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Sushicaddy

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  1. But ronin have a WP of 5, therefore they don't fall under Zoraida's rule. So only two ronin (or any mercenaries with a wp of 5 or more) for the crew, but any number of Neverborn, or models with wp 4 or under. It certainly would work at 30ss, but again, I don't really know if this tactic would actually work, or if it can be stopped in it's tracks with a savvy enough player. Due to the fact that each model activates individually, the opponent has a chance to interrupt, and kill or paralyze whatever guided missile is coming their way.
  2. has anyone ever run a december acolyte with Marcus? with the howl debuff to enemies, it seems that the acolyte would have a more than reasonable chance at hitting an opponent (namely Lillith) with Icy fate, making it much harder for her to be effective. would that work? anyway, the acolyte may add versatility and ranged attack to marcus... what about this list 25ss Marcus Jackalope December acolyte Myranda Sabertusk Moleman 4 ss cache
  3. Ok, after some more thought this might be even more effective than I thought before... this is getting scary... I seem to remember something about the largest amount of soulstones a master can begin the game with is 8, but I can't seem to find it now. That is my only grip about the FANTASTIC rulebook, it is very hard to find salient rules when you need to reference them. Maybe we should start a Player Generated Index thread? So I am basing this 25ss crew off the concept that you can begin the game with 10 ss, but I fully acknowledge that that supposition may be incorrect. If anyone can direct me to a page where it specifically addresses this, I would appreciate it. 25 ss Zoraida Papa Loco Nurse Ronin 10 ss left over First turn strategy Crew sets up with first three models directly infront of Zoraida as far forward as the possible can. 1st activation: activat nurse, hit Papa loco with Speed and stimulant 2nd activation: activate zoraida - cast Repulsive, cast obey on Pap loco, make him charge forward 9" 3rd activation: activate ronin: pass twice 4th activation: activate Papa loco, move forward 7 twice, at the end of the activation draw a card. here you are hoping for no joker, as you are 23" away from your crew, but it is VITAL that you take a wound for making a stick attack. for the purposes of this trick we are going to assume no joker was drawn, and Papaloco takes a wound. 5th activation: papa loco re activates and moves right next to a model you want dead dead dead, and uses "take ya with me" since he has 7 wds at this point he is taken down to one wound. at the end of the activation draw a card, hoping for no joker. if no joker is drawn he kills himself with the stick attack doing 5 dm to everyone within 3" (36" movement) 2nd turn: 1st activation: Nurse hits ronin with Speed+stimulant 2nd activation: Zoraida summons a ronin and casts obey on the Ronin, making him use run though. 3rd activation: summoned ronin moves just in front of nurse 4th activation: tweaker ronin uses run through to get to the opposing crew and attacks as best he can (if he can get there) 5th activation: tweaker ronin reactivates and does even more killy goodness to opposing crew 3rd turn same as second turn 4th turn out of ss, so zoraida just sends in the last tweaker ronin to finish the job. 25ss, 3 tweaker ronin and a tweaker Papa loco doing stupid amount of dm. again, my boxes come soon, so I can't try this TheoryfauX out yet, but on paper it seems pretty abusive, mainly of the rules. again, I don't think this crew will win every strategy, in fact, will probably lose most of them, but it still is an interesting excersise. thoughts?
  4. they have wp 4, The hag can hire anyone with a Wp of 4 or less
  5. really? where is that? that is better at least. EDIT:Ah... found it, page 55 under "wounds" however here is another question, does he take 1 wd for both a thrown stick and a stick strike? because then he can use take em with me, and make a stick strike (taking a wound), then his activation ends, but his opponent makes a thrown stick strike, giving him another wound, killing him, and giving 5 wounds to all around him within 3". so that still 11 wounds within 3" after moving 38" not counting the stick strike Reguardless, this list would absolutely be more effective if you took Bad juju instead of hamlin, or something like that. effectiveness didn't enter into the equation until just now.
  6. well, originally this was just about getting as much movement as possible in one turn. which is why hamiln was in there However hamlin still works because if you use him, Papa loco can cast "take ya with me" twice in his reactivation having already moved 38" dealing 12 dm to anything within 6" and 15 dm to anything within 3" ('cause he then dies). that is enough damage to kill anything in the game in the first turn (I think). but yes, if you just want to use "take ya with me" once in the first turn, then you don't have to use hamlin. he was in there for silly movement, that just got serious.
  7. Wait a min.... hold the phone! Did I just read that Zoraida can take Papa loco as a minion? that gives this tactic a different light! am I wrong? I must be missing something... 25ss Zoraida Nurse Hamin Papa loco 6+9+9+7+7+7=45" then BOOM! Papa loco esplody! on the first turn?!? at 25ss? I must be missing something here...:nutkick: now again, at 25ss, you really don't have much else, but you are a whole board away, and zoraida can cast her sells as long as she can see someone, so finishing off what ever is left shouldn't be THAT hard... I MUST be misreading something...
  8. Which is the hallmark of great game design. In many other TT games, when you take the right (read: power)list, you win. That does not seem to be the case so much with Mx. My boxes cannot come fast enough. Maybe i can will them here faster with my mind *uses mind powerz*. I have the Rasputina box set in there, but after I get a few games in with her and the ice constructs I plan to try her out with some beasties. I don't know what I will like more ATM, but I'm sure looking forward to it!
  9. you can also add in Killjoy at higher ss games, who can give your models sacrifice (1), at that point your dogs with speed and stimulant can sacrifice themselves to bring in BOTH killjoy and bete, also if you get two other dogs in range of the big bad you want to kill it is -2 def, which makes killjoy up to a cb11 and bete up to a cb 10 with nico's buff. dog, 16" move, reactivate, 8" move, sac, bete+killjoy come in, do some killing, 1 strike from KJ, 3 from Bete. ouch!
  10. At 35ss, this actually might be good for the "Kidnap" scheme, especially if the opponent has multiple low SS henchmen. also would be good for assassinate strategy, depending on the opponents master. But this would also be a near Auto lose, for claim jump, Reconnoiter, treasure hunt, possibly even slaughter if the opponent has too many, or too tough of, or can summon models. you only get 4 tries with this trick, then you are left with hamlin and a nurse, both of which are not really "beatsticks". as 25ss you only have one try, making this trick really not good.
  11. ok, this is rather silly, but I thought I'd post it here for laughs 25ss Zoraida Hamlin Nurse Ronin 1st turn setup, three models in front of Z at very edge of deployment Ist actvation: nurse hits ronin with Speed and Stimulants 2nd activation: zor casts repulsive pushing all three models 6", then casts obey on ronin making him use run though (8" move) 3rd activation: hamiln casts obey on ronin, making him use run though (8" move) 4th activation: ronin activates, uses run though twice for 16" of movement (could be more if there are enemies to kill) 5th activation Re-activating - ronin - uses run though twice for another 16" of movement 6+8+8+8+8+8+8=54" of movement in first turn. I don't know what you would do when he gets there, as he probably won't kill something before he dies, unless it it relatively inconsequential, and once the ronin is dead, you are all out of non support characters. 6 ss dying on the first turn is rather expensive, making this a rather silly and non-functional list. at 35ss you could have two more ronin, and buy a fourth during play, for 4 turns of guided missle ronins, but again, I don't know that it would be viable,especially if an obey or two failed, and left the ronin in the middle of the field, waiting to die. at the very least you would be out of control cards, and relying on flips by the time the ronin got anywhere, if you got a good control hand to being with.
  12. you know, this might just be a good list in general if you use Nico... he can buff the canines to the point they are dangerous on their own, and when one dies, he can turn that into a mindless undead, or if the control hand is right, turn the corpse counter into something more useful, like a punk zombie... Bete becomes def 9 when buffed by him, and a nursed dog + Nico buff has a cb of 10... not too shabby for a 2 ss minion. lots of options and mobility coupled with multiple models and ability to make more (though somewhat limited). give nico the grave spirit and he is aror 2 hard to wound 1, which gives him a lot of suvivability (the only one in this list though). pro's- mobility, damage cons - relys on supporting models, no model has alot of Wp. (3 for dogs, 4 for Bete... scary)
  13. the thing is, I WANT the dog to die, that makes Bete Noire pop out before the end phase, because if she comes in at the end of the phase, she has to wait until the next round to act, and if she must do that, and loses the iniflip, she's dead meat. she can be placed within 6" of a living or undead model that is killed. and, thinking about it, Speed still has a place in this combo. follow me here, 1. a high ss cost model you want dead comes within 22" of the nurse (not acted yet) 2. after all opponents have acted, move a dog within 2" of nurse. 3. nurse uses furios casting on dog, and hits it with painkillers, speed and stimulant 4. dog moves 16" and immediatly dies 5. Bete Noire pops out within 6" of the dead dog 6. Bete Noire casts depraved tactis on herself 7. Bete noir flurries against target
  14. I assumed it was her on Pg. 89 of the rulebook. But I may be wrong, may be a as yet unkown Res master.
  15. Hmmm... I assumed that if it were like that it would read "dies at the end of it's activation". In a normal situation then, how would painkiller be of any use? it would have had to already have acted, be in some danger, yet still alive, then could recive the massive dose, then gets one round to act? I thought that because of it's intrinsically defensive nature the intent of the spell if to give it to a model, move the model to be in contect with something high threat. the high threat mode must try to disengage (hopefully failing) to do anything the next round. Then fater it's next activation it dies. Could we get some official clarification? It's not that I don't belive you, you have a very good point, I would just like to know for sure. Does "Next activation" mean after the models activation this turn, or next activation following it's activation this turn. 22" is still not too shabby though. oh, yeah, this combo IS assuming that the dog is 2" away from the nurse at the start of her activation, at 38" threat range, just set up that way first turn, then go to town (BOO!). at 22" threat range, it becomes more difficult to set up, but not impossible, just a needing a little planning and forethought. Honestly nilus, I'm hoping your interpretation is the correct one (it probably is) because first turn, 38" Bete Noire, dead master isn't very much fun. Planning, and setup, 22" dog bomb, though.... that is kinda cool. EDIT: reading it over again... you MUST be right. The other reading doesn't really make sense. Thanks for the clarification!
  16. Ah, yes, I will edit... thanks for the clarification, but if I am not incorrect, that is still a relaively large number of models at 25ss?
  17. yeah... there may need to be a Errata for the nurse, or massive dose, if this is too game breaking. Like I said, I just got the book, so I havn't gotten to try it yet. in practice, it may suck... or it might just be an near insta-win vs a glass cannon like Rasputina, which isn't very fun for either party.
  18. ok, lemmie be sure this works like this, I just got the book today, and have been perusing the Ressurectionists, to see which master I would like to start my Mx days with, when I came upon this combo.... It seems pretty disgusting to me. 25ss Mcm (gives most amount of SS, but really doesn't matter) Zombie Chihuahua Nurse Bete Noire Canine remains x 5 ss cache = 6 ok here it goes, the multiple Canine remains is so that you use this combo after all of the opponents models have activated. Nurse - uses furious casting, discarding a control card, and gives a Canine that has NOT activated yet 3 massive doses, one of each of Painkillers, Speed, and Stimulant. at needing a 6+ a flip should do it most of the time, but you can cheat fate to make sure if one fails. Canine walks 16", then reactivates and walks another 16". at 32" of walking, and cannot be killed, he is sure to get where ever you want, hopefully right next to the opposing master, or whatever high-threat enemy you please. Canine is sacrificed due to Painkilers (normally it would be at the start of the control phase, but painkillers sacrifices at next activation, which was the reactivation this turn), and Bete Noire comes in in his place right next to the high threat enemy. She then Casts depraved tactics on herself and flurries with her paired knives. If that doesn't kill the enemy, you can always hope for winning initiative to flurry again. If she does kill the enemy, and it is living, you gain fast, and you can always hope to get "one with the night" off (you are probably out of control cards at this point) to disappear and escape your opponents righteous retribution. But anyway, this seems like an AWESOME way to get Bete Noire in for the kill. did I miss anything?
  19. I think leveling would be a terrible idea, instead give a more minor, but important benefit, like choosing your strategy while in an area you control, or one extra SS that cannot be used to buy crew, only used in game.
  20. or you can just laminate them at Kinko's. but thanks for the info!
  21. I plan to get some large glass beads (like glass tokens but wider, some are around 1" in diameter, but are flat) and glue these to the underside of them. Great work!
  22. See, I'm not a "one size fits all" kind of player. Personally I believe that the system contributes ENORMOUSLY to the flavor of the game. Even a good system may not be good for both a heroic game and a gritty game. or a steamwesternhorrorpunk game. GURPS has done this, as well as HERO system, and many of my friends are fans of both. but I prefer having a specific system for each specific game, rather than lumping them all into one generic system. just my personal opinion.
  23. I'd be down with Orccon (seeing as I'm a west coaster).
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