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bashamer

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Everything posted by bashamer

  1. ok. yeah, might be good to just enable that for any new profiles.
  2. yeah, this is more of a hit and run approach. I tend to explode some 7-8 ss model turn 2 w/ transposition; Then while they recover I got time to get objectives. Really this list likes to play from ~12" away and snipe some big pieces, then use my superior resources to go after masters. This list is not good at killing masters as it does not chase down very well; and there are better options when you have masters facing masters. Any model with use SS is really hard to summon w/ transportation as Lilith is really a lousy caster (but her spells are costed for a lousy caster making them awesome for copying) My main love for earthquake is still Teddy. But yeah, this crew is good at countering things like objective grabbers; snipers; combos; and helping slower models. if I could bring any of the 4 point guild models they would be perfect, and a mole man would be amazing, but allas. so the Buss really is lacking passengers.
  3. Arcanists Crew - 25 - Scrap Colette Du Bois -- 3 Pool + Colette, Avatar of Deception [2ss] Desperate Mercenary [2ss] Moleman [3ss] Moleman [3ss] Moleman [3ss] Performer & Mannequin [6ss] Performer & Mannequin [6ss] Motivation; Molemen can hit; Anything;
  4. I'm willing to take just about anything to Gencon; I just want to make sure I do some planning so I don't get suprised during a game. 2 of the crews are slow; and I'm ok w/ that. I don't intend them to be fast and I sacrefice speed for durability & damage. Those crews also benefit from spending more wasted time by going avatar or summoning crap. does that mean I can prevent some scemes; probably not the 2 points but atleast the one point version. the ramos crew is planning on def 6 gamin so they are not exceptionally easy to hit. Lastly; I like Myranda, being able to chose your spell after you flip makes her an extremely efficient caster. Plus the spell from the blessed is really easy for her to get off.
  5. that was my understanging untill I read the clarification.
  6. It does do a lot, and if you can go first the next turn you can do a lot more (effectively making their hand a crapshoot) but if you lose initiative you'll get wrecked. going to have to see what else I run into putting it on the table.
  7. Does this mean that links will stay during manifests? 5 day rule, it's not necromancy
  8. so is Colette == aColette ? as in for wording and everything else? as a bunch of the avatar rules are very specific about their wording it is weird to see how effects cary over from Colette to aColette (especially as the manifest rules strip effects). So that the model that is repalced has an AP limit as to what they can do; but how would that cary over to the 6 AP limit. There was no limit when it was pend, the limit is not tied to the number of AP remaining, the limit is solly tied to the actions performed by decoys and aColette. So with that rule not in play, and the rule reading as an active counter; how does the lookback into Colette work? I'm trying to figure out how she would actually behave as I could manifest for "free" turn 3 while completing 1 requirement (doing a (2) action) and still spending 6 AP from the 2 decoys to stay w/in the limit. That could give ehr some pretty silly burst potential. Also I think the healing flip is done by non-avatar colette as the last sped is to repalce her card.
  9. So manifesting Colette is kinda weird. A few questions I had reading the rules If I use a (0) action and a (1) action to manifest; how many AP can I spend for the remainder of my activation? Can the other 2 models use their 0 action? If I use a (all) action to manifest; how many AP can I spend for the remainder of my activation? When I manifest, whos Ramosses gift do I use for the optional healing flip? As all 3 models have Ramosses gift does that mean each gets a free soulstone?
  10. please let me know if you think the lists are tagged correctly This is a set of lists, see below how the strategies are tagged; So I'm planning on 3 lists, might add a 4th if I see a gap; So I can focus on learning the 3 lists, and switch the list depending on what I expect them to be good against and bad against. Some lists will change if the table looks really bad (aka, no terrain for instance). I really like desperate mercs due to their cost and burst damage potential; the Molemen are in there because they are just amazing for 3 points, lots of armor and WP7 makes them durable; plus their minimum damage is nutty. Arcanists Crew - 25 - Scrap Rasputina -- 4 Pool + Rasputina, Avatar of Famine [2ss] Myranda [7ss] Blessed of December [8ss] Moleman [3ss] Moleman [3ss] Desperate Mercenary [2ss] Good: Hinder / Kill / Guild / Respawn / Model Count Bad: Fast / Neverborn / Archanists Go avatar, play agresive, count on having a 2-3 healing flip turn when you avatar and eat the desperate merc. then summon helpers. Myranda will either be a super totem, or will be slinging morale checks / healing & providing armor; finally going into some beasts to beat on things. The blessed is a grave robber & a source of spells. Arcanists Crew - 25 - Scrap Ramos -- 4 Pool Mobile Toolkit [3ss] Mechanical Rider [8ss] Fire Gamin [4ss] Fire Gamin [4ss] Fire Gamin [4ss] Good: Neverborn / Respawn / Hinder / Archanists Bad: Model Count / Fast The Mechanical Rider will be pulling Rammos along the first few turns giving him speed while still summoning away. The mobile toolkit ignores explosions and an arcing screened Fire Gamin hits hard when hit. Lots of slow, lots of ranged damage & a model to chase down models that break away. also good WP defense Arcanists Crew - 25 - Scrap Colette Du Bois -- 3 Pool Cassandra, Magician's Apprentice [9ss] Performer & Mannequin [6ss] Performer & Mannequin [6ss] Desperate Mercenary [2ss] Desperate Mercenary [2ss] Good: Movement / Kill / Fast / Guild Bad: Resers / Hinder / Respawn / Model Count ColetteColette will be farming soulstones and I might jsut pay for desperate mercs to stick around. The seduction w/ a desperate merc pumping out 4 shots should offer great entertainment. But really the desperate mercs are there as speedbump while I siphon some soulstones; if my opponent ignores them they can put out amazing damage. Really this list offers my opponent the chance to not engage and let the mercs die. Except that I'd be farming soulstones, may not let them die and will be summoning doves. Or they engage, making the mercs a bargain while I can get some range to get my spells off. Strategies: Tags: Movement Kill Hinder -- you need to slow your opponent / stop them from doing things Model Count -- you need mdoels to get all this done Respawn -- spawning models really hellps Fast -- these end before the game ends Tagging: A line in the sand (Movement / Hinder / Model count) Claim jump (Kill / Hinder) Contain Power (Kill / Fast) Deliver a Message (Movement / Fast) Destroy evidence (Movement / Fast) Distract (Kill / Hinder) Escape and Survive (Kill / Respawn) Plant Evidence (Movement / Fast) Reconnoiter (Movement / Hinder / Model count) Slaughter (Kill) Supply Wagon (Hinder) Treasure Hunt (Movement / Hinder) Turfwar (Hinder / Movement)
  11. Myrandas is a beast w/in 6" of herself isn't she? It doesn't say "other" anywhere on the card. My understanding is that you prettymuch always would cast Animal instinct, and then see what you got off, and pick that spell. Making her healing a much more interesting spell as you just pick it when you already ahve the requirements met.
  12. ok, that is kinda what I gathered. so what happens if I barely cast the spell, jsut getting the 10; and the only legal spell on a beast w/in 6" is animal instincts. Can I somehow stop the infinite loop ?
  13. errrr..... no; it does not; it doesn't have even close to the same wording. Magical extension: "....Cast one of the connecting ..." Animal instincts: "....This model immediately casts....." the abilities are no where near the same; completely different wording. Hell, Magical extension is a CC: * / Rst: * /Rg: * Animal instincts: CC: 10 (t) / Rst: - / Rg: C so yeah, I have no idea how you came up with that answer, but I'm certain that it is wrong w/o extensive errata and there does not seem to be any.
  14. if you want more casts why not bring a sorrow ?
  15. Just making sure that I understand this ability. I cast the spell, resolve the total, then pick the spell to clone, then pick a target for the cloned spell. So in effect I ignore things like cover as there is no target until a total is determined.
  16. See if you can get the tournament slips from gencon; you can talk about what schemes really are popular and what schemes have a higher win %.
  17. hrm, the wording is weird; because LINKED is bolded like an ability you'd be getting the same ability from multiple sources with the same name; meaning that they don't stack. But linked is defined nowhere; so you'd be going off of the bolding of the word to infer that it is an ability. i'll just avoid multiple linked sorrows to Lilith for now until I know for sure.
  18. Wait, this is a benefit. I thought of it as balance issue to prevent combos
  19. Yep; it was warmahordes and there you already can spend somegood time during your opponents turn. Also changing that in warmachine / hordes would be a massive cuddlebat to a bunch of negative aura effects; especially the medium to longer range ones where you can now stay just outside and still hit things. I'm ok doing it if we add chess clocks. but as a stand allone rule it does not add anything for me. It worked great in discrete games like DnD minis And it is effectively how you can play on Vasal
  20. yeah I'll pass. Some people would be triangulating their model trying to find the magic spot where they can't get cahrged, or imnimize charging; Great in casual, in competitive there are gamer personalities that would make me walk away from the table to go get a sandwich to eat while the move one model. And that is a lot of sandwiches a turn.
  21. can someone define "pre measure" ? If I charge around a corner do I get to measure where I end up, or also what my reach would be where I end up ? Can I measure my gun range while I move ?
  22. the slaughter issue is easy; you killed 1 rat. The question is how many rats the rats kill and if they can spawn and die until they are far enough away.
  23. ..... I guess I'll just have to ask the TO before I put it on the table.
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