Jump to content

hippieshopper

Vote Enabled
  • Posts

    537
  • Joined

  • Last visited

Everything posted by hippieshopper

  1. Also dog swarms are what worked pretty well for me... Swarmed Pandora with 6 of them and eventually got an attack through with a crow so she only had 5 WP. Putting her on par with everyone else. Just burning through her SSs was a bother. I never thought of Jack Daw and McM before...that's a great idea though. Baby Kade and Candy were actually the things that irritated me the most because their defense is so high. Punk Zombies and Flurry were my best option. For Kade, Dissection and SS' worked wonders. He won in VP, but I won because only she was left...with 2 Wd =P
  2. Yeah, they seemed very focused on Nico. With McM, I usually take Grudge, Kill Protogee, Stake a Claim, or Bodyguard.
  3. Yeah, I think it's okay You can't use them to heal (not that he can anyways) or enhance anything, it just keeps him alive I used him with Nico and that's all I planned on using his SS for anyways.
  4. Welcome! As it has been said a lot...hehe You may want to take a lookie loo at this thread and talk to one of the dude/dudettes who play in that particular state. http://wyrd-games.net/forum/showthread.php?t=6986&page=31
  5. Yeah, I am quite hesitant to use the grave spirit with McM as well. Sometimes I will link it to a Belle or a Frankie for some added invulnerability =P Although usually I will use the extra points for more dogs.
  6. So I saw Sandy's dudes and after a lot of harsh words for Ramos...and maybe some influence from all the Command and Conquer I have been playing I came up with a little guy for him. As flawed as it is, I tried to fill in the gap between his clump and the Steamborg. Arcing Spider/Tesla Spider SS Cost: 8-10 Base: 40mm Traits: Construct, Rare 2 Wk/Cg: 5/- Ht: 2 Wp: 6 Ca: 5T Df: 5 Wd: 8 Wpn: Arcing Coils Rg: 6 R Cb: 6T Dg: 2/3/5 Abilities Arachnid Exposed Circuits: While this model has half of its wounds or less remaining, attackers hitting it suffer 2 Wd. While this ability is in effect, this model also has -2 Df and Cb. Immune to Influence Hunker: While this model is affected by any talents, spells, or effects that grant Slow or Paralyze, this model gains Armor +1 and any attacks made against it recieve a -Flip. Weapon Arcing Coils: This Weapon ignores Armor. After damaging defender with Severe Damage, choose another model within 2" suffers Dg 1/1/2B. Actions (0) Power Up!: All attacks and Spells gain +Flip. See below for individual bonuses to Attacks and Spells. Choose one effect below. Weapon, Arcing Coils: Add a Crow to Cb. (1) Force Shield: All models affected by this spell also gain an amount of Df equal to Armor gained. (1) Desperate Discharge: This Spell inflicts +1 Dg per Tome in the Casting Total. This Action and (2) Charged Blast cannot be taken in the same turn. (2) Charged Blast: This model immediately makes an Arcing Coils Strike against an opponent in range. This attack recieves a +flip to the Damage Flip and it's range modified to 8". Triggers Cb (T, C) Paralytic Shock [Arcing Coils]: After hitting a defender with this weapon, do no damage, instead target receives Paralyzed. Cb (T, T) Experimental [Arcing Coils]: Change this Weapons Dg to 3/5/7. For every damage it does above the original amount, suffer that many Wd. Ca (T, R) Proper Alignment [Force Shield]: All friendly Constructs affected by this Spell are healed 2 Wd upon it's successful cast. Ca (T, M) Reverse Magnetism [Desparate Discharge]: After inflicting damage with this spell, Push all affected models 3" away from this model. Spells (0)Magnetic Pulse (CC: 12 /Rst: Wp /Rg: P4) This spell only affects enemy Constructs. All enemy Constructs failing to resist this spell receive Slow. This spell ignores the ability Immune to Influence. (1)Force Shield (CC: 15T /Rst: - /Rg: A4) Until the Start Closing Phase, all friendly models receive Armor +1, and one additional point of Armor per Tome in the Casting Total of this Spell. (1)Desperate Discharge (CC: 13T /Rst: Df /Rg: P3) Flip a card, if it is not a Tome Dg 2/3/4. If it is a tome Dg 3/4/5, this model is Paralyzed whether this spell does damage or not. Maybe I am trying to do too much, I don't know... I'd appreciate some constructive criticism. The SS cost is kinda following the idea that you decide how much it's worth, whoever thought of that had a great idea. As for making cards, this does fit on one card but I wanted some approval before I make it and test it.
  7. The other thing I noticed is that the Brass Arachnid has a slightly better cast.
  8. The pigapult is hilarious against people with hideously low defense. Umm on top of what Wodschow said you might always want to watch out for the snipers in this game Freikorps Trapper Nino Ortega Hans Rami Lacroix Models with really long range, hunter, and other things like that because they will generally find a way to finagle a shot in to hit ol', squishy Ramos. Well...he's armored...but squishy.
  9. It could be Lucius... there seems to be a thing with masks and the neverborn and both Lucius and his lawyers use them...I could be poking at nothing but it seems suspicious.
  10. Gimp works and I use it for that...but I hate it I like using Paint dot Net but it can't read the file.
  11. Don't forget Nico's tower =P I think there is a map, albeit a mediocre one, near the back of one of the books...I don't have any with me at the moment though but I am pretty sure there was one. Our Henchman made a copy of it and spruced it up for us and we had a pretty sweet campaign with it. Think Dynasty Warriors: Empires meets Malifaux.
  12. I think that about most Henchman. People like Von Schill and Ophelia do stand very well on their own and in most cases at our LGS, they are very rarely used as a Henchman. As for Ryle, I have seen him used with outstanding efficiency with his brother. He's taken a lot of people out all on his own with that nasty gun of his.
  13. Love the Final Fantasy references...but looking at your name...well haha It really goes without saying. If you ever make a bigger one, maybe it should have Flare, Meteor, Comet, or Ultima. Kweh?
  14. It is just as if the Necrotic Machine made something Undead and Nico tried to summon it...it really doesn't work that way.
  15. I usually like to pair a belle and a Punk Zombie...in that case McM and a Belle is fine too. I like Punk Zombies because they are cheap and effective murder machines.
  16. They like 7's and they have a on almost everything they do. Their only downfall is that they don't do a lot of damage in one swing. Although some people get cocky with all that, but they aren't invincible.
  17. Yup, McM is fast. The Frankie can't be fast on his first turn if he's summoned, he can have a normal 2AP if you have a joker of either flavor. But honestly, don't throw down a card either way. It has been ruled in at least three threads that slow does not stack and therefore leaving him slow his first turn is okay. You might find he is plenty mobile without it due to Ceaseless Advance.
  18. I find that for every swarm you have, make sure to have the amount of spiders needed to make it. Usually 6 will be more than enough. If you have Ramos, the totem, 2/3 swarms, the steamborg, his bomb, and 6 spiders, you should be fine for most games. Our Ramos player currently uses the Coryphee duet to a lot of...well awesome.
  19. An A-Hole...that's what he is and I refuse (openly) to play him.
  20. If it were me, I would drop 1 Belle and get 2 more dogs. If you take 2 of your 8 SS in the beginning of the game and make them Body Part Counters. Then, use Sebs or a Punk zombie and murder 2 of the dogs (Bloody Harvest or Slice and Dice) and take the Corpse Counters to McMourning, now you have a Flesh Construct and Fast on the first turn. I'd use Sebastian for this, have the ones you want dead in base contact with him, make the others stay away. Use Bloody Harvest, cheat the dogs down, or tie it. Then use For You, Master. I've used Belles with McMourning, while they are lovely, I wouldn't use more than 2 because usually your opponent is focusing on someone else. Although I learned something from a Seamus player...don't underestimate the Belles damage output. Just use that one Belle but use her to her best potential. Lure is nice but so is Undress.
×
×
  • Create New...

Important Information