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Sholto

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Posts posted by Sholto

  1. Against Viks, all the Arcanist heavy hitters are going to die in short order, either to the Viks themselves ignoring Armor etc or to their Relic Hammer-wielding pals. Your only solution to that is to rely on winning Initiative, which is not a solution at all.

     

    Instead, why not Ramos with 6 Spiders and 3 Electrical Creations? Gum up all their charge lanes, drown them in 4pt models that can be exploded or explode when they die, while Ramos shoots into melee with Electrical Fire, Summons more of everything and cackles like a maniac. You could also take Silent Ones who can shoot into Melee, safe behind the spider screen. Maybe a Mech Rider summoning Ice Gamin to do more exploding - the Spiders will ignore the pulses. Everything else can get Schemes, so Soulstone Miners would be good.

  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. Yeah, that wasn't at all the point I was trying to make. :P

     

    What I meant was that the crew is slow and focused on putting out damage, getting into fights. That's the Valedictorian's preferred environment. If the crew had models that could scatter quickly across the board instead, you could get all your strategies and schemes done regardless of what the enemy crew was doing.

     

    You are quite right, although we don't know what the Strat and Schemes were, of course.

     

    I don't think Molly has any problems being targeted. She is one insanely durable master.

     

    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' :)

    • Like 1
  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. 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.

  7. 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 :)

  8. 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 :)

  9. 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?

  10. 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.

  11. 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.

    • Like 1
  12. Not really. If you are trying to use a Terrifying crew against a crew that doesn't care, like Rasputina, the fact that he has to activate his aura and that its short range means that you'd have to cluster your crew.

    In which case, even IF you got raspy to actually have to take the duel with a chance of failing all that would happen is she would cheat to pass, and then she would nuke your grouped up crew into oblivian.

    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 :)

  13. 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.

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