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poulpox

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Everything posted by poulpox

  1. Yes I think I'm going to try that too. Dunno about selling the cards, I don't think so. I've printed mine on shiny satin paper and they look nice!
  2. Yes Hans is the only one I think who ignores fully all obscuring terrain and non-terrain areas thanks to his goggles.
  3. Ok, so I had a few more games with Hammy, and one thing I realised is that Stolens do die pretty easily, which means that if you play Hamelin quite aggro on the front line he is very vulnerable to counter attacks (my opponent wisely goes after the stolen first, then after Hammy, using Viks or Mei with their multiple strikes per action). Furthermore, while Hamelin's Cb for the staff is good, he is actually better at range and casting. So what I'm wondering is this: do you guys use Hamelin as front line, or do you keep him back behind a rat/rat-catcher line? One issue I see with leaving him back is that his pipes have only 10" range, so if he is behind the rat line, when models will be in range they will also likely be in melee and thus no longer targetable with the pipes. Thoughts?
  4. poulpox

    My board

    This is very very nice, very worth it I think and must look awesome to play on!
  5. With the new Gaining Ground 2013 out, are you keeping to your strategies or shifting to Gaining Ground ones? T.
  6. I'm loving the flesh colour on LCB, it's just perfect, congrats!
  7. This is similar to what I'm playing, and it's not worked too bad so far I think 1 stolen to start is fine. For the RC I wanted to experiment having none to start and just more rats to see how it goes.
  8. I only take 2 Silurids usually as they can work well in duo. The danger of all minions being 5-6ss is that the enemy can do a kill protege really easily on you, picking a low ss model. I always have at least one 7-10ss minion (usually 2). +1 on raptors, I hardly go out without them, if just to throw in the opponent's shooters' feet! I love these little guys. I love the Hounds models too but unfortunately although they go up-field very quickly they also die way too quickly I found, so are moderately interesting. Depending on opponent, SnowStorm is one of my fav minion for ice pillar: switch place with your beast from one side to the other when charged by companioned Jackalope, then charge Marcus from his new position...
  9. Yes I like it for the fluff too: Hamelin keeps on receiving blows after blows, but relentlessly continues his plague advance while everything dies around him...
  10. Ah ha! Nice catch guys, thanks! I guess saccing rats just for this move defeats a bit the purpose of creating new rats, when all you have to do to heal them is wait for the opponent to kill them himself. I see where the RC's Herd Rats comes in more handy now, and how in the end you might want to take the RC to start with, to remove slow on the rats and allow them to trot 10" per turns without using Writhing Mass. Hmmm, food for thoughts...
  11. Actually this to me seems the nicest way to bring rat catchers on the table rather than paying for them. The reason being that (although you lose 1ss compared to recruiting the model), it is quite difficult to move the RC quickly without him losing his rat armour. At some point each turn he'll be away from the pack and a very easy target. I think the safest way is therefore to summon him once the rats have moved up-field. I guess it depends a bit on terrain too, if there's lots of terrain features to hide then the RC can possibly move up without being too worried. I thought I would write down the Rat Dance that I see now as their normal way of shifting quickly up-field: Turn 1: . Hamelin walks twice then summon one stolen . one rat walks forward, the others writhing mass then walk forward, leaving rat A behind (they are now right next to Hammy after a 10" move) . Nix potentially charges a rat to trigger stink of death and gain one more rat. If this happens the new rat is summoned 6" further up-field. He can also herd the lagging rat to catch up 3" towards its pack. . other models activate Turn 2 (at this point if you have no rat catcher you want to be careful with not moving the rats and Hammy further than 6" from each other depending on how close the opponent is, as otherwise each dead rat is just that, a dead rat! I think if you don't have one yet, summoning the rat catcher can happen either turn 2 if the opponent is really close, or turn 3): . This turn can be just a simple walk forward. However if you either want to walk further than 5" and summon the RC, you now need to heal the rat pack (in order for you to then be allowed to do writhing mass) by killing one of them, so for instance the lagging Rat A (the only one with full Wds) can do writhing mass and then 1 strike against one of the wounded rats and kills it, thus summoning the killed rat and healing all nearby rats. The pack can then either writhing mass to the rat summoned by Nix in Turn 1, or does as in turn 1 and moves one rat forward first, writhing mass the pack to it. Now you can either walk forward (but this will take you further than 6" from Hammy so beware!), or summon the RC if needed. If you have a big rat pack, 3 are sacced to summon the RC 6" up-field, the others can then walk toward the RC, thus covering a total of 10" and providing the armour to the RC. This whole move allows your rats to cover 10" in turn 1, then 5" (if there's no RC on the table) to 10" (with the safety of a RC) in turn 2, and so on. If you recruited a RC, then your rat pack will alternate between Hammy and the RC to always be within 6" of one of them, and you can just repeat Turn 1 move, adding the killing move of turn 2 to restore the pack's wounds. Hope this helps!
  12. She shoots the bird and the Austringer is wounded by sadness, so is their bond...
  13. Actually I don't feel this is really fair on the effort which is put in the Wiki. Sorry guys! Let's just say that I think more brainstorming could be done to identify common moves, combos and tactics.
  14. One nice move I found which I shared already in the rules discussion area, is to have Hamelin cast Obedience on Nix. Because this involves saccing a model, Nix gets to do his (0) and you pick the aura of negative flips to non-soulless. Then with Obedience Nix charges a model which now receives negative to its flips (maybe even double negative if you can trigger Nix's mask). Finally Hammy charges the debuffed model. I think this is pretty potent against Masters. It would be nice to read which kind of spell/talent/model combo players use, as tbh I feel a bit that Pullmyfinger these days is often a mere repetition of the cards and not much tactical sharing.
  15. You've got an excellent choice of colour, it makes it all look very good. I like it a lot!
  16. Yes I'm loving it, particularly the 2 tones choice of the Hungering blob. It's so crisp and perfect... hhhaaaaaa....
  17. Super lovely highlights!! Love it, they're so smooth and neat, I really like your style!
  18. Hmmm I hadn't considered that but it does seem interesting, particularly as the Wretch tends to lag behind otherwise. I played my first ever Hamelin game and it was very fun! We saw how brutal Nix can be in melee when his double buff is on ( (0) aura + trigger); combined with Hamelin going in melee this is deadly! I think this is a good incentive to keeping Hamelin and Nix close together (I particularly liked using Obedience on Nix to make his debuff aura -because of the sacrificed model for Obedience- and charge, then charge with Hamy who benefits from the debuffed target, perfect to go at a master) as opposed to create 2 groups Hamelin / Nix+Rat catcher. Really enjoyed it, and I think my opponent did too
  19. Yes it was a typo in the first print of Rising Power only. The pdf unfortunately forgot the correction!
  20. Yes it's a typo in the book. Dreamer's trigger should be on [Frightening Dreams]
  21. There are other long big threads about this which were unfortunately never really concluded I think regarding the hazardous markers. In this: http://www.wyrd-games.net/showthread.php?27152-Pyre-vs-Flame-wall&highlight=flame+wall+damage sharpobjects is quite clear about flame wall, I just don't know where he has decided this from. I do like his version: anytime a model is moved and touches a flame wall is takes Dg, which seems rather logical. In this: http://www.wyrd-games.net/showthread.php?35121-Immolate-and-Flamewall-hazard-markers&highlight=flame+wall+damage some argue that you only take the Dg at the start of activation (so if pushed in the flames but then pushed out before activating the model doesn't get any Dg) I'm not sure what the RAI is. Option 1 seems logic, but quite deadly vs crews with lure or similar, option 2 is a little counter-intuitive but more game friendly I think, so I'm not sure which to go for, baring in mind that no Rules Marshal has commented on this I think. I'd be inclined to pick option 1. As for the markers I think they would count them as individual, so move through 2 markers take twice Dg. As for Uproot we play it that the spell only moves one piece of terrain (unless you agree at the beginning that several pieces cluttered together are actually one big piece of terrain for convenience sake). EDIT: I'm thinking: if the hazardous terrain was a chasm, the model would fall immediately upon being moved upon the terrain (pushed or through an action point), regardless of activating or not. This makes me feel like option 1 is the one: as soon as your model's base touches the hazardous terrain (regardless of how it ended up there) it suffers the hazard consequences (in the case of a chasm I would be kind though and not sacrifice the model until more than half of its base is in the terrain, that's what we usually house rule for falling from roofs for instance).
  22. Yes I agree. Dreamer is my fav master, and I did lose a fair amount of games in the beginning, and had a few moments where my head felt like exploding But it was all for a good cause, and I really enjoy playing him and his crew; once the playstyle is acquired it'll all make much more sense. I'd just say if you like the crew's fluff then go for it and don't give up if it feels tough in the beginning! Good luck
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