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Adran

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Everything posted by Adran

  1. General all comers lists are not a good idea. Personally I don't think its a great idea to use your Ap to hurt your own models to summon Ikryu. Her biggest advantage is her being summoned during an enemy models activation, and stopping them from shooting a second time, and then her being able to activate straight away. You have created a way for the enemy to take advantage of that activation where you can't summon her. Its hard to say that this list won't work, but its something that I think putting it on the table will show its stresses. I don't think I would ever manage to stick to your plan for it, and they only way you can see if you will is to play it. Things like activation order in early turns to get seishin summoned to allow you to summon other models with kirai without killing the models you currently have. I would look at trying to get Chaiki in there for removal of Paralysis on your own models if you are healing them. Its probably going to do best in something like Turf war with plant explosives or spring the trap. It would do very very badly in interference and things like power ritual, make them suffer and breakthrough. Play it under its best conditions first, and if it seems to work then, play it under its worst situation, and see how it does then.
  2. I can see the usefulness against certain lists that rely on something other than weak damage. As for plus to horror duels that extra card has been the black joker three times out of the seven horror duels I took in my last two games with Lucius so these days I skip lawyers and don't do the free horror actions unless I have the joker in hand as well as a card I'm prepared to use to pass. If you aren't jinxed I can imagine it leading to actually passing duels. Thats why I take Witchling stalkers as well with Lucius. (Or Friekorps Specialists). Lawyers will make you much more likely to pass the horror flip without draining your hand, which is something I find really useful with Lucius.
  3. Neverborn is certainly the second beast faction. Silurids, Waldgiests, Gupps and Spawnmother are all pretty good beasts. (and they have just gained Corrupted hounds) And buying Zoraida is also a good link to the 4th best Beast faction, Gremlins, with their pigs. 3rd would be ressurectionists, but the list of Rogue necromancy, Shikome, Canine remains and Night terrors are probably not goign to all naturally apper togetehr in a crew. (For completeness I'd put TT 5th with dawn Serpent, Guild 6th with Hounds and Outcasts last).
  4. For what its worth I disagree with the general view that Bodyguard is a bad pick in tournaments. You can score 2 VP off of it if you reach turn 4. And for a lot of crews it can be hard to complete schemes like Breakthrough and power ritual in the reduced time. ( You at least have some control over completing those, but they still become harder in a shorter game). (and if you only finish 3 turns you will probably score 1 point for doing nothing, which is going to be similar score to a lot of other schemes even if you were focused on them) In general I finish most of my tournament games well within the time. Its been lower than normal this year, and I think that is down to me using models I was less familiar with. (Note, games under time restraints against people you don't know are probably not the best time to try models you don't know, and get a full game with them in. You don't know what you can do as well in any given situation, and find it much harder to plan) In games outside the tournament world, I've been in a winning position at the end of turn 5, and when the game ended in turn 7, I've lost, so whilst I might curse and complain that I'd have one if I had that 5th turn, I fully understand the limitations of what I'm playing. Having a fixed length is less exciting, so whilst I plan my games in tournaments to get to 5 turns, they don't always. I probably will know that by the end of turn 1, and have to adapt. Games at my local club also don't always get to the end, we only have the hall for so long. I guess that yes, its disappointing if I don't get a "full" game in, but the definition of Full is not by default 5 turns. I can have a great 3 turn thriller with lots of drama, that is much more satifying than a 7 turn game. And on the whole, tournements with more rounds can make for a better end of day. A 3 round event when there are a bunch of you undefeated, but you ended up coming 3rd because you just played a slightly harder person in the first round and didn't get as many VPs as the first 2 is less satifying to me than a 4 round event where I only got to round 4 in each game, but the event as a whole had a much more satistying feel.
  5. According to the FAQ models killed by conditions don't count as killed by either crew. So youi haven't killed it. If you happen to have the firestarter who does get credit for kills by burning, then yes it would count
  6. I think its on Miniacial laughter, that it fobids you using Mindless zombies for that action.
  7. There is a wide range of coffee shops/ eating establishments within 2 minutes of the venue
  8. yes, it cancels the suit associated with the stat, not the suit associated with the card, or the duel (in the case of spending a soulstone))
  9. Nice looking things. Base toppers and scenery. I like the scenery elements. I'm intregiued by the cardboard base inserts, and doing just the one for Hoffman, as well as a street set. I'm not going to go and buy them just to see what they are like as inserts, but if I were to buy the dolls house (Which looks good) or the gates and fences I might throw in some to try. I'd like some more solid walls rather than LOS invisable, but movement blocking terrian, but thats personal preference. I'm also not a fan of the markers for slow, poison etc, as I don't think they are needed. I know other peopel do mark conditions on their crew, so I'll leave the markers for them to consider. The scheme/corpse/scrap seem nice. Nothing new, but I know a lot of peopel will be happy with having the offical images.
  10. Night terrors aren't very good at schemes because they are insignificant. This is particularly bad if you have distract or Cursed object, as they can get them, but can't get rid of the condition. Unless you're taking Take prisoner, they aren't there to score you scheme points. What would you be doing with them that you want something else to do?
  11. For what purpose? If you are using them as a cheap minion for things like Turf war, then Canine remains/Cruligan are similar. (Cost a little more, but can do more) If you are using them as a spirit for Kirai things, then you might want to look at Gaki (although they also aren't out in plastic).
  12. You can use 1 Abom and 1 mechanical tool kit to get 4 scrap for 7 SS. This nets you one less card. For what its worth, an abomination and a large arachnid are actually cheaper than Joss with Oathkeeper... Leveticus is probably better at summoning Abominations from enemy models than from scrap in the long term. because then you are denying the enemy something as well,
  13. doing a double walk actually is just doing 2 walk actions. You need to complete one before you start the next. A lot of the time people measure the double walk to save time, but if you think that they will end in engagement, do it properly. (Page 48 of the small rules)
  14. As you say, crowding up is bad when facing Ironsides. I've found the oxfordian mages to be fairly fragile, so if one of their wards is causing you trouble, the easiest thing is normally to take out that mage. Avoid Hand picked men by not spreading your attacks. Pick 1 target and attack it until dead. Try not to let it do much when it is wounded.
  15. If you start in engagement, you will still need to make a disengaging strike to take a walk action. (The disengaging strike happens before the movement, and its only during movement that you ignore enemy models) If you don't start in engagement, you won't need to make a disengaging strike just passing through an engagement during that walk. Flight doesn't matter for this, it allows you to walk striaght through a model as if it wasn't there.
  16. This is a very time consuming use of your forces. Personally I don't think its worth the effort you have put into it, its using at least 40% of Joss and Leveticus for the game. If you really want to go this way you would probably want Joss to create more scrap on his first turn, or use a large Arachnid as a cheaper Scrap producer ( or both). Using a mechanical toolkit and a rat would get you 3 scrap for 2 ap killing them. 2 Abominations and a Large arachnid gets you 2 cards and 4 scrap allowing Alyce and levi to summon 4 more abominations on that first turn, potentially allowing 7 cards drawn, and the Desolation summoned on the first turn. (Or using the Large arcahnid on one of the abominations on the second turn to get 2 more scrap, which you can turn into a 4th and 5th Abomination Ramos really only works for it as he gets 3 models for the 1 AP. A much slower but card effective way is using VonSchill and his upgrade to allow Alyce to do both her (0) actions in 1 turn. You would probably want to start with 2 abominations as well (and the steam trunk). You can then discard the low cards you draw to heal the abominations with the trunk, allowing them to be used more than once each to draw cards from. First turn should see you drawing/cycling 4 cards and gaining 1 Abom as well as moving the block up the field.
  17. It will slow down the scheme runners, but they could just kill Nino or the pistolero and still get it. Its probably best as an unexpected thing. Once someone knows it, they will either not bother with power ritual, or plan to take out the issue. Also, not all boards have LOS from one corner to the other
  18. Strictly, there are 3 models that can have rg 4. (TT brothers and Waldgiest) but if they are more than 1" from Seamus and you have a nurse, you have a very good chance to mean that they can't make a disengaging strike. ( Of her triggers, 1 out right removes their engagement range (paralysis) 1 prevents them declaring disengaging strikes (its not a walk or an interact action), and one puts the strike on ). I had a lot of fun at the weekend with Seamus' corpse bloating, which was pretty good crowd control and Healing. I only won 1 of the 4 games thought, so be warned, it might not be the best tactic.
  19. Ranged Magic Blast can actually be a bad plan if you are facing the Kirai spirit horde. A seishin will stop the blasts very easily. And Ikyru stops ranged attacks very quickly. I don't see how the playstyle of a magical blaster is different from a flame thrower, but each to their own. the only Outcast Ca I could find are Vanessa and the Librarian. Jack Daw, Hannah, Tara and Hamilin can make the action happen more often.
  20. Armour of December has a push action, which will normally allow her to leave engagement. This will mean you can't have the shattered heart upgrade though, so less magical blast. One of her upgrades can be discarded for +4 Df for 1 action, which she can then use to disengage and hope to win against the disengaging strike. Or you need to move her, or the enemy model away from her. There are many ways to do this. Snowstorm, Performers, Angelica, captain, Taelor, Johan are some of the ways. Finally, if you paralyse the model that is engaged with her, it will no longer engage her, so she is free to cast or walk at will. Wendigo, or Bishop is probably youe best hope here. (I guess there is also kill the enemy if you want to be picky). Engaged Rasputina is unhappy Rasputina.
  21. Personally I prefere Necropunks to cruligans, but in this sort of fixed list set up, you probably want variety to the list, and have 1 of each rather than 2 of the same. I don't see either list as particually good for reckoning. What I would do for this sort of tournament is make a list that you want for each game (so 4 lists). The start trying to merge 2 or 3 lists together so you have kept the reason you want that list for the games.
  22. You can't leave the table. I'll look for the reference. best I can find at the moment is that movement rules all refer to moving around the table, none for leaving it.
  23. They need to have 2 distracted models at the end of the turn, so if you have killed one of the models, no it doesn't count.
  24. If we ever manage to argue that Non- Austringer model, doesn't actually name Austringer, then we manage to say that the action can target Austringers, since they aren't named. Non -Austringer is referring to a model by name.
  25. Prehaps it needs reducing to rare 1? I'm probably an imbued energies abuser. After I've got a cache of 4 or 5, I'm likely to fill up on IE slots
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