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kross1

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Everything posted by kross1

  1. I would probably go: Kaeris 6 ss -arcane resivoir -blinding flame (for positioning enemy models) -purifying flame (for keeping my crew and bodyguard target alive and the wall) Eternal Flame (to help keep Kaeris and Howard alive) Howard Langston -imbued energies (bodyguard target and backfield deterrent for stake a claim) The Firestarter (my go to for stake a claim w/3 ap due to reckless. Also a potential bodyguard target,if I want to play keep away. Plus she/he is great support personnel for Kaeris and gunsmiths, good w/Vendetta as well) 2x Gunsmiths ( great for vendetta as mentioned, but good w/stake a claim due to easy fast defensive trigger. 2x Fire Gamin (good with Distract & your more common burning Shenanigans) Altis should be no problem if you go Grab & Drop instead. Good topic!
  2. I haven't had that much of an issue. With a metal gamin they are def 6, with htk, and the amount of healing that a Kaeris crew can put out is usually enough to keep them up. I also tend to focus fire, to take out key models, and really try to abuse the burning mechanic.
  3. Johan and the Arcane effigy both remove the condition that the Hanged give. Johan in particular is an excellent model for her, with his mass heal, and relic hammer. By the way your opponent could only have had 2 Hanged on the table. Due to them being rare 2.
  4. I like two gunsmiths and find them to be a versatile model that can fulfill a variety of tasks for me, but I do find them more crew dependent & secondary or even tertiary Ways of getting burning out to make them really shine. Fast can make them excellent objective grabbers, and protection of metal, hard to kill and all the healing in the list makes them surprisingly tanky. Switched chamber makes them a scalpel & the hard way makes them ridiculous against burning targets.If you want a more independent model then take the December's acolyte, but if you want a team player take a gunsmith or two!
  5. My bad, but the Eternal Flame can still follow around and heal the Rail Golem. Personally, I have been running her more minion based: 50ss Kaeris w/purifying flame, born of fire, arcane reservoir The Eternal Flame The Firestarter Johan w/bleeding edge tech 2x Gunsmiths 3x Metal Gamin 6ss pool Needless to say, depends on a lot of variables, such as schemes & strategies, Opponents faction and terrain, but my go to models are a couple of Union Miners, Willie, Sue, & the Rail Golem.
  6. The Eternal Flame, Kaeris totem could just heal the rail golem or strip his immunity allowing Kaeris to use purifying flame on him.
  7. I am still trying to understand the problem with belles, they lure thats about it. Take terrifying models, or multiple models that love being in melee or better yet take distract or cursed object everytime the scheme shows up and give it to that nasty belle. There are so many ways around the "op=ness" of the rotten belle. Remember you don't declare your schemes until after you see there crew. Relax, design your crew to kill off belle spam a couple of times and your opponent will go "Hmm, my belle spam no longer works, I think I will adapt and change my ways". If not you have an easy win! By the way no one has said in either this one or the prior thread, to use terrain to "counter" belles, they have said there might not be enough or the right terrain on the table. Hell, I play Seamus and my regular opponents would eat me alive if I played belle spam, try 5 Flesh Construct Mcmourning lists or 3 Teddy Dreamer lists, then compare that to the humble belle. Just my 2 Guild Scrip, hopefully no offense, I just find the argument laughable. Good luck.
  8. What's even funnier is they can take falling damage!
  9. I can see taking it on Killjoy or Yin. Quick question, does it stack, with Bloated Stench on Toshiro or are they applied separately, since one is a upgrade?
  10. I play in a very competitive meta, & regularly face things like 5 flesh construct Mcmourning lists or 3 Teddy Dreamer lists, & quite frankly a 6 Belle list from any master doesn't scare me at all. Adapt and over overcome. I can see losing to it a couple of times before figuring out how to counter it, but if you can't figure out how to mitigate it or use it that's your problem, not the models.
  11. Personally I tend to play a list that has the first 30 or so points already decided, then spend the rest of those points to fill in objective runners, condition removal, extra hitting power, and so forth, depending on terrain, schemes & strategies. Find a few models your comfortable with, play them, then season to taste w/what you think will help. Clement has a valid point about not enough terrain, Ophelia can & will be devastating against you if you don't have enough los blocking or cover providing terrain. Personally I play on tables w/lots of terrain, usually w/multiple levels and vantage points. When they say 1/4 of the table full of terrain, they mean full!
  12. I almost always take convict gunslinger w/my Seamus crews. I did play a interesting game against Rasputina the other day, which was: Seamus w/Red Chapel Killer & Bag O' tools Copycat Killer 3x Crooligans 2x Night Terrors Killjoy Bete Noir w/Decaying Aura The Strategy was Turfwar & my Schemes where Assassinate & Breakthrough, my opponent did't want to kill anything of mine.
  13. If you are using the 2nd wave beta this a fun list for turf war, reconn, or squatter's rights; 50 ss Ramos-5 -Arcane Reservoir -Field Generator -Bleeding Edge Tech Joss-14 -Imbued Protection -Powered By Flame The Firestarter-7 Gunsmith-7 Gunsmith-7 Malifaux Child-3 Electrical Creation-4 6 ss cache I'm having a ball with it!
  14. Go with the bigger table, that wah you have.somewhere to put your cards.
  15. No Coppelius either I see, is this another clue to his dual identity?
  16. Your most likely right, but I don't think it would be that hard with the way the bury mechanic works. Still only one master on the table. You know, place Lord Chompy Bits in base to base contact w/ the Dreamer before burying this model thing. Then you could have the daydreams do the samething. It wouldn't be that difficult to understand, plus it keeps them both only on the table at different times.
  17. I think they could get away w/them both being masters as they are both on the table at the different times you could have them have a total of 14 wounds. 4 for the dreamer ( inc oporeal, high def & wp, a good walk) would see him through) & 10 for Chompy. They could split ap, say with Chompy, getting a 1 ap charge or a onslaught trigger. I'm excited to find out either way. As to Coppelius I kind of hope he's Neverborn Lucius, it would explain a lot, but if not he definitely should be a henchmen. Just my two cents.
  18. Personally, as I am new to Ressers, the new Seamus being my first master, I use mercs quite a bit. All of my prior experience w/Ressers have been more Marcus-centric like night terrors & shikome. So w/limited models I have pretty successfully integrated things like the convict gunslinger, ronin, & Killjoy into my lists.The combination of rotten belles luring models into rapid fire, flurry & the charge range of Killjoy has been the bloody end of many of my opponents models. Kross
  19. it's douchebaggery at it's finest, but perfectly legal.:Decay_Puppet:
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