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[Survival of the fittest] : Kirril
03-29-2014, 04:03 AM (This post was last modified: 03-29-2014 04:04 AM by Berf.)
Post: #1
[Survival of the fittest] : Kirril
Kirril
Introduction:
Kirril is one of the most difficult Jokers fighter to handle, mainly because he doesn't fit with the customary gameplay of the Faction. So here are a few tips to help you with this overlooked fighter

Analysis:
Kirril's stats are pretty straightforward. PSI 5 and CBT 3, makes for a great Leader and a pitiful fighter, especially since he has no range weapon. With VIG 4 and SPD 5, he is in the upper-average of the Jokers, and can easily escape from, or dodge, other average fighters. So we have a very good Leader, better than Vassiliev or Yuri, and equal to Piotr, but no redeeming stats or abilities to help him fight or shoot. Not good seeing as he takes a quarter out of your points. So let's turn to his abilities and see what hides there.

- Illusion: first let's have a look at this very useful ability, as it's always active (as long as Kirril is on the Field of course) and it's the only one that doesn't cost you anything. In fact, it can even grant you extra SP ! Every time your opponent bids at least one SP, you earn one, and as you automatically win if both you and your opponent bid the same amount of SP (instead of having a null and void bid), it means that you 'only' have to guess if your opponent will bid 2 SP or more, as most often he will not bid at all. It gives you great control over any bidding-related event, first and foremost the start of the round bid, meaning you can easily choose who will be the start the round. And play a TC first. And activate a fighter first. Well you get the idea. And that degree of control in a faction with not so much SP most of the time is tremedously helpful, trust me.

- Hypnotic eye: after the Illusion ability, let's have a look at this ability, as they match easily, although the Hypnotic eye can be tricky to play right. As the players bid (yeah, I know, the card says bet, sorry about that), it means you can earn SP from the all thing. The impossible-to-interrupt next activation of the bidding's winner is a good, and main, effect of the ability, but must be considered with caution. If your opponent wins the bid, you must be sure that it won't cause you too many problems, so be prepared. I'd say that if the opponent won the bid, it means you let him win. If you win, don't forget that your opponent will still (try) to activate one of his fighter before your next activation, meaning you need to think two steps ahead. Really, this ability is good, but requires a lot of thinking. In fact, it's a way to force the hand of your opponent, and it's especially good when you have low SPD shooters. A great side effect of this ability is that it affects the next activation, be it this round or the next. So a good way to use this ability is to activate Kirril last, use the Hypnotic eye and – thanks to your control over the First player bidding – gains a virtual Sinister laugh the next round.

- Hocus-pocus: being able to switch Condition tokens from one fighter to another is quite useful, depending on your team. Either you have total control over crippling Condition markers (Poison ? Stack them on Yorg. Fear ? Stack them on Ievgeni. Slowdown ? Stack them on Irina), or you can use Minions like Fifi or Mishka to provide Rage tokens that you will give to your shooters. The latter use is by far the easiest and can give birth to such fearsome shooters (Yuri, Nikolaï) that your opponent will be running for cover. You can even switch the tokens during the round, so two shooters can benefit from them (OK, 2/round limit, but CBT and SPD +2 for any shooter, that's great). Don't hesitate to give Kirril one Fear token if necessary, as he can get rid of it easily, but not before you have used all the abilities you wanted, or he won't be able to do so afterwards (as they're all action abilities).

- Temporal contraction: to fully understand the power of this ability, we need to consider two things about your opponent's being forced to pass the hand. Firstly, it can be quite good when combined with the Hypnotic eye ability, so you can activate your impossible-to-interrupt fighter right under your opponent's nose. Secondly, it can be used to shorten the game by one round, tremendously helpful when you're in the lead for VP (for example when you already have 3 Gun turrets activated) or want to sabotage your opponent Mission (Resistance's Follow the track Mission). Because yes, once your opponent passed the hand – as he must, thanks to this ability – you can also do it, therefore ending the activation phase as normal. Oh, and it's a bidding-related ability, isn't that great ? On the downside(s), it can turn against you, so my advice is to use this ability when you know you'll win or it doesn't matter to you. And the effect can be ignored if the opponent pay you 3 SP, meaning if it's really important for your opponent NOT to pass the hand, he will not bid and pay. So it's up to you to decide when best to use this ability: when your opponent cannot pay and/or bid, or to replenish your SP reserve (after all, Kirril's abilities mainly cost SP, except this one, so you can always activate it).

Useful Tactical cards:
- Enragement: of course.
- Any cancellable card is good, either it works (most of the time, these card are powerful, like Enragement), or your opponent spend SP to cancel it and you gain a better hold on any bidding to come.
- Synergy: a good use of Hypnothic eye is (often) required, or a fighter with lots of Rage tokens.

Awesome interactions:
- Irina: the rabbit lady gives her full measure when played with Kirril, mainly because you add one bidding-related ability to Kirril's. And it can be such a pain for your opponent that it's worth it. Stacking Slowdown tokens on her is also nice by the way.
- Leonid: another bidding-related ability ? Hell yes ! And since you can stack Burn tokens on Leonid, it's almost perfect.
- Mishka: already a great asset in itself, the Joker's bear is here as a Rage tokens generator for your shooter(s). Better generate these Rage tokens by killing enemies though, because if Mishka is too heavily wounded and without Rage tokens, its self efficiency is greatly decreased.
- Mikhail: the mime is quite good in any team, so what to do with these two you might say ? Well, the main attraction here is Mikhail Certified copy ability. Costly and you can only copy a given ability once per game, but being able to use two Temporal contraction in one game can assure you of victory.
Good interactions:
- Yorg: the mighty mutant is already a powerful fighter, but he can gain a lot from Kirril, mainly being impossible to interrupt (as his SPD 4 can be annoying), and with one Rage token, he packs more punch without losing to much in thoughness. And he can receive all the Poison tokens you want, very useful when facing Bamakas.
- Ievgeni: another slowpoke benefiting from the Hypnotic eye ability, especially when his sister Olya is around. And a Fear token dump if needed.

Suggested teams:
- Kirril + Yuri + Mishka + Leonid + Irina : Mishka is a Rage tokens generator, used for Yuri and Irina. And bidding will become a torture for your opponent
- Kirril + Yorg + Ievgeni + Irina + Leonid: deals with all kind of tokens, powerful but slow
- Kirril + Boris + Mikhail + Grusha + Tsar : a different kind of menagerie, with Mikhail as changeable as ever

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[Survival of the fittest] : Kirril - Berf - 03-29-2014 04:03 AM

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