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Odin1981

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Everything posted by Odin1981

  1. Odin1981

    question

    Just downloaded everything module and such. But how do I join a chanel to watch a game?
  2. Can depend on the two players and how big the their collections are. I wouldn't reccomend above 60ss due to scale of game not based on playing higher unless you and other player have gentlemens agreement on not taking exploitive stuff (collodie 8 dolls, ramos+colette+mobile toolkit type stuff).
  3. Probably 2 ap walk with one coryphee placed within 4" of a double walked performer. 2nd cory places next to first cory then mighty morphing power ranger robot formed (duet). Then use cassie/colette/dove kill performer triggering precious select duet. Assuming standard deployment 6" line where cory start. +16" from walk. Duet still has fast maybe (0) subconcious normally 1/3 still left off 1st cory instinctual, whoever kills performer gains ss if via magicians duel triggers react so on 1st activation of duet still have fast + 1 (0). 9" fast plus 16" from double walk means when react goes you are 25" up the board 31" if you start at max standard deployment line. On react you have 3 ap to use with duet to kill nino and you are 5" from their board edge. Nino would die with those 3 ap in just about every case minus flipping a bj on damage from here 3 swings at a + damage flip (paired 7 combat doesn't miss def 4, unless they rj def flip and you don't stone to exceed 18 total). Turn 1 cory duet in enemy deployment zone with 3ap for attacking . What fun for the opponent for the cost of a performer model. ---------- Post added at 11:41 PM ---------- Previous post was at 11:38 PM ---------- I'll put the thread up in a day or two when I have time mate, probably after I get done watching nix vs ukocky vassal match if I can before the detroit ref wings (go wings go!!!) game is on . On how cassie got hurt by attack errata.
  4. I value the steamborg executioner for the following two reasons paired combat 7 + decap trigger in addition to huge damage range 4/5/6. One of the biggest issues arcanists have is consistantly hitting high def. Paired combat seven is only on two models (him and cory duet), also Ramos can hit stuff with cast 8 on electrical fire but the damage track ain't too hot on that. Granted the steamborg suffers from lack of a obey user inheirant to faction but aRamos has it in theory with the (2) spell. Plus the metal gamin attached to a steamborg greatly increases his durability in making it to the fight he is needed for know and has the same walk so he can be kept up with. Also the toss aside trigger gives him potential 16-20" threat range with 8" charge + 2" melee threat range into a toss aside free charge but he can generally at the least get around 16" from one charge with a severe cheated in on "real charge" (toss aside trigger). 6 damage + 4 follow up on melee expert means very little other than masters/henchmen or ultra tank models live to see the next day after two swings from him. Also if you win initiative following turn you have 3 (4 with flurry he does have it) follow up paired 7 swings min damage 4. edit: looked up card to put down guarenteed threat range.
  5. Lol he is a purseholder. He does it well however .
  6. Understand that against a Hamelin crew in addition to stuff that was said is that unless you are trying to kill a important model of his or keep one of yours alive don't cheat against a hamelin player. His card draw outside of totems ability is based around you cheating to draw him cards. If you do not cheat he doesn't draw more than one a turn. I would also add stolen to the important to kill but when killing them kill with at least a wp 6 model so it isn't hard to pass the paralize check when they die.
  7. I have most often used mech with mei so she is much more reliable with a iron skin buff up to armor 3. Think she is too fast to get much from metal gamin but if you solely used hit and away tactics you should get enough movement to get back in the absorb wound aura of the gamin's.
  8. Yeah I usually get the most out of him when I don't commit him to the fight in the early turns. He normally is a turn 3 or later hitter for me when I use him. Don't own steamborg but I can see how he is good its just nowadays outside of book 2 or 4 crews I have never really fancied the box sets much (though I have heard he can be a pain to assemble I might wait to pick him up till he gets redone in plastic).
  9. Yes a (0) ap charge and I believe a 6 wlk 12 charge plus whatever its melee range is. Only thing it suffers from is combat 5 and 2/3/5 range but generally I would use him to kill ob grabbers for the most part. If it is a hard target/hitter I would use something else (marcus bear, snake, rabbit to bring that down). Lol probably got the wrong names down but the increased damage 0, (0) action charge, and the move with no disengaging strike one.
  10. I just find in my local meta that people don't really want to commit to where he is if he holes up. And if they do chances our it is a ss using model that assuming they have a full hand they normally don't have a problem dropping him. Granted I don't own/play Marcus so I might not see this effect out of him. I just most often would rather use the rail golem instead of him in most arcanist list's I use.
  11. I like the mech rider. I normally use him with either Ramos or Mei Feng with arcanists. I like how she has hit and away ability (first 4 turns put her on stage 1 and mounted combat then nimble), or she stays at stage 2 for max damage (her min damage in stage two is 4 with brutal auto triggered), with ramos (avatar or not) she plus the rail golem make a great combo of hitting models that makes the opponent worry about their 1-2 punch while other things in the list can accomplish vp's for the most part unmolested (the combo requires quite a bit to put either down). Granted the duet can hit and away better but for less damage and 14ss, where as the rider is 8ss (basically cost of one coryphee) and does a lot more punch (her severe on damage in stage 2 is basically what duet does with 2 ap). Also if using avatar ramos she once he mainifests becomes one of like 4 models in the game that exceeds walk 6 for moving around (watcher, insidious madness, cory duet, and mech rider in that slow club) .
  12. On your last sentence yes and no. To a degree any master with a damage ability can be do to use ss. However I believe with how most people play (delaying master's activation towards end of the turn) and the fact that masters that have a "movement ability" that can be used in conjunction with good def (def 7 and railwalk in this case) are better at grabbing vp. So she can suffer from a good at a bunch things role so she shouldn't be thought of as a one trick pony.
  13. In all honesty mate I feel kang is a 10t only model. Sure he is dual faction and all that but toraswapping plus ignoring obscuring is what makes him effiecent at "getting their". I agree on 1 and 2, think mech rider should be 3, put swarm at 4, blessed 5,Rattler at 6 and soulstone miner at 7. I don't think snowstorm is a "hitter" not saying he can't hit but he seems more support+ counter charge due to how slow his "normal crew" is. Joss is too slow to be worth anything imho epitome of book 1 model. LSA's I feel our secondary hitters not heavy the main problem they have is base combat 5. They cannot reliably hit def 6 and above also they don't have a hitter profile (3/4/6 damage track). Just my 2 cents though sure many others will disagree or have their own things.
  14. I think as far as vp generation goes it highly depends on the faction you play. I know this might sound confusing but depending on faction it changes how fast you can get them compared to others. For example guild where my first faction and when I started playing them back in the day(book 1) their was only 1 piece that was available that could safely grab vp's she was perdita. So I generally try to aim for getting my things done on turn 3. Also that faction in particular has a easier time doing killing schemes imho (neverborne and outcasts as well). Also for what it is worth with guild specifically you generally can't go vroom vroom go get stuff done like you can with neverborne and certain arcanist crews (kirai as well). From the start of turn one. While ressers and guild are generally slower they require more of a plan on how to get things. You have to set up support/hitters to clear the way for model x to grab y. Obey's and lures are great at clearing something that isn't worth the time killing. Also and maybe this was just my particular playstyle or maybe it was influenced by my initial faction but I always from before turn 1 always try to figure out what is easiest to prevent from my opponents side of the field. Also if they declare schemes first I almost always will declare 1 that directly contests one of theirs (they announce breakthrew, I pick hold out, they announce bodyguard on a non slow to die master/hench I annnounce assasinate etc) in addition to always try out master specific, faction schemes (you will find certain non braindead ones ie kidnap and sabatoge they can be easier than quite a few people say for instance me personally I find guild's raid to be rather easy). In regards to what you said about "finding a master that fits you" play each of yours a couple games or so. And while you do this see if any of them just gel with you. Once you notice this pick that particular master and play I'd say 10-15 games with them. Only play something else if you get bored or need a switch up game so that you firmly get that master down. Then go on to your next one. That way you learn how to play a master in regards to your particular playstyle and get it down instead of jumping around in between many and never fully learning one then moving on. Also some masters are better learned (imho right here) later on. Pandora, leve, and hamelin off the top of my head are "game within a game" masters. In that they have mechanics that make playing them or against them are a sub game within the game. Also most book 2 masters are generally what I would consider synergy masters. They are complex, combo intensive, and generally penalize you when you make a wrong choice in how you go about doing something. Book 1 masters in general (outside of Z, dora, and leve) are generally more straight forward and easy to pick up.
  15. You could keep the archers in your sideboard and use them for claim jump, defending opponents objectives on destroy the evidence (as deterants to entering a zone or picking up a marker), and line in the sand and such. I personally would drop 1 rail worker for the brother but that is just me and my playstyle perspective influencing on what I would cut. But for you whatever it is you feel most comfortable cutting in all reality.
  16. If you care about obj grabbing only for this list I would suggest to dropping willie for a torakage as well as a rail worker for a 10t brother if you own one so you could companion 2-3 models to get stuff done.
  17. If it hasn't activated then gains react but is then paralized the react cancels out the paralize. So when you activated the duet it would have its own normal activation but no react. It is explained full in depth on the page in the manual with the fast, slow combination on the same page (book isn't on hand can't give a specific page number).
  18. By no means am I saying Perdita is bad just that even "Super Buffed" and with her above average resist stats there are plenty of methods available to effectively deal with her (and the majority of them are the same as her non-"super buffed" form). I'd rather have another model in the crew benefit from higher than average Df than her, but to each his own.
  19. A smart opponent using tactics will go around the bridge and get to models they can realistically hit.
  20. Wasn't saying she couldn't be brought down. Just fail to see why according to the boards super buffed dita is so "cool". To ryu: Especially considering if you are talking about a casual setting, you should never leave terrain as is if a strat forces a certain action to be done. At least in my opinion it isn't very sportsmanlike also to purposely pick something like that isn't cool at all. Heck even in most tournaments depending on the strat for each round judges will walk around and adjust terrain accordingly to ensure a fair deal to both sides on these matters so that their is a equal opportunity for both parties to complete stuff. Also in regards to her triggers, who is gonna try to shoot perdita (maybe nino and von schill only)? Also the work around on quick draw is you walk into a model instead of charging spells our hampered but quick draw is a 1 use only not multiple.
  21. Yeah but she is i2i wp 7 ca 7. The easiest thing to attack is ca 7 or using a ability that doesn't have a resist.
  22. In all honesty I would question my opponents intelligence if you made dita def 10 and they then made a attempt on her (only lady j would have a chance and even then it would cost them a ss'd ram plus one either naturally flipped or cheated from their hand). It might seem cool to do but in all reality why would anyone invest the amount of flips let alone the resources required to bring her down at def 10.
  23. I think he would do very well in a lady j crew def 5 to 7 is one hell of a upgrade.
  24. So is copyright infringement for crossing over models between game systems when not owned by same company. Sorry if I come across harsh but at least make some effort to change name/abilities of said model so its not a guarented cease and desist or lawsuit. Also for his abilities and such as well as whats already inheirant to existing models in the faction he is very hard to place at a cost proper to his abilities as well as potentially rare 2 for his stuff is a no go. Nino plus 2x of him is a npe in that 3 discard or die triggers and your opponent has no hand and it only costs 19ss to use the combo.
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