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war_B00B

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  1. Every model has a good use with different players. Models you don't see yourself ever using normally fall into 2 categories. 1) Models that don't fit your play style. There are plenty of models that just don't gel with certain play styles and can end up hurting your game because you trying to use them effectively you loose sight of the rest of your crew. 2)There is something you'r missing. I find a lot of the time if I don't ever see myself using a certain model I have missed something, whether it be a rule or some synergy that I can't quite see hidden away. For example the Guardian, if you have a Hoffman crew the DF and high ML are a have to have with the power loop. If you think the Peace Keeper is tough wait until its rocking DF6 and ML7, thats down right frightening. Same thing goes for a Rail Golem Power Looped in, very worth the 8SS cost and the AP needed to loop them, as well as he provides an excellent body guard for your master and can keep most things tided up for a couple of turns.
  2. I completely agree with you, it needs an FAQ. I would have to say that I would lean more to the first interpretation. It is the Power Loops rule definition, so i would that the Power Loop its self ignores the suits leaving any suits in place on the model they belong to. So when using Power Loop you take the value you wish to take and use the suit (if any) that the attacking/defending model has native to it. It works both with attack and defense. The rule is designed to not give everything grinding halt and to not give attacking models like Howard Langston the auto trigger to Decapitate, not to stop a model from using its own suits
  3. I would agree with you on this. The model is still in B2B contact so once removed the armour would just be reinstated from the ability. Armour is a tricky one to work around as in most cases it is not actually a condition but an ability.
  4. I can't but help stress the effectiveness of 2 watchers in a scheme marker depend game. It is very situation and because they only have 4 wounds you need to keep them well away from most things. If you start them close to Hoffman then you do "Shake down" on one so you have a scrap marker available for the "Hydraulics" upgrade. You can then burn a SS or not if you have the right card to cheat for the trigger, then give one the "Hydrolics" upgrade and the other "Programmed Directive". Then for the rest of the crew I normally run the following in a nice scary looking bubble. Hoffman -Field Repairs -Arcanist Assets(even if you don't use any arcanist constructs I like to take it. I normally have an upgrade on the peacekeeper so I can use "Frantic Repair" to drop a scrap marker and Heal Hoffman or the Peacekeeper. Then I can use "Improvised Repairs" to Heal everyone within 3" of the scrap marker. That leaves 2 more actions to either add upgrades, machine puppet, or loop in more constructs) Ryle Peacekeeper Warden or Hunter (if you want things to keep away use a Warden, or if you want to speed things up to you use a Hunter) Mechanical Attendant (Keeps your bubble free of blasts, he also saves you having to loop in a better Df for Hoffman as he is always looped in and give a Df5) Hoffman is such a useful support master, the only problem I have with him is he has so much he can do so deciding how to spend his three AP is difficult in the first few turns.
  5. One of the guys in our gaming group has a very cool basing technique. He starts with a black undercoat and then uses one burst of a white spray paint from the direction you want your light source. This gives you a very good idea for shadows, and where you will need to be high lighting when you start painting. It also gives the lighter colours a natural high light as long as its a fairly thin coat.
  6. That is the problem with them releasing the new plastic models, they have far better detailing. It actually raises the question of do you wait for the new models, or buy the current.
  7. Is there a way for Lady J to shed conditions, or is she doomed to dye from poison?
  8. Thanks for all the feed back guys. I understand most crew building is conditional, but I've just started so I haven't got a lot of models to choose from, so I was hoping that I could put together a fairly all round crew while I still build my guild collection. I also just recently got the Perdita crew box, so I'm excited to try that once I've got the game play down a bit better.
  9. war_B00B

    Lady J crew

    Hi Guys, I was just wondering what everyone thought of this crew. I have tested it but I got distracted by the Viks Lady J sword fight in the middle of the table so have only partly tested it effectiveness. Lady J The Judge The Lone Marshal 2 x Exorcist 2 x Death Marshals That's a total of 43SS without any upgrades. I normally get very stuck on upgrades, as it is sometimes difficult to choose from everything, but there are 7SS left for upgrades and pool. I like to leave Lady J at least a 6SS pool to help either stay alive or to make sure big stuff goes down, which leaves 5SS for upgrades. Any thoughts on the list and good upgrades to choose from? All advice is appreciated.
  10. Yeah look all credit to my opponent, he is a very good player and can manage a lot on the table at once. The Viks move very quickly and can hit very very hard in one activation. Coupled with the very well managed healing of Vanessa and the Librarian, all while keeping them out of immediate danger makes this combo incredible to watch against the likes of an opponent like Lady J and the guild marshals. It resulted in a very close, very expensive SS pool dual in turn 2 that was an incredible amount of fun to play. This is a very good and highly effective strategy for the Viks.
  11. I was on the receiving side of this. It is very very frustrating. You hack them down to one wound then next turn Vanessa and the Librarian put them right back up to full.
  12. Yeah that's exactly what I get if you try the wyrd-games.net index page. Any other pages within the website come up as "403 Forbidden". Seems that most of the problems in South Africa come from if you are on an MWEB isp connection. Does Wyrd have isp restrictions set on their webpage?
  13. Thanks Master. It's how I understood it as well.
  14. I don't have the rule book with me, but if I'm not correct it only says for sabotage you take a (2) Interact Action to place a scheme marker within the terrain. So the marshall dropping the scheme marker when he dies should count in theory.
  15. Just a quick question about targeting Terrifying models. When charging or declaring an attack against a Terrifying model, you declare the target and have to pass a Horror Duel. If you fail you gain paralyzed. There are 2 questions I have about this. 1) In a charge do you take the Horror Duel before or after you charge into range? In other words if you fail are you in range and paralyzed, or paralyzed where you started the charge from? 2) If you want to burn a soulstone to gain a suit in the duel, do you burn it before taking the Horror duel? For example if The Judge wants to do a Long Armed Blade attack against Coppelius, but wants to burn a soulstone for a mask for his trigger. Do you take the Horror Duel before you burn the soulstone or do you burn it after you pass the horror duel? Thanks in advance, all advice is appreciated.
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