Fearsome Efficiency bottom is good to pair with The Favorite in the opening round, to get an attack off w. the Favorite bonus, and sets you up for turn 2 to use one of the attacks that get a bonus for a marked target.
Yeah that's fair it does have a lot of nice synergy, but for me I can't turn down a decent move with a nice top final room clearer with sharpened blades.
Bombardment bottom is good for making Disorienting Barrage more relevant for crowd control. You get at least 1 guaranteed damage by diving in at a cluster of enemies, then pushing them back before DB so you don’t end up with disadvantage, all while advancing your position forward in relative safety. Still wasn't my preferred choice but there’s some utility there when dealing with swarms.
I like enhancing disoriented barrage with target 4; combined with a power potion and fancy this card does work at mid levels. I also find a cloak of pockets is great the hatchet can really spread a lot of pain with a pile of small items
The bottom of Close Cuts did come in handy as a back-up plan if an enemy would draw a great initiative, because after they attacked me it allowed me to attack and then move into a proper range attack on the same turn. The Move 6 on Sharpened Blades was extremely useful for me in a handful of scenarios. I did use the top of Fancy Hat maybe 3 times during the entire campaign, under very specific circumstances. The bottom of Overwatch is completely insane because you can Favorite one of them, add stun effects that stay for two whole turns, etc. Also, if you install Overwatch late in one turn, you can play Fancy Hat at the beginning of the next turn and get all Attack 3s.
Nice, yeah I think close cuts has its uses but its generally against the flow of the character and my personal preferences. Move 4/6 is always good and the Hatchet unlike others has to stop and loot for The Favourite, so he has a tendency to fall behind or have to be inefficient with his moves. This does mean sometimes though that you'll really only want to move smaller amounts. That's one of the reasons for me Retrieval is so important because it means you can avoid that awkwardness. I like that Overwatch / Fancy Hat synergy just got to be a bit careful with the extra burn, but you'll probably be able to support it mid to late scenario. I might give that one a go.
@@MandatoryQuest Overwatch is probably the most fun card Hatchet has. It's like a fixed Auto Turret, and who doesn't love that?! Note: I exclusively play on deadly difficulty.
Hatchet is also great at looting gold. "Move 1 Loot 1" doesn't sound like much, but it really does add over the cause of a scenario. I mean, I have to get back my favorite axe, it's not my fault there's also a bunch of gold lying around...😅
@@michaeledmonds4849 I think thats correct as getting the favourite back is after the attack resolves, so it's kind of like poison, curse, push etc. If you kill the enemy you don't get the added effect. I could be wrong though.
I know this is a super late answer but after hearing your general opinion, and specially the point you make during the level 9 card read, you say you feel disappointed that the level 9 is so simple and feel like players could have handled something more complicated since they might have played base gloomhaven. I'd like to say that everyone I know has started gloomhaven by playing Jaws of the Lion first. everywhere I've read about the game, it's always suggested as a great introduction to the game and after having started there myself and then moved on to the base game I can say with confidence that I believe so. I believe Jaws of the Lion is an extremely good introduction to the game and it's absolutely alright for classes to have easy and simple cards that justt do the job of teaching. The simplicity of Jaws of the lion really helped me get into the game and want more, eventually getting into the main game.
I like fearsome efficiency for triggering repeat shot easier. Can bottom fearsome and top repeat shot. Or turn one favourite and fearsome and then repeat shot turn2
You mentioned the lack of enhancement dot for Strengthen when talking about Care Package, worth noting for a late game build there is a suitable enhancement dot on the bottom of Ripped From the Flesh. Level 8 is a close one, I took Camaraderie to replace Fancy Hat and have been pretty happy. Still gives +2 Attack and lets me stay mobile as well as more flexibility in which attack to pair it with, and I rely on The New Favourite for wound. Really interesting design for the 2 cards here to make you want opposite sides of The New Favourite. Neat that they can each replace half of the Ricochet/Fancy Hat combo too. Shame the Level 9 is such a no-brainer.
Yep I think I mentioned Ripped from the Flesh bottom in the video, but I dislike that its kind of counter intuitive to the bonus it gives. It feels like a very cheesy enhancement to me if that makes sense, but of course very strong. Level 9 is a real head scratcher yeah.....not sure what they were thinking there.
So when I read stuff like repeatable 6 damage at first level and a card that flat-out doubles the next attack, I think that this is too powerful for a starting class and therefore should not be mixed with basic Gloomhaven starting classes. Not at first anyway. Maybe after higher prosperity/wealth and unlocking some advanced classes.
Bottom of double throw creates the best boss damage basically in the game at 40 max (poison bless which isn't tooo hard but consistant 20 is nice). it's funny
Initially I thought his gimmick of reclaiming his hatchet was... inefficient, and wonky. But he quickly became a favourite of mine, even including the usual gloomhaven mercs. The extra damage is SO useful for those enemies that need to die now, and not later. Incredible ability to one shot or to demolish elites and bosses
@@MandatoryQuest precisely, finished standard gloomhaven with doomstalker and my co-op partner with nightshroud, felt like cheating after a while with that combo. The doomstalker is a massively over powered ranged character where you feel like you do... nothing. Or more accurately, the damage you do is way stronger compared to the effort invested
Fearsome efficiency seems like it could be quite good with volatile bomb(assuming it actually works the way I think it does in that situation).. unfortunately in digital not being able to chooses the order you do your attacks lowers the potential a bit... Guess this is similar to the Cragheart level 9 in a way
Having now leveled my Hatchet to 9 (and the rest of the JotL chars), I have a few thoughts Mr. MQ sir! SPOILERS AHEAD I think the real issue with this character is that it doesn't really feel any more powerful (or even different!) at level 9 than it does at level 2 when you get Ricochet. Your aoe is the same (or less, since you cut Barrage and can only match it with wind element). All of his attacks kinda feel the same. His level 9 does 4 damage, as much as his level 4 and 6 cards. His level 5 "upgrade" barely upgrades anything since push is meh and most of your cards can get wound anyway. I think 99% of the time you are using "The Favorite" turn 1 (with strengthen-enhanced Ripped From the Flesh bottom) and holding onto "The New Favorite" until the final room *or* whenever your favorite is too far away/inconvenient to pick up. Plus "The New Favorite" is your best move with amazing initiative that also happens to make wind, with a situational bottom attack to boot. I think Retrieval does not make the final list, and gets cut somewhere around level 4. To make this card work (i.e. become Quick Turnaround), you basically have to resign your move boots to this action. That isn't the best justification to include a card in the maindeck; if it requires the devoted use of an item to be comparable to another card we are already running. If you reeaaaaaally wanted another better version of Retrieval anyyway, why not just take Brutalize? It's not like Excessive Force is even a card we are happy about taking at that level. Not to mention the NoMan'sLand initiative of 46 on it... Items: definitely a Hawk Helm/Lens user for sure Blinking Cape (as you mentioned) as well, to get back pesky favorites that are too far away, plus it's your only jump (if you use Favorite T1 over New Favorite) Secret Guildmaster Tech: Giant Remote Spider for small items. This is the only character in the game I can recommend this on, and it's great for picking up pesky favorites. enhances: Ripped From the Flesh gets strengthen. This is easily the best enhancement in all JotL content. You do it, you don't look back, you forget that this card had other text.
Yeah the character is very plain. I need to try out the overwatch tricks, but that card aside its very damage by numbers. We should consider that these characters were meant to be new player friendly, but in my opinion by level 5+ new players will have a good grasp on the game so should be able to handle some spice. The other Jaws characters get at least something to mix things up at 5, but the Hatchet is sadly left out. His numbers are compelling and strong, but you hardly have to work for them. I still think retrieval is great, and I have no issue in dedicating my boots to it, and In fact sometimes a move 1 loot 1 can even do it if you pick you targets. You then have Quick Turnaround waiting in the wings if you draw that sweet crit to retrieve the favourite twice potentially, or just use it for the good top attack. I actually went Brutalize in my stream playthrough, and its been good especially against bosses and the other high HP targets Jaws throws at you. I might prefer that now at least in the Jaws scenarios. Enhancements with all these characters are a bit of a foot note in my opinion. The majority of players (that being table top) will never get to use them, but yeah consistent strengthen = OP. Items will again be a bit subjective due to the circumstances in which you play the character. If you use them as a base game starter you're unlikely to get any of the big items, and if you use them in just Jaws there's a limited item pool. In conclusion the Hatchet is a class you can play before you unlock Angry Face.
I think the problem with it is that by level 9 you're hitting for so much anyway. I like them trying to remove execute, but a better way to do this IMO would of been an advantaged attack. Let's you combo off with the double damage for a massive attack but it costs you two burns.
You somehow sound really different to me in the Perk section, or this indicates that I need to replace my earphones. Double Throw + Fearsome Efficiency + Volatile Bomb sounds like a fun idea to do although it seems really hard to setup properly to one shot a boss or something like that. The Level 9 card with 12 damage is sorta disappointing. I guess it's more like in Jaws, you can basically kill most of the problematic things in it, but if you ported this to regular GH, it's super awkward, like... Inox Shaman is annoying enough, but it also has 20+ HP.
I had to stop and then start a few times during this guide, so I might have moved my microphone a bit! Yep level 9 Axe is fine in JoTL content, and more in line with the new balancing in Frosthaven too. You can tell Isaac had learned a lot from GH about ability balance in Jaws.
I'm surprised to see Retrieval make it all the way to level 9, this card wasn't high on my list when looking at the level 1 cards (I haven't been able to play Jaws yet). I know being able to loot the favorite from a hex away can be quite good but I would have thought the move 1 would be very limiting, almost needing boots in many cases since most of your attacks are range 3 (thus needing move 2 loot 1 to hit that spot). Did you find it worth using boots to get that loot off on the favorite, or did you just find the move 1 to be enough? And even though you made a note of it at the end, it seems you valued the top of the level 6 choice more than the bottom, did you use both halves or did you find Retrieval was enough?
I pretty much exclusively save boots for retrieval bottom. Getting to pickup and immediately use it really adds up, and it helps with getting both repeat shot and follow through bonuses. It also works great for high health bosses like the blood tumours as you can play the top then get the bonus again. Quick Turnaround is mostly a top for me, but an occasional bottom when the boots + retrieval don't do it.
Hi man i was wondering if you could help me out pls i am a bit very confused...was playing inox encampment and a inox come into melee to attack with 2 targets available and he picked the 99 long rest initiative character instead of the other 23 one...is that a bug you think?
Possibly a bug, but without knowing the exact board state its hard to say. The chances are they were tied but the 99 initiative character was closer by proximity maybe?
@@MandatoryQuest There was an obstacle between it and one char,the other char was on the hex next to it(west-south)and it attacked the one that was closest as u said,so they will attack the closest one even if they end up next to another char who's initiative is lower? Thats interesting i though once it gets in melee range its only initiative that matters.i guess melee is treated as range.Thanks a lot man! I am doing a +2 campaign right now only thx to u i was struggling on +1 but after watching u play +3 i improved massively.
Wait I don't think executioners axe let's u put the favourite on all 3 shrapnel's... You would have to complete the shrapnel action first then reclaim the favourite
Executioners axe will likely only trigger a maximum of once per round (unless stamina potions / card recovery is used) sorry if that was unclear. The bottom is also just a on play ability not a passive round effect so it must be played after killing something as a separate action.
love the card by card discussion - would love to hear more about - which cards pair up well with each other and how to construct combos, and also in which type of party or other mercenary does the character best synergises with.
As a ranged damage dealer he kind of fits any party really. Best with a dedicated tank as it keeps the heat off and he can do his thing. In terms of combos try and open with centre mass using the favourite buff to start. Then either use follow through / repeat shot next, or try and make wind to use a wind enhanced attack. Then it should be retrieval bottom time to pick it up, and hit your next target with something like care package top with favourite buff. Try and find a nice spot to use fancy hat bottom buff with either disorientating barrage or ricochet top.
I feel like the bottom of Overwatch is better than you give it credit for. The attacks don't get wasted unless you use it too late in the scenario, so it's a 10 base damage loss, but with a decent modifier deck it will get much higher, and if you happen to be holding the Favorite you can add it to any one of those attacks. It's great to use if your team wants to delay a turn before opening a door for whatever reason or before enemies spawn. There were plenty of times in the physical version of Jaws that I would play it the turn before going into a room, someone would give me advantage before my next turn, and I would basically flip my entire modifier deck. Also if you apply an item like Stun Powder or a Throwing Hammer or pull a stun card, it allows you to stun the enemy on their turn so they lose the rest of their current turn and their entire next turn.
You're probably right. I have a tendency to dislike burns that have the promise of future benefits over the here and now. On deadly I rarely find myself with the stamina or time to play a bottom effect like this, especially when the top would still be useful in hand. I'd rather focus fire on one enemy than spread the damage, and there's a little bit of anti synergy with the Red Guards immobilise. There are some very cool combos that can be pulled off with the timing of this, but like I say I rarely find myself in that situation. As I play solo too sometimes these more involved combos don't make it, as I try to come up with a plan for all the mercs. Keep things simple and effective, which the Hatchet really is the definition of.
@@MandatoryQuest That's fair. I was on +1 difficulty for most of Jaws, at +3 it very well could fall apart, especially when everything has shields. There were some scenarios where I would have to stick with the top action the whole time, which is fortunately pretty decent. If it had a terrible top action the card would be unusable. It is kind of a hilarious card though in Jaws where if enemies perform a move action but don't actually move it still triggers. I hope move 0 still triggers it in digital just because it's hilarious that I guess they thought about moving and that's enough for the Hatchet to throw an axe at them.
@@scoobiusmaximus9508 I did do a quick Google on that and it feels like thematically it's supposed to be "if they physically move" , and there seems to be people on both sides of the fence on that. Personally I would go with the spirit of the card being that they would have to actually move, rather than just have a move action on their ability card.
@@MandatoryQuest I found Isaac saying it works on the BGG forum when I searched that question back then. It may be very cheesy to play it that way but I'm not going to say no when the creator of the game says my Hatchet can read minds and axe anyone that wants to move. Although honestly it doesn't matter much since enemies generally move so you will burn through all the charges pretty quickly regardless.
@@scoobiusmaximus9508 steam has a bug where if u stun / get an effect drawn with overwatch it doesn't last 2 turns like it should rather only the one turn :(
One thing I don't like about Jaws of the Lion is how cut down and gimped it is. For example I don't like how you can't upgrade your cards. I took Hatchet into the main game and saved up the gold to upgrade the Ricochet by putting a wound after each attack on the top. Even in later missions it was a game changer. In fact by upgrading a bunch of his cards in different ways I almost never use his favorite ability at all. It would be interesting to see you do some videos about how you can change Jaws characters by taking them into the main game.
I think you aren't using the right rules for advantage when you are mentioning the +2 air cards. In normal gloomhaven +2 air vs +0 stun is ambigious, so you pick the first one you drew. In jaws of the lion players can make the choice if an ambigious situation occurs. I have no idea how the computer game handles ambiguity
In digital the default is now the new Frosthaven rules which only affects rolling modifiers. You do have the choice to revert to the original GH rules though. You're right I misspoke there as ambiguity would occur with the stuns, on the flipside though if your plan is to maximise damage numbers then you probably wouldn't want those perks anyway, as like you say they could prevent you front having that +2 air. Sorry long video, and sometimes I get myself turned around a bit, and the way they display the numbers got me.
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Fearsome Efficiency bottom is good to pair with The Favorite in the opening round, to get an attack off w. the Favorite bonus, and sets you up for turn 2 to use one of the attacks that get a bonus for a marked target.
Yeah that's fair it does have a lot of nice synergy, but for me I can't turn down a decent move with a nice top final room clearer with sharpened blades.
@@MandatoryQuest
You take it over Repeat Shot at level 3.
Are you making vids for the other 2 jotl chars?!
@@danhayes2456 yes they will be on Patreon before YT. Red Guard hopefully later this week.
And it's called fearsome efficiency not fearsome consistency
"Hatchet I need you to go late."
"Would 20 be ok?"
Bombardment bottom is good for making Disorienting Barrage more relevant for crowd control. You get at least 1 guaranteed damage by diving in at a cluster of enemies, then pushing them back before DB so you don’t end up with disadvantage, all while advancing your position forward in relative safety. Still wasn't my preferred choice but there’s some utility there when dealing with swarms.
I like enhancing disoriented barrage with target 4; combined with a power potion and fancy this card does work at mid levels. I also find a cloak of pockets is great the hatchet can really spread a lot of pain with a pile of small items
The bottom of Close Cuts did come in handy as a back-up plan if an enemy would draw a great initiative, because after they attacked me it allowed me to attack and then move into a proper range attack on the same turn. The Move 6 on Sharpened Blades was extremely useful for me in a handful of scenarios. I did use the top of Fancy Hat maybe 3 times during the entire campaign, under very specific circumstances. The bottom of Overwatch is completely insane because you can Favorite one of them, add stun effects that stay for two whole turns, etc. Also, if you install Overwatch late in one turn, you can play Fancy Hat at the beginning of the next turn and get all Attack 3s.
Nice, yeah I think close cuts has its uses but its generally against the flow of the character and my personal preferences. Move 4/6 is always good and the Hatchet unlike others has to stop and loot for The Favourite, so he has a tendency to fall behind or have to be inefficient with his moves. This does mean sometimes though that you'll really only want to move smaller amounts. That's one of the reasons for me Retrieval is so important because it means you can avoid that awkwardness. I like that Overwatch / Fancy Hat synergy just got to be a bit careful with the extra burn, but you'll probably be able to support it mid to late scenario. I might give that one a go.
@@MandatoryQuest
Overwatch is probably the most fun card Hatchet has. It's like a fixed Auto Turret, and who doesn't love that?!
Note: I exclusively play on deadly difficulty.
Effin' love your guides man. Keep up the great work!!
Thanks dude :)
Hatchet is also great at looting gold. "Move 1 Loot 1" doesn't sound like much, but it really does add over the cause of a scenario. I mean, I have to get back my favorite axe, it's not my fault there's also a bunch of gold lying around...😅
Retrieval top does let you get the Favorite back, to use again next round for that additional +3 ranged attack.
Yep it does but hopefully they are already dead 😉
@@MandatoryQuest Apparently you don't get the Favorite back if you kill them with Retrieval top...or it was a bug that I didn't.
@@michaeledmonds4849 I think thats correct as getting the favourite back is after the attack resolves, so it's kind of like poison, curse, push etc. If you kill the enemy you don't get the added effect. I could be wrong though.
I know this is a super late answer but after hearing your general opinion, and specially the point you make during the level 9 card read, you say you feel disappointed that the level 9 is so simple and feel like players could have handled something more complicated since they might have played base gloomhaven. I'd like to say that everyone I know has started gloomhaven by playing Jaws of the Lion first. everywhere I've read about the game, it's always suggested as a great introduction to the game and after having started there myself and then moved on to the base game I can say with confidence that I believe so. I believe Jaws of the Lion is an extremely good introduction to the game and it's absolutely alright for classes to have easy and simple cards that justt do the job of teaching. The simplicity of Jaws of the lion really helped me get into the game and want more, eventually getting into the main game.
I like fearsome efficiency for triggering repeat shot easier. Can bottom fearsome and top repeat shot.
Or turn one favourite and fearsome and then repeat shot turn2
Bottom attacks are always good for sure.
Just what I was looking for! Started solo 2 days ago and have a party of spellweaver, cragheart and hatchet. Might have to change some party members.
I don't think that's too bad, you'll be killing things pretty quickly but might lack some early control before you hit cold fire on the Spellweaver.
im thinking about use hatchet in Frosthaven. He is so much fun and some new classes in FH are just...very strange
You mentioned the lack of enhancement dot for Strengthen when talking about Care Package, worth noting for a late game build there is a suitable enhancement dot on the bottom of Ripped From the Flesh.
Level 8 is a close one, I took Camaraderie to replace Fancy Hat and have been pretty happy. Still gives +2 Attack and lets me stay mobile as well as more flexibility in which attack to pair it with, and I rely on The New Favourite for wound. Really interesting design for the 2 cards here to make you want opposite sides of The New Favourite. Neat that they can each replace half of the Ricochet/Fancy Hat combo too. Shame the Level 9 is such a no-brainer.
Yep I think I mentioned Ripped from the Flesh bottom in the video, but I dislike that its kind of counter intuitive to the bonus it gives. It feels like a very cheesy enhancement to me if that makes sense, but of course very strong. Level 9 is a real head scratcher yeah.....not sure what they were thinking there.
So when I read stuff like repeatable 6 damage at first level and a card that flat-out doubles the next attack, I think that this is too powerful for a starting class and therefore should not be mixed with basic Gloomhaven starting classes. Not at first anyway. Maybe after higher prosperity/wealth and unlocking some advanced classes.
I dunno about that, the GH second edition reveals are pretty close. 6 damage that you have to setup/work for isn't that uncommon now.
Bottom of double throw creates the best boss damage basically in the game at 40 max (poison bless which isn't tooo hard but consistant 20 is nice). it's funny
Any word from devs on why the jaws version of chain wasn't included
I don't think they ever specifically addressed it actually. Probably like other problematic cards would of just broke the code or something.
Initially I thought his gimmick of reclaiming his hatchet was... inefficient, and wonky. But he quickly became a favourite of mine, even including the usual gloomhaven mercs. The extra damage is SO useful for those enemies that need to die now, and not later. Incredible ability to one shot or to demolish elites and bosses
Yeah I like that it makes you more involved than other ranged DPS characters too. You actually have to move!
@@MandatoryQuest precisely, finished standard gloomhaven with doomstalker and my co-op partner with nightshroud, felt like cheating after a while with that combo. The doomstalker is a massively over powered ranged character where you feel like you do... nothing. Or more accurately, the damage you do is way stronger compared to the effort invested
Fearsome efficiency seems like it could be quite good with volatile bomb(assuming it actually works the way I think it does in that situation).. unfortunately in digital not being able to chooses the order you do your attacks lowers the potential a bit... Guess this is similar to the Cragheart level 9 in a way
That sounds like a weird build Wednesday's science experiment!
It worked amazingly for that in the board game. In digital not being able to determine attack order would probably make it worse.
Having now leveled my Hatchet to 9 (and the rest of the JotL chars), I have a few thoughts Mr. MQ sir!
SPOILERS AHEAD
I think the real issue with this character is that it doesn't really feel any more powerful (or even different!) at level 9 than it does at level 2 when you get Ricochet. Your aoe is the same (or less, since you cut Barrage and can only match it with wind element). All of his attacks kinda feel the same. His level 9 does 4 damage, as much as his level 4 and 6 cards. His level 5 "upgrade" barely upgrades anything since push is meh and most of your cards can get wound anyway.
I think 99% of the time you are using "The Favorite" turn 1 (with strengthen-enhanced Ripped From the Flesh bottom) and holding onto "The New Favorite" until the final room *or* whenever your favorite is too far away/inconvenient to pick up. Plus "The New Favorite" is your best move with amazing initiative that also happens to make wind, with a situational bottom attack to boot.
I think Retrieval does not make the final list, and gets cut somewhere around level 4. To make this card work (i.e. become Quick Turnaround), you basically have to resign your move boots to this action. That isn't the best justification to include a card in the maindeck; if it requires the devoted use of an item to be comparable to another card we are already running. If you reeaaaaaally wanted another better version of Retrieval anyyway, why not just take Brutalize? It's not like Excessive Force is even a card we are happy about taking at that level. Not to mention the NoMan'sLand initiative of 46 on it...
Items: definitely a Hawk Helm/Lens user for sure
Blinking Cape (as you mentioned) as well, to get back pesky favorites that are too far away, plus it's your only jump (if you use Favorite T1 over New Favorite)
Secret Guildmaster Tech: Giant Remote Spider for small items. This is the only character in the game I can recommend this on, and it's great for picking up pesky favorites.
enhances: Ripped From the Flesh gets strengthen. This is easily the best enhancement in all JotL content. You do it, you don't look back, you forget that this card had other text.
Yeah the character is very plain. I need to try out the overwatch tricks, but that card aside its very damage by numbers. We should consider that these characters were meant to be new player friendly, but in my opinion by level 5+ new players will have a good grasp on the game so should be able to handle some spice. The other Jaws characters get at least something to mix things up at 5, but the Hatchet is sadly left out. His numbers are compelling and strong, but you hardly have to work for them.
I still think retrieval is great, and I have no issue in dedicating my boots to it, and In fact sometimes a move 1 loot 1 can even do it if you pick you targets. You then have Quick Turnaround waiting in the wings if you draw that sweet crit to retrieve the favourite twice potentially, or just use it for the good top attack. I actually went Brutalize in my stream playthrough, and its been good especially against bosses and the other high HP targets Jaws throws at you. I might prefer that now at least in the Jaws scenarios.
Enhancements with all these characters are a bit of a foot note in my opinion. The majority of players (that being table top) will never get to use them, but yeah consistent strengthen = OP. Items will again be a bit subjective due to the circumstances in which you play the character. If you use them as a base game starter you're unlikely to get any of the big items, and if you use them in just Jaws there's a limited item pool. In conclusion the Hatchet is a class you can play before you unlock Angry Face.
Did you film this in scenario mode? I noticed that you have Weathered Boots in your shop, which don't exist in GM :/
No in GM but i have a special save the devs made for me for it.
Executioner's Axe is 12 guaranteed damage, thru shields, no Null flip, etc. So not too bad IMHO.
I think the problem with it is that by level 9 you're hitting for so much anyway. I like them trying to remove execute, but a better way to do this IMO would of been an advantaged attack. Let's you combo off with the double damage for a massive attack but it costs you two burns.
You somehow sound really different to me in the Perk section, or this indicates that I need to replace my earphones.
Double Throw + Fearsome Efficiency + Volatile Bomb sounds like a fun idea to do although it seems really hard to setup properly to one shot a boss or something like that. The Level 9 card with 12 damage is sorta disappointing. I guess it's more like in Jaws, you can basically kill most of the problematic things in it, but if you ported this to regular GH, it's super awkward, like... Inox Shaman is annoying enough, but it also has 20+ HP.
I had to stop and then start a few times during this guide, so I might have moved my microphone a bit!
Yep level 9 Axe is fine in JoTL content, and more in line with the new balancing in Frosthaven too. You can tell Isaac had learned a lot from GH about ability balance in Jaws.
I'm surprised to see Retrieval make it all the way to level 9, this card wasn't high on my list when looking at the level 1 cards (I haven't been able to play Jaws yet). I know being able to loot the favorite from a hex away can be quite good but I would have thought the move 1 would be very limiting, almost needing boots in many cases since most of your attacks are range 3 (thus needing move 2 loot 1 to hit that spot). Did you find it worth using boots to get that loot off on the favorite, or did you just find the move 1 to be enough? And even though you made a note of it at the end, it seems you valued the top of the level 6 choice more than the bottom, did you use both halves or did you find Retrieval was enough?
I pretty much exclusively save boots for retrieval bottom. Getting to pickup and immediately use it really adds up, and it helps with getting both repeat shot and follow through bonuses. It also works great for high health bosses like the blood tumours as you can play the top then get the bonus again. Quick Turnaround is mostly a top for me, but an occasional bottom when the boots + retrieval don't do it.
Hi man i was wondering if you could help me out pls i am a bit very confused...was playing inox encampment and a inox come into melee to attack with 2 targets available and he picked the 99 long rest initiative character instead of the other 23 one...is that a bug you think?
Possibly a bug, but without knowing the exact board state its hard to say. The chances are they were tied but the 99 initiative character was closer by proximity maybe?
@@MandatoryQuest There was an obstacle between it and one char,the other char was on the hex next to it(west-south)and it attacked the one that was closest as u said,so they will attack the closest one even if they end up next to another char who's initiative is lower? Thats interesting i though once it gets in melee range its only initiative that matters.i guess melee is treated as range.Thanks a lot man! I am doing a +2 campaign right now only thx to u i was struggling on +1 but after watching u play +3 i improved massively.
@@danielj7053 Awesome dude glad your enjoying the game and increased difficulty!
Wait I don't think executioners axe let's u put the favourite on all 3 shrapnel's...
You would have to complete the shrapnel action first then reclaim the favourite
Executioners axe will likely only trigger a maximum of once per round (unless stamina potions / card recovery is used) sorry if that was unclear. The bottom is also just a on play ability not a passive round effect so it must be played after killing something as a separate action.
love the card by card discussion - would love to hear more about - which cards pair up well with each other and how to construct combos, and also in which type of party or other mercenary does the character best synergises with.
As a ranged damage dealer he kind of fits any party really. Best with a dedicated tank as it keeps the heat off and he can do his thing. In terms of combos try and open with centre mass using the favourite buff to start. Then either use follow through / repeat shot next, or try and make wind to use a wind enhanced attack. Then it should be retrieval bottom time to pick it up, and hit your next target with something like care package top with favourite buff. Try and find a nice spot to use fancy hat bottom buff with either disorientating barrage or ricochet top.
I feel like the bottom of Overwatch is better than you give it credit for. The attacks don't get wasted unless you use it too late in the scenario, so it's a 10 base damage loss, but with a decent modifier deck it will get much higher, and if you happen to be holding the Favorite you can add it to any one of those attacks. It's great to use if your team wants to delay a turn before opening a door for whatever reason or before enemies spawn. There were plenty of times in the physical version of Jaws that I would play it the turn before going into a room, someone would give me advantage before my next turn, and I would basically flip my entire modifier deck. Also if you apply an item like Stun Powder or a Throwing Hammer or pull a stun card, it allows you to stun the enemy on their turn so they lose the rest of their current turn and their entire next turn.
You're probably right. I have a tendency to dislike burns that have the promise of future benefits over the here and now. On deadly I rarely find myself with the stamina or time to play a bottom effect like this, especially when the top would still be useful in hand. I'd rather focus fire on one enemy than spread the damage, and there's a little bit of anti synergy with the Red Guards immobilise. There are some very cool combos that can be pulled off with the timing of this, but like I say I rarely find myself in that situation. As I play solo too sometimes these more involved combos don't make it, as I try to come up with a plan for all the mercs. Keep things simple and effective, which the Hatchet really is the definition of.
@@MandatoryQuest That's fair. I was on +1 difficulty for most of Jaws, at +3 it very well could fall apart, especially when everything has shields. There were some scenarios where I would have to stick with the top action the whole time, which is fortunately pretty decent. If it had a terrible top action the card would be unusable.
It is kind of a hilarious card though in Jaws where if enemies perform a move action but don't actually move it still triggers. I hope move 0 still triggers it in digital just because it's hilarious that I guess they thought about moving and that's enough for the Hatchet to throw an axe at them.
@@scoobiusmaximus9508 I did do a quick Google on that and it feels like thematically it's supposed to be "if they physically move" , and there seems to be people on both sides of the fence on that. Personally I would go with the spirit of the card being that they would have to actually move, rather than just have a move action on their ability card.
@@MandatoryQuest I found Isaac saying it works on the BGG forum when I searched that question back then. It may be very cheesy to play it that way but I'm not going to say no when the creator of the game says my Hatchet can read minds and axe anyone that wants to move. Although honestly it doesn't matter much since enemies generally move so you will burn through all the charges pretty quickly regardless.
@@scoobiusmaximus9508 steam has a bug where if u stun / get an effect drawn with overwatch it doesn't last 2 turns like it should rather only the one turn :(
One thing I don't like about Jaws of the Lion is how cut down and gimped it is. For example I don't like how you can't upgrade your cards. I took Hatchet into the main game and saved up the gold to upgrade the Ricochet by putting a wound after each attack on the top. Even in later missions it was a game changer. In fact by upgrading a bunch of his cards in different ways I almost never use his favorite ability at all. It would be interesting to see you do some videos about how you can change Jaws characters by taking them into the main game.
Red Guard next or riot 😅
....maybe 😎
I think you aren't using the right rules for advantage when you are mentioning the +2 air cards. In normal gloomhaven +2 air vs +0 stun is ambigious, so you pick the first one you drew. In jaws of the lion players can make the choice if an ambigious situation occurs. I have no idea how the computer game handles ambiguity
In digital the default is now the new Frosthaven rules which only affects rolling modifiers. You do have the choice to revert to the original GH rules though. You're right I misspoke there as ambiguity would occur with the stuns, on the flipside though if your plan is to maximise damage numbers then you probably wouldn't want those perks anyway, as like you say they could prevent you front having that +2 air. Sorry long video, and sometimes I get myself turned around a bit, and the way they display the numbers got me.