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Sholto

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Everything posted by Sholto

  1. 1. In Turf War, are you taking those models one at a time in different crews or doubling-up? I would consider Howard Langston and Johanna (or Howard and Joss) plenty of hitting power in my crew, although one of them by themselves is not enough for Turf War. Against an enemy melee crew you can bait the enemy to come out of the 6" bubble and attack you. You can then Prompt your models into the 6" bubble to score, using the initial 2" Push to leave melee (there are other ways for Colette to move her models around, of course). Try Soulstone Miners. They can pop up behind the enemy and draw some melee units away, and they are hitty enough that the enemy cannot ignore them. 2. Make Them Suffer & Murder Protege definitely do not play to Colette's Marker-based strengths (not to say they are impossible with her). Unless you are going stabby-elite with her crew, there are usually better Scheme options. Bodyguard on Mech Rider is a bit of a cliche for Arcanists, but only because it is so effective. 3. Hans not Focusing is much less worrisome, and he can't Focus if he wants to remove Upgrades (unless something else is letting him take a Focus Action) so cover is going to ruin his shooting. He can ignore Hank's Steam Cloud, but not regular Soft or Hard Cover. Another alternative is throw a backfield disruption piece at him - Raptor or Soulstone Miners are both ideal to tie him up in melee and he cannot Push out like many snipers can and has no melee attacks to fight back with!
  2. I faced Kang with a Molly list at the weekend - first time I have ever killed that sonnuvabitch. He took a Valedictorian to the face (Val was packing Unnerving Aura, Black Blood and Necrotic Preparations), backed up by a Grave Spirit, and he killed himself by attacking her. She took 2 Wds and he took 6 - it was a glorious moment for the Ressers
  3. I am surprised at that, but maybe our experiences are different. If I spend a high card, a Master AP and (usually) a SS to summon a Punk Zombie on 2+ Wds, I am not best pleased when Taelor's free action kills said Punk Zombie immediately for at best a couple of Dg through Black Blood. I then do it again and Taelor kills it again! And my opponents know not to bunch up, so I am usually only getting one enemy model with the Black Blood at a time from the summon location. Now, summoning Onryo is something I haven't tried yet, and that sounds like fun! I don't have any models for them, although I do want to try Spirit Molly.
  4. Taelor is always fun against Summoning lists, esp Construct ones. Molly hates that woman with a passion
  5. This is an interesting take on it with Ironsides - http://wyrd-games.net/community/topic/106184-first-attempt-with-ironside-crew/
  6. I'm with Ausplosions on this one. Pig Sling would remove Beast no matter how many times the Feral Condition tried to apply it.
  7. I treat Power Loop literally, so that Power Loop can only use a Stat value that is actually printed on the card in front of me.
  8. Bishop. Can target Wp, has 3AP, has a trigger for everything and can Paralyze with a Ml7 attack (follow up with Devour from the Flesh Construct)
  9. I often run Horror Molly crews, and these have lots of Terrifying, usually quite high. I also often take Hanged. The Terrifying is not the purpose of the crew build, but it is a useful additional tool in the toolbox. As the Turn goes on your models with Terrifying become more and more secure. Also, as an aside, sticking Burt Jebsen within 2" of a Hanged is hilarious
  10. Sidir's By Your Side is a nice response to Deliver The Message, but it does mean playing Guild or 10T. Hans can shoot the upgrade off the Guild Hound (or off Luna). It might have Reactivate but probably can no longer engage your Master with 2AP left. Or Hans can just kill the Hound on a Severe. Johan can remove Reactivate, but would need some movement tricks to get within 10" to do so before the Hound activates.
  11. Sholto

    UKGT 2015 Dates

    @OldManMyke: My real name is David McGuire
  12. Sholto

    UKGT 2015 Dates

    How do i get on the reserve list? Edit: read the thread. Put me on the reserve list, please
  13. I can see how Lazarus would be fun in a Ramos crew, esp a Reactivating Lazarus. If you had three 10+ cards in hand you could end up with Lazarus and two other Constructs Reactivating
  14. Collect The Bounty states:- "Whenever an enemy model is killed or sacrificed, the acting model's controller scores a number of Bounty Points depending on the type of model which was killed or sacrificed." Does this mean that whenever an enemy model dies you get a Bounty Point? Some people have been playing it this way. I think it might be a bit more nuanced. The way I read that is that only the "acting model's controller" can score points at the moment a model dies. So if I am eg. controlling Killjoy and kill an enemy Marcus I get Bounty Points. However, if Marcus hits Killjoy and is killed by Black Blood then the "acting model's controller" is Marcus' controller. Marcus is not an enemy model to Marcus, so no Bounty points are scored by anyone. This would mean, of course, that Poison and Burning also cannot score any Bounty Points (and not even the Firestarter's ability to claim kills through Burning could change that).
  15. Sue - I take him if I think I will need to remove Corpse and/or Scrap Markers, esp if I am playing Kaeris (because of his Burning), or if I am facing a Ca-heavy Faction. His debuff to enemy Ca actions can be golden (screw you, Neverborn!) Killjoy - I take him if I am playing Colette, because he can pop out of her Doves pretty much anywhere I need him too and because he is such a good Prompt target. Hans - if something on the enemy crew is likely to hang back but really needs to die, I can usually Focus and put 6 Dg on it with a Severe on Turn 1. Colette lets him do it again. Other than that, I don't use him. Johan - for all the usual reasons Lazarus - good in a shooty Kaeris crew, but otherwise I don't take him very often. I just prefer melee beaters. Like Taelor - take vs Summoners (ie Ressers). Burt Jebsen - good for Raspy and Ironsides as he can bunch models up, and his Slippery ability can keep him alive a long time (esp if people end up hitting the Ice Golem and end their Activation). 3 AP is awesome, and you can usually Heal him in either of those crews. Oiran - never found a use for them, even in a Colette crew. Bishop - good, but not as good as he could be in a Colette crew, since his buffs only last for his own Activation. Still, at Df7 he can tank like a boss because no-one wants to risk his Df trigger. 3 AP is still awesome.
  16. Been looking for a reason to get this model - a proxy Firestarter might just do the trick http://studiomcvey.highwire.com/product/smm35--jetgirl
  17. Cheap and cheerful (£4 for the nanny and the pram and a plastic zombie head, a bit of wire for the cigar and some greenstuff for the blanket) I didn't get to use him as the Scheme Pool in last night's game was very hitty. Maybe next time - he is definitely a corner-case model.
  18. I have finished a proxy PaN recently, so if there are a lot of Scheme Marker schemes in my game tonight I hope to give him a try-out.
  19. You can run a Hoff-bubble of two or three Constructs (eg. Guardian and Rail Golem) and then have a second unit that does its own thing and does not need Hoff-support to get by (eg. Judge and Francisco).
  20. It is on from 5.30 until 10.30pm
  21. Gunsmiths are good but I think December Acolytes bring a little bit more. They can get the same damage track, but handing out Slow and forcing discards edges them for the points, esp in a crew that doesn't otherwise use Burning.
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