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Alexander Tsikarev

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  1. Sandeep is an universal toolbox master that can do almost anything. My list is: Sandeep + Arcane Reservoir + Commands Arcane Effigy - best minion for 4 points, condition removal and accomplice for the summon-and-attack trick Myranda + IE (Blessed/Cerberus) - best silver bullet in faction Kandara + IE - need this one to improve our summoning. Also schemes well. Union Steamfitter - saves Sandeep from RJ, gives him armor, recovers valuable . December Acolyte - best shooter in faction + FFM victim Performer - destroys markers, lures, disables poison tricks Wind Gamin - nice filler with flight summoning: all other gamins. 7 stones The main idea is: anyone is getting better using the aura from Commands in Wind, so positioning and moving this gamin is the key to success. The second is using our variable tools to destroy opponents plans. Add to it the summoning potential that allows us to outactivate opponent and you're getting a powerful and versatile roster. In GG2017, there are just 2 or 3 schemes that it doesnt do properly (Quick Murder, Show of Force and Last Stand, with QM disabling Myranda). All other schemes can be done easily while being also able to disrupt them. This roster is mostly about control and point denial, in the last tournament, it allowed the opponents to score an average of 1 point (1, 1, 1, 3, 0).
  2. I think that the trick here is that the Spotted condition is removed immediately after the model is buried, as there is no LoS to it when it is buried. Am i right?
  3. Hello. What is the specific rule that allows to take (1) Interact action targeting other models while being engaged? It works for Accusation for sure. As with Mark for Death, it is specified in the scheme that the models should be engaged. Does it also work with Tail'em?
  4. Could you please provide a sample of your non-mage crew? I do not understand how Leveticus can do this. Please explain. Btw, the Mages often have a on Wp duels, so Leveticus will need three 12+ cards even to hit.
  5. Poison gamins are not that bad. They have good stats and Sh6. And they have the Leave them to Die ability that's underestimated. Love copying it with Banasuva to engage more and more models after the attack. As you only need a 9 instead of 8 to summon Poison gamin, they are easy to summon.
  6. I'm preparing to play Sandeep in my first tournament which will be 3 Rd GG2017. The strategies therefore are Extraction, Guard the Stash and Reconnoiter. I think that these strategies force me to play Commands upgrade (and i'm more used to it also). My basic list was Sandeep+ Arcane Reservoir + Commands + Enlightened Soul Myranda + IE - second threat Shastar Vidiya Guard + IE (positioning + academic) Oxfordian Mage + Nemesis Ward + TS (same)+Student of all engine Ice gamin (in case of bad cards) + 7 SS Imo this crew can do these schemes easily: Accusation, Dig their graves, FFM, Undercover Entourage, Search the Ruins, Mark for Death and Tail'em. It cannot do Show of Force and Last Stand. For Leave your Mark and Covert Breakthrough I exchange SVG for Angelica+PP+Raptor. I'm expecting that the games will now last full 5 turns as we're all new to the game and playing very slowly, so Hidden Trap, Set Up might be the reasons to take Visions instead of Commands in specific matchups (ressers?). Maybe I just need to have a plan to do these schemes within 2-3 activations, and there will be no need to change the upgrade The schemes that dont fully depend on me are Eliminate Leadership, Hunting Party, Claim Jump and Inspection. Eg, I'm not sure I will be able to kill McMourning or Dreamer, or do Hunting Party vs the Viks. Claim Jump imo is easy done and easy countered. Then came the Quick Murder, and this crew gives 3 VP to the opponent who takes it. So here came another list: Sandeep+ Arcane Reservoir + Commands + Enlightened Soul Arcane Emissary + Arcane Conflux 2 December Acolyte Ice Gamin + 7 SS This crew is so powerful and synergetic and at the same time terribly slow. Okay, i can put one Acolyte 12" from deploy and lure Sandeep and Gamin for just a 6 and another ram. But in case something goes wrong later, this crushing power will take years to reach the target. However, this crew can occupy the middle in Extraction and Stashes and let no one there. I can again trade 1 acolyte and Sandeep's upgrade for LYM combo, and with Angelica this crew will be much faster. As for other models - Mech rider seems too slow for this format. Amina doesnt look that good in a 35ss crew. Captain is overpriced. Joss looks too straightforward, though making him incorporeal could be fun. As for Howard, I imagined a ultra-fast list that could Alpha strike on t1 and Sandeep could be there on t2 with his best guys: Sandeep+ Arcane Reservoir + Commands + Enlightened Soul, Myranda +IE, Howard + IE, December Acolyte to drag them. Or kick out Enligtened Soul and Acolyte and put Angelica+PP+Raptor in. I like Raptor for being able to trade a low mask for one or even two cards. I suppose this list could break a resurrection/rat/another engine fast, but it also looks like all-in that could lose to bad flips. So my question is: are there any obvious mistakes or flaws in my logic? Am i missing some key models that could help me with specific schemes? Should i combine solutions from my lists or be focused on advantages instead of disdvantages? Is there any obvious counter to Sandeep that could spoil the game? (Leveticus isnt present for sure).
  7. I fully understand that half of my success with Sandeep is based on the low number of crews and models in our meta and on lack of players skill and experience. Maybe the key part of this success is this crew's ability to outactivate any non-resser crew (and i havent tried it against Mcmourning or Nicodem yet). I understand that the meta will adapt to this, so i'm switching to other masters as i've got them at last. I think it wont be easy to adapt to all the masters. This is a very good explanation of what SVG can do, i will try him again in some time. There are a few problems with his functionality: a trigger on all suits is cool, but it is a bit uncontrollable. You just get some random effect, like with the Gremlins. I totally agree with you on the Mages. If something drops inside their bubble, it will be really painful. To solve this problem, firstly, i split them. One goes with Sandeep, another with Amina, and the Nemesis mage has a tome built-in, so he's ok by himself.In my last 3-4 games there want a single moment when anything could engage the mages without dying/being pused out and dying. I think that I'm going to have problems vs Zipp with his crew's ability to move fast and Leap, but later matches against him havent proved it yet. Burying Banasuva is the main threat to him, and I'm always playing around this. But even without him the crew is powerful and provides various threats
  8. I have played about 10 games with Sandeep and a heavy Academic list (Dont own some models yet) My core is: Sandeep + 3 Mages On Sandeep: Unaligned Sage, Arcane Reservoir, Commands upgrade. I'm a big fan of Sage because it allows non-LoS Beacon, and Sandeep tends to be hiding as he's very vulnerable to attacks (and my opponents try to destroy him ASAP). It is also very good in a Academic-heavy crew because it allows to cycle through deck looking for Masks or 12+ card. On mages: 2-3 wards and sometimes Well Rehearsed Henchmen: Captain to push the crew in position Amina Naidu to protect crew against heavy beaters Kudra for FFM and against shooters (forest blocks LOS, jumps on key targets) Cassandra for Leave your mark Raptor for Leave your mark and Interference. Also it's good to trade a low mask for a high card for summons on t1) As for other models: Shastar Vidiya Guard is overpriced, 7 SS would be much better for him. Sometimes I use him with IE to intercept scheme runners and shoot into packs of models Carlos might be good, but i think that Cassie is much cooler in this crew, copying casts from Amina or Captain The question about Commands or Visions upgrade is quite complicated. In our local meta all players (including myself) are quite new to the game and therefore tend to engage in combat with the majority of their models. Commands upgrade shines in such environment. Being able to make a lot of attack with is really crazy, and this gamin can do Accusation, Tail'em and Mark for death at the same time. The same is true for the Commands in Earth gamin. Also, any Sandeep crew has access to 2 (0) interacts. So now I see no reason to use the Visions upgrade. I usually start with 6-7 stones as this crew is starving for masks. My typical game is pushing Sandeep forward with mages and captain, then summoning a gamin from Student of All and then waiting for the opponent to complete his activations. After that Sandeep puts Banasuva in position for attack and the Fire lord engages opponent's models. If i dont have a 12+ to summon him, i spam with gamins who are eager to die in the middle of the opponents' crew. The mages, despite being very slow, usually dont walk. They are either pushed by others or teleport. They need only 1 academic in 3'' to make their key triggers work, and if someone is silly enough to appear in 10'' range of a nonactivated mage, he's almost dead.
  9. This is a nice list. The problem with it is that 2 mages are 12 SS, and the third one would cost only 3 ss. For 3 ss i'd always take the mage over effigy giving me one more stone. The second problem is with Kudra - she is too often out of range for Warding Runes, so i'd rather put IE on it.
  10. Please mark that this cast suffers -1 Ca, this is often missed when calculating totals Friendly Academics only. Thanks for the review, looks good to me
  11. Case 1: A 30 mm model is starting its move in severe terrain 1'' away from its edge. It has Wk6 and it is moving directly towards the edge in a straight line. How long will it be able to move? 1 inch in the severe terrain and 4 inches in normal terrain? Case 2: A 50 mm model is starting its move so that half of the model is in severe terrain, and half is in normal terrain. It has Wk6. If it is going to leave the terrain, will it suffer some penalty for being in severe terrain? How much penalty will it receive? Case 3: same as in case 2, but the model will be moving along the edge of severe terrain partially staying in it. What will be the penalties for it? UPD: Case 4: a model is crossing severe terrain. Is it suffering severe terrain penalty all the time the model is within the terrain? Should I apply the x2 multiplier to the path travelled AND the size of the base? UPD2: There isnt a clear answer in the rules and the FAQ, so i think it would be nice to see an official clarification on the matter
  12. After the Dreamer, Sandeep isnt that much of a summoner: he's limited to 3 models, although they all come into play full health. This is my list for thematic Sandeep, as i'm now a bit limited on models: Sandeep +Unaligned Sage, Arcane Reservoir, one of summoning upgrades 3 Oxfordian Mages with all upgrades Kudra + Imbued Energies Amina Naidu + Warding Runes or Captain + Blessing + Runes Shastar Vidiya Guard + Imbued Energies You need one of M&SU henchmen to give your mages on Wp duels, so there's a choice of Amina, who's also Academic, Captain, Joss or Firestarter. As for the gamins, you'll need one of each gamins using them as a toolbox. Poison gamin is mostly used because he's tougher and his ability to push 3'' after attack is cool to be copied with Banasuva. I find that you mostly dont need the Kudra natural upgrade and runes on her because she tends to be far from the crew hunting opponent's key pieces. I dont know how Amina works, I usually get the job done without her. For more summoning you might get Mech rider.
  13. Hello! If a 10T player places a scheme marker in the end phase after his opponent scores VP, will this player be able to score VP using this marker (e.g. for Claim Jump) this turn? Or only in the next turn?
  14. Both Transfusion and Expunge are Ca6 so they cannot be 100% denied. As for the activations, he summons a Guild Autopsy t1 and has 11 models after that. Looks like it won't be easy to outactivate him, so i'll try Sandeep - Rider plan once and then will try Joss + Miss Step. Both of them cannot be killed with a single Expunge and can switch his combo off.
  15. Hello. My model has a 3'' range. Enemy model has 1'' engagement range and is 2.5 '' away from my model. In this case both models are considered engaged and cannot interact, charge and make attacks? The only advantage of my model is that it can attack, and the enemy modell will have to walk to attack, right? Second question: if my model cannot attack (Commands in Wind upgrade, for example), is it still considered engaged if enemy model is within its range or vice versa? I think that it only cannot make disengaging strikes, so engaged models can go away from it if they want, but they still cannot interact, charge or , right? Same question for Amina Naidu's abilities: If an engaged enemy model has Liability or Inchoate Rage, my model can walk away from it without a disengaging strike, but cannot interact, or charge, right?
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