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Sezar

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Everything posted by Sezar

  1. Playing with Brawl Crews, I've found that your Creator allows for Leveticus & Hoffman to recruit Frozen Heart Constructs, something that is usually forbidden with Hoffman. Is it really allowed? Brawl rules and combinations are still confusing to me
  2. Damn! I'm now seriously considering her!! Thanks!
  3. I was thinking on maybe Helle Moller from Hell Dorado But I would have to remove the sword on her back and add one gun. It is a model I always liked so I'm maybe a bit inclined towards her, but I would like to know some other good options. That one is a cool and funny one, Ratty, but I would like to avoid armour as much as possible... especially full plate
  4. I've got a pure female Viktoria's Crew (like many others) and I'm looking for a good proxy for Johan, so here I am looking for your suggestions. Thanks in advance!
  5. Wonderful!! I hope I can see those in person soon enough!!
  6. Wow, this looks as as malevolous puzzle which constantly changes itself everytime you put one piece in the right place... just to change another 2 into wrong positions!! Great job anyway, we've got faith in you man!!! :congrats::rock:
  7. Hi there again!! These last days I've been working on my femenine version of the Convict Gunslinger. This is Valeria Alvaro from Privateer Press and I really like the model. I had to remove all the paintjob I had been doing on her because I changed my mind and wanted to get a more indian feel on it. Overall I like how it finished, but I know the result is not as clean as I would have liked, as while "indianizing" her I commited many mistakes that I had troubles fixing. I could not get the right mix for her skin, so in the end I went back to a more standard look. Anyway, I'm happy with it, and while thanks to the pictures I've seen some minor things to fix, this is how she will stay. Hope you like her!
  8. When I choose Viktoria as Main Master, and Von Schill as Henchman, the latter can get a Totem, but not the Viktorias. They can get a totem when Von Schill is not hired tho :crazy:
  9. Wow, not an easy Crew to start with!! Good job there, keep on flipping those cards!!!
  10. I am pretty often missing a Belle's Lure to get someone closer to Jack or my Hanged, so that would most probably be my choice and one extra SS for a Pool of 6 (you really need 5+, imo)
  11. Played the same Crew again last night vs Sommer and his Gremlin factory gunline. This time most things worked out well and managed to summon two Rotten Belles & Madame Sybelle, who helped a lot to contain the gremlin flood. Pere Ravage was the main threat, as he managed to do the most damage to my Crew, as well as some other suiciding gremlins. Molly did a good job, but I feel she's not that strong and useful as Ophelia or Von Schill, and I often find myself thinking if wouldn't it be better to have another Hanged or 2 Belles for her cost. The Hanged is great, I'm liking it much more than Jack Daw. I think i'll try next time 2 Hangeds without Jack. Jack's not bad, but I don't think he's got too many tools and tricks to offer for its cost. Sure, he's really hard to take down thought. Will keep testing this, and even while I don't see much interest, will kepp you informed about it
  12. Well, I finally had the chance to play this list yesterday after I had finished painted Jack and Hangeds. I chose to do it vs one of the worst Crews that I could have thought, but I wanted it to be a pretty hard test; it was against the Death Marshalls: -- Lady J -- Scales of Justice -- 3x Death Marshalls -- The Judge -- Executioner. So there were 3 melee heavy models backed up with 3 shooting ones, plus Scales who did absolutely nothing. I was outnumbered by three, but my plan was to summon at least one Belle or even Sybelle later in the game, which I failed miserably :dong: I had to Take the Treasure chest, and he had Slaughter. I new Treasure Hunting was gonna be really hard with only 4 models, all of them too important to be losing APs and movements to bring the chest into my DZ, but I felt that he could have problems with his Strategy as my models were somewhat hard to get down. My plan was to try to make the most use of Terrifying and Morale Duels all around, helped by Seamus' Trail of Fear aura. Now, the Death Marshalls are some of the hardest models to try it out, but I guessed that Jack Daw's aura of no Cheating or Using SS could help some. The game started well, with some movement towards the centre. There was a forest there that would provide some LoS and cover protection vs shooting. Neither of us had ever played with some Jack Daw, Hangeds or Molly on the table, so there were a lot of surprises on both sides. Here are some of the things I learned. -- The Crew is totally Terrifying, forcing Morale and Wp Duels all the time on the enemy. I am really sure that had I played against any other Crew I could have made all their models flee easily. In all, I managed to force Fall Back on The Judge (vs Molly), The Scales (vs Seamus), and Lady Justice (vs Molly in the last turn). -- I did not play well with Jack. I had him in melee with all 3 Death Marshalls, which prevented them to do anything in the whole game, but at the same time it led me to have it too far from Lady J. to affect her. Anyway I've found he's pretty much unkillable vs crews without magical weapons or damaging spells when you're only playing with so few models. 7 Control Cards for 4 models means you will most probably have enough to prevent it dying. -- I played too aggresively with Seamus, which led him in melee with both the Executioner and Lady J. He managed to kill the Executioner, but couldn't stand with Lady J. (even while she was only able to resist Falling Back once by flipping a lucky Red Joker when she was out of Control Cards and Soulstones). -- When Seamus fell I thought the Crew was gonna feel it, but while losing the Trail of Fear was a major hit towards my plan, Jack, the Hanged and Molly still played pretty well alone. -- I made the really bad decision of spreading my models too far away from them to help each other. Had I bunched up, it could have been really easier for me. I should have hidden my Crew behind the forest to get the most use of Terrifying and Morale Duel forcing auras and pulses. -- Jack's not the Faling Back forcing machine I thought he could be. I felt it's the Hanged who could be it. He can really dry the opponent Hand tho, and should you engage in melee him with some not magical wielding/user models, he can really freeze them there. -- While Molly didn't seem to be doing much, she alone managed to make Lady J and Judge flee from her, and could even stand alone vs Lady Justice in melee without a scratch thanks to Pitiful (hurting her a bit in the meantime with her Wp Trigger). Anyway I know I have to play her a few more times to get the most of her (as with everything else in his list). While I lost the game 1-2 (1 PV thanks to Jack killing a Death Marshall via Hangman's Knot), I was pretty happy with the Crew, as while I know I had played it pretty bad in some tactical moves, Lady J and her boys were really a hard match up for mine. Tomorrow I expect to play this Crew again, so will update with anything I see worth telling.
  13. Yeah, this is not about some people Lost in a far away tropical island after a plane crash, but about our always beloved and misterious Jack Daw and his Hanged friends. Jack's floating over a recently burned by a lightning tree, referencing all those dark omens he usually carries around; and the Hangeds are one erupting from the place he was buried, and the other leaving its broken coffin. Their faces are blue because of the way they died, obviously. Anyway, enough chatting, let's see them!! Jack Daw Hanged 1 Hanged 2 Family shot A few more pictures HERE Hope you like them, I really enjoyed painting them.
  14. But then you're only with 2ss cache, and you will most surely need a few more having so few models, 2 of them able to Use Soulstones, and I can see Molly really needing some for her personal safety.
  15. You're talking about a 12ss combo mostly to ignore Hard to Wound and a to wound on a model that you must have previously turned undead with a really weak and slow totem, casting a range 2" spell which would most probably get it into melee, what makes shooting the desired target some harder. I just don't get it. It could be easier if you managed to summon the NM just next to the wannabe target via Molly, but then we would be talking about hiring 2 Henchmen, and I don't think that's possible (and even if it was, that would mean 19ss). Anyway, I guess Seamus would be happier to waste those 12ss (VShill + NM) on 3 Belles.
  16. I was wondering how could a crew like this work around. -- Seamus -- Molly (9) -- Jack Daw (10) -- Hanged (8) -- Total Caché: 5ss The really low model count could be raised once corpse counters start dropping as both Seamus and Molly can summon some belles (althought they both need high crows for that). The Crew's got a really high Terrifying and Fall backing potential, and if you add the 12" -2Wp:aura from Seamus that could really hurt some crews out there. That would require a lot of finesse to control, but it would be really interesting to see in action. I guess I'll have to find a Molly proxy to try it out myself...
  17. WE've got a Sommer player in our group and we're not sure about this: Can you give Reactivate to a pig that has still not been activated so it can activate twice in that same turn later?
  18. I'm pretty interested on reading how you dealt with Pandy. I guess Von Schill was the first to be activated every turn to get the +4Wp:aura, at least that's what I'd do. What did you do offensively? Blast-happy to bypass Pandora's protection? Last night I had another game with a pure Korps list, it was a 25ss game and I fielded the full box versus Lady J. I played it really bad tactically speaking, and barely got a draw in the very last activation. Lessons I learned: -- Von Schill can't stand in CC with a monster like Lady J. -- Hard hitters are a big problem to this Crew, as even with Armour the 6Wd fall down too fast. -- I still can't use my Librarian offensively; she's got too much work to do, and while Furious Casting she's unable to cast her Ancient Words. I wish this attack was a Spell and not a regular Weapon, both for this reason and to have a magical damage source in the Crew. -- Removing suits on key opponents is cool, specially on Lady J. to avoid her Riposte. -- I keep placing my Specialist on the first line of combat, so he's too quickly engaged in CC. I have to be more cautious with him. -- Even while he was who made the draw possible, my Trapper is always underperforming. I need to field him better, but I still feel it's dumb he's got better Cb with the knife than with his rifle.
  19. To be true, in my book Leader is better than Companion. Sure, it costs one of the (0) Actions you're allowed, but it allows me to activate it in the middle or at the end of Vn Schills activations, instead of before the activation. I like it because sometimes it is not very clear if Companioning will be a clever idea, and it is great to have the chance of activating another Korp just after Von Schill when he's left an enemy almost dead, and you want it out of the game.
  20. Really good! As a Seamus player myself, that's an easy one: Bete Noire, Hangeds and some more Belles. You can also get the Copycat for some added fun (although don't expect him to shine much!).
  21. I've done it before: 2 players with 31ss each vs me at 62 with 2 Masters, but it was played as a Brawl, that is 10ss max and 7 cards at Hand per side. It worked fine.
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