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Tpenksa

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Everything posted by Tpenksa

  1. Hey guys in a few months I am entering a tournament. The basic rules include: Pick one master that you must keep the whole tourney. Then select a 50ss "pool" of minions/henchmen that can be subbed in or out every match. Match-ups will be random from anywhere between 25-40ss. With that here is my idea so far, any advice will be much appreciated!: Raspy: Essence of Power - 2 Ice Golem - 9 Ice Gamin - 4 Ice Gamin - 4 Silent One - 6 December Acolyte - 6 Mechanical Rider - 8 Moleman - 3 Total so far = 42 I was considering Kaeris... not sure why haha still need to try her. She could be intersting blowing up gamins. I like the Mechanical Rider over the saber tooth, just my personal successes so that wont change. Also I prefer Gamins over Hoarcats, so no Hoarcats (would just waste too much of my pool). I could part with the moleman though I like him for a cheap blast zone and for treasure hunt (Rider passes the treasure to him... Mole stays 9 armor all game). And lastly I like having the Acolyte in my back pocket, depending on terrain setup he can sometimes really easily guarantee 2 VP's. Anyway... advice, comments, bashings?
  2. I think the others nailed when they said your opp just may not understand their own masters. I used Raspy in my one match up with nico and I got a solid win... nico keeping his models so close was lovely for my blasts!
  3. I have JUST started getting the hang of Rasputina, but once things start to click she becomes devastating!!! KEEP THE GOLEM. The best trick I have learned is get your golem near the enemy, have your essence cast the +2 armor spell, companion rasputina (link your totem first) and blast your golem... make sure you can cheat a severe (a lot of times I hang on to even a 6+ of masks to trigger over power) and your doing 5 double blast damage to enemies... 1 gets to your golem!!! Helps you get around hard to wound and high defense models! Top things to remember I have JUST started getting the hang of: 1. ICE MIRROR (take a silent one) is your best friend. Take extra SS to make up for the -3 Ca. Your opponents wont see it coming + it extends your range plus LOS. It took me awhile before I REALLY started seeing the benefits. 2. Don't be afraid to blast your own guys. Most of them shatter for added damage... Taelor or Lady J gets close to a gamin. Use December's curse on him (hopefully triggering overpower). Even if you kill him 2 extra bonus damage to the enemy! 3.OVER POWER. I can't believe how grossly I under estimated this trigger. Save any mask 6 or higher. Cheat it in + burn a soulstone and watch an unstoppable fury of double blast December's Curse... then cast it for free again! 4. USE SS. I used to be afraid of burning soulstones, use them to win those casting duals! 5. A lot of people may not agree but I have found the mechanical rider a great addition to her crew. Whether it's tagging objectives, or helping out the fight where needed. It's early game speed is huge +later game survivability. Last though... just one acolyte, two is mildly pointless.
  4. Yeah I read the rules wrong... I was thinking you can sac all corpse counters and get a bunch of different guys in one casting... like I said, I don't play res. It was just a thought, but yeah I got the rules wrong.
  5. Keep in mind I do not play res, however after seeing a Nicodem crew in action last night an idea came to me. Please give your opinions (as this could totally be worthless)... The idea is take Sebastian and just canine remains. Deployment: surround Sebastian with dogs, Nicodem stands close by. First activation Sebastian does his 4dmg pulse spell killing all doggies. Nicodem then res' maybe a crooked man or two same with belles... and the rest punk zombies. I know it takes a turn but you sure do double your points in a hurry! Let me know what you guys think Also: sorry I don't have the book available to check names/pt values.
  6. Right now my only master is Rasputina and as much as I love her and what she can do... I get really frustrated with the lack of mobility in her troupe. It seems like a lot of strategies really need speed which Rasputina is obviously lacking... I am still very new and learning a lot about the game however. Anyway, I had an idea (depending on what strategy I flip) of using the Mechanical Rider with Taelor. The idea is simple. Put the Mechanical rider as close to obj as deployment will allow. Place Taelor directly behind the rider touching it's base. First activation, activate Taelor and hammerstrike the Rider twice giving it a six inch boost. Next activation choose the Rider and proceed to use nimble and a AP to move 12". Hopefully by this 18" turn one move you can use your last AP to interact with whatever the objective is.... use power manipulation and now you have a quick melee beast... In case of a strategy where you need to be holding obj at the end of the game, get out of there and rev up the following turn to get +3 Armor and hard to kill... Taelor still serves a purpose beatsticking enemies that get to close to Raspy (I use Taelor as a sort of a body guard), as well as using hammerstrike to push enemies out of melee range so Raspy can blast them without wasting movement/disengage flip. As anyone tried this yet? Any thoughts? I have a game this tuesday where I'll probably give this a shot. Last: I am really tired and didn't proof read so hopefully this makes sense and isn't too hard of a grammatical read.
  7. Ok so I got a bunch of new models for Xmas and I have a new idea I wanted to try. Please let me know what you guys think: Raspy Essence of Power 2ss Decemeber Acolyte 6ss Convict Gunslinger 6ss Sabertooth Cerebrus (I'm out of town and don't have the book =( ) 8ss ? Ice Gamin x3 12ss Total Spent = 34ss SS Pool = 5 My other idea is possibly switching out an ice gamin for an additional SS and Desperate Merc... The overall idea is the Acolyte "infiltrates" onto the opponents side harassing to give Raspy a chance to move up and more importantly tagging terrain/treasure (depending on schemes + strategy). The Sabertooth provides speed and the ability to "leap" to catch up with the Acolyte as well as also help cap different obj. The Gunslinger will move up with an Ice Gamin to provide a bulletstorm with [in a perfect world] Raspy giving him Frozen Heart and the Gamin there to boost his damage with Bite of Winter. The other Ice Gamin will help body guard Raspy and provide her with damage boosts as well. The Gunslinger + 2nd Ice Gamin will still remain within a short range to support anything sneaking up on Raspy. I will probably drop my third Gamin for a Merc or even a Moleman (to bodyguard as well) mainly as I don't know what else to do with him + my third Gamin (first one I painted) looks pretty crappy. Anyway let me know what you all think, thanks!
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