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John_Dredd

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About John_Dredd

  • Birthday 03/21/1980

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  1. Great narrative. Always love a battle report! I wanted to ask about this part of the game, because I used to play this wrong and wonder if you did the same thing based off of the words used. I used to treat initiative as a duel where the loser could cheat fate and then the other player could cheat if they wanted to. However, you can't actually cheat initiative. You can spend a soulstone to re-flip your initiative. So, at the cost of a soulstone, you can gamble to win initiative. If you did actually cheat fate (using your hand) rather than gamble with soulstones, I recommend taking a closer look at P. 43 of the rulebook, which covers initiative flips.
  2. Below isn't really a recommendation so much as some things to think about that may help you decide. Personally, I like running Peacekeeper and Executioner as my primary melee units (but I tend to run Perdita as my master). PK and Ex both have terrifying, which is nice vs. other terrifying and harmless units. PK has Armor 2 and Immune to Influence whereas Executioner has Slow to Die and Love the Job. Thing is, I also like to run them with Nino for ranged support. Nino can kill any model in one activation with the right hand and/or a bit of luck from your deck. Plus I like to mix up my trigger suits. Rams for critical on most models, crows for decapitate on executioner (amazing trigger, as it does damage whether opponent discards or not) and headshot for Nino (situational since it does no damage), and masks for a couple of things, but especially for Nino's Trigger Happy. LJ's totem can help get the right card in your hand, but Perdita's Hero's Gamble can do it as well (without the 2 points for a totem.) But, as you can see, that's a lot of points (23) before getting any foot soldiers or what have you. 1 Death Marshal or 1 Austringer would round you up to 27 or 28 points. A totem would get you to 29 or 30 points.
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