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  1. Barrows Gang - A Battle Report Thread

    Thanks for sharing @Diceman87! I really enjoy reading your games because I learn about new Masters I've never faced before (which is a lot because my community is small). Too bad Dead Man Walking never seemed to work for you. Question: Is it worth using Crate of Dynamite on Phillip and the Nanny?
  2. My bandit adventures with Parker

    What was the rest of the scheme pool?
  3. As the title suggests, how do you play Parker Barrows against summoners? The only summoner I feel like Parker can stand up to is Ramos because you can ignore armor and draw cards off of killing spiders. I feel like Crate of Dynamite can be really useful against someone like Kirai because she deals damage to summon, and Crate gets around Terrifying and Hard to Wound that Ressers have in spades. Instead of going for Crate of Dynamite, should I focus more on doing Hands in the Air on the summoner before they activate?
  4. My bandit adventures with Parker

    Two more things: 1) How were you generating Soulstones? Was it just through you Limited and ditching upgrades, or did you also steal some through Stick Up's attack? 2) If you see a big beater like the Rail Golem coming towards you, use Dead Man Walking and it's slow trigger. It's pure gold. Even better when FFM is in the pool because you can use a minion or enforcer to kill it off. Edit: Oh, and it also seems like your opponent took Seize the Day just so Parker can't activate first and do Hands in the Air or other Parker shenanigans. Did your friend know you would be playing Parker? What was his reasoning for picking Seize the Day over the upgrade that gives them an extra card every turn?
  5. "You Were Told to Duck" is worded in such a way that Parker gets all his shots off of one action. That's where my question lies. If Ikiryo pops up in the middle of an action that is a projectile attack, what'll happen to the rest of them? Edit: It was ruled by a Henchman that all of Parker's attacks will go off. I just wanted to clarify because they still are projectiles and Ikiryo could have been blocking LOS.
  6. My bandit adventures with Parker

    I never played against Ironsides, but sounds rough, since it was Guard the Stash. I feel your pain on Mad Dog dying. I also feel like I go on my back foot if he dies without getting his value in. Putting FFM on Mad Dog is ok because he is a threat. It's even better on Mad Dog if you trigger Foaming at the Mouth before you send him in because then he is halfway dead and gets scary with Blow it to Hell coupled with plus to attack and damage. Reading your notes it sounds like had you done that, you would have scored a full three points. Remember when I talked about the Librarian helping out with Foaming at the Mouth? You can also cycle low tomes for the Surge trigger. I already talked about liking Bandidos for Claim Jump, so I won't do that again :). But I will also mention how they also have Finish the Job with Quick Getaway! Keep grinding! Winning with Parker is super satisfying :).
  7. Imagine Parker shoots into engagement against a Kirai crew, and Kirai is within 6" for her Malevolence ability. What happens if Parker ditches Coordinated Heist to get the "You Were Told To Duck..." ability, and Kirai responds by triggering her Malevolence ability? Would the summoned Ikiryo show up after all the shots have been taken since "You Were Told To Duck..." was triggered off of one projectile action? Or can Ikiryo get summoned before all the attacks resolve, thus engaging Parker and stopping him from shooting more than once?
  8. My bandit adventures with Parker

    I almost made that same mistake as well!
  9. Relenting Question

    Say you want to relent an attack. Do you declare relenting before or after flipping for attack? I assumed you declare relent before seeing any cards, but was ruled in a game that you can in fact declare an attack, flip the card(s) for attack, and then choose to relent or not before defender flips.
  10. Is it true that a push ends in btb contact with terrain, even if the model has something like flight?
  11. My bandit adventures with Parker

    I've learned that if FFM is in the pool and your opponent is fielding Firestarter, then you pick FFM and keep Firestarter alive because he's a Henchman that gives up FFM through burning.
  12. My bandit adventures with Parker

    I think the Bandidos are really great for their cost for all the stuff they have going for them. I like playing Parker with 9 models, but that may be in part due to me playing against Gremlins a lot. What I've noticed is that Parker likes to go relatively early to Hands in the Air one or two things in the beginning of the turn, so having activations between someone like Parker and Mad Dog can be good. Bandidos are also good if you're going for or baiting Claim Jump. I do so by replacing Hail of Bullets at the start with Coordinated Heist (removing Oath Keeper from Librarian to free up that extra required stone), which with the help of the Black Market interact can drop a scheme marker for Claim Jump turn one in Standard Deployment. Having multiple vectors for your Bandidos helps if you have to deploy first. I personally don't like the idea of another beater with Parker apart from Mad Dog. The other master I like using is Hamelin, so if I think killing one specific model is priority number one, then I'll look into Killjoy bomb and not even pick Parker for the Encounter. I like picking Librarian over Sue for three reasons: 1) Turn one her Ca attacks get around Mad Dog's Bulletproof, which means a hard-hitting Mad Dog sooner. 2) Furious Casting. 3) One healer can be for Parker, and another healer can be for Mad Dog. I still think Dead Outlaws are good models, and wouldn't dissuade people from using them. Thoughts?
  13. My bandit adventures with Parker

    I actually played my Parker vs a Kaeris today! It was the first time the Kaeris player faced off against Parker, so I had that going for me. My list was: Parker: Cache 4 -Stick Up -Hail of Bullets -Black Market Doc Mitchell Mad Dog Brackett -Lucky Poncho -Oath Keeper Freikorps Librarian -Oath Keeper 5x Bandido Wasn't really sure on the Kareis player's list other than he was trying Kaeris with Grab and Drop, her new upgrade (not heat wave), and I can't remember the other one, he had a few fire gamin, Kaeris' totem, Firestarter, and Envy. I remember he had 10 models at the start with a cache of 5. The pool was Headhunter with Claim Jump, Frame for Murder, Dig their Graves, Covert Breakthrough, and Set Up. I picked Frame for Murder on Doc Mitchell and Set up on Firestarter and my opponent picked Dig their Graves and Covert Breakthrough. I scored three headhunter points, Set Up two points on the Firestarter on turn 2, and got Frame for Muder off of the Firestarter's ability which counts as him killing through burning on turn 3. The score ended up 8-2 in my favor at the end of turn three before my opponent conceded. Welcome to the club! I'm looking forward to seeing how you did against Kaeris.
  14. If Parker Barrows does Hands in the Air (in which the target must discard two cards or a tactical action immediately fails) on a War Pig, and the War Pig declares his Stampede trigger (in which he must charge closest target) but isn't able to discard two cards off of HitA, then what would happen?
  15. Soulstone use for Parker

    By now it's known that Parker Barrows can steal opponent's soulstones reliably. I was just curious to see what the community believes to be the best use of those acquired soulstones. Do you always stone for cards at the start of the turn? Do you just use them for damage prevention? Do you focus on using them for plus flips? Personally, I like to start out with a cache of 4 and use stones primarily for the slow trigger on Dead Man Walking, the TN for Blow it to Hell with Mad Dog, or to give plus flips. Discuss.