Jump to content

Adran

Moderators
  • Posts

    12,675
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Adran

  1. I would probably say, me, my opponent and the cards There are certain turns where that is well worth the risk. Maybe we play more gun-ho, but most games I have played locally have had at least one turn when the iniative was vital for 1 player if not both. It can also depend on the opponent you are playing as it could be the difference between the entire Ortega family getting to activate before you, or Collodi escaping your trap and probnably completeing an objective or two. Against crews without companion chains in some form, I find that I can typically survive the lost iniative turn with miner losses (Up to 1 good figure that probably would have died that turn anyway, they just probably would have activated before death). I count player skill to include resource management. I know I'm not perfect at it yet, my Colette crew typically holds its own till about turn 4 when I have finally run out of Soulstone, and it dies. It also includes activation control, crew selection, objectiveness and risk mangement.
  2. As said, make sure you keep the essence within 4" of Tina if you want to cast through it. Using the gamin for this task it also pretty useful, but it does mean the Gamin has to weather the activation between it moving and Rasputina casting. The trick is knowing when each is a better option.
  3. Collodi as a leader has a limited selection of models, but is able to make good use of them all. If you look at the crew creator, you will see all his options (I think its Marionettes, Wicked Dolls, Stiched together, the 5 effigies and the widow weaver). If you use a different Neverborn leader you can still hire collodi into the crew. This opens up many more options (all of the neverborn models and most of the mercenaries). Its a great way to expand your selection and change your crew style. Enjoy
  4. It takse some gettign used to. There are a couple of ways of making it work for you, like having lots of models, or models with companion to alter it in your flavour. One of the best solutionms for rasputina is to link an essence of power to her and hide behind somethign solid (an Ice wall she created is fine). Then companion activate the essence and Rasputins. Walk the essence out into view. Cast a spell using its magical extension. The have rasputina cast through it using Ice mirror, and at he end of her activation the essence will snap back yto her due to link.
  5. According to the book, it is unique, so I would expect only 1. EDIT Just checked the announcement and it is 1 with Leg varients
  6. Giving advise for a marcus list is not easy. My list for destroy the evidence will probably depend largely on what my opponent is playing and doing for example. Knowing what options you have and how to use them is the best. If I'm looking for numbers at the end of the game, I love the molemen, but if there is any chance of facing somethign which ignores armour, they just die. Objective runners can include Silurids, Night Terrors, Shikome and Corephyee duet. Durable models will probably be Rail Golem, Corephyee duet, and possibly Waldegiests. Models for bulk killing will include Kaeris and Gunsmith, where as Silurids and Shikome are better at assasination runs. Terrifying models are a lot better if you are expecting to face a living crew. I personally rate the Jackolope for its distracting value. It takes a decent amount of effort to kill it with its defense, and it returns to the game so easily. Its got a high enough Cb to stop most things easily disengaging. For no effort I can use mine to waste 4-6 enemy actions in a game which is a great return for 1 ss. Its also handy in getting activation control.
  7. Sounds a little unlucky, and possibly a low terrain game. Even on an empty board, Graves should be able to get someone to melee range with the line from beyond their range in only 2 activations. Granted, if the riflemen haven't activated they have a good chance of smashing the model in that spare activation. In which case you can try and wait them out, or use sacrifical models to tempt them into activating. If they don't companion they are limited to only 2 shots each, and 2 shots probably isn't enough to kill most models.
  8. "After the drubbing I received from the Ice witch, I realised that the site was not as secret as I had supposed. So I sent Kang, Johan and a few miners out to remove any traces on the surface of what we might find. I also thought to push into enemy territory and to make sure that I had control of the power here. To that end I sent 2 miners out wide to make some mystic symbols into the ground to allow me to focus the flames. After they did that, they were to dig under the ground and do it again around the entrance. As Kang and Johan headed towards the known entrance to the Mine, I was aware of others coming up. They were largely equipped in some form of armour, not entirely sure what but they were heading to the entrance to. Just then the leader took to the air and flew to the entrance. The Miners appeared out of the ground to the side of the entrance, heading for the spoils that signified digging here. Kang Charges into the leader, his battle cry inspiring those around him to join him in the fight. He managed to land his shove on him hard, and he flew back, and just didn't seem to stop. His assistant ran in to smite Kang with her Hammer, but I've seen him take a much bigger beating than that. Johan and the rail worker followed up into the melee, and after several blows were able to dispose of the evidence. On my right flank, the miners were able to flush out a sniper and drive him off to his friends whilst they took out the spoil piles and even made the engraving my ritual would require. I commanded the miners to continue their digging at to reach the far spoil pile and area for my engraving, and sent Knag over there to direct them. The rest of my forces I sent after the rat catcher and the leader. Unfortunately, the rail worker and one of the miners, who got a little lost were the first to try and ambush the leader. He was able to dispatch both with little worry and continue with his unexplainable actions, fiddling with some strange devices. I headed towards him whilst my assistants defeated the rat catcher, the sniper and the grunt. Unfortunately by the time I came to aid against the leader, he had completed his work and left. Still, my aims were sorted. I am now hoping for additional supplies. Ramos has been informed and has said his associate Dr Marcus will be providing something for us" Kaeris Vs Von Schill Shared destroy the evidence. Crews Kaeris 2 union miners Kang Johan Rail worker Von Schill Hamelin Taelor Trapper Friekorpsman I declared power ritual and secretly decided on Breakthrough. Von Schill declared bodyguard and didn't realise we were taking 2 schemes. When we worked out he only had 1 scheme we added the 2 soulstone to his pool (about turn 3). I deployed evidence strongly on my right, with one over near the left corner. Von Schill heavily deployed all his evidence on His right side, and focused most of his force there. There was a small hut shielding the neutral marker from my forces. I deployed a miner in each corner, and the rest of my forces in the centre. Turn 1 Von Schill moved up to threaten the neutral evidence. I tagged a corner for power ritual and buried the miner. Hamelin moved up along the edge of the board and obeyed Tealor to charge towards Von Schill. The other miner tagged the other corner and buried himself Taelor moved up to support Von Schill Kang walked forward on the right side. It But him in charge range of Von Schill and also gave a good unbury point for the miners. The Trapper shot at him and used his reposition trigger to move nearer to the middle. Johan walked up on the left to pincer Von Schill and the evidence. It also gave me a second possible choice for bringing up the miners. The Friekorps man moved forward. The Rail worker (brought for his versatility of weapons and extra ms&u membership) moved up on my left to be able to charge Von Schill from the other side. Kaeris walked up and shot Von Schill. She set him on fire but failed with her spell. Von Schill took a wound from the fire to allow him to still interact. The miners appeared as far in front of Kang as they could. Kang healed Turn 2 I won Initiative, and to stop Von Schill getting the neutral counter I charged in with Kang. The Charge hit, and brought Von Schill down to 4 wounds remaining. The Melee expert missed, but Kang brought up his fight with me aura. Taelor Charged in to try and force Kang away from Von Schill. She moved so that she was able to hit Kang but he couldn't hit her. The Charge hit, but her melee expert missed, and he wasn't able to trigger Knockback on either attack. I wasn't able to use Kangs defence trigger as Taelor was outside my melee range. I charged the Rail worker into the fight, didn't do much but added to my numbers there. I failed to set fire to Taelor with his 0 Von Sschill decided things were too hot and so he bugged out. He ran right over to one of his evidence tokens. Johan ran in and managed to hit Taelor. Her hard to wound meant I only got weak damage, but it was looking good for me in the middle. Hamelin moved up, and tried to obey the friekorps man but failed. Kaeris moved up, and managed to shoot the friekorpsman, but again failed her immolate. The Friekorpsman went over to guard Vonschill. One of the miners charges Taelor, gained the combat bonus from kang, didn't hurt her, and then buried. The Trapper realised how exposed he was on his own, and high tailed it out of there towards the rest of his crew. The last remaining miner rushed forwards. This allowed his friend to reappear standing next to an evidence marker. Turn 3 Again I won initiative. I started off by using Johan to Flurry Taelor. It took the 3 hits to kill her, but I managed to see her off eventually. (typically the first hit took her down to 2 wounds, so that meant the second hit obviously had to be the one that triggered Brutal, and despite ending on a double negative flip did severe damage). The Frikorpsman managed to destroy the evidence that he and Von Schill were near. Kang took out the neutral evidence and Hamlin cast irresistible dance on Kaeris. And so it was irresistible (well I wasn't prepared to stop it ). My miners destroyed the evidence in my opponents deployment zone and activated with the 3rd corner for power ritual, and both dropped out of sight ready to switch to the other side of the board for the last corner and evidence marker. Von Schill ran to the evidence in my deployment, and hoped to be safe. I sent a rail worker after him to keep him busy. One of the miners joined the Rail worker. Turn 4 Von Schill moved out of melee with the miner and shot him twice to kill him. My forces engaged Hamelin and the friekorpsman and managed to hurt them. I managed to get the evidence and the last corner leavign me with just my hidden breakthrough left . Turn 5 Von Schill got the evidence in the deployment. I managed to finish off the rest of his crew and turned on mass to chase after Vonschill. Turn 6 Vonschill got the last evidence counter. I moived Kaeris close enough to try and kill him in turn 7. Completely forgettign Breakthrough. Game ends, 6-5 to me. I think I was luckly to do so well. The spread out nature of the forces meant I was able to concentrate on the middle force and get the neutral evidence. My Miners were the stars of this game for me, they managed to get all 4 corners and 2 of the evidence markers (it could have been 3 but I had another model already in contact and thought that I could try and kill von Schill) in 4 turns as well as managing a charge on Taelor. I am very much enjoying File false claim, and think 2 miners and 2 other MS&U members is a pretty good combination. Kaeris was a bit of a spectator here. She didn't try very much, and failed in a lot of what she tried. I kept back on using her soulstone ready for importanmt duels, that because we both largely avoided never occured. I still wasn't hugely impressed with Kang. He was ok, and handy in gaining the middle marker, but I don't think he was much better that Johan was. I avoided using Willie as he is largely useless against Friekorps armour, although his extra speed would have made the miners even better. Next game is shared supply wagon, and as I've just made a new supply wagon (based on a Rhinox) for my Marcus crew for the Lost Love Tournement, I'm using it to gain Supplies from the slightly creepy doctor. At current opponent unknown. I'm contemplating bringing the Rail Golem, Willie and a miner as my main force as they come either with good weak damage, or bonus damage against enemy supply wagons. The remaining 11 points will probably depend on who I am facing, but Johan is quite likely as his 3" melee will make it very hard for enemies to harm my wagon, and his Knockback trigger can clear away an enemy defender from their wagon.
  9. Surely, under the old rules what happens was you would just kill the old rat and get a new one, so would get no use out of writhing mass anyway. So all writhing mass did in the old rules was change a rat, now it doesn't do that. Not a huge change, since part of the problem was constantly killing and replacing rats.
  10. Good luck for the weekend, I'll be there with Marcus. I advise you just conceed 8-0 if you ever have to face him, he is just that good...:-/ The largest risk I see with your list is only having 1 hollow waif until you get to get a second from the enemy crew. Not a game stopper, but its certainly something to consider when you play compared to most games with Leveticus. The only other option I could see would be taking something like necropunks or Punk zombies, to at least garentee corpse counters in the game. But that probbaly isn't required. And Ashes and Dust is pretty scary.
  11. The disengaging strike doesn't occur until the model tries to leave the melee range. So it will stop moviing and end the action at the edge of the enemy melee range.
  12. If the Dreamer is what you want to play then you can most certainly start with him. You may find that playing against peoiple of similar levels to begin with will result in more losses, but once you start getting the synergy and tactics which work for the Dreamer you catch up the difference. The other thing to remember is if you brach out into another leader afterwards I would expect you to take slightly longer to pick up their tactics, as they are likely to play very differently to the dreamer. (and pay attention to different rules) But as long as you know this and have no problems with it, you should be ine. Live the dream
  13. The list looks to me like it would struggle achieving A line in the sand, Claim jump, destroy the evidence, Tresure hunt and turf war. You aren't going to be able to stop supply wagon well either. It might be risky in slaughter if you are planning on summoning many models. The list may do well in contain power and escape and survive. It should be able to protect a supply wagon well. There are only 2 times when I would have a prewritten list, and those are 1 Its the only models I own 2 I'm in a tournement that has made me pre write a list. Otehrwise it is worth having mopdels for certain tasks. I have never seen the point in hiring the soulstone miner to just generate soulstone. It costs you more than it can get you during the game.
  14. Sure Melee expert is much better than flurry. But you pay for the difference. Taelor vs Johan is probably the nearest comparision between melee expert and Flurry. And Taelor costs 2 ss more. (There are other factors such that I think Johan with melee expert would be bettter than Taelor is now) Flurry probably generates 1 extra attack a game (and if it weren't for marionettes it would probably average even less) melee expert probably gets 4 extra attacks a game. But there is still a place for flurry.
  15. I still disagree with Calmdown. The ability on the Viktorias is as follows
  16. I guess I was trying to say that Outcasts have as many leader options as the other factions. Yes, two of them are henchmen, and they all have restrictive hiring lists so that they can't overlap much. But that is how Outcasts are. I was also trying to answer Amor s complain tthat they gave outcasts 2 hench, and that Ophelia is restricted by only being hired by one master I don't think a dual faction Outcast 10 Thunder master is needed. This is in part because of the outcast hiring restrictions. Rules wise I think any outcast master needs to be restricted to a subsection of the outcast pool, but the ten thunders need to be not be so restricted that it can only use "its crew" when its 10 Thunder. I like the outcast releases in Storm of Shadows. I think that they have recieved a good selection of models for Mercenaries and Gremlins. There is a good range of Undead and constructs for leveticus. I don't know that hamelin got very much out of the book. I am actually much happier with what they got than if they recieved what the other factions recieved. Because then then would have had a new master and a small subset of models that would help that master but not really support the crews that already existed. Straying from the topic slightly I would argue that Leveticus has a more varied hiring pool that a normal master, say Lady Justice, although she has a larger number of possible hires (60 vs 49), they are more restriced by merc and special forces. of those 60, 6 are friekorps and 20 are other mecenary. So thats probably only 2 models from 26, leaving her only 34 to choose from.
  17. I have no idea if it works in practise, but Seamus, Izamo and the dead rider is plenty of in your faceness. There is little synergy between them, but they are solid models on their own. A grave spirit for either armour on Izamu or the dead rider, or providing an undead model for Seamus to get the most out of undead physcosis. Adding in a necropunk and Killjoy and Bete noir makes the whole thing very hard hitting.
  18. 2- I'm wrong. You can see 3" and Rasputina is by definition 3" in, so can be seen. She will be in cover, but hunter will let you ignore that. Felll the wrong side of the 0.0000001" measurement Clarification for 6 Whilst you can normally choose your trigger, Biting chill says it will trigger overpower, and since there is only 1 trigger per action, you can't use any other. So whilst what Joel said was right, it doesn't apply to your question
  19. Well Sommer, Leveticus and Hamelin can't hire Von Schill either. So each outcast Henchman can only be hired by 1 outcast master and by almost every other master in the game (Although hoops may need to be jumped through). I don't think there is any need for an outcast/ten thunder master. But then for all intents there are 4 outcast factions so which one would you want to put the dual in? It serves very little real purpose in the mercs faction, as they can be hired by any faction. Gremlins could work, but I don't see them as a faction the 10 Thunders would both with. Hamelin is so far out on his own I can't see him working with anyone and Leveticus has a huge hiring pool that is completely faction irrelevent.
  20. You're looking at it the wrong way. The only flips that have a defalt permision to cheat are duals and damage and even then only if you are neutral or positive. On your Sonnia Damage example, the target of the attack would take 10 damage and those under the (3)blast markers would take 3. the 10 damage would be applied to the model in one go and then be modified by armour and so forth. Hope that is clear
  21. No The additional flip from the red joker does not add blast markers or increase the damage of the models under blasts. It only increases the damage to the original target. It may be that becuase of this it isn't a seperate Damage flip so isn't cheatable as it isn't a damage flip. But will have to check the exact rules. I'd be surprised if it was cheatable and no one noticed for the past 3 years
  22. No. Bayou two card allows you to use the top card of your discard pile during a dual. Firstly a damage flip isn't a dual, and secondly, the red joker isn't in the discard pile until the damage flip is finished.
  23. Firstly don't have the rules to hand. So take these answers with a pinch of salt. 1 Yes I think it does. 2 A model in a 3" aura of obscuring is generally unseeable from outside. Hans has special rules that will let him see. 2a Hunter works on Terrain. White out, creepy fog, Vent steam and so forth are not Terrain. So there is no extra distance they can see. They can still ignore cover bonus if you are within 3 " of the edge. 3 No, it connects to both Viks. 4 Would need to read the rules again, but I don't think so 5 no 5aEvery strike 6 No you can only announce 1 trigger per action. Biting chill automatically announces overpower every time. 7 I think you control the push, so no.
  24. If you are playing as Neverborn then Coppelius is a useful minion to have. He has the possibility to paralyse 4 models in a turn. I would use him as either control or a melee bruser piece, but he is pretty versitile
  25. On the plus side you were effectively playing against an opponent with a hand of 2 cards for the game. Does make it much easier to hit Von schill and anything else in his crew.
×
×
  • Create New...

Important Information