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HeroZero

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Posts posted by HeroZero

  1. Nurses+ desperate merc allow for 1. Invincible merc for hacking up with mc mourning and sebastian for body parts on turn 1. 2. Reactivate for laying down excessive firepower. 3. Pushing thir melee CB up to 11 for assassinating models. Trading 2ss for 8ss+ models is priceless.

    Nurse+ canine remains. Reactivating high cb dogs for kllling models from a long range. Or to use them to once again to hacking up for body parts.

  2. I have been running a pair of desperate mercs, sebastian, a nurse, 2 canine remains, and a bette noir.

    I find that with the four models of 2ss I can stay ahead on activations and have enough models for bette noir to appear. Sebastian is great utility to keep a summon engine going. The nurse makes desperate mercs great missiles. Their ability to fire support is great as well.

    I usually don't summon past turn 1 with msmourning I don't find it the best use of his of his ap. Turn 1 is for a flesh construct.

  3. So to get this straight.

    For Desperate Mercs missile/body part factory.

    Turn 1.

    Nurse 1 casts uses Stimulant and painkillers on DM.

    Zombie chihuahua wracks the Dm twice. +2 BP

    Seabastian beats up zombie chihuhua +4 BP

    DM walks

    Mcmourning scalpel slings and fast beats on DM +4-6bp

    Pass turn.

    Turn 2

    Nurse 1 stimulants and painkills the DM

    Sebastian picks up corpse countes walks up stabs Dm, hands in doug his counters

    Doug uses fast summons Rogue Necromancy.wracks dm for more counters

    DM Missiles of f at something.

    OR....

    Nurse Stimulant and painkills on dm.

    Zonbie chihuahua wracks the DM twice.

    DM double walks 14

    Nurse 2 double walks.

    Continue with the well known turn 1 rogue necromancy summon activation chain.

    Turn 2

    Nurse 2 walks and stimulants the DM for missile.

    Repeat step 1 with second DM or canine remains

    Rinse repeat....

  4. I think you guys are mis reading pain killers... sacrifice at end of NEXT activation. If you already have activated it doesn't trigger. Next turn the nurse has to painkiller before the dm activates but as long as its doped your good to go. Of course it is dependant on the nurse living.

    As far as wasting turns how you figure with this one mcmournings still advancing and throwing an extra activation model each turn. Within two turns your at two flesh constructs or a flesh construct / rogue necromancy in their side of the table. Turn 3 your easily sticking mcmourning in the nasty choppy

  5. The way I'm reading it allows for the dm/painkiller combo to let you summon a flesh construct on one AND get mc mourning into position with a walk and scalpel sling push.

    Way I see it

    Dm/canine remains walks

    Nurse moves up and painkillers the dm/canine remains

    Zombie chihuahua moves up and wracks for pain the dm

    +1 bp

    Mcmourning blows a ss for two parts +2 bp

    Mcmorning spends for a bp for fast 1 bp

    Mcmorning walks and scalpel swings dm/remains pushing into base contact 3 bp.

    Doug wracks for pain 4bp

    Triggers scalpelswinging for 5bp

    Doug summons flesh construct

    Sebastian moves up and hacks the crap out of the zombie chihuahua collects 4 bp

    Turn 2

    Repeat nurse process on dm

    Seabass activates hacks up dm

    Gives mcmourning prsents 7bp

    Dm walks shoots whatever

    Mcmourning repeats turn 1 and should be at 10 bp at this point

    Summon rogue necromancy

    See how this keeps rolling ?

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