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Cheshire

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About Cheshire

  • Birthday 05/01/1986

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  1. It is, isn't it. Oops. I consider it a versatility piece. I also really like having +1 card a la Tina. Do I think it's the best addition? Probably not. But it's an option.
  2. I think Convict Gunslinger is a good add, Freikorps Librarian might be good once it comes out, Mechanical Rider when it comes out, maybe Kaeris (when she comes out.... I see a theme...). Right now I run an inclusive Colette crew, and the only strategy I absolutely wouldn't want to use her for would be Slaughter. I would if she were my only option, but the Arcanists have better options for that.
  3. While it would be nice to have variety and relevant choices, I agree with the general consensus. The to cast damage is too good since it helps you get to 5 double burst. I find the Wendigo's speed to be irrelevant since nothing else on the squad moves quickly.
  4. I was not aware that they had changed that - I don't have v2 cards. I took all the original errata, printed it out and taped it in my book, but don't remember there being something for Ice Pillars. I really (really really) hope they didn't change that... it's one of the best ways to funnel charging melee dudes into a killzone.
  5. Silent Ones are hands down better than Acolytes for your basic kill 'em match. They're like mini-Tinas: 3x cast Freeze on top of increasing friendly ranges 3" and healing Frozen Hearts. The biggest and most obvious drawback is that the crew is practically immobile. Snow Storm should help this when it's published, but for now... not so much. Consider having a different Arcanist crew available if you're ever doing tournaments and such so you can do any strategy. I use Colette for move around the board style missions, but Marcus is good for that as well. Use Ice Pillars early in the game; they don't go away until they're broken, so you can use them to set up unnatural barriers to either guide or slow your opponents as they approach you. And finally, know your dudes' abilities. This may seem obvious, but some of them are easy to forget. The Ice Golem has a trigger which gives slow to things it hits with ranged attacks. Bite of Winter on the Gamins and Golem will make you straight wreck unarmored units. Turn to Ice from the Silent Ones can take a charging enemey and make it a statue (this is nice for things like enemy Steamborgs and such).
  6. I actually ended up not using his power cable cause I couldn't get it to fit where I wanted it. I don't think it's noticeable (unless you're looking for it, naturally).
  7. I'd say, generally speaking, that if something is Rare 2 but comes in a blister of one (such as Silent Ones, Shikome, December Acolyte), then you'll want to have 2+ in stock. My LGS didn't when I started playing (as Tina) so I had to buy one Acolyte and wait until they got another one.
  8. I played Colette vs. melee Ramos crew last night and I have a strategy to add. I don't think I've seen this on here, but I may be forgetting. If it's a repeat, I apologize. My crew was Colette Cassandra Coryphee x 2 December Acolyte x 2 (I use what I have) vs Ramos Joss Steamborg Executioner Steampunk Arachnid Swarm x 2 My strategy was Treasure Hunt, his was Slaughter. I used Colette and the Coryphee to blitz the treasure piece and had it in the deployment zone on the first activation of the second turn. But that's not what I want to mention. On the first turn, the Borg, Steampunks, and Joss moved up their maximum range. My last activation was to take Cassandra (already 6" out) and walk her 15" directly into melee with the Borg and one Swarm. Because of this, the second turn made it so the Steamborg could do nothing useful. On the second turn, I just waited until the end and activated Cassandra last, attacking once and then Dance Partner'd her back to the deployment zone, from whence I proceeded to mount a defense against the spider army. Edit: Just got an answer in Rules that the Borg could've disengaged and trying to keep it there would negate Celebrity. So the plan isn't as fun as I thought.
  9. This. I never realized how much of a pain they were until I didn't play Tina for the first time. Dude's falling back is not fun.
  10. To my knowledge, they have not yet been released into the wild.
  11. Hey Weird, while you're taking care of rules buisness, would you mind taking a look at this one for me? http://wyrd-games.net/forum/showthread.php?t=12956 Thanks, Cheshire.

  12. Perdita's a solid crew, so don't feel bad that you 'had' to get her. Welcome to the game!
  13. Rasputina's ability makes her immune to Morale Duels not Willpower duels. Morale duels are triggered from a handful of spells and abilities, primarily Terrifying. Morale duels generally, if not always, use Wp as their target stat, but not all Wp duels are Morale duels. So no, Tina is not immune to the spells you listed. Also, the rules forum is http://wyrd-games.net/forum/forumdisplay.php?f=59
  14. Whereabouts in Pittsburgh are you? I play out of Legions in Perrysville...

  15. To expand on what Couchmonster said, don't forget your Ice Golem can shoot for bursts. Add in Bite of Winter and the damage racks up pretty quick. The shooting your own guys is good in a pinch, but you really shouldn't have to (unless your guys will die anyway, in which case why not?) Basically, you can force a choice. Sonnia's crew can A) stick close to Sonnia so she can counter for them, or spread out so they don't get burst bombed. Also, counterspell requires a decent amount of cards. Another way around it is to have Tina activate late in the round so Sonnia has already used many cards, or your Acolytes have forced a couple of discards. With Casting Expert, it's rare that Sonnia will counter every single spell.
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