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kross1

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Posts posted by kross1

  1. Put smoke grenades on Sue, between that and negative flips to casting in a 3" aura, makes him really good as a bodyguard and can really make ca heavy crews pay. Add in Sidir with Promises and you can really go to town on heavy wp based crews. Played a Pandy-player at the last tournament, and really stymied him with those two in a Lynch crew. By the end of turn 3 he only had a tot on the board.

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  2. It's because he completely ignores the after resolving, that the komainu ignores los & range. The model that is doing the ca action has to be within 6" & in los for the komainu when he casts, he then resolves his cast, whether he fails or not is irrelevant, whether he moved out of range blocks line of sight or anything else doesn't matter, he was in the aura when he cast.

  3. I find that Molly really likes to be in the thick of things, so when I play her I take my preferred summoning upgrade (I like Forgotten Life, for the more independent summons) and stick Necrotic Preparation and Unnerving Aura on her. I found that my opponents really hated taking more damage then they where inflicting on her. Especially when you take overlapping Unnerving Aura models.

  4. Levi is a noob-stomper, plain and simple. Once you understand how he works he becomes quite beatable. Expect to lose a model a turn and either go after his waif or go after his Anchors. If you have an opportunity to put some damage on Levi before he activates do it, he loses alot of effectiveness that way.

  5. I Apparently there was car troubles for a group coming down from Dallas, a couple of regulars couldn't get out of prior engagments and a small but growing number of noobs who are just getting their feet wet. Interesting times in H-town. Travis claimed first with 3 wins playing Nicodem. I came in second also with 3 wins playing Molly in two games and Seamus in one. His differential was a couple of points higher than mine. Monkeyking66 came in 3rd playing Guild.

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  6. I don't play with Killjoy often, but when i do i usually try to summon him off a drowned. Keeping him within 6" of Molly allows him to accomplice in after she ends her turn.getting a scheme marker down for alits, breaktrough,or plant evidence out of it is just a bonus.

  7. To each his own, i walked away from it, and i don't miss it. As to the Necrotic Machine i find him to be a great hire, cheap ap, helps with activation control, giving Sybelle black blood the first turn really helps her survivability, and if i take Killjoy nothing is stopping me from summoning another. Sure, it dies, but if it's already given Sybelle black blood and moved thw majority of my crew 4"forward it's already paid for itself.

  8. 3 pts is to expensive, 90% of the time all you will do is give an ap out and then become terrifying. Molly doesn't need terror to work effectively. Remember you can't use the same (0) twice. I replaced it with her totem and saved a point.

    My firstcmove of the game is to give Black Blood to Madame Sybelle, walk forward, then he pushes the rest crew towards him. Really does wonders to speed up her crew.

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