Jump to content

hippieshopper

Vote Enabled
  • Posts

    537
  • Joined

  • Last visited

Posts posted by hippieshopper

  1. Yup, I saw more and I love it!

    It's about time the under-rated Ressers got some love.

    With Seamus...I mean the hulk scaring the pants of everything...MCM and his buddy punching faces and Nico crapping out MZs like nobodies business...I think I like book 3.

  2. From my understanding avatars are like a laundry list of things you have to do to get them?

    I thought it'd be like a Barb's Rage in D&D...you did and and then you'd get pooped out and couldn't do it again.

    Are they treated like separate models with different stats?

    At least give us that much, I noticed the Jekyl/Hyde thing with Seamus, I had a feeling where he'd go.

  3. Are you sure (linky?)

    I thought the new RM said you do it maths stylee - multiply/divide then add/subtract, so -

    1. Starting Damage

    2. Modifiers which divide/multiply damage

    3. Add/subtract damage

    4. That's your wounds total

    5. Modifiers that divide/multiply wounds

    6. Lastly add/subtract any wounds

    7. That's the total number of wounds done

    ^^ Is that not right?

    EDIT: Just worked out where the confusion is. With spirits you effectively divide by 2 at stage 5 above, so you work out the total damage and then divide it by 2 for spirit

    Any damage caused by the Red Joker is all totaled up and considered one chunk of damage.

    Anything else like Brutal or Critical Strike is considered extra though.

  4. I use about 6...I managed 12 in a game but that was rare.

    I advise not buying the actual MZs because it's 15$ a pop for three.

    You can usually get these Warhammer ones (or something) for 30$ and you get 20 of them instead. Just slap a 30mm on them and order a few MZ cards and you're golden.

    I play Nico almost exclusively and I did this to save money.

    Reanimating almost all the Undead models has it's downsides too!

  5. It was ruled on another forum somewhere.

    That is a problem this game has had since it's inception. There are a lot of rules about this game that AREN'T put in the rules manuals or their errata's.

    I know it was specifically made for spells because of someone's bright idea to make loopholes.

    I don't have the books or anything on me at the moment, but I will get that ruling for you sometime if a marshal doesn't clear it by then.

  6. Probably not the best idea to start playing Kirai after only 3 games with the simple Viks. A few questions popped up that will probably be really easy to answer but I can't seem to find the answers.

    When someone is attacking a spirit and triggers critical damage, will the damage be totalled and then halved or will the damage flip be halved and then critical damage added?

    Are spells magical damage? This seems obvious but I can't find it stated anywhere in the rules manual.

    Is Spirit Kirai a valid target for her own Swirling Spirits action.

    Thanks for any help.

    1. If it's a Red Joker all that damage is considered one "piece"...so add it up and then cut it in half, rounding up.

    2. Yes, spells hurt spirits as normal.

    3. No, an action will say it can target the caster in the description.

    4. Also no, see #3

  7. newbie here. How do you summon an RN?

    okay here...to do it from turn 1 or 2

    1 Take at least 2 extra K9 remains...these are going to die, so take more if you want to use them.

    2 Cast Wracked with pain on a K9 in melee range. Cheat with a Mask to trigger Scalpel Magic. [1]

    3 Melee the dog and kill it. [2]

    4 Pick up the corpse counter. [4]

    Repeat steps 2-4 on another dog. [8]

    Use your (0) action Monstrous Creation and summon away.

    As for the OP...playing with low cost models is what the Ressers do, it is a viable strategy to ensure that you out activate the enemy.

    Also remember to hunt in packs so that the enemy model is slowed down and takes that -2 Df.

  8. I'm about to start playing this game and was wondering how well balanced this game is?

    Every miniature has a lot of abilities so I'm guessing there is probably some broken combos out there.

    So, is there any overpowered masters/crews?

    Or is there any masters/crews that are a lot weaker than most of the others?

    I saw a lot of people talking about Hamelin, Kirai, Leveticus and Pandora.

    Are they just annoying or broken?

    Right now, I'm thinking about playing a Lady Justice crew or a Viktorias crew.

    Are they competitive at all?

    Thanks

    I don't know what others have said, but I will tell you how it is here in the Northwest.

    For starters, yes.

    I will get a lot of flak for this but I don't care.

    If you are playing for fun you won't see it so much, if you are playing competitive, or are a meta gamer like we've been accused of, you will see it all the time.

    Again, I am ready for negativity but Hamelin is broken, there are a lot of pointless arguments on here when he came out and even though we have stopped playing because of all the silliness, no real change has been given.

    The rest of them are very balanced because like most Book 2 masters, they require some finesse to do well. The main reason why masters such as Hamelin and LCB are overpowered is because playing them is really simple.

    If you had two people of equal skill level, even at this point, it would be rather difficult to beat one of them...Hamelin more-so than any of the others.

    Also, many of the models in the second book were meant for their respective new masters, so if you want to play an old master, you are stuck with old models. Yes, Book 3 is out but I have yet to buy it...but at this point, I don't know if I will.

    I leave you with that. I apologize if it seems negative but I have been let down somewhat over my course of playing.

    I started out bright-eyed and cheery about this new shining gem only to be given a lot of misconceptions and really silly community members. Not all of them are like that though...like Karn, he's cool...and Nilus.

  9. Official tourneys....yeah...no proxies.

    Our old Henchman said it was okay if you had the legit card for them and it looked similar.

    Beyond that, go nuts.

    As for the totem vs. totem

    they cuddled his puppy so now I use neither.

    MCM is usually accompanied by

    Sebs

    Some K9 remains

    Frankie (optional)

    Punk Zombies

    Belles

  10. Aye, Belles and Crooked Men are pretty good against him. The problem with them is that Pere's effective range is 8" from Ooh, a Girl, then 10" from two walks and then 6" from the pulse. OK, the pulse range isn't quite the same as the other 18" since it's important to go off in a position covering a maximum amount of enemies, so we should probably add only three or four inches from it. All told, his threat range is something like 21-22+"

    This in turn means that hiding him behind terrain is usually pretty doable which is certainly something that I would do against Belles. And companion means that the other Lacroix can pave the way for his slingshot.

    All that said, I do agree that he is dealable. I just feel that currently he dominates the game too much while he's on the table and some toning down would make for a better experience while still retaining his fun flavour and worth.

    The problem with that is my models are expendable, the gremlins...it is not always the same way.

    Seamus can companion all his whores at once. Pere is fast but he doesn't have any defense for an 18" lure into severe terrain.

    That makes your 20" inch range into 10" and I can lure you more than once...more than twice if companioned.

    You can do a lot of damage, but my belles come back. and they have 8 Wds each and are hard to wound.

    Pigapults aren't a problem, lock them up with rocket belles and you can only bash me.

    I am good at theorycrafting too you guys =P

  11. It's not necessarily about spreading out.

    You just have to take him and Ophelia out first.

    Pere and his human counterpart, Papa Loco are very...shock and awe, much like the dreamer and his crew.

    What I mean is that the slingshot and explode seem to work well the first few times but your opponent will normally wise up to this when he sees him on the table.

    Soon after they will understand that a lot of his potential comes from his pulses and they will hopefully learn to isolate him and take him out with something more expendable.

    As a Resser, and theorycrafting, so take that into account...

    I would use Rotten Belles and Crooked Men...my crooked men are very resistant to blasts and your ranged attacks. If you kill them, they are slow to die so I am likely to use a shafted counter to paralyze him in conjunction with the belles lure. With a Ca of 8, you are most likely going to lose control of him quickly.

    I am not trying to imply anything other than the balance to the game.

    I have played against the guild back before the game went all screwy and I don't play anymore, but the principle is much the same.

  12. Yeah, they aren't bad...Wyrd just tends to leave us in the dust

    Seamus is pretty sweet, you've gotten most of his sneaky tricks

    another one you may want to look into is pumping out fear...

    he has terrifying 12, and you can switch it up to 14

    having molly squidgepidge nearby, you can make 2 Terrifying-> 14 Checks

    I don't have a book or cards near me, but definitely look into that

  13. 1. 25 is good because most boxes are set up for that but yes, you're right 30 or 35 is standard for most people I know.

    It makes the games about an hour long and gives plenty of models so people can try any number of 'strategerie' they like.

    2. At our LGS we waited about a month and a half, so people could get models and some practice games down.

    3. We've tried running a territory-based campaign but it never worked out. It was too much at one time and most people didn't care.

  14. That's wrong on so many counts I don't know where to start.

    I think you mean Corpse Counters not Soul Stones. If you do mean Corpse Counters then you're talking about Nicodem, and we're all talking about McMourning. Also a Flesh Construct is a mid size (40mm) base not a large (50mm) base.

    And McM uses Body Part Counters.

    He turns Corpse Counters into Body Part Counters and 1 Corpse Counter equates to 2 BPC.

    As for the OP...yes, Punk Zombies work very well. Of course they won't get buffed but they really don't need anymore combat than what they have.

    And I do like to start with a Frankie sometimes. Von Wyll is right, they are fast as hell and they can dash across the board and give your opponent a 10 Wd problem do deal with while Sebs and his puppies nab objectives...or tear at the opponent's weaker side.

    If you start with a frankie, I generally don't care if it lives or dies because it's a distraction, that's what I use them for.

    If you have one or two of them backed by McM, then you're really trying to kill something. He can heal them and slap enemies with Easy to Wound if you have the parts...or just dissect things...whatever works

  15. That's why I use Decay for healing...yeah, it's always 2 points for your minions but there are usually a lot of low cards in my hand.

    I use two or none for just that reason. One vulture helps me see past obstacles, I try to have a large cache though. The other nabs counters.

    Also...if you're starting Nico, remember you get to draw cards for the number of counters you used when you cast Reanimator!!

  16. Levi is indeed a bit of a trick to learn, but so is Kirai.

    The Dreamer isn't too bad if you know what an Alpha Strike is and how burying models works.

    One of Levi's weaknesses is his reliance on his Hollow Waifs. He dies a lot and comes back by sacrificing them and teleporting to their location so if you can manage to pop his Waifs and finish him off, you can take him out.

    Although that is not as easy as it sounds if they know what they are doing.

    The Dreamer's is a bit different, you want to SPREAD OUT!

    He will just drop is buddies on you like a ton of bricks and take you out, so moving around is the best way to avoid this.

    Kirai's weakness is non living models or magical weapons. Sonnia, Rasputina, or anything without a pulse are your best bet.

    I am only saying these things based on the way people play at my LGS so I am sure a lot of other people will disagree...but regardless...that's my opinion so take what you will from it.

  17. I don't know if tough is the right word for the Ressers

    Most of our dudes are Hard to Wound...but if your minimum damage is say...4 or higher...then it doesn't matter how many extra cards you flip, we're still gonna feel it.

    Also...you have a pretty good chance of hitting a Joker with all those cards.

  18. Awesome, thanks for the advice you two. I probably will end up getting them all knowing me :P

    Although, I've just realized I forgot to include the Dreamer in that list. Reading up a bit, it looks like he and Pandora share a lot of synergy. Is it OK to get him to start, then add Pandora to his crew?

    For the meantime, I will definitely take what both of you said into account...

    EDIT: OK, Scratch the Dreamer, he just confuses me :P

    The Dreamer/LCB are actually pretty easy if you know the rules on Burying models.

    He is basically the king of Alpha Strikes and if they can't stop you from doing that and/or don't spread out...you will most likely have them.

  19. Ugh haha

    Ressers are not ranged!

    Nico

    Morty 7

    Punk Zombie 5

    Rotten Belle 4

    2 Dogs 4

    2 Vultures 4

    4 Soulstones

    Your job as a Resser is to out activate people...that is just what we do, and we do it well.

    You have a lot of easy to kill models, yes...but if you keep them within 10" of Nico, they should have an average of 7 defense, which means your enemy will have to burn more cards to hit them.

    You have The Fog to buffer out ranged attacks, Crooked Men are wonderful for this if your opponent is using it.

    I've always voted Rigor Mortis above Decay. Nico is a support caster and so he should be using Decay for healing more than hurting. If you manage to catch something in a blast, cool...but don't try to waste all your AP killing something with it when your Belle/PZ Combo can do more damage.

    If you know you can finish off something with Decay, then by all means, do it!

    That's another Mindless Zombie for you, and they are pretty nice.

    Slinging out Paralyze is a lot more effective, or at least it has been for me. You can stop a model for a whole turn with it and it also stops Slow to Die and things like that.

    All in all, this crew is pretty average for whatever you want to do. The Vultures excel if the opponent's crew is more into melee than ranged.

  20. Okay nice I did some re reading through the crew composition. Thanks guys! We want to try a 70ss game with two masters sounds fun, but I could see why it would take a long time too.

    I am going to get

    Leveticus box plus desolation engine, ryle, hollow waifs, canine remains

    Do I need any additional SPA?

    For 70 points....yes

    you can summon them and other SPAs and the Deso Engine can make them when the kill someone

    a lot of em hahaha

×
×
  • Create New...

Important Information