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Gottkaiser

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Everything posted by Gottkaiser

  1. I need to go through this again the next days, but I liked Anna from the day I saw her in the book. Looking at the list, I must admit I never considered hiring Yokai. I can just summon them in if need be. And, being summoned and dying sooner or later anyway, I can toss them at my opponent and never mind them being slaughtered. Have you considered exchanging them for something like ten thunders brothers?
  2. They could work nicely, but my opponents tend to ignore them. Maybe it's just my bad placement, but my opponents rarely bother to take care of them and thus I would always be in the need of a hound.
  3. I will play the Blind deployment soon and I'm going to face Neverborn, most likely Titania. My current list aims for individual models which can look after themselves. The list is: Lynch (The Rising Sun) Hungering Darkness Izamu the Armour Samurai (Favor of Jigoku) Yin the Penangalan The Illuminated The Illuminated The Illuminated I think these should do fine. If Yin pulls of the to Ca an Wp on an enemy, the affected model is more ore less useless as there are almost no models without terrifying.
  4. That is quite true, though it takes some punch out of the list. In addition (and much more severe imvao) it takes away the healing. And I really like having the ability to heal my boys and girls after shooting at them again and again.
  5. I tried this list today. I changed it a little bit, exchanging the wastrel and one Torakage for a low river monk and an illuminated. In addition, Lynch got the Upgrade allowing the Low River Monk a healing action. Imvao this makes the healing much more reliable as even the black joker gives you a second chance to heal. I played against a Titania list consisting of Titania, Thorn, Tooth, Claw, Changeling, Baby Kade, Treeman and Primordial Magic. The Mission was Divergent Paths for the self-righteous man, schemes: convict labor, Show of Force, Leave your mark, Frame for murder and Set up. I took Frame for murder on one Torakage and Set up with Kade (god knows why). In the first turn I shuffled a little, wating for my opponent to do his stuff. Huggy used heed my voice to make Tooth come closer, Lynch finished her off. Second turn he got 2 VP from wrecking the kart with the treeman. We threw a few punches, Huggy Heeded Kade to the front. The illuminated charged and missed, Lynch corrected that and killed Kade (d'oh). In the end, I wiped his crew off the board, but was unable to score from any of my schemes (he failed to kill any model...). So I lost 5:4. All in all, the list is fun, but I think I'll have to learn when to go for more cards from turn 3 on. My opponent was a little frlutterd what I was doing. But it is really nasty and hard to avoid having one of your minis killed by lynch, although he is never really exposed.
  6. After playing Killjoy a few times with McCabe, I started thinking about using him in an Asami list. The combination with Chiaki is nice, but why risk to move her to the enemy? My delivery system would be a yokai and some nice cards in hand: -Summon in a Yokai, choose for the additional flicker -charge something and hit it twice (you get for charge attacks) -for both hits you choose the trigger that reduces flicker by one and gives you on the damage flips -poor Yokai dies and sad little Killjoy pops out to take revenge... It's a bit risky against models with Defense above 5, but against Df 5 or lower you should be fine.
  7. I tried myself on a Houndjoy list 3 times this week: against Gremlins (Brewmaster), against Neverborn (Titania) and against 10T (Shenlong). To be honest, Killjoy was always nice, but in fact most of the time the Missile Hound was what annoyed my opponent most. My list was: McCabe (Badge of Speed, Strangemetal Shirt) Luna Killjoy (Recalled Training) Shadow Emissary (Conflux of Exploration, Glowing Sabre for free) Jorogumo 3 Guild Hounds Against the Gremlins, I black jokered the Sabrer toss to the Hound, but he charged the jorogumo with his rooster rider. In return the Jorogumo killed the rooster rider an then pushed and charged Wesley (he got the Shirt from McCabe). The Hound Charged and killed Burt Jebsen and did 2 Damage on a Moon Shinobi. It took until turn 3 that Killjoy made the field. But at that time, he only had Brewmaster, 1 Moon Shinobi and Lenny left, everything else had been killed, with the Hound being my only loss. We ended the game end of turn 3. Against the Neverborn the Hound charged into Tooth (or Thorn?) but she pushed away with a marker. So I charged in again, but same thing again. Titania finished the Hound, popping Killjoy and giving 3 Points for frame for murder. My opponent failed to concentrate on Killjoy, thus he could heal up quite easy. McCabe killed Titana, Killjoy killed Tooth (or Thorn?), the Emissary killed claw (using his double focus for max damage as he had only 4 HP left). In the end, the game was close and if my opponent had concentrated more on Killjoy, he might have put him down, which would have turned the game quite a bit. On the oterh hand, my charge with the Houd was badly executed, catching me in more than one Melee zone. The shortest game was against the 10T. I missiled my fast Hound against the Dawn Serpent and put him down after reactivating. I had 1 AP left, so I nimbled over to Shenlong and slapped him a little. He attacked back and would have missed, but I cheated in an ace and he gave me 3 damage. He realized what I was up to, so he used the wandering river style to push the Hound away (on the second attempt). Next round I got Initiative, the Hound charged an Obsidian Oni, killed him in one go and, thanks to the explosion, popped Killjoy (and Frame for murder). High River Monk slapped Killjoy a little, who in return onehitted him (he had suffered from the Oni explosion) and chain killed a peasant. When my Jorogumo moved out and killed the other High River Monk, we called it a game, as he had only Shenlong, Sensei Yu and one Obsidian Oni left. I must say, the Missile Hound is more than brutal. It takes a little setup, but I can't see how to stop this from happening. If I was a little bit more careful, I wouldn't loose the upgrades all the time, but even with that, it was always more than worth it for me. Killjoy is the icing on the cake for this, as the opponent really starts to think if it's a good idea to kill that poor little doggy
  8. Oooooh, nice one. I didn't think of that as the minis aren't available yet. Thanks for the replies, I need to paint that emissary soon
  9. I just stumbled across this and the search function didn't provide results for show of force and either emissary or mccabe, at least not this forum, so please forgive if this has already been clarified: If the shadow emissary has an upgrade restricted to McCabe (for example the good old light sabre) and passes it to a model, does the model count for show of force? I don't think this was the intention, but the rules seem to allow this, since the upgrade didn't start on McCabe...
  10. It would be . You don't cut off excess or until the very end. So you get the maximum of and , let them cancel each other out until there is only one type left and then you cut down to the maximum of three. I haven't played against Guild very often, but I think I would try to kill the death marshal asap. With 10T, you have a lot of mobility and should be able to get to him, whereever he is. Sensei Yu, Shadow Emissary. If you want to make him sad, kill him with a Guild hound with a light sabre. I found out that enemies expecially dislike being killed by a 3 Points Model...
  11. It's nice if you want to attack a model but are currently engaged to another model as you get around a disengaging strike. Or you can use it to move out of cover, make an attack, and move back to cover.
  12. The rulebook specifies on page 32 that "end of turn" effects occur first. After they have been handled, VPs are awarded. So you could use it the way you intended.
  13. Is there some precedence or some general statement by Wyrd for this? The rules on Page 35 say, that you always neede LoS to your target unless the actions says differently. For me the part "within this models engagement range" is only a description for the range of the action. It says nothing about ignoring LoS, so I would assume it is needed.
  14. I love the rider. I really like all of the models and am looking forward to buy them. Looking at the lineup of the outcasts, there seem to be some guys in for us as well.
  15. As the rule allows him to take an attack action against the enemy, it is only the model that killed him.
  16. Terracotta Warriors are nice, but I really love the dragon rider!
  17. As I only play her as ten thunders, I don't know the perks of her in with arcanists. But on TT side we have at least recalled training for her, giving her on all flips for this turn. It makes her really terrifying with railwalker and jumoing into a bunch of opponents to beat up. With Sensei Yu you have a decent Henchman which can give her additional Speed, in both pushing her an giving her fast. Komainu are nice constructs which play quite well with her, an if you take Toshiro, you can turn Scrap markers into Komainu, giving Mei Feng some constructs back. As he comes with the box, I would like to point out that he is great with ten Thunders as well. I guess he is infamous for taking the blot the sky upgrade, giving the Tne Thunders Archers an additional (2) Sh action at the end of the turn. As they fire into melee without randomizing, you can use Mei Feng to attack an push them into place, then use the archers to finish them off.
  18. Thanks, I didn't know that. *sob* I liked Final debt better in the older version ;).
  19. Are the Erratas all new (so I would have to look up older ones for other Miniatures) or are all Errata present in this file? And if they are, would it be possible to mark those changed in this errata? Would make things easier for me (and maybe someone else as well ).
  20. It's true, basecoating is the evil part before you can start doing all the fun stuff. But I must say, for me the hardest part is reproducing newly tried techniques. If I try something new, be it blending, OSL or a freehand, it tends to work out rather well, at least for a first try. But the second try nearly always fails. This is so frustrating.
  21. I love the stitched with Collodi. Give them hard to kill, make them fast in the turn you want, and before they die, use a wicked doll to heal them. If you don't flip severe damage, the hard to kill gives you 2 Gambles with no risk of losing the model. With a healing wicked doll, this forces the enemy to do damage twice. He won't dare killing it on the turn it got fast from Collodi. Yes, it was a cuddle for the stitched, but I think they are very viable now. And I love the models.
  22. I don't have any experience with Jack Daw yet, as I have failed to see what makes him so good to blow 10SS on him. The voodoo doll is summoned and thus you don't pay for it. The wicked dolls can either be bought or summoned by zoraida, so in this case they would be free. Until the minis come out, I plan to use the little Dolls that come with Zoraida as wicked dolls.
  23. I recently tried the following Zoraida Crew: Zoraida Collodi (8) Marionette(2) 2 Stitched Together(10) Wicked Doll (3) Zoraida would of course start with summoning a Vodoo Doll and begin harassing one enemy model. The rest of the crew stays together, Collodi gives Hard to kill to one stitched. The Marionette gets Collodi up front a little bit. In turn 2, Zoraida starts to summon wicked Dolls, obeying your favourite prey and Collodi sets all the dolls to speed mode (Puppet show) and adds either "breathe life" or another "Filled with stones". You can than enjoy the stitched "gamble your life", stopping when you reach one wound (being save by hard to kill). The Wicked can then spend a healing flip, ensuring one attack isn't enough to finish you of. And if the enemy still kills you? Then you get to reactivate your Stitched, which is fast and perhaps melee expert (if you cast "breathe life"). You have enough SS to secure Collodi against most enemies, adding in the Marionette to take that hit you couldn't prevent. This list deals quite some damage, and the Dolls aren nearly as squishy as I first thought, as you opponent will most likely try to get rid of the stitched. Give it a try and tell me what you think, it has proven quite viable in my games.
  24. It's a cool idea and well executed. It's easy to recognize them as what they are supposed to be, and they look lovely together. There are two little things I have to criticize, though: You could try to drybrush a little bit more careful. For example the blue one could profit a bit more from a little more careful brushing. Try a thin brush of a lighter blue perhaps. And if it is too bright, use several light coats of ink to darken it, and with the same step, darken the shadows. The second thing is the blood. Blood is extremely hard to do to look well. If you want to do blood again, I recommend experimenting with Tamiya clear read with a little black in it. It gives an extremely real look, and can even be used for clotted blood etc. But, as I said, I really like them, thanks for sharing.
  25. @Murphy's Lawyer: Well, staying with US Mail wouldn't help either. My order is in "Acceptance" Status since the morning of the 18th of August. I can't get rid of the feeling somebody over there wants to tease me :boom:
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