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AngelRogue

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  1. I own 1 faction, with a dual faction Master in it. (Not including a metal mini lot that I won but haven't got on the workbench yet) My wife owns 3 factions. So I would assume that the answer is both.
  2. So I did end up playing the trio of bultungin into a Family crew. I definitely learned the lesson the hard way. I was still able to get the win, but the bultungin went down fast as soon as they left cover. At first, it actually seemed like it was going to work. For the first 2 turns, I moved them as the very last activations in the crew, and they were able to get right up on Santiago. At first, I was able to use the Old Ways effectively to stop them from going down. Then I was able to toss Santiago around for 2 activations to remove his focus and shielded, but then my opponent was able to A Por El some extra shots my way and they just dropped. Luckily, the 3rd was able to score me a point for Symbols and even take out a pistolero before it croaked. Though the crew was very fast, I definitely felt I would have been better served with the Rex or Emissary, than the 15 stones on Bultungin. I also think that if you can keep the bultungin moving as the very last activations, that maybe more use could be got out of them.
  3. I'm not looking specifically for killing power, or even any thing in particular. I'm just throwing around ideas on how to get something out of them. No one ever finds anything if they don't go looking. I'm not claiming there is anything there. I just enjoy a good conversation and hearing everyone's ideas. Be it on using the models or improving the models. I'm sure there have been plenty of models that were thought useless until someone found the right combo to do something with them. But then, I don't know that for certain and could be totally wrong.
  4. Just out of curiosity, do you think they would get more use if the 3 hung out with the effigy for its lure?
  5. Perhaps if they added Hard to Wound, to keep it similar to crew design?
  6. Cool ideas. To do least amount of change, wouldn't it be better for them to touch on the current ability? Such as a change in timing of it, and perhaps a cap so that it can't be abused by other crews with the same? Just curious what touch ups would bring the model to the table more without unbalance.
  7. If the rest of my models are mostly trying to tie up and reposition my opponent, I don't think the amount of stones spent scoring matters, if it is scoring. But my experiences are limited in opponents, so my opinion has little weight. Lol Would the pack mentality be too strong if they had removed the during their own activation aspect?
  8. I totally understand choosing Nekima. But there are at least 2 things that I think might be able to make them worth it as beaters. I could be, and probably am, totally wrong. But they do give 3 more underbrush at the start of the game. Also, it is 3 models with decent damage with triggers to give each other an extra attack. So just by shear amount of duels, I think it could be useful. I'm probably wrong, but that's why I am asking the more advanced players for their opinions on them. Just from what all you have said so far, I am considering running the 3 with a knight. Let them scheme and engage scheme runners. Or I may keep them behind Titania to attack anyone she engages. This would be more likely if I am using her to go scheme. If and when these ideas crap out, I'll be able to move on from it. Lol
  9. I've had them and put them to the table before. But never together. Have always had a hard time not using my emissary, as he's just such a cool model and puts in some work, and I almost always keep 2 knights and Aeslin. Sometimes 3 knights, just because I enjoy them and tend to slow roll. But lately, I have been playing vs Molly a lot and spend a lot of time looking at the crooligans. I know that the bultungin in no way get as much out of their card as the croolies, but I see them in a similar, but different, light. Partly because of forage and part due to hit potential. And being move 6 means they could try to avoid a lot. But it may be just me thinking/wanting it to be a thing. Lol
  10. I didn't really think of that. That could definitely be a negative. But do you think attacking like that would also be affective to drain a hand, if all goes well? Progressively harder to beat attacks. If you aim them at something at the late part of a turn, especially if you can out activate, it sounds potentially hard hitting. I haven't tried Titania 2 yet. I was thinking of waiting until I could have the model. But she looks fun
  11. So, even with it only affecting during activation, would it be worth it or affective to hire all 3? That still is a high chance to hit, should something in their way needs to be killed. And a stat 7 towards toss in the mud makes it easier, if needed. I plan to still try it, to see. But I was curious about other people's opinions and experiences.
  12. Lol seems I overlooked that. Thanks
  13. I get that if you bring 1 bultungin into a Fae game, it will most likely get squashed if it comes into contact with enemies. But has anyone tested the Pack Mentality and hired in all 3 into a minion heavy Fae crew? I'm thinking of testing it in one of my next few games, as it seems like it could make them possibly a worthwhile hire. If I can keep all 3 together, that is a potential Df 7 Wp 6 with a Mv 6. They wouldn't be able to put out extra terrain after the start of the game, but there is a potential Stat 7 attack with a 2/3/4 damage, as well as a stat 7 Toss in the Mud. I see them as a very lethal trio of scheme runner/blockers. Thoughts? Experiences?
  14. Never played any other game. Just wanted a quick answer while the question was on my mind. Thank you.
  15. You say it is silly, yet you can have 2 of the same people facing off on opposing sides of the table. But if it is the answer, fine. Maybe some lessons in manners could be taken, though.
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