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jace_89

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  • Birthday 04/15/1989

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  1. im looking at making it 35 ss with room for upgrades the set coming out next month contains mcmourning Sebastian 2 nurses flesh construct canine remains zombie chihuahua so what could i add/ swap if need be? somebody said he can only summon canine remains and flesh contrsucts, so are mindless zombies, rotten bells and punk zombies (when the punks come out in plastic) not ideal? is it possable i can just use the crew, hire the construct and if he gets taken down summon another?
  2. so when i saw the new kit for mcmourning it made me very curious about ressers. all the minis are awsome and i love the chihuahua and the sexy nurses. ive never played a summoning master before and it seems alot of the ress masters (not so much seamus) are big on summoning, even some neverborn masters. the mcmourning kit coming soon has some great looking stuff in it, 29ss worth and it made me wonder, would i haveto make heaps of additional purchases to play him properly i could i just take the box itself and play efectively? is he like nicodum where he all about summoning? or does he focus on other things? what would you haveto add to make the starter kit work?
  3. i wonder even if it would work to swap the beckoner for mr tannem?
  4. well im pleased it worked for you, gives me more incentive to invest in this crew later when i expand me crew i will be buying the depleted, im a big fan of them, this is my first monster crew so i want some nasties in there, mr tannen does intrigue me on account of having graves in there but id prefer the depleted
  5. so im usualy a guild player (lady justice) and looking at the plastic sculpts for 2.0 and jacob really stood out to me. i know some of his key models arent updated yet (and its annoying to have to get 2 arsenal boxes and later a third) but i do have the beta rules for them. i wanted to start at 35 ss. my first purchase would be his starter box obviously, but im not a big fan of the illuminated mini being devoured by that big creature, and i figured 2 illuminated would be enough, then my next purchase would be beckoners and i read everywhere 1 was enough, then i wanted to get big ole mr graves (so far in beta he 8 ss) sooo jacob lynch: cache 1ss hungering darkness: beckoner: 7ss mr graves: 8ss 2*illuminated: 14ss leaving 6ss for upgrades and extra ss whats everyones suggestions
  6. well im trying to go for the neverborn hungering darkness theme, im looking foreward to new year for when the depleted and mr graves get their updated cards, mr graves just looks awsome with jacob and a beckoner, the depleted look menacing, im betting they will be about 5-6 ss cost in their incarnation, how many depleted are recomended? my idea was to have jackob and huggy 2 illuminated 1 beckoner 2 depleted/ 1depleted + mr graves and leftover ss for upgrades at a 35 ss level if my guess is correct on their cost
  7. wait are you saying that upgrades dont cost soulestones? cos a 30ss starting crew, adding a 5ss austringer makes 35
  8. so i just picked up my new lady justice crew (the new plastics are stunning) and worked out the points value of 30 ss i wanna bring it upto 35 ss since alot of the crews are about that mark what i was wondering is it highly suggested to take upgrades? since ill be left with 5 ss to buff em up, because i had the idea of dropping the scales and taking 2 guild guard. what is everyones suggestions?
  9. so im looking at getting jacob, beyond the starter box for this edition im not sure where to go with it (to get to 35 ss) other then the beckoners going through the crew creator i coud get to 35 ss with the box crew and a pair of beckoners, but that leaves me no room for upgrades. is it suggested i drop one of the illuminated to keep those 7 ss for upgrades? or could i add in a depleted or 2? (i couldnt find the depleted on the crew creator so i have no idea how many points they cost
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