4thstringer Posted August 24, 2017 Report Share Posted August 24, 2017 So I'm thinking hard about a double rogue necro dougie list (not my idea, I think I got it off the upgrades thread), with domedor and papa loco. What would you use to fill in the rest of the list? I'm thinking maybe nurse and stalker, or investigators, but I would love to hear your thoughts. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted August 24, 2017 Report Share Posted August 24, 2017 Two more rogue necros? 3 1 Quote Link to comment Share on other sites More sharing options...
Adran Posted August 24, 2017 Report Share Posted August 24, 2017 Sow and Cerberus? how many heads is too many? Shikome and canine remains? I love (1) charges Wait why are we using just one double rogue necromancy list? Id customise it to fit the strat and schemes 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted August 24, 2017 Report Share Posted August 24, 2017 Why Loco? I agree that you can't have too many heads! Abuela can make the necro's attack, I assume that is what domador does as well. 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted August 24, 2017 Author Report Share Posted August 24, 2017 I want the blasts on the rogue necro attack. I like the idea of abuela too. customizing for strat and schemes is for players that aren't completely focused on the jank. Lol, I actually do love the idea of just rogue necro spam. I'm proxying anyways, so why not just tell my opponent "any 50 mm model you see on the board is a rogue necro" 2 Quote Link to comment Share on other sites More sharing options...
Gnomezilla Posted August 24, 2017 Report Share Posted August 24, 2017 Sideways to the topic, but part of last night's chatter was that if you managed to kill a three-headed beast while it was still three-headed, with a big damage spike, why don't you get to drop three heads? Quote Link to comment Share on other sites More sharing options...
4thstringer Posted August 24, 2017 Author Report Share Posted August 24, 2017 3 minutes ago, Gnomezilla said: Sideways to the topic, but part of last night's chatter was that if you managed to kill a three-headed beast while it was still three-headed, with a big damage spike, why don't you get to drop three heads? I've always though that if you spiked damage enough on McCabe, you should get through both parts of him, and get a head for the horse too. 1 Quote Link to comment Share on other sites More sharing options...
Atoli Posted August 24, 2017 Report Share Posted August 24, 2017 1 hour ago, 4thstringer said: I've always though that if you spiked damage enough on McCabe, you should get through both parts of him, and get a head for the horse too. Why? we don't know that his horse is dead, maybe he just run away from the battlefield without Mccabe 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted August 24, 2017 Report Share Posted August 24, 2017 1 hour ago, 4thstringer said: I want the blasts on the rogue necro attack. I like the idea of abuela too. customizing for strat and schemes is for players that aren't completely focused on the jank. Lol, I actually do love the idea of just rogue necro spam. I'm proxying anyways, so why not just tell my opponent "any 50 mm model you see on the board is a rogue necro" The rogue necros have built in plusflips from their three-headedness so they arw at straights. For the cost of buffing one you could almost take an extra. 2 Quote Link to comment Share on other sites More sharing options...
Bucket Monkey Posted August 24, 2017 Report Share Posted August 24, 2017 This is what im thinking of for a McM Beast build, only one Rogue Necro but with Myranda to shape shift into a Cerberus or another Beast upfield. You could easily swap Myranda and a stone from the pool for another Necro. McMourning + 6 Pool - On The Clock - Test Subjects -Plastic Surgery Zombie Chihuahua Myranda - A Debt To The Guild Rogue Necromancy - A Debt To The Guild Brutal Effigy Domedor Nurse Gupps Gupps Quote Link to comment Share on other sites More sharing options...
Myyrä Posted August 24, 2017 Report Share Posted August 24, 2017 Why would you take Domedor without bringing any undead models with it? Quote Link to comment Share on other sites More sharing options...
Bucket Monkey Posted August 24, 2017 Report Share Posted August 24, 2017 For the Rogue Necro, and the friendly healing. Might be a bit much for just the one model. Gupps could always swap out for Cainine Remains. Or the Domedor for the Scorpius. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted August 25, 2017 Author Report Share Posted August 25, 2017 I took 3 rogue necros, both new upgrades, domador and a belle. Repeatedly forgot the ability on the front of the domadors card but he did a ton of work. Obeying, healing mcm, and paralyzed molly. Did damage with his pulse too. Unfortunately my opponent had lots of htw so the plus flips didn't do much for me. Archie and Molly getting cards from phillip killed enough and kept mcm on negatives. I should have won though, but I forgot to charge a soulstone when I killed his summon. I didn't get a lot out of mcms upgrades except the obvious ability to bring the rogue necros though. The heal did help with poison damage and black blood a little, but Archie is a terror for those rogues. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted August 25, 2017 Report Share Posted August 25, 2017 2 hours ago, 4thstringer said: I didn't get a lot out of mcms upgrades except the obvious ability to bring the rogue necros though. The heal did help with poison damage and black blood a little, but Archie is a terror for those rogues. Are you sure they aren't just mediocre and not very durable? 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted August 25, 2017 Report Share Posted August 25, 2017 Archie does insane damage. He seems to kill anything he looks at when I've faced him. Rogues are glass cannons but ai eould have thoght their sh was high enough to force throuagh a straight vs low-df ressers. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted August 25, 2017 Report Share Posted August 25, 2017 14 hours ago, Ludvig said: The rogue necros have built in plusflips from their three-headedness so they arw at straights. For the cost of buffing one you could almost take an extra. After turn 1 Papa can buff 2 models a turn through positioning. Had him running between Sidir and Nino one game against Hamelin and an incoming wall of rats one game. 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted August 25, 2017 Report Share Posted August 25, 2017 1 hour ago, ArcticPangolin said: After turn 1 Papa can buff 2 models a turn through positioning. Had him running between Sidir and Nino one game against Hamelin and an incoming wall of rats one game. Could also mean he blows up and put them both down five wounds but what do I know Quote Link to comment Share on other sites More sharing options...
4thstringer Posted August 25, 2017 Author Report Share Posted August 25, 2017 I took 3 rogue necros, both new upgrades, domador and a belle. Repeatedly forgot the ability on the front of the domadors card but he did a ton of work. Obeying, healing mcm, and paralyzed molly. Did damage with his pulse too. Unfortunately my opponent had lots of htw so the plus flips didn't do much for me. Archie and Molly getting cards from phillip killed enough and kept mcm on negatives. I should have won though, but I forgot to charge a soulstone when I killed his summon. I didn't get a lot out of mcms upgrades except the obvious ability to bring the rogue necros though. The heal did help with poison damage and black blood a little, but Archie is a terror for those rogues. Papa would have been nice fir plus flips to help with htw, but he wouldn't have been better than what I brought. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted August 28, 2017 Report Share Posted August 28, 2017 On 8/25/2017 at 7:43 PM, Ludvig said: Could also mean he blows up and put them both down five wounds but what do I know You cant spell Papa Loco without loco 5 Quote Link to comment Share on other sites More sharing options...
Nukemouse Posted September 2, 2017 Report Share Posted September 2, 2017 A nurse can be a lot of fun with papa loco, since they can give him armor 2 at the cost of minus to all duels. His blow self up action requires no duel and neither does walking into the enemy courageously! McMourning with Rogue Necros would i assume want to make use of his ability to hand out precise. The Jury can be a neat thing here to make sure you get that handy trigger to do it twice, especially if you have two big spooky rogue necros to fall back on. Jury also loves fees, so a guild lawyer could be a nice take, ready to throw out ranged WP duels for the necros to "smell fear" onto. Its worth remembering Monster Hunters are coming out soon and they love to have enemies with the stalked condition, which rogue necros can give out. Imagine 2 rogue necros and 2 monster hunters, with 4 stalked enemies... thats 4 enemies that any time they move a monster hunter can move and potentially get a free attack since you don't have to move the model that placed the stalk, that cant cheat vs monster hunters without discarding and that monster hunters get plus against. 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted September 2, 2017 Author Report Share Posted September 2, 2017 14 minutes ago, Nukemouse said: A nurse can be a lot of fun with papa loco, since they can give him armor 2 at the cost of minus to all duels. His blow self up action requires no duel and neither does walking into the enemy courageously! McMourning with Rogue Necros would i assume want to make use of his ability to hand out precise. The Jury can be a neat thing here to make sure you get that handy trigger to do it twice, especially if you have two big spooky rogue necros to fall back on. Jury also loves fees, so a guild lawyer could be a nice take, ready to throw out ranged WP duels for the necros to "smell fear" onto. Its worth remembering Monster Hunters are coming out soon and they love to have enemies with the stalked condition, which rogue necros can give out. Imagine 2 rogue necros and 2 monster hunters, with 4 stalked enemies... thats 4 enemies that any time they move a monster hunter can move and potentially get a free attack since you don't have to move the model that placed the stalk, that cant cheat vs monster hunters without discarding and that monster hunters get plus against. You are my kinda jank merchant. I enjoyed the obeys from the domador but that's nice too. Ive never made precise work, but that sounds nice. Imagine being afraid To walk your crew. 1 Quote Link to comment Share on other sites More sharing options...
Nukemouse Posted September 2, 2017 Report Share Posted September 2, 2017 Its costly, setting you back minimum 1ss for test, 12 for two monster hunters and 20 for two necros. 17 stones to build the rest of your crew is the price you pay for teaching the midnight stalker what real stalking is. You could take a domador or two to finish it up, the monster hunters would probably enjoy their healing and the "one last strike" aura but i think domadors would not be able to keep up with this crew unless mcmourning spends his injections on them. I feel like in creating such a mobile crew I've somehow failed to play guild properly. Guild hounds provide cheap activations that can easily charge thanks to doug's ability to put out scheme markers and they heal from his aura. Nino Ortega wouldn't need to follow the fast models and would give both monster hunters a useful anti scheming aura. Thats all the jank i can think of without actual play experience. 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted September 2, 2017 Report Share Posted September 2, 2017 @Nukemouse Loco can discard a card to end a condition, for instance so he keeps the armor but doesn't get the negatives from a nurse. Makes him last longer the tuen before he goes boom. 1 Quote Link to comment Share on other sites More sharing options...
Nukemouse Posted September 2, 2017 Report Share Posted September 2, 2017 @Ludvig The armor and the negative flips are the same condition. So you would only keep the armor until you activate and do that but yeah it seems pretty good. You could also armor him, inferno twice, doing only 8 damage to him instead of 12 so he has 1 hp left and then you ditch the condition so enemies that attack him or try to escape his engagement (assuming any are still alive) dont have an easy time hitting and/or escaping. Then again 4 df 4 ml... Quote Link to comment Share on other sites More sharing options...
Nikodemus Posted September 2, 2017 Report Share Posted September 2, 2017 @Nukemouse Nope. Quote target gains the following Conditions until the end of the turn: "Downers: blabla" and "Armor+2: blabla" 2 1 Quote Link to comment Share on other sites More sharing options...
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