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PrairieDog6

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  • Birthday 11/06/1987

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  1. Looking for a game tonight (~8pm EST)
  2. That's my fault, didn't read the spell closely enough and assumed the rst was Wp (assumptions are dangerous things). Part of the point of posting these is to catch mistakes I didn't even realize. What do you mean by the outcome is "suspect at best"?
  3. Yeah, they had to spend pretty much the entire game blowing kisses rather than shaking it. This wasn't exactly terrible since once a model is Brilliant HD can ignore the wp immunity. Honeyed Words is just a gun, so they use their own Wp for the Cb but the target just gets to use Df.
  4. Finally made it out to my LGS for effectively my first time with Lynch in a 30 ss game. We declared our masters (Lynch vs. Hoffman), flipped strategies, and got down to it! (Sorry for the wall of text, pics to follow) Jakob Lynch (5ss) -Hungering Darkness Beckoner Beckoner Taelor The Depleted The Depleted Line in the Sand, Stake a Claim, Bodyguard Line in the Sand is not one of my favorite strategies, but you gotta roll with what you get! With this strategy in mind, I pulled out two of The Depleted. I figured with Shambling, their push and decent walk they'd be able to scurry around activating bombs. Taelor ended up being my second beatstick to complement HD; she's very solid and even more so against a Hoffman-style crew. I pulled Stake a Claim for something a little different and since I figured I'd have to push aggressively across the table anyways. C. Hoffman (4ss) Pale Rider Warden Warden Warden Watcher Watcher Destroy the Evidence, Kill Protégé, Bodyguard We talked a little bit about his list strategy during the game. Essentially the Watcher's were going to do exactly what I was afraid of--go for the Evidence. In the meantime he was intending to brick Hoffman up behind the Wardens. Then he'd activate last and Machine Puppet the Wardens to hand out Paralyze. The Pale Rider was there for clean up. Turn 1 A lot of movement up to the center of the table. The Watcher moved to grab the Evidence on my left flank. Lynch put up The Source to speed the crew up a bit. Pale Rider took to the mountain in the center. One of the Beckoners tagged him with a kiss to give Brilliance. Hoffman and the Wardens moved up in a brick formation. HD moved up and failed to grab the Pale Rider with Heed My Voice, and settled for giving Taelor Permi-Brilliance . In the midst of all this one of The Depleted flung himself up at the wall of Wardens. Hoffman Machine Puppet'ed him down to one wound and had the Pale Rider hit HD for two wounds (he also gave the Watcher slow so he could be fast). Under the effects of The Source, Taelor sped on up towards her targets. The final The Depleted moved over to the far right flank to start working on the dynamite markers. Turn 2 The Depleted engaging the Wardens swung epically and completely whiffed. He then pushed backwards a bit. Watcher on the left flank destroyed the first Evidence marker. The first Beckoner blew a kiss at the Pale Rider, tagging him with a wound and Brilliance. One of the Wardens popped The Depleted, who promptly blew up and only did one pt of damage to one of the Wardens. HD activated and successfully used Heed My Voice on the Pale Rider. He charged on in, and ended up with 1 wound left (HD used the opportunity to heal to full as well). The slow Watcher moved up the flank. Taelor charges in, barely making it into combat with one of the Wardens, then promptly flips the freaking Black Joker. She settles with popping him for 3 Dg and pushing him back with her melee expert. The Warden not in combat shoots the Beckoner and paralyzes her, then moves back in with Taelor. Lynch moves up to the Pale Rider, misses with the pistol and then pushes away. Hoffman and the Wardens lay a beating onto Taelor, dropping her to Hard to Kill. The second Beckoner kisses the daylights out of the Watcher and drops it to one wound. The remaining The Depleted lights the dynamite, pushes and walks to the next marker. Turn 3 I lose initiative for this turn, but soulstone it for the win. Brilliance stays on the Pale Rider and the Warden due to Beckoner proximity. Taelor goes first (let's face it, she's almost dead now) and blows away 2 of the Wardens (the non-brilliant ones of course). The Watcher on the left flank moves in towards Hoffman. HD Heed My Voice's the Warden with Brilliance, and it comes running. He then eats it alive and kills the Pale Rider with Feast or Famine. Hoffman detonates a scrap counter to kill Taelor then backs away. Paralyzed Beckoner activates, giving the damaged Watcher the opportunity to fly 14" behind a wall. Lynch hands out The Source, but it isn't quite enough to get the final Beckoner into position and she is unable to draw a bead on the Watcher. Turn 4 I initially win initiative, but then he soul stones it and flips a 13....$%@#!!! The Watcher activates and moves to destroy his second Evidence marker. The Beckoner tries to kiss the other Watcher with no success. Hoffman runs away. The Depleted grabs another dynamite marker and moves toward the third one. The other Beckoner moves to sit near the final Evidence marker. Lynch and HD move to start chasing down Hoffman and the remaining Watcher. Turn 5 HD eats himself a Watcher, but it unable to tag Hoffman with Brilliance. The second Watcher moves to the opposite side of the Evidence marker from the Beckoner. The Beckoner kisses and kills it...but then it uses Slow to Die to interact and complete his strategy. DOH. Major misplay on my part there. To make up for it she moves to my Stake a Claim building. The Depleted arms the third dynamite counter and moves towards the fourth. The second Beckoner moves into the village area to get at the final dynamite marker. Turn 6 No one can drop Hoffman and he can't get close enough to the last dynamite marker to stop me. The final two markers are armed and that's game! Score: Lynch 4 pts - Line in the Sand 2 pts - Bodyguard 2 pts - Stake a Claim 8 pts Total Hoffman 4 pts - Destroy the Evidence 2 pts - Kill Protégé 2 pts - Bodyguard 8 pts Total So an 8-8 tie, crazy outcome! Self-analysis: All in all I think it was a great game and a pretty solid start to a brand new crew. All in all my biggest concern in the game was how to go about with activations Turn 1 and managing Feast or Famine early in the game with HD starting on the table. Some thoughts on the crew: Beckoners: Some serious gals right there. They can shoot, ignore cover, hand out brilliance, debuff, and are a pain to remove! I do absolutely feel that they are necessary for the crew. The Depleted: I can see them being useful in specific situations. With HD on the table and a possible 17” walk, they are great for nabbing objectives, but are held back to a roadblock role due to the low Cb and resist stats. HD: Solid, very solid. He crooks his finger and they come. Then he eats them. Being able to get around wp immunity is excellent as well. Lynch: I think I fell pretty flat on my face when getting the most I could out of him in this game. Due to the vast majority of my opponent’s crew being immune to influence, Dead Man’s Hand was out, so he put up The Source and meandered aimlessly for the most part. [EDIT: Dead Man's Hand is resisted on Ca not Wp, my mistake here] I definitely could have made better use of him to pick off those Watchers from range with the pistol and his positive twist trigger. Taelor: Other than flipping that Black Joker for charge damage, she was an excellent second beatstick. I made the deliberate decision to give her Permi-Brilliance turn 1 so that later on in the game I would have the option of using Heed My Voice on her for an extra move or charge. I tend to toy around with the idea of her or Coppellius when coming up with a back up hitter for HD. I do like the way The Illuminated look on paper, they seem able to rip it up in melee as well as having the blast damage gun for spreading Brilliance to things I normally couldn't hit like masters/high def minions. I toyed with bringing one in this game, but decided to grab The Depleted to up my model count for Line in the Sand.
  5. Hey, they figured out boomsticks...mostly.
  6. Thanks! It's something I've wanted to do for a while now. I was using the Warpig as a proxy, and so far everytime I've pulled out the Pigapult it's been completely devastating to my opponent. Figured it was about time I build one since we have a tourney coming up.
  7. Hey All- I got really excited about the Pigapult, but since there doesn't seem to be any model on the horizon for it, I went ahead and made my own...with a few upgrades of course. So I thought I'd go ahead and attach some pics for your viewing enjoyment!
  8. Generally all there stats are around 4 (the basic dudes anyways) so high defense (Lilith) will not help them and stacked willpower duels (Pandora, Seamus, Jack Daw, The Hanged) will run them down too. On the wp duels however, don't forget that they can all get terrifying. If you're up against Somer remember that it takes a gremlin to make a gremlin, same for skeeters. Although the Hog Whisperer can sack a pig for a gremlin.
  9. Well, my thought process was that the sacrifice damage from Y'all Watch This and Pull My Finger are the same, but Y'all Watch This has no casting cost. To hit with Y'all Watch This on top of it would be icing, so to speak. The downside is that you're losing a gremlin. The reason for the original post question was to try to figure out how flexible the ability is--like you say, the skeeters can cast Pull My Finger while in combat. If the gremlins can't Y'all Watch This while in combat (like the Judge can with Bullets and Blades), then it definitely becomes harder, because then you have to eyeball being within 2" but at least 1" away, and against folks with reach it's impossible to get off.
  10. I'm a little confused by this--since Y'all Watch This is an ability, doesn't it go off automatically? I've done the stank gank before, and it's mean against most (curse you freaking Rasputina), I'm just trying to play with new/different options.
  11. Nope, it's an ingrown ability. It came up in a game v Lady J where I was trying to whittle her down as she killed everyone and anyone, and I was trying to think up a good way to stack some damage on her quickly. The catch was that she has a melee range of 2" with that friggin great sword. Because of the ambiguity I ended up just focusing and firing, but I was trying to get a ruling before it happened again. It seemed like an easier version of the stank gank.
  12. Hey all-- This a pretty simple question (and maybe kinda a dumb one too--fits the gremlin theme). Y'all Watch This let's you take two ap and make a boomstick attack with higher damage, then the poor gremlin explodes. My question: are you allowed to take this action while in combat? I was sorta hoping you could, since the action itself isn't ranged, rather it is forcing a ranged attack. Thoughts? Ideas? Laughing?
  13. If Mortimer is allowed to cheat Exhume, why can't we cheat Bacon Bomb?
  14. Well, after finding this out, I got really excited and took the rat out for a test run v. Collette. Results: 2ss Rat (saved 1ss over a piglet) Off'ed it turn 1 using Somer's pigsticker Turned it into a piglet Healed 1 skeeter to 5 wounds Healed 1 skeeter to full health And then I got to activate the skeeters! It was a helluva first activation, to say the least. My opponent was getting impatient, waiting to go, lol.
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