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daemonkin

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Everything posted by daemonkin

  1. @Dirial it's an acquired taste certainly. I'm planning on some good ol' Irish Whiskey in mine... D.
  2. Yes @jonahmaul they released the first 10T crew boxes at Black Friday a few years ago. D.
  3. Hoping for: Molly Crew Brewie Crew Shenlong Crew Possibility: Root Beer Translucent Whiskey Golem with a removable shot glass D.
  4. Possibly this could work as a Rail Golem proxy: D
  5. Man I LOVE the Rail Golem. Wasn't so keen on him at first but once I got it I was in love. You could proxy with any Warjack from Privateer Press if you needed to. D.
  6. Does Karina's upgrade not bury the summoned horrors at the end of the turn therefore no corpses, unless of course they die beforehand. D.
  7. Cheers Evil. Didn't know the full rule of the Hanged. Thanks for clarifying. D.
  8. Kang's aura gives friendly models the ability to ignore WP tests. The Hanged strips that ability (and every ability including already passed Horror duels) so I think it overrides Kang. Charging will make no difference to when/if the test is taken. D.
  9. Kang made my final list against Nico in a Flank deployment turf war. Tengu and TTBrother each corner for Breakthrough and Line in the sand (super easy with flank deployment and eagle style/shooting star). Kang and Tosh really beefed up all my crew in the centre while the scheme runner did their thing. 1 question does Kang's Rousing Speech override the Hanged's loss of all WP immunities? D.
  10. And have you seen how hard Rail Workers hit? 2/4/5 is great, took Howard down to 1 wound IIRC with a RJ and severe from a charge. D.
  11. My Henchman hardcore I was thinking Kang + 2 Rail Workers + Dawn Serpent for for all attacks and damage against constructs and undead. With Ml7 on DS and Implacable Assault for on attack and damage with Kang's aura it will be a tough crew. Added to that they ignore all Horror duels too! D
  12. Over the weekend of the UKGT I used Mei in all 6 matches. I did have other 10T masters with me but either the strategy or my opponent's faction made me decide to use her in all games - had Lynch, Misaki and McCabe with me. I never left home without Vapormancy and Recalled Training, throwing in Hard Worker or Seismic Claws depending on the crew I faced. Most crews also had either 2 Tengu or Tengu/10Tbrothers in combination to act as scheme runners. Having the 10Tbrother act first walk and drop a marker before eagle style 3" away to allow Tengu to get jump points kept the 3 of them together. Tosh was there for almost every game and used Willie for a distraction though with Tosh Willie was awesome in Melee - Sh6 with for attacks in But the star of the show was the Emberling with Fan the Flames 4 tactical action to inflict 2 damage on anything burning and prevent them removing burning at the end of the turn. He managed to kill Ophelia for assassinate and Dead Rider to stop him acting to kill Mei. D.
  13. HI folks, I'll be making the trip up north to the Causeway Giants Gaming Group in Coleraine. Everyone welcome to get a demo, run through a few scenarios and generally talk Wyrd. Date: 17th November Time: 7pm Location: Bertha's Bar, Coleraine I have everything you need to play so just show up. D.
  14. When pre-measuring I would never move my actual model but will drop a counter to where I pre-measure to and from that counter do the same again. That resolves any confusion as to where the model is/was and where I want him to be for the next action. D.
  15. Tots with Cherub are ideal claim runners. Taking a (2) claim action for (1) is huge! D.
  16. Taxidermist and...? #newtoteambrown D.
  17. In 1.5 the traps were constructs. Made Mei happy. Makes me sad they are no longer but balance must be kept. Still think they are great dor area denial and especially for Squatter's Rights - put 2 on 2 markers and go for the other 2, deny your opponent and get the points yourself. Watch the pathfinder make new ones to replace those that get wrecked. D.
  18. Yup did that last night. Turn 1 Komainu from Emberling. Turn 3 he was in range to summon an ashigaru from a dead gremlin. D.
  19. If I can get 2 Komainu out from the Emberling using Tosh in turns 1 and 2 then I spend the rest of the game with him buffing minions and handing out fast. D.
  20. Beginning to never leave home without the Emberling as he is a significant minion totem who can drop scraps for Mei to bounce on, can be used by Tosh for summoning and helps prevent burning from being removed. Haven't used On Wings of Wind yet but will do. Misdirection is also nice but her built in Df trigger can be very helpful too. D.
  21. Wow! Yeah my friend discovered how powerful Somer is in summoning now in M2E we still have to figure out how to use Lenny effectively but it was his first game with him using Gremlins and me helping out when I could. D.
  22. Running through a game last night with a returning player, new to M2E but always played Gremlins. So am I right in thinking that Somer (0) Do it like Dis if I discard a mask I get it built in for all my casts for (1) Git your bro? D.
  23. Don't forget that Vapormancy is a Ca action so can be used when charging! Just realised that myself a few weeks ago. Always great to discard Recalled Training before a super charge to really light the place up or at least put burning on models you are going to attack with from the seismic claws. D.
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