
You have to listen to what I say because I went 3-0 at one 6 player tournament đ
You donât, but like, might be worth considering.
I will talk some about competition and what makes the list I took competitively successful, buuuuuuuuuuuut I donât think you should take everything I say as gospel. I very well might be over-generalizing based on a small sample size.
The Nature of 3v3s, Aka I think 3v3s might be ăŻă˝ă˛
If you donât recognize those symbols, Donât look them up. I will explain.
The point of a game is to have fun, the objective of the game is to win. This might sound like a distinction without a difference, but to me itâs very important. See, the objective of a game is what you are trying to achieve with the mechanics. The outcome you want to achieve within the realm of the game. This doesnât always have to be winning. In games like Dungeons and Dragons, the objective can be to tell a story, but in Judgement the objective of the game is to reduce your opponents effigyâs health to zero and win the game. The point of a game is why you sit down at the table, which is often to have fun. Why does this distinction matter? There is no roll for fun. Despite what my evil cackling when Fazeal charges for 1ap might tell you, no game action is guaranteed to produce fun for both players. No list, no game action, no game mode I have ever encountered has ever done that.
All this to say, there are some players who take umbrage with certain game styles. I am not one of them. I delight in the resolution of an Armageddon in magic, and you can catch me in my sickos shirt with my nose glued to the window whenever the yugioh players find a new heinous way to ftk their opponent, and I nod along as someone gets one touched in Ultra Fight da Kyanta 2.
For those unaware Ultra Fight da Kyanta 2 is what is known among the fighting game community as kusoge (the japanese characters in the title). In these games mistakes are punished harshly and swiftly, often with losing the game. This is how they originally got their moniker literally translating to âShit Gameâ in japanese. However, I (and many other sickos tee shirt owners) love these games often more than the highly polished good games like your Streets Fighter. This is because to me as long as both players are bought in on the idea that there may be some mischief afoot, a little (letâs be real a lot) of mischief can be fun.
So when I say Judgement 3v3s is Kusoge, know that it is endearing. It means mistakes will be punished swiftly and harshly, and that you and your opponent should both be aware that one of your warbands is gonna do something heinous to the other’s warband, and there isnât much you can do to stop it, you just gotta try to win first.
Now That We All Understand 3v3s, Whatâs the Goo?
Tomas.
Thanks for reading đ
Okay but more seriously, this warband is really strong and interesting and Iâd love to talk through the picks.
Why Tomas?
Weâre in Tomas because Tomas is one of the gods that really encourages you to win the game. That may sound silly, but every piece of Tomas card directly and obviously contributes to winning the game. Your warband bonus benefits you for killing heroes which gives you souls which win you the game. Your effigy power makes it easier to use your assassins crazy powers to send your opponents warband back to the effigy, and diamond armor helps you not die which prevents your opponent from winning.
Why not any of the other gods?
Torin and Ista only give you your warband bonus when you are already losing so they were straight out in a format where recovering from a deficit is rather harsh.Grul is too map dependent for my taste, and Krognar doesnât feel super impactful on such a small map.
I could see a version of this list in Bruelin with Zhonjya in the fazeal slot and something else in the isabel slot. That list would have a lot more kill power (zhonjya can top out at like 30 some damage in a round) but, zhonjya is much more frail than fazeals leech 1 overheal, heal on kills on tomas, and the difference between dealing 12-18 damage to your target and 18-30 is not terribly relevant. Both of those will usually get the job done. Similarly Krognar serves to make rakkir one of the slippiest models in the game, harder to pin down. Great but not necessary in this small of a map.
The List
Not going to be too exhaustive here, but wanted to touch on all of the models that ended up in the list and what theyâre doing here.
Rakkir and Fazeal
The Bad Touch
These two serve similar roles. If one is banned, youâre probably playing the other. Both are assassins that are really good. Fazeal is able to spike damage better and more consistently, and Rakkir is able to be wherever you need him to be thanks to shadow step. Point them at your opponents models and watch them explode.Â
There are arguments for other models in these slots. Kain is the one I entertained the longest in building this list, in that he isnât fate dependent and can still do a lot of damage. However, being a demon is a big downside. Especially since Iâm trying to put Isabel in the list with him. Nephenee is also good, but sheâs bad at busting tanks. If people arenât playing tanks in 3s in your local meta, play Nephenee. They will start.
Sharn
Finally, good tanks
Sheâs got Agi-4 Res-2 and thatâs honestly enough to make me take a serious look at her. Get behind me is great for disentangling your assassins from other fighters or moving them into charge distance. Plus Shield slam setting up knockdowns and hammer smash dealing true damage are both benefits you will find yourself taking advantage of.
This could be Marcus, but I think stand behind me is secretly one of the best abilities in threes, for reasons I will explain when I talk about
Kruul
Buy, Swap, Bloodlust
Kruul is nuts. Bloodlust is really strong in threes, because it allows you to shift a model (usually fazeal or rakkir) from taking â of your total actions to taking 4/9 of your total actions and almost 5/9 if you use sharn for stand behind me. Additionally remember what I said about harshly punishing mistakes? Kruulâs bloodlust lets you defer that action point to later in the turn, giving your opponent more time to move their models and make mistakes, which you can then punish. This power being on a soulgazer who can rip souls off enemy models and also moves a soul when he dies and can set up a curse for fazeal is absolutely wild. The fact that youâre playing three orcs so can oops into orc ball is something, but Iâve rarely had it be relevant.
Isabel
They will look to her and whisper âsave us from the undead menaceâ, and she will say, âlol, lmaoâ
Isabel seems like a strange pick for a tomas list, however her nature as a solid jack of all trades means that sheâs great for filling in for whoever gets banned and can also be used against demon / undead heavy lists as a ban magnet. For example, if your opponent was on a more traditional Tomas list with Fazeal, Kain, Rakkir, Masuzi, Sharn isabel will either eat a ban that is better directed at fazeal or kruul, or sheâll remain legal and be able to put your opponents demons on notice. So many demons and fazeal were tearing up our local meta that she seems in retrospect like an obvious meta call, but when I was first building the list, she was in there as a sort of back up character. The idea being that if you needed a soul harvester, she was okay at that and the same went for a supporting tank and a damage dealer. As I played the list more I found that I was really only taking her into demon heavy lists, where she performed above my expectations as a damage dealer. Noticing this I made sure that my list was both in a position to take advantage of having isabel tag along and also in a position where there was really only one model that I would be boxed out of when playing against other isabels that were out of god.
How does it Play?
Like a well oiled killing machine.
Generally your gameplan is to use your effigy power turn to swing the advantage in your favor, then use your high damage, high mobility assassins with their finely tuned support tools to keep the screws to your opponent, doing what you can to deprive them of fate, activations, levels, souls, and living champions. Typically this swing comes in one of the first two turns, but if you detect you wonât be able to make it, itâs fine to fire it later. The latest Iâve ever used it is turn four, but that isnât a hard rule or anything, just games tend to end in four-5 turns.
Pick/Ban
Itâs hard to say for certain since I only started documenting with this tournament, but my guess is that kruul and fazeal are the most common ban targets, with rakkir and isabel being more niche bans. Iâve not had anyone in recent memory ban sharn, but I could see someone trying a ranged warband considering it.
I tend to look for really high damage dealers and high res-tanks as ban targets. Damage dealers because while yes youâre harder to kill than most, you arenât rocking someone to make you truly unkillable like Doenragar, Skoll, Lugdrug, or Markus. While isable isnât a necessary ban for you, she is still strong against you, so sheâs worth looking at as well.
I prefer going second with this list. I think that itâs better to know what youâre going to be working with before banning if possible, and also I am very good at playing reactively to what my opponents game plan is.
Turn 1
3s is weird and that the early game is pick/ban, the mid game is turn 1 and the late game is turns 2+. As referenced in kruuls little joke, Iâve become a huge fan of the buy swap bloodlust. Often passing a hunters knife over to my melee beater and then using them to kill a monster on a later activation. Sometimes if my opponent looks like theyâre gonna pick up a monster kill iâll just bloodlust and walk forward, so then I can kill my opponentâs model. The turn 1 kill isnât common, but Iâve done it more often than youâd expect.
If kruul is banned, youâre probably looking at picking up a monster kill with your primary beater and setting up for a kill or double kill on turn 2
Turn 2
Call your effigy power. Get it twisted you will win.
But for serious, on turn 2 if youâre setup for some good charges, calling your effigy power can basically guarantee a kill if not two. The only case where I would consider not doing it is if one of your models got killed in turn one. Kruul can either give your beater bloodlust or sharn can pull them closer and knock down a target. Then you just send in the cruise missile to clean up the job. If youâre playing kruul, I wouldnât force a soul harvest at this point, but if oneâs available Iâm not against the concept. More often Iâm looking to set one up to close the game out next turn.
Turn 3+
Then you just send in the cruise missile to clean up the rest.
From here itâs just picking up spare kills and spare souls. Kruul, Isabel, and Sharn are all good enough at soul harvesting that you donât mind doing it with them, and rakkir and fazeal at this point are probably ahead enough in levels that theyâre twerking all over your opponents warbands.
The Doen Svet Contingency.
It is possible that your opponent brought a list that can only be described as âOoops all tanksâ This proves, like I said, moderately problematic. Rakkir is okay at busting tanks, but without Masuzi he can kinda struggle. Fazeal is also good especially against high-agi models, but wonât be able to one touch like youâd be able to against warbands with lower res. Ideally you want armor shredder on whoever ends up being your primary beater, and then you’re gonna have to manipulate the monsters to put as many attacks on these guys as possible. Tank-heavy lists often struggle to close out the game because theyâre reliant on a moderate damage dealer and soul harvesting, so you really just have to get out ahead of them. Keep their damage dealer down and their soul harvests hampered, but you will likely be fighting somewhat of an uphill battle.
Itemization
Because your warband is really fate hungry and you ideally end the game without a model dying, itemization tends to only happen during the first turn, or when you can pick up a monster kill to heal or deny your opponent the levels.
