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Mehena

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  • Birthday 04/18/1979

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  1. Was looking for some input on my Avatar Ramos list and how I plan to use it. The list is: Ramos + Avatar Mobile Toolkit Rusty Alyce SS Miner Large SPA 2x SPA SPA's being arachnids not abominations The plan and requirements are as follows. First turn Alyce hits the miner with burnout it overdrives and burrows. Ramos salvages and pops out an EC and a 3rd SPA meeting his manifest requirement. Everything moves as appropriate. Turn two Alyce hits Ramos with burnout. Toolkit blows up the Large SPA and itself. Ramos Manifests. Ramos reactivates grabs the 4 scrap and pops out 2 Large SPA's. This gives me on the board turn two: Avatar Ramos Rusty Alyce (who now becomes a range support) Burrowed SS Miner with OD and Burnout loaded up 2 x Large SPA 3 x SPA (or a single SPA swarm) EC bobbing up the board looking for something to blow up on Seems like a fairly easy routine to pull off. Needs no suit requirements thanks to the toolkit and Alyce stealing Ramos's CA value. Cards required for the first turn are two 7's of any suit and an 8 of any suit. Cards required for turn two are a single 7 of any suit. Should be easy to get especially having Alyce with 3" of Ramos for the additional card draw. In fact the additional card draw from Alyce seems amazing in general. Crew speed should be above average after turn 2 which was the big problem I had with Ramos. ---------- Post added at 11:15 AM ---------- Previous post was at 11:10 AM ---------- Should have searched first and posted later hella repeat thread!
  2. On combining rafkin and a nurse am I right in thinking embalm can drop the death effect on a model before the closing phase?
  3. Hrm forgot about that bit. Have to find a way to kill them before the closing phase then. maybe with Sebs or a Punk.
  4. I was under the impression that Nicodem using Arise would activate Rafkin's preserve bodies which would seem to make the most efficient use of corpses something like this. - Rafkin uses preserve bodies and hurls a flask at 6(however many you want to hit and can fit under the template really) dogs cheating for moderate and the blast. - Dogs activate and die to poison, allows you to out activate your opponent if you so desire - Nicodem uses Arise as his 0 action Making 6-8 zombies and giving Rafkin 6-8 Parts. Nicodem then casts Reanimator for 4 Cards and the RN leaving 2-4 zombies on the board, possibly also the Construct for 2 more cards and 0-2 zombies on the board. Rafkin also gains 4-6 more bp. -Rafkin can then on his next activation use hasty disposal for another 6-7 mindless zombies. If you have Rafkin save a couple BP and include a nurse in your list some interesting opportunities open up with embalm and massive dose such as: RN with cb 13 paired, +Dmg flips, +2/+2 wk/cg. reactivate or Sebs with cb 11, +dmg flips, 6/8 movement and reactivate or Punks with cb 13 paired, +dmg flips, 6/9 movement and reactivate These are of course assuming that Embalm can be used to discard the Massive Dose death effect. The list I was thinking of running soon as my Rafkin shows up is: Nico 6SS Necrotic Machine Canine Remains x 6 Rafkin Nurse 6 SS for a beater (Sebastian, Convict Gunslinger, maybe even an initial Punk) The core of this list Nico/6 Dogs/Rafkin/Nurse/Totem I feel is very strong and having 6 SS to tailor to specific models for each game and a 6SS cache gives you a lot of flexibility. Technically you have 9SS if you drop down to 3 pool so you could take Bete. Massive Dose, bury, feel dirty. ---------- Post added at 09:16 AM ---------- Previous post was at 08:52 AM ---------- One other thing you could try is use the first turn or two to close range then have the Nurse furious cast dose 2 dogs and reactivate herself then on her next activation dose 3 more dogs giving you 5 doggy missiles at cb 10(12 with hunting dogs added in) 8/11 movement profile in a Sebastian enabled alpha. Dogs die after going crazy killing, maiming, and spreading rabies for future Rigor Mortis WP debuffs. Rafkin preserves and Nico then activates Arise and summons his RN right in their face on turn 3 or so leaving their weakened crew with a horde of zombies and a RN able to activate with attacks from 2 headed. This should let you mop up fairly easily with a good hand in the meaty area of turn 3/4. Dropping one Canine Remain since you only can really dose 5 dogs at once with one Nurse will also get you up to the magic 8SS pool so you can be even more free with SS boosted Decays and Rigor Mortis.
  5. One of my more regular opponents fields the Viks against my Kirai so we have a fair number of games in with these crews facing off. Granted it is normally at 35 stones but what I have learned should translate reasonably down to 25. If you start every Kirai list with this its hard to go wrong: Kirai 4ss Lost Love Seishin x 5 Insidious Madness An 8 point beater of your choice Shikome being the obvious choice for the final 8 points. I have also had success with Misaki or a Convict Gunslinger although these are reliant on getting off Pass Beyond from lost love. Misaki or the Convict with +2 CB from Seishin are quite hurty and either with reactivate really really can hurt. Again this is somewhat of a gamble as you cannot be garaunteed to get off Pass Beyond. The added benefit of the Convict being you go up to a 6ss pool and often times the player with more SS wins by default. One other highly beneficial thing you can accomplish is to land Chill of death on whichever Vik you plan on assaulting first. SS really help for ensuring this lands. If you manage to chill a target, especially they prey of a Shikome or current target of Ikiryos affection, they are essentially dead. A CB boosted spirit Misaki or Convict will also shred anything under the effect of Chill. The Madness, I'm of the mindset that every list needs a Madness, will prevent a crucial initiative from ruining your day as a sword Vik getting that crucial first move in a mid to late game turn can really whirlwind your face off. For objective based matches drop the 8 point hitter and 1 seishin for 3 Night Terrors and maintain your 4ss. Complete your objectives and deny deny deny healing and swirling your way out of danger as much as possible as you delay for the end of the game. Throw Ikiriyo and seishin speedbumps in his way as much as you can and hold on to your VP untill the crucial end game flip happens
  6. Hans is rather pokey as opposed to outright hurty and with swirl spirits the range wouldnt tend to be necessary. Try it with a convict gunslinger though and you will be quite pleased. His shorter range really benefits from swirlies into range also saving him ap to rapid fire without needing the opponent to move into his range.
  7. But the book 1 tourney still leaves Crooligans out in the cold! See they just cant catch any breaks.
  8. You could copy "The Mist". However it would do nothing for Molly except Obscuring. No Crooligans would be able to use Curiosity Calls to jump to Molly's Mist as they must be placed in base to base with a friendly Crooligan in said Mist. The more I think about it the more I lean towards the thought that without a 0AP action, be it The Mist or Curiosity Calls, they're just Display Case models and junk on the table
  9. Hrm in that order Kadeton it is indeed much more effective. Not ending up 3" shy of where you need to be is considerably better. Although I still find myself wishing that the second Crooligan was somehow able to activate the mist itself to bring a 3rd Crooligan up to the group during that turn.
  10. Brd that's actually a fairly neat trick I do have to admit. How effective a combo it is for 22SS however I'm not quite sure. That would leave 11SS for hiring the remainder of your crew while still maintaining your max cache. It also would give the opponent an activation in between moving the Crooligan and its linked Grave Spirit, as the Grave Spirit may be linked and move with the Crooligan but it can still only companion with it's Master, and activating with the Magical Extension cast. That's really quite creative though and that is one of the reasons I've come to love Malifaux so! Could perhaps Molly copy Curiosity Calls and Jump with a linked totem giving you possibly two casts of Philosophy of Uncertainty with the linked totem and Molly. Or Reveal Philip after moving into the middle of a terror vulnerable group of enemies. Not sure if Molly can copy Curiosity Calls though as it is a 1 Action not a 1 Spell.
  11. The problem I run into when trying to consider them as an objective defender is that if what you need them to guard is outside your deployment zone the dedicated objective grabbers will be there and long gone before the Crooligans can arrive and if it is near your deployment there are plenty of other models which have a far greater capacity to actually defend said objective. For an extra point for example you could park a cb7, paired, good damage line punk to mince any objective grabbers that come near. For the same points you could guard a near objective with a belle with the added benefit of being able to affect positioning around the rest of the battlefield. Maybe for line in the sand but even that i feel is stretching it just to get them out of the display case. Dont get me wrong I'm not hating on the Crooligans quite the opposite. I really really want them to be good for something
  12. I've been wracking my brain trying to find a situation where they would work or some trick with them that would make taking them worthwhile over the other possible objective grabbers (read Night Terrors) and I just cant find one. Ultimately I think it boils down to one glaring problem. Curiosity calls, The Mist, and a walk action all taking 1 AP. Night terrors synergize so well in a flock thanks to the move for 1, 0 to flock, move for 1 chain allowing you to move a group of them up the board quickly to an objective and leaving the final Terror able to interact. Crooligans on the otherhand, even with From the Shadows deployment have total available move as a group of basically nothing. Move 4 for 1 ap, cast the Mist for 1 requiring an 8:masks or higher second Crooligan activates Curiosity Calls for 1 AP moving 5" and walks once for 4" for a total move on 9" and ending any possible movement chain. Even deploying 12" from an objective you are now 3" shy of doing anything while the Night Terrors have reached and interracted with said objective. I love the models and would desperately love to get them off the shelf and onto the game table but they just put you at such a disadvantage I cannot see using them. If however The Mist became a 0 action, with or without losing the requirement of an 8:masks or higher, Crooligans would gain the ability to function as objective grabbers in lists where spirits are not an ideal choice and as a resser player I would not feel like 3 Night Terrors were basically a tax which had to be paid for any game requiring movement to objectives.
  13. As I am needing to tweak a really hurty list I figured I'd post my thoughts here for critique and suggestions. Not worried about objective grabbing as I have lists I'm comfortable running in those circumstances this is strictly slug fests against other killy crews like the Viks. Douglas, 8 SS Chihuahua Canine Remains Dead Rider Shikome x 2 Rotten Belle Totem and Canine for quick body parts to get a Rogue Necromancy to hunting partner with the Shikome. Dead rider to Drag Douggie forwards for a turn 2 scalpel to the face if they leave themselves open to it or to string them out if they do not. Its a fairly fragile crew but given the amount of heavy hitters they should have problems deciding just what is the bigger threat and should 2 Shikome and a fast melee master Rogue Necromancy get close enough to something with its CB7, paired, good damage line, and 5 AP for attacks not much should be able to survive regardless of how many SS they can burn. Thats the plan! Will it however work?
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