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chris_havoc

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Everything posted by chris_havoc

  1. Hey so Swirling Spirits is a Tactical Action which means that because the action doesn't specify 'other' friendly model that Kirai can cast it on herself. How would this work and if it doesn't, why doesn't it? The way I read it is that You would place Kirai in base contact with a friendly Spirit model, then that model can be placed somewhere from where Kirai is now, right?
  2. Dawn Serpent works well as it gives out6 burning and the like. Also the High River Monks are prettygood too as they also give out burning. Fuhatsu combo'd with a Metal Gamin is also pretty great.
  3. Hey guys so I just got the books for my birthday on Saturday. What is the best number of players for a session? I am planning on running with a pretty big cohort of players and am going on the assumption that 3-5 players is about the most you can have before there are too many players. On another note is it allowable for a player to manifest Triggers instead of magical powers?
  4. Yeah I agree for sure that The Captain would have been a great addition but he is waiting for models so as not to proxy. I forgot to say that Johana was also in his crew. My opponent knows he made a mistake in scheme selection and chose Power Ritual but our Strategy was Squatters Rights. OK so basically Kaeris has The Captain and Joss to deal with these types of combos. Although bear in mind that he may have no idea I am playing the combo when we choose crews. So whichever of those models would also have to make sense in the crew as a whole. As for Tara's Valedictorian it's probably still not as bad as Molly because she has her (0) which essentially gives The Valedictorian Fast. It can probably get up the table faster but Doxies/Necrotic Machine make Molly's Valedictorian comprable in speed. Way more points invested in it and also only effective from Turn 2 so I guess more likely to be considered on par with each other. I have been thinking of my answer specifically regarding Arcanists and Relentless models are fantastic whenever your opponent declares Ressers. Which of the Arcanist models have that? Also like it's been said The Captain really works given he is Agile and does pushes. Langston and Joss are also crazy good. These options are quite expensive though so any cheaper options?
  5. Yes those two upgrades on a model that has a 3" Ml range, good Ml stat of 6, fast moving, and tough. By herself and with either upgrade I don't think it would be an issue. The combination of all three and Black Blood ia problematic. Like I said he was playing Kaeris. With Gunsmiths, Firestarter, Eternal Flame and Fire Gamin.
  6. Most Df is 5. The Valedictorian has Ml 6 and + from Necrotic Preparation.
  7. Hi. So on Friday I tried out my new cards with my Molly crew and instead of the Necrotic Machine I decided to take Unnerving Aura and Necrotic Preparation on The Valedictorian. My crew contains 2 Doxies so it is relatively easy for Molly to keep up with The Valedictorian. This means that she had Black Blood most of the game too. My opponent found the combo very, very difficult to deal with while I did not have to do much at all. I think the problem was that with proper placement in combat each time The Valedictorian took damage the opponent took two wounds. The opponent was also unlikely to be able to move away meaning that it would take an extra two wounds after its activation. Obviously pushes and Lures are the best way to deal with this but for those crew that lack those abilities (I played against Kaeris) I'm not sure how someone might deal with this. My question is; is this combo broken/too powerful why/why not?
  8. I am really, really keen to try out lists when all the new models come out. I know Kamaitchi is listed up there but given that I can't find any uses for Shang he is being used as that. Something along the lines of McCabe with 2 10T Bros, 2 Tengu, and Shadowy Effigy with other fillers and Upgrades. Remember the mission on the 10T Bros with Effigy, Take This with McCabe to the Tengu, Bros run forward and place markers. Tengu jump forward and do their actions. Probably Luna for her (0).
  9. Yeah. I'd probably take 10T brothers though as they are more survivable and versatile with their (0) so could act as points denial. Also, Misaki is a great distraction from Strategies when she's gunning for your master Turn 2.
  10. Hi guys. So I was inspired by another post ranking masters that gave me the idea to list the 10T crews I play and what strategies I use them for. My hope is that people share their own crew. Also if you want to criticise/question my lists please go ahead! Misaki Strategies: ..Reckoning, Reconnoitre, Stake A Claim ....Misaki ......Misdirection ......Stalking Bisento ......Hidden Agenda ....Ototo ......Call The Thunder ....Yamaziko ......Smoke & Shadows ....Torakage x 2 ....Oiran/10T Brother x 2 ....Cache 7 ....This list is great at killing and really fast moving. So, great for strategies that require those but is ....susceptable to counter attacks so not good for survival strategies. Ototo also takes some finesse in trying ....to attract the right amount of damage. Usually I place him quite aggressively Turn 2/3 so he takes some ....damage when that starts getting close to 6 Wounds I will burn stones to keep him alive then throw him in to ....massacre anything. ..Turf War, Squatter's Rights ....Misaki ......Disguised ......Misdirection ......Hidden Agenda ....Yamaziko ......Smoke & Shadows ......Smoke Grenades ....Dawn Serpent ....Oiran x 2 ....Monks of the Low River x 3 ....Cache 7 ....This crew is so great at healing it's scary. The Monks are hard to hit and good at healing. They also ....remove conditions so are great in Turf War where masters that dish out conditions and AoE thrive. Also ....good for holding Squat Markers. Although killing is not this list's forte it does mean Distract, Cursed ....Object, Plant Explosives, and Spring the Trap are easily exploited because of the inevitable engagements. ....Yamaziko makes this list basically impossible to charge with her Brace. Mei Feng Strategies: ..Turf War, Reckoning, Reconnoitre (Flank Deployment), and Stake a Claim (Flank Deployment) ....Mei Feng ......Misdirection ......Seismic Claws ......Thunderous Smash/Price of Progress/Vapromancy ....Rail Golem ......Hard Worker ....Emberling ....Rail Worker x 3 ....Metal Gamin x 3 ....Cache 7 ....This crew is so difficult to kill and so good at killing that for Turf War and Reckoning it is amazing. It ....is a bit slow however but numerous enough that if you get Flank Deployment it can complete Reconnoitre and ....Squatters Rights very well. Lynch Strategies: ..Reckoning, Turf War, Squatter's Rights, and Stake a Claim ....Lynch ......Endless Hunger ......Expert Cheater ......Woke Up With A Hand ....Hungering Darkness ......Addict ......Broken Promises ....Beckoner x 2 ....Illuminated x 2 ....Depleted x 2 ....Cache 6 ....This list is incredibly quick thanks to the Beckoners' lure and Trigger. Also addict means that this Lure ....will go off without cheating. Two Beckoners, Lynch, and The Darkness make Brilliance an almost certainty and ....that makes the Illuminated incredibly dangerous. The strength of this crew is to stay relatively close ....together and make use of actions so Reconnoitre isn't the best Strategy for them. Also Broken Promises and ....Terrifying (All) 12 makes targeting for the turn he spends it almost impossible. McCabe Strategies: ..Reckoning, Reconnoitre, Stake a Claim, Squatter's Rights ....McCabe ......Promises ......Misdirection ......Badge of Speed ....Ototo ......Call of Thunder ....Luna ....Pathfinder x 2 ....Guild Hound x 3 ....Clockwork Traps x 2 ....Cache 7 ....This crew is so ridiculously fast that it is ideal for preventing the opponent from playing their game. The ....Pathfinders hold up the enemy for Turn 1 while McCabe throws Badge of Speed on Ototo pushing him 4" and ....giving him Nimble to keep up. Turn 2 and onwards the Hounds run around completing Schemes and Strategies. ....With Promises McCabe and Ototo hit almost always and Misdirection makes dispatching McCabe incredibly hard. ..Reckoning, Turf War ....McCabe ......Badge of Speed ......Elixir of Life ......Strangemetal Shirt ....Captain Dashel ....Yamaziko ....Kamaitchi ....Guild Riflemen x 2 ....10T Brother x 2 ....Cache 7 ....This crew is really good at killing at range so it's ideal for Turf War when you know where the opponent ....needs to be. It's also just plain good at killing so Reckoning is good. With Reactivate and a whole lot of ....pushes from McCabe and Kamaitchi means getting out of combat to shoot is easy enough. McCabe, 10T Brothers, ....Yamaziko, and Dashel can put some hurt in melee and are survivable. 10T Brothers and Yamaziko work well for ....scoring schemes too.
  11. Personally I think you'd need a couple other factors in there for example Close/Ranged but most of all Synergy would be an important note to make. For example Seamus doesn't have to synergise all that well with his crew to be effective but someone like Nicodem thrives in that regard. It's not the same as buffing as you don't have to buff to get good synergy out of a master and it's crew.
  12. I completely forgot about The Hanged! The Hanged have to be in my 5 over the Necropunks then. They are badasses.
  13. Can't believe more people haven't said Dead Doxy! I play Ressers as my secondary faction but if I had to choose: Dead Doxies - They are amazing for positioning and have a pretty decent attack themselves. Valedictorian - She is just great for holding areas. She is fast,does good damage at length, and can deny triggers. Rotten Belles - Obviously these gals are here. Great for messing with your opponent and tough. Yin the Penangalan - This lady is so good at holding up models and with Unnerving Aura she is dishing out damage if models stay engaged with her or if they try disengage. Necropunk - Now, I don't own these guys but they really do seem like very good and tough objective runners for 4 points.
  14. Would there be any particular reason why the app doesn't work on my Lumia 920? The reasons given in the app store are that my phone needs an update (done), that it is exclusive to a different mobile provider, or that it is not available in my country/region. I live in South Africa so is that the issue? If so how can that be remedied? I got the app for my nexus and it is great but would love to get it on my phone for quick use.
  15. I think there is a possibility of some masters in the next book. Albus Von Schtook seems to feature in a lot of fluff and is mentioned as a Master in Through the Breach. Although unsure what other masters there might be.
  16. I must say they look AWESOME! If they are there I will be ordering these guys from the webstore during Gencon. Also really hope they have the upgrades!
  17. I can actually see them becoming very effective with the Rail Workers and the Emberling. Then the burning can be taken advantage of multiple times. Especially because after Flurry Charging the High Monks can push out of combat to open up the Rail Worker's (0). Realistically they will put out Burning +2 with the Flurry Charge so having two in conjunction with Rail Workers and Emberling could very well have high damage output. Against tough models with low defense it would be very effective. Hard to Wound would be a non-issue so Ressers and the like would have a lot to think about.
  18. One of our playing group recently got Rasputina too and have been thinking about using Mei against him. I am pretty comfortable with a horde style list of 3 Metal Gamin, 3 Rail Workers, Rail Golem with Hard Worker, and Mei with Vapromancy, Misdirection, and Seismic Claws. Metal Gamin should make fairly short work of Ice Gamin also because of Rasputina's crew being construct heavy it adds an element of mobility to Mei's crew. With Hard Worker all the Armour/Hard to Wound in the crew becomes fairly meaningless. The Vent Steam action and Trigger are obviously great against Rasputina as it means she is either focusing or using Soulstones to even out her Ca duels. It also gives you an Ml action that dishes out blasts meaning you can drop those on Rasputina and not have to worry about Sub Zero quite as much. The Snow Storm poses a definite problem for any shooting crew and melee crews given it's explosive demise but you can at least use that against your enemies too. Barring the Snow Storm I would really suggest the Guild Pathfinders. They are amazing at disrupting your enemy in his own deployment zone and if the December Acolytes make that difficult it is very easy to get your Pathfinders and traps into combat with them to prevent Rasputina casting through them but if you can get them into where Rasputina is she can't cast anything useful basically. Personally I find two Traps and two Pathfinders work best. Also with the Traps potentially dishing out slow it should mitigate that the Acolytes can ignore armour with their (1) action. Katanaka Snipers would also work despite them not having a model yet because they have a very decent Ml attack.
  19. Monkeyking makes a good point. Ama No Zako can also exploit Sebastian's Ht 1.
  20. I still think they are pretty great. The (0) heal is pretty awesome on top of the things you've mentioned. I have a Misaki list that looks like this: Misaki 5 Disguised Misdirection Untouchable Yamaziko 8 Smoke and Shadows Dawn Serpent 10 2 Oiran 10 3 Monks of the Low River 12 For Turf War this is crazy good. Sit them on the objective and park Yamaziko and the Dawn Serpent behind the Monks and you have a braced line of tough Monks and a Dawn Serpent spitting fire over them. If anyone other than Yamaziko suffers the can Call Unto Chi and heal themselves 4wds. All the while Misaki and the Oiran can hold up models further up the table. It's also a great crew vs. Wp shenanigans with all the high Wp and Oiran making it higher.
  21. Don't forget Guild Pathfinders as a ranged option. They are pretty darn great for that. The shooting Samurai is a pretty great option but the other upgrades make it a more versatile option. If you want to get around the low Wp thing you can take Oiran to counteract it.
  22. She is great with McCabe for the fact that she can get nimble and/or regen +2 which makes her ultra fast and hyper survivable. I do not think that she would be amiss in a Misaki crew either. Ototo and other beat sticks tend to be focused on beating... sticks. Whereas Ama No Zako is pretty good at running objectives and/or beating sticks.
  23. She is amazing if you ask me. Terrifying (ALL) 12, Hard To Wound, Use Soulstones, and Armour +1 with 10 Wds. With the fact that her Df/Wp stats are good for such a tough model makes her VERY tough. She is fast too like you say. She has a decent damage track and good Ml and awesome Triggers her Ml range is 3" which makes her a great control piece and gives her a pretty great charge range. Lecture Notes has also come in really handy. Getting rid of Triggers for a turn is pretty great and getting it off on masters like The Dreamer or Rasputina with built-in Df triggers and low Df means that the Trigger can come off pretty handy. She is a fast, tanky, beat stick, who has a an element of debuffing.
  24. So! I'm not sure if this has been discussed or not but I can't help but notice the number of models in the second wave with the 'Academic' Characteristic. The Transmortis models are all Academic as well as the Mages. Even the Story in the latest Chronicles Imogene Wyatt/Miss Diagnosis refers a lot to the academics of her former life. So I am really curious to see if these are preludes for a new Master that is itself an Academic. Given the existing fluff of the Transmortis box it would imply that this new Master would be Professor Albus Von Schtook. Given that the other Academics are Arcanist models - Mages - would imply to me that he would be Dual Faction Ressurectionist and Arcanist. I know I am speculating but I for one would find this to be an awesome idea for a Master. By day, he helps the Arcanist cause if only by virtue of the fact that University enables individual thought and so puts it at odds with the Guild. By night, he conducts experiments on his students to help them "graduate" into monsters and impress Molly. I wouldn't want to speculate on the game mechanics but the idea of a Arcanist/Ressurectionist is a cool idea in itself and being an academic the idea of an 'Academic' Master really apeals.
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