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hippieshopper

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Everything posted by hippieshopper

  1. My brother and his best friend came up with and have been running a Som'er List that basically revolves around using Som'er's Avatar and Hog Whisperers. They're basically using the Hog Whisperer (And sometimes the Slop Hauler) to give Somer Reactivate every turn via Stick'm in the Ass. Som'er has the Pig Characteristic. Hog Whisperer's Stick'm in the Ass "Target Pig suffers 3 Wd. Target Pig gains Reactivate." It takes a 4-5 of Mask and it allows Somer to manifest Turn 2 with a full activation, and then every other turn with Reactivate. Is this intended? ---------- Post added at 06:58 PM ---------- Previous post was at 06:03 PM ---------- No opinions?
  2. Hm, I suppose that makes sense. Our question then would be; why word it as it is worded? Why not just "Discard 1 Card, this model gains (+1)Fast." as all other models who have similar mechanics do?
  3. Jakob Lynch's "(+1)Card Trick: This model's Controller Discards 1 Control Card, then this model receives 1 General AP. This AP cannot be used to Cast Spells." VERSUS Gremlin's "(+1)Reckless: This model may suffer 1 Wd to receive (+1)Fast." Rules as Written Currently, so long as Jakob Lynch has a hand, he has an incredibly high number of AP he may spend, as there is no limitation on the amount of AP he may gain through discarding Cards to receive additional AP. This is especially problematic if his player gets a lucky streak with his two Dead Man's Hand spells, as he could have something around 7-9 AP in a single Activation. This is incredibly overpowered because of the Auto-trigger on his gun that can do incredibly high amounts of additional damage. Our Question Is Jakob Lynch's (+1) Card Trick intended to give him an absurd number of AP if he so chooses?
  4. He's self centered so probably, I'll ask him about it tomorrow.
  5. She's absolutely reliable, all of her spells require moderate cards, she doesn't need anything higher than an 8 to Cast anything. With a Henchmen Cache of 5, she's on the higher end of SS Pools when she's a Leader (I think Collodi and Ophelia are 7 and 6, respectively) For Suit requirements, she needs a 5:crows to Spell Steal and a 7:masks to give +3 Wk, which is hardly out of the Ball park, even Colette has hard CC than she does. I can understand the irritation of needing 2 Corpse Counter to summon a 30MM but balance wise it makes sense, and in the crews where that's a serious drawback (Nicodem) you have absolutely no real reason to even use her summon. Her two Morale Actions (Gorgon's Tear and Reveal Philip) are admittedly underwhelming often, but that's not her fault, that's the Morale mechanic in general. She's got great mobility for a model of her class, and it's even greater with Seamus (Where it NEEDS to be to remain relevant). I just don't understand how she's unreliable.
  6. The last time he and I discussed Molly, before he sent me this to post, one of the things he kept saying was that what had held her back most was her inability to fit into the meta of Book 1. The only gimmicky crews in the game were Pandora and Som'er, and really Som'er was only gimmicky because you had to choose between a gunline or pinball. So when she came out and everyone tried using her in the current meta (Which was WAY more straightforward than most crews are now) she was just kind of this iffy "Do nothing" spot in the middle of Punk Zombies, Frankies, Crooked Men, Rotten Belles because while they were all "I AM X, I DO Y" She was "I am X, I can do A B C D E F, but you have to guess which would work best" and so people didn't really want to use her because the current models all performed well enough. Now, with Yin, she's becoming increasingly hard to put off to the sidelines and the sooner we all get accustomed to her the faster she'll get fully fleshed out. We think she's probably got some of the best inherit design of any of the models currently available, time will tell if other people end up trying her out. At least, that's the hope.
  7. (1)Reanimator CCRSTRG Sacrifice a number of Corpse Counters within 6" equal to the base size of 1 non-spirit, non-unique Undead Model. Summon that model. Draw 1 card for each Corpse Counter sacrificed.
  8. Hey guys, Hippieshopper here. I'm part of a gaming group in Tacoma, Washington that's relatively small, but we have a decently diverse plethora of masters, henchmen and gimmick crews that see a lot of playtime. One of the Henchmen that's seen a very small amount of play, both in my meta, and the global scene (At least pertaining to what Forumites are prone to say) is Molly Squidpiddge, and her horrors. This is in no small part due to the initial criticism she received from my brother, the infamous and often loudmouthed Sandwich. When he first tried her out, she didn't fit in with his scheme of things, and he was immediately turned off by her. Of course, instead of being rational and trying out numerous different crew builds and playstyles, he just wrote her off as ineffective and useless, and came to the forums with that same idea. Most of you had a fair amount of respect for him, (Up until recently, at least,) because he'd written two Tacticas and gave some decent insight into matters that were fairly sensible, and so a lot of people took his criticism at face value, and stayed with it without second thought. Although he's usually pretty calm about things, he can get whiny and tempermental and he unfortunately flipped out for really no reason and now we're at this point. Anyway, for the past couple months he's been playing Molly pretty seriously and he feels pretty bad for the rap he's given Molly so he asked me to post this to help out newer players. - - - - - - - - Miss Molly Squidpiddge Henchman 5 Molly Squidpiddge is the Henchmen of the Resurrectionist Faction and fits deeply into the "Offensive Support" role. Everything about her is designed to bring the fight forward and then finish the job without respite. There is literally no facet to her arsenal that isn't built towards diminishing enemy defenses and cutting their survivability in half. The biggest issue that most people have with Mollygirl is how utterly non-linear she is. There's a whole lot to do, and not much notion of how or when to do it. She's got so many options for every issue that she's presented with that sometimes she'll leave players so confused that they'll often feel helpless to react to whatever is going on. This feeling of hopeless confusion is an inevitable part of any model or crew that doesn't have a clearly defined playstyle against a large group of Models that are straightforward in their mechanics. Von Schill, for example, leaves little room for creativity. He's got high mobility, powerful weapons, and great survivability. He's not going to be reducing the enemy WP, he's not going to go around throwing out debuffs, no. (Unless you're C.Hoffman, then HA) Von Schill is going to go take his objectives, and then shoot you in the face, and that's it. He has no gimmick, he has no sleeper power, he's exactly what he says on the tin. Comparing Von Schill to Molly, to most people, is a no brainer. Molly doesn't have high mobility, she doesn't have any survivability outside of stand resser stuff (cackle) and she's not particularly heavy in the damage department. Von Schill wins, Case closed. Right? Absolutely, 100%, no-doubt-about-it-wrong. Part I; What's so special about Molly? Well, she's the only Henchmen in the game that works amazingly with every master in the Faction (Yan Lo included.) This fact makes her unique in the aspect of randomity, as any master can take her, utilize her in a different way, and achieve spectacular results. With Seamus, She's a Belle, so she's fast(er), she can replace his summoning abilities should he manifest, and she can gain Terrifying->15 post Avatar (With Anathema from Yin), AND she makes an amazing beacon for Bodyguard (Df 4, Pitiful Wp 5, Hard to Wound AND Slow to Die) should you decide to shotgun Hulk-out. With Nicodem, she's Undead, so is yet again a great subject for Bodyguard (Df 6, Pitiful Wp 5 with an agonizing Trigger, Hard to Wound AND Slow to Die) She can also summon the Necrotic Machine which goes from a (1)Philosophy of Uncertainty missile to Cb 6 (Paired with Toshiro) 2/2/4 nuke with a potent Poison 3 Trigger and Df 5 with Hard to Wound. She also summons on an 8:crows and is more often than not in competition with Nico over high crows. (Her spellsteal is on a 7:crows and she won't have much reason to prioritize stealing a spell over things like Debuffing, or) giving Nicodem a Wk of freakin' 6! With McMourning, she's once again, a fantastic beacon for Bodyguard, but her main dig in a McM crew is making McMourning walk 7". That is outright deadly, and literally nothing is safe from him. An extra casting of Dissection, and her MUCH needed ability to summon Belles, Doxies, and most importantly, Crooligans(Whaaaaaaaaaat?), makes her an implacable asset to most any McMourning crew these days. Another very important thing to note is that McMourning will fight her for absolutely 0 resources, he makes enough Body Part Counters from strictly melee that allowing Molly to have the Corpse Counters to summon additional models into play is completely viable. --Kirai Section to Come-- With Yan Lo, she begins the game augmenting mobility, becoming a beacon for debuffs after Yan Lo spirit hulks out. She hasn't had much playtime with Yan Lo in our meta, so I haven't got much strategy for her in this aspect yet. Her individual synergy with any crew she's available to (In the Faction) makes her spectacular on paper, but Part II; How does she do it? By bringing unconventional things to the table that are underutilized until they're tried in a practical setting. Something like +3 Wk is outright brutal when you stick it on Seamus or McMourning, because that is instantly removing the one and only limitation on that master and forcing your mashed potatoes onto your enemies plate. If you give Seamus a Wk of 7", that makes the "Walk Once, Focus .50 Cal" not only viable, but outright lethal, non-restrictive and terrifying. If you let McMourning run full tilt at Wk 8", go ahead and try to explain to your opponent just how a cruise missile found its way into a Victorian Tabletop game. Adding to that the fact that she literally gains something from anyone, (6 Wk from Seamus, 6 Df from Nicodem, Dissection from McMourning, Spirit from Kirai, And Chiaki from Yan Lo) and that it is exactly what she needs to keep her in the loop with that specific crew, makes her an amazingly well designed and unfortunately poorly received model. Another tragically overlooked aspect of Molly is her (0)Whispered Secrets. Or the spell that allows her to steal a (1) action Spell and then cast it again with a 7:crows Ca. Whispered secrets with a Ca of 7:crows AND Use Soulstone (Emphasis mine) alone makes her a 9 point model. Stealing (1)Supressing Fire from the Convict Gunslinger and then blasting the enemy crew with a "24 with your Willpower" is an INSTANT half Crew disabled, other half unable to cheat because they have NO cards. Molly with the Dead Doxy's (1)Seduction in a Yan Lo or Nicodem crew is good game for any model unfortunate enough to insult her shoes. Molly Stealing (1)Absorb from a Gaki and then eating a bear (I mean anything) is just outright brutal, especially if you blast them with (1)The Shocking Truth first just for an added bitter taste in their mouth. Ignoring Whispered Secrets on Molly and then spouting how she sucks is the equivalent of taking the tires off of a Ferrari and then complaining that it can't go fast. I haven't even MENTIONED (1)Terrible Secret yet and I bet you already are rethinking shelving poor Mollygirl, huh? No? Oh, well then. A :-fate on ALL Attack and Defense Flips. At a 7:crows Ca with Use Soulstone. No suit requirement, you need a 7 of anything to cast it. Did I mention she's underplayed on McMourning for absolutely NO reason. (1)Terrible Secret gives any Master who has a lacking offense (Cough) the ability to absolutely rip apart a high profile model without much fear of respite. It alone will shut down just about any model that could be overly problematic. Why? Most "High-Damage" models (Like the Steamborg Executioner) are designed with HEAVY offense, decent mobility, moderate-to-low defense. With a single (1) Spell (Again, Ca 7:crows with USE SOULSTONE) you not only put that Heavy Offense at a deficit (Heyo, screw Paired, you're still at a ) but you completely remove their ability to defend themselves. I have seen Molly and an Onryo dismantle Perdita, Lady Justice, Lilith, LCB, Von Schill, A. McMourning, and many others through the combo of (0)Speal (Official rename 2012) (1)Mark of Jigoku from an Onryo, cast it, and then destroy their sense of preservation with (1)Terrible Secret only to have the Rogue Necromancy, McMourning, or some other dirty violent model to come in and destroy my target. This spell is especially destructive if you target a model that ISN'T Immune to Influence because then you can pair (1)Terrible Secret and some big mean friendly model with (1)Imbue Vigor stuck on them to instantly deliver horribly comical punishment. Do you yet understand the error of your ways? (Unless you've always thought of Molly as top tier) No? That's fine, I've got more to convince you than you know. Not only is Molly a powerful Offensive Support, but she's also 98% unkillable. Not only is Molly unkillable, but she's scary as sh*t to even try to kill. Now, in the couple times I've checked back on the forum (And also had a few spectators bring up) there's a serious complaint about Molly and her Wp of 5. And to those that wish to see a HIGHER Wp stat on Molly, I have one simple response, "Are you insane?" She's Df 4, Wd 10, with Hard to Wound 1, Slow to Die, USE SOULSTONE, and Pitiful, has one gut-crushing(Brick Joke) Wp trigger, and another hilarious Df one (Emphasis Mine). Having read this far down in the Document, I believe you can see why exactly I believe that her title as "Offensive Support" is absolutely fitting. The weird thing about Molly, is that she doesn't define that Role as you think she would. Lucius defines the Role Defensive Support. He's tanky, he's pretty good at getting his boys to do as he needs them to, but he brings next to no offense to the table. Other defensive supports include the Crooligan, the Metal Gamin, or the Rat Catcher. Von Schill defines the Role Mobile Offense. He's fast, he's bursty, but if he's focused down, the only way to keep him alive is to to quickly expend resources or he's a goner. But what about the Offensive Support role? Molly's got nothing but Offense. She gets her crew into the enemy's face, Continually blasts the enemy with debuffs, damage, or stolen magic, all while maintaining a heavy presence in the fight. There's other Offensive Support models, the Silent Ones, Nix, the Witchling Stalker. What happens if you focus down any of those models? They die. And fast as hell, too. What about Molly, what happens if you focus down Molly? You get burned. You get burned and burned and deal very little damage. And then after you've wasted a swath of resources on bringing her down, she turns the fight in onto you and you scramble to fix what you've done. She's one of the most hard to kill models in the game, physically and psychologically. Part III; "Generalization?" Yet another aspect of Molly that is some how overlooked is Wp 5 and the trigger "Wp(:crows) Twisted Mind: After this model wins the Duel, the opposing model suffers 2 Wd." Molly has Hard to Wound 1, Slow to Die and Use Soulstone WITH Pitiful, and not only that, but she can DENY your enemy from harming her, and then INFLICT damage on them JUST. FOR. TRYING! Wp 5 is admittedly average, but if it were any higher, she'd be overpowered. Just the fact that she's a non-master model that can maim you for even trying to hit her is enough for me. (Take that, Pigapult) Molly is a lot like Seamus, she can customize herself mid-game to counter just about anything that's thrown at her and still come out with a strong lead, and she's not nearly card dependant as some other crews, and her cost is reasonable (If not really low) for a model of her caliber, so fitting her into just about any sized game isn't too hard. Before moving on to other "Underdog" models, lets wrap up Molly with a really quick review of her Arsenal, - - - - - Extraordinary Dead: Gives her some serious synergy Belles and Horrors. A Rogue Necromancy (Or Yin) with a 7" Wk is just a bad news bears for anyone who isn't on your side. With Seamus, your Rotten Belles will roll around with an 8" Wk out the gate. This is an Aura, meaning any models that aren't within 4" of Molly do NOT gain a bonus to their Wk. Hard to Wound 1: Just makes her that much more frustrating to kill. Necrotic Spray: Works on about a third of the models in the game. 1 Wd against living models can be nice, but it just isn't as effective as Black Blood. Pitiful: Makes swinging at her dangerous to even swing at. Try to get your Trigger off any time you to hit home that Molly isn't someone to target. Slow to Die: Badaboom, Soulstone heal that last wound. Special Forces Leader (Horror): Belles and Horrors are all you get when she's leading a crew, trust me when I say that's all you're gonna need. (And Totems.) Superior Dead: She can ignore effects that specifically target the Undead. Pretty standard issue for leader models with Characteristics that can be exploited at this point. Actions (+1)Instinctual: Two different (0)s, you'll need em. (0)Impossible Knowledge: Hands out Necrotic Spray to nearby Undead. Again, effective against about 1/3 of the models in the game. (0)The Gorgon's Tear: Terrifying -> 14. Now imagine for a second, there was a model that gave out Anathema. Make it something scary from Japanese culture... Like a Penangalan. It'd have to be a Horror, too, so Molly could take it. Maybe give it a ton of Wp shenanigans, too. Yeah. Name it Yin, or something. That'd be perfect. (0)Uncontrolled Crying: Reapplies Pitiful. Get used to using it, every time you Activate. (1)Reveal Philip: 4" Morale duel for Living models. Useful against about half the models in the game. You've got better things to do most of the time, but great against Gremlins / Rats. Triggers Masterful Dead: Flip a crow and then discard two cards to negate and damage you'd suffer. Defense Trigger. Awesome as hell. Twisted Mind: Flip a Crow, win the Duel and BAM! Enemy model suffers 2 Wd. Wp trigger. Spells (0)Undead Construction: Summon a 30MM Belle or Horror, or her Totem. Sack two Corpse Counters. Summons on a lower card than Masters. Has a LOT of uses, do NOT write it off as inferior. (0)Whispered Secret: Steals a (1) Spell from the model. Has about a trillion uses in any given game. Get used to Casting it, often. (1)Imbue Vigor: +3 Wk on a 7:masks. Invaluable. Get used to casting it, often. (1)The Philosophy of Uncertainty: Save it for your Totem (Unless you're Nicodem, then ignore it.) Sacks this (Or Totem) model, kills the target. Powerful, but outclassed by... (1)The Shocking Truth: 2/3+Slow/3+Paralyzed. At 7 Ca with no suit requirement, getting Close to Molly is instabanishment. (1)Terrible Secret: :-fate on all Attack and Defense Flips. Just pure love. - - - - The Crooligan 4 Soul Stone Cost The Crooligans are actually really, really awesome. Wait, what? Hold on, hear me out. The Crooligan is one of the better models in the game. They're efficient highly defensive models with powerful mobility and top tier utility. They are more effective objective grabbers than Night Terrors or Necropunks, have a decent damage profile and translate well into later-game skirmishes. They are lacking in a few places, but so are Belles and Witchling Stalkers. Crooligans perform decently alone, but their mobility is significantly stymied without the leapfrog of (1)Curiosity Calls. They are powerful counters to Ranged Crews, which is ridiculously important because ranged crews hard counter a lot of Resurrectionist builds (Particularly McMourning) and have the ability to stagnant fast crews long enough to allow your meatyfists to catch up and put them down for good. The only issue with Crooligans is in a Timed Competition, as they flat out take 2-3 turns to grow to their full potential. They have about the same generic usability as Rotten Belle, substituting (1)Lure with (1)The Mist and a 6" Wk in games where they have no objectives to grab. They have very average stats, pretty well 5 across the board, (Although their Wk and Df will bump up to 6 and 7 respectively with (1)The Mist.) which is actually pretty good for a 4 Point model. A big complaint a lot of people have been having, and one that I will say is fairly legitimate, is that Return to Sender is a (2) Action. While it does feel underwhelming, they'd be way too powerful for 4 Point models if they couldn't instantly poof 10" and drop in with Obscuring for their master. It just wouldn't be in any way fair, at all. Also, Return to Sender with Seamus is awesome against Guild Crews because of Creepy​. With Nicodem, they become Df 9 Cb 6 with a maximum Damage profile of 3/4/5. (While giving out Obscuring) so I don't really understand how they're in anyway underwhelming, especially when they're only slightly less combat-effective than Punk Zombies. (And pretty even with Toshiro) With McMourning they give him much needed Ranged protection, and with Molly included, as mentioned earlier, he's just pure murder in a can. I'll admit, they're not that great with Kirai, unless you get their Spirit trigger off and throw them around to protect key models. And Yan Lo, I have no idea. - - - - GREAT MOLLY MODEL COMBOS Molly + Convict Gunslinger Each turn, have Molly Steal(1)Supressing Fire and then recast it as high as possible. This will force your opponent to discard practically their entire hand or else leave most of their crew Paralyzed. This then opens up many, many opportunities to swoop in and kill whatever you'd like without fear of respite. It also helps to give the Convict (1)Imbue Vigor on the first turn so that he can get to a great choke point early and then hold it. Couple him with a Crooligan to provide cover after he Activates and you've got a great hold early on. Molly + Onryo: While the Onryo don't have much worth stealing, the Onryo and Molly have a very symbiotic relationship. For one, the Onryo removes Wp immunities and bonuses, allowing Molly to always function at her highest level possible. Molly's Imbue Vigor works well with the Onryo because it's a Spirit with decent melee Damage. Her Terrible Secret also does wonders to ensure that you see a lot of moderate and Severe Damage flips. Molly + Izamu: While I could've just written "Izamu + Anything" and it would've been just as sound, Molly giving Izamu a Wk of 7 is no laughing matter. Models in his melee at a :-fate to their Attack and Defense flips, however, are. SPELLS OF SPECIAL MENTION TO STEAL Convict Gunslinger: (1)Supressing Fire: An AoE Spell that requires the target model to Discard a Card when it activates or it receives Paralyzed. This spell, cast by Molly will guarantee that your enemy either loses their hand or half their crew. Dead Doxy: (1)Seduction: This is the counterpart to Molly's own (1)Terrible Secret. Seduction reduces Defense and Resist Flips by :-fate. Casting this in a Nicodem Crew will ensure paralysis, or worse. Seamus: (1)The Face of Death: 4" Terrifying -14. Best if saved post Manifestation, for Terrifying->15. Or if used with Yin for Anathema. Nicodem: (1)Reanimator: Allows her to summon a wider array of models at the cost of a higher CC. Gaki: (1)Absorb: Sacrifice a target model with 3 or Less Wd and then gain Fast. Possible to gain reactivate if you take Absorb one turn, and then cast it in another, only to steal it back again and kill another model. Again, this spell is attach to a model with 3 Ca. So casting it with a 7:crows is just too sweet. Onryo: (1)Malevolence: Dg 2/3/5 with Use Soulstone. Enough said. Yan Lo: (1)Weight Of the Ages: Very high damage potential and allows Yan Lo to focus on other things (Like melee) - - - - More to come, soon." I'll post whatever else he sends me.
  9. With Instinctual, I've been told that you can only cast 1 (0) Spell, because you're not casting the individual spell, but using the (0) AP to use the Cast Action. I've read through the Rule Book and I can't find anywhere where Casting a spell is defined as a Cast Action and not as casting an individual Spell. Can someone point me to the part in the Rule Book where it specifically states that a Cast Action is the Action being made, not the individual Spell?
  10. So most of book 2 ressers were asian themed, all of the ten thunders as a faction, the ressers again in book 4, half of the ressers in book 3, Mei Feng and her crew. To this people usually say "don't play ressers", then that goes with the point you're trying to make...in that instead of changing, I should just give up...I hate to admit it but it seems as if my dear brother was right. It's not that it's underpowered as a faction but more....say...neglected. It was only until recently did we get some powerhouses in Izamu, Toshiro, and Yin...who by the way are Asian themed models. Well as far as that, I can definitely see Civil War Era models, I think it would be a nice break. But not all the model's fit in that timeline, as you stated it is an alternate universe. Also Sue seems to fit more in our timeline, if you know what I mean. I think the Vodoun models could be for more than just the Gremlins and Neverborn. That's one thing I don't really like about this game. If you want to enjoy a certain theme, you have to be a certain faction...and that can be expensive for a poor college kid.
  11. Random question first...well two, I lied. 1. Why does Chiaki make stuff living? 2. Why is it that even with all these new books, Molly still gets less and less to summon? As for the other part.... I dig the Chinese rail worker theme we're now into, and I understand the Ten Thunder's Triad/Yakuza thing...but for the next theme can we skip the Asian themes? I like it but too much of a good thing, ya know? What about American Civil War, Greek/Roman themes (colossals, hoplites, a ballista, spartans, etc), Vodoun themed stuff, Vikings/Scandinavian, more Mafia, more cowboys... History is a huge pot of awesome and there's a lot more too it than the samurai. Those are just a few things off the top of my head.
  12. Yes you can charge without being in melee but most of the time it is not the best idea. Most model's Wk/Cg statistic is balanced in a way that, for mobility alone, you will get more bang for your buck just walking twice.
  13. I'm a resser through and through and even though I am rarely on here, I will share my two cents on the resser faction. I am an imperfect snowflake, so there might be some biased opinions but I play like I am the bad guy in a zombie movie. McM is probably the easier of the others. He is very self sustaining as long as you are attacking people every turn. He's not the summoner Nico is but he doesn't need to be. His primary crew consists of Flesh Constructs and Sebastian. Some people like to take Canine Remains, I agree with this because they are relatively cheap and effective in groups, especially with Sebastian who lets them move as a pack. Kirai is not my cup of tea for several reasons but I won't share them here, I suggest talking to someone who is though. Seamus is a master of model manipulation, not the zombie overlord you seem to favor. My brother is a veteran with him, but he's reclusive as well. He's a lot tougher than he seems at first glance. With him, he strives with his Belles, Sybelle, and even Molly Squidgepidge. Nico is my homeboy =P Either way he's going to be expensive because his model count snowballs as the battle rages on. I have found ways around this that aren't Wyrd friendly though. If your local game store has Warhammer models, I suggest looking at the Vampire Lords peasants or something like that. When I play a normal game with Nicodem, which is about 35SS, I find I use about 6-10 mindless zombies. At $15 for three in a blister that's up to $50 for a poor person such as myself, I went with the cheapo plastic ones from GW because I got 20 proxies for about $30. If you're going with Nico, you should look into Mortimer who has a spell (Exhume) which somewhat reliably allows you to get Corpse Counters (since we ressers can't scavenge anymore). Punk Zombies are a staple of Nico, Belles are good and tanky, Flesh Constructs are pretty nice too. A lot of what you'll need for a Nico list is in Book 1/1.5. While he can summon a lot more than anyone else that doesn't always mean it will help. I've found that Nico is a very good "play as you go" Master because he can roll will any Masters punches. The only masters he will have a hard time with are those that deny him Corpse Counters because he needs them to work right. That's my two cents, I do apologize if it's TL;DR
  14. I dunno about all that...minions maybe...but if it's contain power... Against most masters, who can also use SS, getting a severe is not likely. Most of the time you will be at a :-flip and that is no bueno for McM. Also what if you do get 10 damage, most of the time they will burn a SS and mitigate it down. Then that lethal damage is now mean...but survivable while the dear doctor is very tired and no longer activated.
  15. ANC doesn't have Terrifying on it originally in this version, I forgot if it was 10 or 12
  16. Bette seems more like a mercenary in a sense, she's like Jack Daw or Killjoy. and Rafkin just came out. I agree it should be Sebs for a lot of reasons; He's been there awhile, he wouldn't need very many new models (if at all) he could use some love and fluff wise, he's a helluva lot smarter than he lets on
  17. Off topic: 6-10 were the best in my opinion. 10-2 was just downright silly, you can't kill someone off and bring him back like that. 11: Wank 12: Was nice mechanically, except the licence board thing. The Ivalice storyline sucks real bad though. 13: Clop clop clop clop clop clop Although in all seriousness, besides the weeaboo feeding, weird stories, and all that...the thing I hate the most is that they seem to be slowly transitioning the series into a movie. Gambits or what have you, the automated battle system...is really bad. If you set them up right, you don't have to fight a single battle...it's like setting up a Rube Goldberg rig and not stay to watch it go off. I liked Turn Based Strategy, I am just sad to see it go. Yeah it's old, but that doesn't mean it doesn't hold a place in people's minds...hell, how do you think Nintendo makes money anymore...they just release the same 3 or 4 series over and over again.
  18. I am all for taking it simple until you get the flow of things. I would also suggest maybe trying two "Slugger" masters for your first few games. Masters like Colette and the Dreamer are a wee bit finicky at first until you get the other rules down. For the time being try out Masters like Perdita, Lilith, McMourning, or the Viktorias. These are masters that win by usually beating the tar out of the enemy...while that may not be your style, they are usually the easiest to get the hang of.
  19. I really don't mean to ruffle feathers, but you really need someone with a pixel badge to help you make a decision? An alp targets a shikome, since you have mentioned them... It casts Steal Breath...succeeds it's cast and for some weird reason the Shikome fails, I'll blame it on the black joker. Spell goes off, does nothing because of Relentless. Why do you seem to think it lingers as an effect? It doesn't, the spell hits the Shikome and does nothing because it's immune to it. I believe your revered master Ratty has already made rulings on this because people rules lawyer so much that now an object in game is an effect, terrain is an effect, a master is an effect...it gets so ridiculous that someone has to say something. What test are you talking about? Feed on dreams isn't a test at all and you aren't affected by slow and don't need to take the damage. You aren't recieving slow and certainly aren't ever slowed. She doesn't receive slow, she's immune to it. She's summoned and is normal right out of the gate. The Shikome gets next to her prey and is fast, because she wasn't slowed to begin with. You seem to miss the whole point of being immune to something.
  20. Well I mean no disrespect to Ratty, but that only makes things more confusing sometimes. What I usually tell people is to follow the book. If it has to end up on the forums, then it's too complicated already. That's just how we ruled it. Until I see it in some printed script that's what it will be. Neutral is on their card and in the book, therefore it does exist.
  21. This is the kind of rules lawyering that makes the BRB and rules marshal necessary. Slow doesn't stack. They are already slowed, can't be slowed because they are immune, or go from fast to normal speed. If they were fast and are hit by slow twice, then they are by definition, slowed. No, because you cannot be affected by it. Nothing, because you are immune to it. If you are immune to it, it doesn't linger. It hits you, then it sticks or misses, there is nothing else to it. I don't mean to be grouchy or seem that way, I'm really not. It is just a bit of unnecessary over-thinking.
  22. The problem is that Neutral already existed before they made that "unfriendly" rule. As it stands Neutral states that the model does not belong to any crew (Nicodem's mindless zombies) and therefore is not friendly OR and enemy and can be attacked. However, Lucius says nothing of Neutral so we've constantly ruled it as they are just not friendly, which means they are more or less like Ryle. They aren't enemies, they just can't be targeted by spells that would normally target a friendly model.
  23. Exactly. You cannot take an action that would kill the model. Unless it was caused by Dg NOT Wd. See Papa Loco's "Take Ya With Me!" Since all those stupid blight counters and rat tactics cause Wd not Dg, you cannot use those extra actions. Which is an error on Wyrd's part... There's too much mixing of the two =P
  24. I like it Sandy. I wish we had someone artistic for some fan art. Maybe give him a helmet that's way too big for his tiny green head
  25. I like it. It was a big batch of theorized cookies but I still like it. I still like rotten belles too much though. I also want to see how McM pairs with Rafkin. The only thing I don't like about this game is that level of rules lawyering that goes so deep. If you have a question on a set of rules, they can't get figured out by the books, as just about every other game can. The necessity to go to this forum and filter through the BS and bickering is teeth-grindingly annoying. I love you, Ratty, but the presence of a rules marshall really just shows this point.
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