Jump to content

Kisada

Vote Enabled
  • Posts

    16
  • Joined

  • Last visited

About Kisada

  • Birthday 12/10/1985

Profile Information

  • Gender
    Male
  • Location
    Brentwood, CA

Kisada's Achievements

Apprentice

Apprentice (3/14)

  • Collaborator
  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

2

Reputation

  1. It’s more that a ht 3 model can shoot a ht 1 model standing directly behind a wall of ht 2 models. Or another ht 2 model behind the same wall... feels off that it’s impossible to block line of sight to anything above your height. My ht 4 grave golem won’t block los to anything, midgets included, if someone is above him, and that feels very off. I get it’s a rules set and simplifications need to be made but elevated snipers are going to be silly. Either way thanks for the clarifications guys. I don’t like it, but I guess it is what it is right now.
  2. Perhaps I’m crazy but that seems like Garbo. Perhaps models should generate shadows to models that are elevated compared to them... or something. If I put I height 2 model on a ht 1 box no ht 2 model can block LOS.... I don’t like it one bit
  3. Ok, question about this. Model A is on a building and has effective ht 8. Model B is outside of the buildings shadow and is ht 4. Model C is positioned in base to base with model B such that model B is between itself and model A. Model C is ht 1. Do model A and C have los to each other?
  4. Been tooling around with Molly lately since the nightmare announcement and having my original metal Molly that never got much use. So far I’ve found that the Forgotten Marshal is fantastic, maybe a bit unreliable summoning but he can double move, spit out a rabble riser, give it focused, and next activation the rabble can charge and flurry for another focused attack. Might take a hefty card investment but it’s very strong. His shooting/cost also makes him feel very good at achieving vendetta. Also finding myself really digging Toshiro as a model to bring with this crew, ashigaru can pair with Night Terrors for a nice protective front and his minion bonuses and ability to pass out some focus/heal is welcomed.
  5. I own most Ressur models as well as a couple of other factions stuff notably I do have performers / kill joy that are options. Bout the only major Resser models I'm missing are necropunks. Have dogs and the lost kid guys (blanking on their name) that I've heard work pretty well with Seamus crews. Also have Yin who I'm sure will find a spot once Seamus is in the crew, though might be worth a look now as well. The league starting is 35 SS arsenal with only 1 upgrade purchasable to start and with henchman leading the crew. I do plan to run CCK and Seamus with upgrades when we reach that point. Punk and Convict being slow hasn't been a big issue so far, the take the lead and lyres can allow me to start up to 8" forward with one on the first turn usually as needed. Rogue Necro is a good beater but only while healthy and I've used it a fair bit recently, that's mostly why I plan to field the Rider, and I've had the rider awhile and barely touched it. Also like the idea of my little helper on the rider quite a bit. i feel most of my issues with Seamus I've had are low damage output minions which is why I went with Convict and Punk in an effort to get around that issue.
  6. So planning on starting up a Campaign here in the next month and I'm planning on running Ressers, been running them a good while but haven't played a ton of late. Planning to use Seamus as my master since he was the first I learned and haven't played him recently. We're doing the baseline campaign and starting with 35SS. I've had a couple chances to try the list and so far it's been pretty solid though I do wonder if perhaps I should take a different tack or not. Here's what I'm running currently. Madame Sybelle + Whip Punk Zombie Convicted Gunslinger Rotten Belle Dead Doxy So far they've gone pretty well, usually use the convict to pick off a runner or try to lock down an area, Belle and Doxy pull scheme running duties and synergize decently with Sybelle and eventually Seamus as well of course. Punk is mainly just to have an additional beater, he's done decently though his speed can be problematic. Sybelle's whip feels like a bit of a no brainer, both triggers pulling lots of weight particularly in lower SS games. Any thoughts? Would I perhaps be better off swapping around for a more dedicated beater rather than two fairly squishy damage dealers? I think my first major add will be the Dead Rider since I haven't used him much and his mobility could be a huge asset to the crew. Any other upgrades I should be looking to get ASAP? Any suggestions would be appreciated.
  7. Gonna be playing my Seamus again after a long hiatus myself and I hadn't really considered how good Shards w/ the Emissary would be. After reading through this gonna try bringing both a Hanged and the Emissary along for testing. As as you get up in points I'd definitely look at working Sybelle in, her synergy with Belles, additional hand pressure from horror checks and her upgrade trigger are all great in a Seamus crew.
  8. Definitely agree with Kizzle on belles working great in any ressie crew. The lack of Seamus "Belles of the Ball" kinda slows ya down but an 8 wd model with HtW1 for 4 SS is nothing to snub your nose out, the fact that it can easily ruin your opponents day with 18 inch Lures with an 8 Ca is fantastic. I frequently take one with the other crews to help with objectives. Nico seems interesting but i as yet haven't played with him enough to vote either way, the ability to summon any non-unique threat is very strong though.
  9. I was under the impression that the limit only applied to prior to game start and went away after. Am I wrong there?
  10. I'm surprised no one has mentioned McM, his ability to put down a big threat in the form of the flesh golem and his ability to make any model Easy to Wound 2 is just dangerous, successfully put it on a master and they become hard pressed to keep them alive no matter what hits it.
  11. I find with the dogs, all you need to do is keep one by the nurse, or make one with sebastian or McM if the chance randomly comes up for the nurse to dose. Reactivate + Stimulant makes for an incredibly powerful dog, i usually just take one nurse though as like you said, besides having one neat trick (and i have pulled the heal off occasionally) they aren't worth taking 2. If you get the chance, try using the other 5 points for a punk zombie - with nurse doses he becomes a cb 11 paired weapon monster for a turn.
  12. A couple, Molly, Mortimer, and Sebastian are all able to create things from corpse counters. The Canine Remains have graverobber so they can pick up the counters to bring them back to their associated master. There are also some random other ones that can make use of counters. The Freikorps Trapper uses them to make heal flips on himself if i'm not mistaken, an ability called "Jerky Time" or something. Hope that helps. Edit - Heh was thinking you meant minions when i read that =D Whoops!
  13. I've been playing Seamus primarily so far (not that long but a decent number of games) and i'm a bit inclined to disagree with using the -2 wp most turns. It's good, but your bells start at an 8 Ca for using Lure anyhow, unless it's a turn where you really need to pull something i think raising a belle, even if it means burning a soulstone to be successful is generally more effective. The only time i really have trouble getting Lure off frequently is against all stubborn armies like von schill, then it's a hassle and the -2wp makes it work well, but by and large if you're using the -2wp just for lures you better be doing some important luring. -shrug- In the end it all depends on the situation anyhow, to assure getting my objective the other day i shot my cck in the face to use his corpse to make a belle and bring out Bete, worked out great, got me my objectives and put some extra activations on the table when i needed them.
  14. Fair point sir, i shouldn't say never, just generally seems worth significantly less than the soulstone. Like you say though, there are always options. Either way the more i look at the PZ the more i like em lol, paired weapons w/ 7 cb.... 11 if you nurse boost them - double nurse for cb 11 +2wk/ch and reactivate, you can kill lots of stuff with that's i'd reckon.
  15. You's guys are silly, why use an extra card to get scalpel magic off? If you don't plan to summon the first turn you can use Scalpel Slingin' to move up 6 inches, get your hit and a body part, then dissect for another 3 bpc, thats your 4 and you get to move as part it while still having a general action point left over. Also, don't EVER trade in SS for body parts unless you really feel the need - if you take the totem for 1 SS and sac it that's 2 bodyparts right there, granted using the little guy for his fetch and whatnot could be useful but it's a better trade than turning in your SS for body parts... OP - PZ seem pretty boss, but i haven't tried them out yet so i can't really tell ya whether they are worth using or not. If your model pool is limited though, go for it, i'm sure they'll work fine. If you have a belle she might be worth taking with 2 PZ, then you can Lure them over before wrecking their face.
×
×
  • Create New...

Important Information