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Sholto

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Everything posted by Sholto

  1. @PanzerHarris - remember that summoned models cannot Interact on the Turn they arrive, so no dropping Scheme Markers with them on that Turn.
  2. It would hopefully create an "oh, crap" moment for the other player, but they would work out a way around it. The fun thing is they probably won't see it coming the first time, since it needs setting up on the table with Black Blood and his (0) action every Turn. If you can get him in melee it would be a lot of fun, especially since you cannot keep the SAS in a melee he wants to leave, so all your other models are still under threat. It would be worth it just to watch 4 wound models hit him and die :-)
  3. I was hoping to try this last night, but had to cancel the game. Anyway:- Strongarm Suit takes the new Resser generic upgrade. Necrotic Machine gives the Strongarm Suit Black Blood for the rest of the game. Strongarm Suit uses its (0) Action so that enemy models hitting it with a Ml attack take 1 Dg. 3 Dg every time you hit the guy, and that is 3 x 1 Dg, so Armor won't help and soulstoning to prevent will be very costly. Stick a Crooligan within 4" with Blistering Fog up to boost the Black Blood damage by +1 and your enemies are taking 4 Dg every time they hit him
  4. You are quite right, although we don't know what the Strat and Schemes were, of course. Our experiences certainly differ, then. Df and Wp 6 are great, but high Weak damage greatly reduces the usefulness of her Impossible to Wound, and throwing away two cards to reduce Dg to 1 is great when you get Red Jokered, but not when someone is Flurrying on you. Mind you, I am more used to playing Colette, so that is my baseline for 'survivable'
  5. The other point to bear in mind is that tanky models are worse than you think in a Molly crew. If she can make you sit in melee with something, you can guarantee that melee is getting worse every Turn as Molly summons Punk Zombies into the fray. Go for Molly, put her under threat. The Valedictorian might have to turn back and help out because Molly does not like being targeted.
  6. Apart from the Fire Gamin that crew is just as good in melee as it is at range, so I don't think that is the issue. The Captain would have been a good choice - he usually is
  7. Could Kaeris use them? With Purifying Fire she could heal them with Burning, and keep them alive a bit longer. Not sure what use that would be! 4ss for some Shocking Touch every Turn until she lets them go pop is not a great bargain. Alternatively she could take her other Limited upgrade and fly them forward on Turn 1, letting them drop a Scheme Marker and be in range of the enemy crew for some Turn 2 'sploding. But Raptors are 1ss cheaper and won't kill themselves.
  8. I have only played one game with my new Raspy crew (I now have every Arcanist Master at long last - apart from bloody Raethford, damn you Wyrd!), so here are some thoughts my brain had. Freeze Over is vying with December's Curse for my favourite spell of Raspy's. Paralyse is so much fun on Ca7 with max 17-18" of range. The Wendigo is great value, and I love his flexibility as a totem. I can't see taking the Essence of Power unless I had a Ca-heavy crew. Ice Pillars are so good at blocking enemy models from their support model's LOS (or Auras). Hah, now I can kill you without Ikiryo showing up! The Captain is a superb support model and bodyguard, boosting the movement of everyone in the crew and being pretty tanky in his own right (more so with Frozen Heart and Armor +2). He got the Ice Golem into action early, and pushed Raspy out of harm's way once the remains of Kirai's crew came gunning for her. I prefered him to Angelica (whom I have used with Colette a few times) as the Captain can move enemy models as well. His Wind Walls are situational, but they slow enemy models down quite a bit (min of 6" Wk to cross one fully). He costs a lot more, but he is worth it. The Ice Golem Distracted a Carrion Effigy and then Tossed it 10" away. Since it was now Insignificant it could not remove Distract, for many Lols Might try a Metal Gamin to bump up his Df, or a Silent One to heal him. Bite of Winter - it works on Raspy, right? Ouch. I like the wee Ice Gamin. I need to try the Arcane Effigy. Doing Burning off all of Raspy's blasts (plus Bite of Winter) would put her min damage at an effective 4, and would give me a reason to take Gunsmiths with her. Their (0) The Hard Way means they love it when enemy models are Burning, plus the mind-blow of Raspy handing out Burning would please me no end
  9. It's not actually. A Clocktrap Trap is a Peon, and only non-Peons can do Cursed Object (or Distract for that matter). They can do scheme marker Schemes and Squatters Rights, though.
  10. Heh - never occured to me that Vent Steam would stack :-)
  11. I agree - I think if this had been spotted in Beta it would probably have earned an "other" addition. Doubt it is serious enough to FAQ. If someone wants to slingshot their RN 10" fine - there are plenty of slingshots in the game and this one is no worse than the others, and has all the same risks.
  12. I think Pack is almost an auto-include, since 1ss for a free Walk on a friendly model most Turns is a real bargain. Using it to Walk a model other than the RN would still be my preferred option, since otherwise the RN risks getting isolated in the middle of the enemy crew, but it's nice to have the option
  13. Quick question. I am pretty sure I know the answer, but I have never seen anyone play it like this. Pack is a 1ss Upgrade exclusive to the Rogue Necromancy. It reads:- "Hunting in Pairs: When this model has the opportunity to move due to the Stalked Condition, a friendly model within 6” may immediately take a Walk Action." Is there any reason why the RN cannot use the Upgrade itself, and effectively take two Walk actions when the Stalked Condition goes off?
  14. A few things:- 1. Molly should not be able to summon Dead Doxies on Turn 1 to boost the Rogue Necromancy, because her Summons die if they are placed >3" away from an enemy model. 2. The Dead Doxy's Take the Lead ability results in a Push on the Rogue Necromancy. Check your terrain. Anything that is Impassable (such as walls and fences) will stop the Push entirely. Bear in mind that Pushes need to be in straight lines. This also means that putting models in its path will not work as Pushes ignore disengaging strikes. The only way that putting models in its path would work is if the models physically block the RN's advance - four Clockwork traps can form a 10" line that a 50mm based model cannot pass through. Put impassable terrain at one end and a Sonnia Flame Wall at the other and nothing is getting past without killing some traps. OTOH - Molly will thank you for putting your models closer to her and Summon off them 3. The Guardian is immune to Horror Duels at all times, and so Lucius cannot use Commanding Presence on him. 4. Pistoleros are fantastic. Free Df stance for everyone! 5. Have the Scribe charge a beatstick for the Governor's Authority trigger. This shuts non-SS-using beatsticks down hard.
  15. If you want to deal with the Marrionettes, Sue and his tome trigger is what you want. Totem B Gone!
  16. Lady J would get bogged down in the puppets, so she would be best aimed at Collodi himself. Since Collodi likes clumping up with his puppets around him, Sonnia is a great choice to burn 'em all. If you want to kill him you need to deal with Decoy/ Personal Puppet and with his auto Df trigger. Condition Removal will get of Personal Puppet, so Witchling Stalkers would be good. Executioners ignore Df triggers, but getting them into melee with Collodi might take some movement tricks. Death Marshalls could Bury him, or Perdita, her Totem and/ or Francisco can all move friendly models. Sonnia can drop blasts on him that won't set off his Df trigger, but Decoy will still operate to avoid the damage, so you will want to get that Witchling in first to remove Personal Puppet. You can definitely get one in range of him - summoning one off a Burning puppet is probably your best bet. If you can find any Rst: Wp attacks use them on Collodi. His trigger won't work. This does mean that a Lawyer to the face is not fun for Collodi His attacks add Slow and Paralysed and I am not sure that Decoy would affect them. Decoy reduces damage to 0, but does not say anything about removing other effects of the attack. In addition, the Lawyer's attack does not apply Slow or Paralysed "when damaging", just when moderate or severe damage "is dealt". If severe damage is dealt - eg. you cheat a Severe card - and then reduced to 0 by Decoy, will Collodi still be paralysed? Not sure. I also think Clockwork Traps could be fun against Collodi depending on the Strat and Schemes. Turf War is always fun with four of these guys, and with the sheer number of puppets headed their way they would be Clamping Down left, right and centre. Not to mention they don't leave any Counters behind. And the Pathfinder himself is not a bad buy as he has a good ranged attack with Blasts.
  17. The aura of the Carrion Effigy affects enemy models, not friendly ones. No need to cluster. And it is 5", which could cover quite a lot of models. Like I said though, I haven't had a chance to try it yet, and I don't want to write it off before I do
  18. He might help if you were going for a Terrifying crew. Don't know until I try him, and he is still in his blister right now. I think the real counter to Kang is to kill Kang
  19. If you don't have the rulebook, get The Breach app for Android, which contains measurements for all the deployment types (as well as images so you don't mess up!). It also describes the Strategies and Schemes so you can see how eg. squat markers are to be placed. For Turf War note that all markers are 30mm, so you are measuring the 6" from the edge of a 30mm marker in the middle of the table, not 6" from the middle of the table itself.
  20. I think if I play against 10T I might take him. The risk of being Kang'd is to high not to consider it.
  21. You could do vines with spikes on them. Or go Full Sarlacc Pit.
  22. I started this a while ago for my own purposes, so it was only using the Wave 2 cards. There will be quite a lot of Wave 1 that can be added, I expect.
  23. How do Arcanists:- 1. Ignore Armor? Joss. Arc Axe melee attack ignores Armor automatically. Oxfordian Mage. Trigger on Elemental Bolt ranged attack. Auto-trigger if one other Oxfordian Mage is nearby. Gunsmith. Trigger on Custom Pistol ranged/ melee attack. Auto-trigger if use (0) Switch Chambers to discard a Tome. Large Arachnid. Trigger on Circular Sawblade. Target cannot use Armor for the rest of the Turn. Soulstone Miner. Rock Drill melee attack ignores Armor automatically. Willie. Demo Charge. Demo Charge ranged/ melee attack ignores Armor automatically. Mobile Toolkit. Hidden Blade melee attack ignores Armor automatically. December Acolyte. (1) action puts up 6" aura that removes Armor (and HtW) from enemy models. Kang. Hard Worker upgrade gives other Foundry models a (0) Action to ignore Armor and H2W. 2. Remove Conditions? Arcane Effigy. (1) Cleanse Fate action removes one Condition from friendly model within 2". Johan. (1) Rebel Yell attack action removes one Condition from any model within [ ]". 3. Remove Corpse Markers? Sue. Tread The Line Action with the Peace In The Valley trigger. Requires 5Mask or higher. 4. Remove Scrap Markers? Sue. Tread The Line Action with the Peace In The Valley trigger. Requires 5Mask or higher. Large Arachnid. (0) Action removes one Scrap Marker within 4". 5. Remove Scheme Markers? Performer. Seduction Action removes one Scheme Marker within 8". Large Arachnid. (0) Action removes one Scheme Marker within 4". Steam Arachnid Swarm. (0) Action Devouring Swarm removes all Scheme Markers within 4". 6. Prevent Enemy Triggers? Union Miner. Melee attacks automatically prevent enemy Df triggers. Joss. Arc Axe melee attack ignores Df triggers. 7. Generate Cover? Howard Langston. (1) Steam Cloud to provide 4" soft cover aura. Mei Feng. (1) Vent Steam gives -flips on Sh and Ca into the aura. 8. Disrupt Casters? Bleeding Edge Tech upgrade has (0) Disruption Field which gives -flip on Ca actions within 3". Sue. (1) Man Comes Around, -flip on Ca actions against models within 3". Warding Runes upgrade gives Counterspell ability, strips suits from Ca actions targeting the model. 9. Ignore Incorporeal? Ca Attacks: Oxfordian Mage's attacks Colette's Sabre Trick Cassandra's Breath of Fire Coryphee's Blinding Mannequin's Full of Pins Kaeris' Immolate Firestarter's BUUUUUUURN! Silent One's Freeze Snow Storm's Ice Tornado Arcane Effigy's Arcane Fury Ths is just a starter, so please feel free to add to this and I will update this post. Hope someone finds it helpful
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