View Full Version : The awesome Shae
matt305
01-24-2010, 01:40 AM
I love this guy, does anyone else? Lets discuss......
The Happy Anarchist
01-24-2010, 04:02 AM
Pretty much the only reason he is not busted wide open is that he only works for the Talion.
phoenix1
01-24-2010, 04:25 AM
Yaaaarrrrrrrgggghhhhhhh!!!
He's the best pirate by far - he has the biggest Cannon! (and the hottest chick) ;)
Edited to make this post a little more on-topic:
Shae has the most balanced spell list and ability set of any of the Merc warcasters, bar Ashlynn and perhaps Magnus. All his spells are useful, his stats allow him to get stuck in and fight, and he brings to the table the single greatest ranged threat in the game. There is nothing else in the game with the ranged firepower and utility of the Commodore cannon.
I'm really looking forward to Shae's tier list for say a 2 point discount (equivalent to a free solo). All Shae needs to bring in a list is the crew of the Talion, Aiyana and Holt, Dirty Meg, 2-3 jacks and 2 infantry units and he'll be rocking Immoren to its foundations.
alexnjessi
01-24-2010, 01:05 PM
My biggest beef with pirates is their immense dependence on the solos they must bring to the table. Once your solos start dropping the privateers themselves become very sub par very quickly.
moddball
01-24-2010, 01:38 PM
As a Magnus player I have to say I hate facing Shae DEF 17 with Groundwork makes him the hardest caster for me to assassinate in the whole game.
His spell list is all good Magnus would be tempted to give his left arm for Blow the man down.
His feat is all about getting the first strike and with his fast nasty troops they can really storm your lines.
I like all 3 of the pirate caster but Shae is the hardest to play against.
Salix060907
01-24-2010, 06:25 PM
I'm going to play him at the next resurgence event in my area. I've enjoyed all my few games with him so far.
phoenix1
01-24-2010, 06:50 PM
My biggest beef with pirates is their immense dependence on the solos they must bring to the table. Once your solos start dropping the privateers themselves become very sub par very quickly.
Ah, but the trick is to not let your solos get killed. ;)
Alright, I was kidding there. With the lethality of most spells and ranged attacks, coupled with your usually poor defensive stats, keeping your solos alive can be quite daunting. I find it best to blitzkrieg my opponent before attrition takes too much of a toll. This is why I like Mariner's: they typically hang back and contribute ranged firepower with the Commodore, and they can advance as a second wave after my sea dogs have done as much damage as possible.
I'm going to try experimenting with a "Protect the Macross Cannon!" playstyle too, using the Commodore's threat to force my opponent to cross the board towards me, hopefully conserving my troops. :P
brotherscott
01-24-2010, 07:12 PM
Shae is pretty underrated, and he does not fit either of his compatriots play style. He sits almost squarely between Bart and Fiona, neither entirely a troop 'caster nor a 'jack 'caster. And he is sneaky.
I played Shae in the field test, and have looked at the new cards/ stats, and will probably start playing more of him in the near future.
Always fun to have a few dirty tricks up our sleeves, eh?
The Happy Anarchist
01-24-2010, 07:57 PM
One thought I had while bemoaning the lack of Bokurs in the charter was that jacks are not restricted.
Is it worth taking a Vanguard, or possibly even two just for shield guard on the vitally important solos of a Talion list?
phoenix1
01-25-2010, 01:18 AM
One thought I had while bemoaning the lack of Bokurs in the charter was that jacks are not restricted.
Is it worth taking a Vanguard, or possibly even two just for shield guard on the vitally important solos of a Talion list?
Quite possibly, but the problem with the Charter is that quite often you'll run out of points to take 'jacks with after filling out your solos and infantry units. In larger point games of course, this isn't a problem and I'm sure the Vanguard will prove invaluable.
Which is the main reason why I'm looking forward to Shae's tiers: if anyone needs a points discount, its Shae. :P
alexnjessi
01-25-2010, 01:25 AM
These tiers really need to be released in PDF. The speculation and waiting is driving me insane!
Mosstooth
01-25-2010, 05:33 AM
+1 driven insane.
Nechriah
01-25-2010, 09:14 PM
I'm tempted to start running Shae...I gotta start playing my Mercs more! I have a bit of a crazy question though, is it viable to run him without the Commodore Cannon? I'm just not that keen on artillery for some reason.
sholthaus
01-25-2010, 10:28 PM
I love shea.
There I said it.
He's the reason (well actually the commodore is) that I got into mercs in the first place.
With all the synergies of crew and the solos and then shae's 3in move +2in charge giving them all a considerably long threat range on the charge, topped off with the commodore laying down accurate fire/cannonball shots in front of them.
The Happy Anarchist
01-26-2010, 06:28 PM
I'm tempted to start running Shae...I gotta start playing my Mercs more! I have a bit of a crazy question though, is it viable to run him without the Commodore Cannon? I'm just not that keen on artillery for some reason.
It is possible. It is not a good idea, but is possible. Really though, the Commodore is the most amazing artillery piece in the game and complements Shae very, very well.
Mosstooth
01-26-2010, 08:45 PM
I'm tempted to start running Shae...I gotta start playing my Mercs more! I have a bit of a crazy question though, is it viable to run him without the Commodore Cannon? I'm just not that keen on artillery for some reason.
Might even be fun since you won't need to worry so much about protecting it :) Besides, that extra 4 points is pretty nice. Wouldn't have to shoe horn A&H then. But then again I suck with the commodore, still haven't got into a groove with it. I've been trying to throw it up field and then start with the aoe shot early and atuff, but normally its spends 2 turns getting into play, and then the rest of the game hoping my opponent screws up and gives me a good slam.
alexnjessi
01-26-2010, 08:53 PM
normally its spends 2 turns getting into play, and then the rest of the game hoping my opponent screws up and gives me a good slam.
With a range 20 cannon, why are you waiting 2 turns?! If you put the Commodore on your front line, that's 30 inches into the table...there's only 18 more to go, and most people run first turn. Even the slowest jacks starting on the front line will be just in range and I don't know a whole lot of jacks with stealth...
brotherscott
01-26-2010, 09:06 PM
You don't have to run the Commodore with Shae, it just seems to be more fun. Using a Freebooter to two hand throw the big gun up the field to get it in position is a time-honored practice. Probably not a lot to shoot, so the crew can run to catch up, and if they can walk, well, funny enough, you can take a shot with it. Sure, you risk damaging the Commodore, but on average rolls it only takes 3 damage.
I have run Shae without the Commodore, and it allowed for a very fast and mobile force with two Frebooters and a Mariner (or was that two as well?). Coupled with all the solos and full units of Mr. Wall's Sea Dogs and Press Gang, you can have your opponent on their heels pretty quick.
The benefit of the Commodore is keeping one enemy heavy or light 'jack/ beast slammed away and knocked down every turn, and when swarms of troops get close, incendiary shot (4" POW 14 AoE), and when they get too close, canister shot (SP 10" POW 20).
I have been reading the Talion Charter cards... the more I read, the more I like Shae.
Mosstooth
01-26-2010, 09:22 PM
With a range 20 cannon, why are you waiting 2 turns?! If you put the Commodore on your front line, that's 30 inches into the table...there's only 18 more to go, and most people run first turn. Even the slowest jacks starting on the front line will be just in range and I don't know a whole lot of jacks with stealth...
Heh, usually because I want to get on a hill, or something similar. Which means I probably put it to far forward. Like I said, still working on it.
alexnjessi
01-27-2010, 12:12 AM
Maybe move it up first turn, then move a freebooter up to 2handed throw the poor sucker into (relative) position. Take BrotherScott's advice...a time honored tradition 'n' stuff! The ONE thing I've had to worry about was this one time, facing Retribution (of course, they have a way around everything) between Eyriss and the blasted ghost snipers, they did nine auto points of damage in one turn. I didn't respect their damage out put when combined together...don't make my mistake! Kill those bad boys before it's too late!
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