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ItchyDani3l

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About ItchyDani3l

  • Birthday 04/29/1994

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  1. you could just make him into a 20ss model.
  2. Oh! I never though about the cards being a problem... Indeed. o.o
  3. That carver guy is vicious. I was playing as Kirai the one time I fought against him... it didn't end well... Anyway, I've always thought that since it's hard to divide the table into even deployment zones with 3 people anyway, it would just be best to have it as a brawl with 2 players vs 1 with two times the SS and 2 masters. This seems to me the best way to play with 3 players.
  4. ItchyDani3l

    Hoffman

    Book 2 seems to have generally harder sculpts than book 1 in my opinion. (heh I've never sculpted in my life, but whatever xD) I can't possibly imagine how they're going to scuplt the floating ice storm dude. :snowstorm I can already tell that these two are going to be pinned... :hoffman :mechanicalassistant
  5. I just recently picked up the Viktorias too and haven't gotten to building them yet. I also bought a student of conflict with the box set, but I don't have any Ronin or Convict gunslingers yet. In the one game I did play against a gunslinger, all he did was sit back and shoot at my december acolyte (which died on the last turn I think). I'm not so convinced.
  6. Holy cow. Shikome + Marcus is going to be crazy. I'll need to get one (I have a Kirai crew anyway) Also, are the shikome still spirits like the rest? That would be awesome.
  7. Huh. I guess you could technically do this... Needs ruling.
  8. Standard playing decks work just fine (with Jokers included), but the Fate decks are a very good thing to have. Also, if you want an easy to learn arcanist, Rasputina is certainly a good choice. She's a rather balanced Spell-based master, which will bring some variety to what you have already. Lilith, Lady Justice, Rasputina, Seamus, and the Viktorias are pretty much the most basic masters, each from a different faction.
  9. Yeeeah. Rasputina simply doesn't need a convict gunslinger. She just doesn't. What I would pick for the rest of the crew depends on the mission. Molemen are generally better for defensive missions, such as 'Line in the Sand' as defender or other stuff. Ice Gamin are better for stuff like slaughter, because you can rush them up and then explode them with December's Curse after they charge an enemy. After a few decisions like these, it mostly depends on your play style.
  10. Kirai- Go through walls, Summon lots of stuff, Easy to die if caught off guard, Absolutely impossible to die if you anticipate the attack. Dreamer- Switch back and forth, Crazy combos, Not enough ranged attack, Doesn't drop any corpse counters, Surprise Melee Monster Ramos- Builder, Summon little spiders/electrical creations, Army is mostly melee based/Ramos can add some ranged support, Suicide bombers All are about equal in effectiveness. Ramos and Kirai would be easier to expand on later, but the Dreamer is still a good choice. Personally, the master I would choose depends on which masters my opponents at my local game store have :1244:
  11. Yeah, that's actually what I've found happens almost every game. Either that, or he gets shot up. It's difficult to use him correctly because of the fact that the December crew is just so amazingly slow that they can't get up to the Acolyte soon enough before he gets overwhelmed. In retrospect, I think that the real key to using the Acolyte is ONLY take him if there is elevated terrain somewhere on the board that he can snipe from, and even then there is still the possibility of an arial assault by something that has flying (like Mature Nephilim). He has limited range, so don't take him unless you have a good high spot (near an objective) to put him in. Even when he is attacking it's probably only going to be 1 shot per turn, and with not-so-great Cb. I think the general idea is area denial...?
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