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GuySmiley

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  • Birthday 01/27/1978

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  1. This last weekend I played and won a tournament. I played a death marshal list through all three rounds. It wasn't my easiest day of games, although I lend most of that to some really tough opponents. My List was as follows with a few tweeks through games: Justice with last stand Judge Exorcist Scales Brutal effigy austringer 2x death marshals Lone marshal For the sake of brevity in the first list I played against a summon heavy resser list. The big key to this one was using the austringer against izamu's low defense to get rid of his control hand. He took a lot of stones but was dropping them to keep the summoning machine working. Between this and Bound by law I was able to keep his hand empty and was able to Banish to oblivion Izamu in turn three. Second game I played viks and was able to make Viks undead. This prevented any of that whirlwind fun they were hoping to do. Again the arrest trigger from bound by law managed to do some damage to the mobility to the crew. I did manage to box little vik and kept her in the box only due to the wp boost from the scales. Last game was against 10 thunders. This was a really tough game but again the stopping triggers seemed to be a pretty deciding factor. I only managed to pull cards with scale twice but the extra will power for things I had boxed or other saves was very important and I don't regret taking it at all.
  2. Crooked men are solid tormented models that have strong shooting defense and can offer both ranged and paralyze options. Hanged tend to be popular also.
  3. No when Molly summons it ignores hard to kill and black blood. After it is summoned if she is close enough the model gets black blood. (spirits or horror depending on the upgrade) Also the summon hits enemy models so you can't hit your own models with it triggering their black blood for extra damage.
  4. In an effort not to blow all your high cards though you might want to play the 0 for slice and dice then bring in a crooligan which is fragile but you can do blistering fog to make the black blood do two damage rather then the one. Then if they survive long enough you can hit him with the slice and dice triggering his black blood and killing it to bring in a killjoy or whatever. Or depending on how tight the terrain is, and if you want the summoned model to live throw whispered secrets on the newly summoned model with the philosophy trigger to force the disengaging strike or they lose their model that way. Give you some board control at least. Molly is pretty devastating. Although Nico has his tricks to rebuild his hand from mindless zombies, I think molly's best option is to use Philip and Nanny. The down side to that is burning a lot of actions on other models. Sure you can kill an opponents hand but all of this can be pretty card intensive and you don't want to over extend yourself.
  5. So does that mean next years Miss will be... Miss Represented?
  6. Just to build on what has already been said. I have a tough time with spare parts. It is wonderful to be able to summon models but Tara doesn't want for upgrades. I worry that this could become a tough pick up if your spending points for a high cost model to bomb in and/or spending six points on just upgrades. Aside from that. Punk zombies are a good time. If the person you are playing spreads out then you have the option to flurry on a single target. If they are bunched up then doing slice & dice a few times should drain their hand. (and if you did take autopsies or flesh construct close the gap on a reactivate) The down side to this is they are horrors so if you have one buried you can't summon more with Karina. This isn't a huge deal as you need such a high crow to summon that you might focusing that ability on autopsies or crooligans. The hanged are always a good time. If your opponent doesn't have a lot of casting at least. Dead of winter can makes these guys wp difficult to get around. They also stick to your crews incorporeal theme. Either way they should burn a fair amount of cards from your opponent. Then you have the sybelle option to go after stones and cards or the flesh construct to eat some paralyzed models. The rogue necromancy is an interesting choice with this crew. Due to the ease of generating willpower duels you can get smell fear to go off. However, I am terrible at advice about these guys. They have made a difference in my games, however I am still working with finding the balance between keeping them alive or holding them back to much. I know there is a balance that I haven't found yet, and being able to bury and heal them should provide more options but once again they are horrors so can mess with karina summoning. Other possibilities are the dead doxy. Her zero can make all of the previously mentioned wp duels that much more effective. Nurses can provide more wp duels and options. Rotten belle's give you more wp, ways to hurt an opponents hand, all around awesome. As a disclaimer I have only run a single game with a few of these just to test how they interact with the crew. I like to try and keep crews thematic most days and struggle with a few of them but all of them have worked out fairly well. I also mostly focused on wp interactions as I figure the stabbing/clawing/biting options were pretty prevalent across the faction.
  7. As I have read these postings, it seems we haven't discussed the less obvious benefit of lucas and Lucius. What models do they allow you to bring in while playing the guild faction. Sure we could play them as a different faction but we are in the Guild section, so with that in mind does that make a significant difference in the power of the master? As an example, in a previous thread a lot of discussion was made about the guilds lack of wp options. Does Lucius ability to take mimics with an upgrade greatly make up for this? The ability to take a model like the beckoner to draw models into a fire lane? Doppelganger copying an opponents best tricks and cheating initiative flips? I am not trying to point at those two models themselves. Just illustrating that mcmourning, lucus, and lucius all bring that dual faction option which will change a game enough that I think it should be addressed.
  8. I have used this, just to see what I could do with it. The general set up for it was a walk, walk, with commanding presence moving people around. Third action was Lacky to get a scheme marker down and a lawyer forward. I went with the lawyer because of the ability to annoy with fee's or objection if someone was aggressive. Also they tend to be able to survive a bit longer with highest authority. If my plan failed horribly there, then it would at least net another maker. Most of the rest involved taking the mid line and using the sergeant to boot a scheme marker into place and then move and drop another so he could continue booting them up in following turns. The general conclusion to all of this was that I was able to charge, then drop my zero for three more attacks (four wouldn't have been to tough had I placed a little smarter behind my line), and finish it off What lackeys are for to get Lucius to safety and get another hitter into position. This also allowed me to get Governor's authority off to stifle retaliation back on my models in base contact. (a warden and the lawyer in this case). Was it worth it? It depends on your pool. The guild offers much better for killing but that can be in your favor if you are bluffing your schemes. People don't expect Mr. Mattheson to hurt. However, you lose out on a lot of support for others. The other thing to be very careful of is if the other crew can hurt you with your own markers, or take out many markers at once. In the end I can see an argument for the ability to get an extra one or two attacks before swapping out to safety. However, it all depends on your style of play and the scheme pool.
  9. I stand corrected on the Lawyer. I was to busy thinking of guild models that attacked WP and not enough about the character itself. Sorry for the confusion. That being said they still can attack the WP and cause slow or paralyze. Also they the rest of what I said holds true with highest authority making them more survivable. Don't forget impassioned defense. Also Math is very right to warn caution with fees. When the models take damage from fees they will black blood so be very careful, or have high enough fees that it really means something. I can not think of anything the guild has that would completely turn off tangled shadows. You can make it more difficult on him which this thread has discussed. Turn three is very fast to table a crew. Which sounds like a testament to the Lilly's players skill. So he spends first turn racing across the table. Second turn tangled shadows and eating a model and growing. Meanwhile the rest of the crew hurts a model maybe kills one or two. Turn three they are just cleaning up. To kill that fast it would seem that multiple people are being hit with black blood. So spacing out a bit would help. Maybe targeting the model he is going to use for the swap rather than Lilly? Bring kill joy so when he kills a model you have something swinging right back? It really depends on you the player. Myyra said executioner is grow bait. I have had success with him. Neither of us are wrong we just have different playstyles and against different groups. That is just an example of why I don't think a step by step on killing Lilly is really out there. But I could be wrong and misreading what you are looking for.
  10. Could you provide a little more information MrKittens? Does the person playing Lilith have any insights in how he would beat it. Sometimes the best way to understand the weakness of a model is by talking to the source who works so hard on covering that weakness up. My other question is about board set up. Is the issue you are having that Lilith is using tangled shadows from out of line of sight or just in general? My last question is does the Lilith player just go for the kill or work on schemes? (mostly to determine how aggressive they are) A few thoughts on different models: Lawyer: Lilly only has 10 wounds. These models can go right for that weaker WP stat. Neverborn also struggle with ways to clear conditions. So Fees will slow her down a fair amount if it hurts her to much to hurt you. Also with highest authority you can work on cutting down that soul stone pool or at least the number of actions she has after she pulls them. They are minion models so no mature out of these guys. But a solid stat line means she will have to at least work on taking them down. Executioner: I am hesitant to put in high cost models when you are playing so few stones. Also he is an enforcer. However, with his reach he can attack neverborn outside of black blood range. Also he is terrifying which can cause Lilly to at least deal with a wp stat. Knowing that he will likely be a huge target for grow you can also try and keep him back and away. Possibly baiting Lilith to come out to far, or used with a marshal to get him into a fight. Lastly don't overlook that he has the potential to kill a model outright with bloody exhibition. If can be a pain to clean out a hand of cards but with lucky drain magic or distract triggers you can force the issue. Stalkers: If he likes to take primordial magic to really cultivate his starting hand then you should consider a stalker. Not because it will change much with him drawing cards but it gives you another option for if he starts to nullify models. Witchling Handler: Another enforcer with a pretty nice statline. She also comes with a trigger which can hurt Lilly a bunch if she fails tangled shadows. Additionally it gives you some ways to hand out burning conditions and some movement help. Watcher: This is my last quick thought. He is stubborn(Judge can have this with the unrelenting leader upgrade). A good scheme runner. In the end if you can get your schemes done and he is spending the game trying to table you. It is likely that he won't have time to score his. Although much of that still depends on what scheme and strategy is flipped. One last thought for what it is worth. You know your playstyle better than anyone else. Look to the models that fit your style of play the best and then see if there is a way you can create opportunity.
  11. I run guild guardsmen a reasonable amount. I find they really do help against elite crews. For example we are likely to see more Teddy played around boards with the recent release. This is a model that has a terrible defense so really your lower shooting doesn't seem as daunting. Couple that with the automatic trigger and you are burning away a control hand. If you have a austringer also using distract, suddenly your limiting cheat options. Which of course feeds directly into the executioner being more successful with Bloody exhibition. Additionally, you miss 100% of the shots you don't take. So it rarely hurts to send rounds down range. Also while most times it won't be in your interest to spend a 7 of rams you still have the ability to force horror duels, and paralyze is fun.
  12. I continued my search in my way back machine through the forums and found a posting about the use of obey and paralyze. It stated that a model can not be obeyed until after it forfeited its activation. So following that a model can not be used as Hoffman's puppet until after paralyze is removed. Just incase anyone was wondering.
  13. First I am very sorry if this has been asked before but looking back I didn't see an answer. My question is how machine puppet interacts with paralyze. Does the construct you are targeting have the ability to use a trigger when paralyzed. The confusion arises from the fact that Machine puppet says the construct makes the attack. However, under the paralyzed rules on page 34 it says paralyzed models can not activate triggers. Any clarification on this would be greatly appreciated.
  14. I will continue to play it as the winner can cheat fate also. I am glad that I have not been teaching people the wrong way. The wording on page 43 does leave room for argument. It clearly states that both sides have the option to cheat and use soulstones. However, by the wording of the cheat fate it was argued. Most likely it will always be the nature of games that arguments over the wording of a sentence will exist. Sadly this is the case, although for me it has come up less frequently then it does in other systems like 40k. When discussing our different interpretations he made the argument that the advantage goes to the winner who can see what the other person cheated fate with and then react. My only response for him was to remind him that "Bad things happen".
  15. This came up for me this evening. We were unable to resolve the issue. He was under the impression that if you cheated to tie the dual the attacking player would be unable to cheat as they were not losing. The point of contention for us was the wording at the top of p. 43 of the Rules Manual. "B. Change Starting Totals or Pass. Starting with the losing model, each model may use either or both options below, in the order listed, but can use each option only once. Cheat Fate: The losing model may replace the flipped Fate Card with a Control Card from its control Hand." The first part says that each model has the options. However, reading further it only references the losing model. I see that this posting agrees with my side. However, if anyone could lend more insight into this debate I would appreciate it.
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