemy model all game. She performed exactly how I thought she would. I did get the extra influence out of her, which is the main reason I switched, for my other players to do more.

Even going in with the expectations I did, and her living up to them exactly, I still feel like this team is quite clicking with me. I have a new idea for an Ox team I’m going to try out soon, and was all set on playing that next time I get to play (which might be a while since my normal opponents are pretty busy with real life right now), but I heard an idea the other day on Guild Ball Tonight that sounds pretty interesting and something I can’t believe I didn’t think of earlier. So I will more likely play that list (and way) next time I get a game in. I just need to paint up my new Decimate.

Season 3 Update

Here is what has changed with Minx that’s important to what I said in Season 2: She lost follow up. Something I never used. She gained Snared on damage and a change to Screeching Banshee. That means when she charges (for free) she will hopefully get a Screeching Banshee result. It’s not momentous, but gives -1 defense and does 2 damage. The two damage also snares the target, giving another -1 defense, and a move penalty. That is a free charge that just gave a model -2 defense. That’s good. Here is a table of how likely she is to get a Screeching Banshee off a charge:

Chance of SB from Charge

You will get it on players that have defense stats that add to 2 or 3, netting you one or two extra dice as well as setting defense to 2. It happens more than half the time against defensive stats that add to 4 and 1 in 4 times against defensive stats of 5. Even against the 4 and 5 defense models you’ll still be able to at least 1 damage and give them snared, helping out the entire team with -1 defense.

I want to note that the groups I usually use aren’t as close with an analysis like this than with the damage analysis. From the math, and increased Defense, over armor, seems to keep the Banshee off your back a little better. It is more likely to get it off on a 2/3 model than a 5/0 model.

No matter what, Minx is now giving a -1 def modifier to anyone she charges for free, and that’s good for any team she plays for. I’m going to try her out again soon to see what I think now.