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Necrofaux

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  • Birthday 09/18/1989

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  1. That is the main thing I hate about this book. Finding things is such a chore with that terrible excuse for an index.
  2. Yea, he is really good with any master that has the ability to support him. He is a HUGE target so you need ways to protect him and/or keep him alive. I used him in a Nicodem crew and all that healing and positive flips to attack, defense, and damage just made my opponent cry bloody tears before the night had ended.
  3. I would personally go with McMourning. Von Schill is one of the games hardest Resser counters, as he has access to models that can remove corpse counters (Specialist) and can make himself and even his crew immune to horror duels, not to mention his crews higher than average Wp. For these reasons, I don't think Seamus or Nicodem are a good idea. Instead, I would play the armor ignoring, poison inducing, no need for corpse counters Doctor. I would also take plenty of scheme runners in the form of canine remains as well as support models like sebastian and nurses. I also wouldn't focus on killing the crew, but scoring as many of the marker placement schemes as possible. Tie up the center with McMourning, Sebastian, Nurses, and some meat shields like Flesh Constructs while all the doggies run the flanks dropping markers. This is just me though =).
  4. If that is the case then I would remove 1 rotten belle (starting the game with 3 can be a little overkill when you can summon them in with Seamus) and take a dedicated Scheme runner like a Necropunk (self-sufficient and can hide behind HT1 terrain). They are the same points so it would be easy to fit in. Also, I agree that Sybelle is amazing with her upgrades, especially with the "Not too banged up" upgrade which makes your rotten belles better too (worth dropping a SS for Seamus to add that upgrade).
  5. I would say your current build here is fine for many games at this point level, but as Fetid Strumpet mentioned your crew will change depending on strategies/schemes. I would invest in Necropunks like Clement suggested since Seamus doesn't have as many resources to keep canine remains alive. Necropunks have built in survivability.
  6. He's is pretty much the same, but with his healing is toned down now.
  7. Really nice looking models my friend! I like the pink and teal on Seamus. I have to say that I like the original Seamus sculpt more than the new one, but my favorite is the alternate "Evil Dead" Seamus Sculpt. That one is a little more dynamic and shows Seamus as a whore loving madman.
  8. I am pretty sure this has been a tactic used by Lady Justice players for quite some time now, even before ME2.
  9. It looks like you put a lot of work into this, well done! It will be very useful for quickly deciding what I will want to hire when playing Leveticus.
  10. I think Mortimer gets better with a larger crew. He is a support piece that is a essentially a force multiplier (just like Nicodem) and so these two models work better and better when the crew consists of many models. In a 55 point Nicodem list you can have 3 upgrades, a vulture, mortimer with his shovel, and about 8 canine remains....process that for a minute and imagine what 8 dogs taking two free walks can do on turn one. I played Nicodem with larger beatsticks from the get-go and it just isn't as effective as running a swarm list. You can literally swarm the field with so many scheme markers that your opponent will have to focus on killing your dogs, which just feeds you the corpse counters you need to start summoning things that can defend your scheme counters. You can then advance your crew and make Mortimer sit in the center protecting these scheme counters with his "No interact" aura. Mortimer is a pure force multiplier and VP supporting monster (in scheme marker based games, which are a majority of games).
  11. Hi guys, just wanted to pose a question to see if others have similar thoughts playing the new edition with ressers. Do you guys think that with the cuddle to many healing abilities for ressers, that finding ways to heal models (especially masters) has become almost a necessity? So here is why I thought of this question. Masters: McMourning can no longer heal like he could before (5 wounds max) and he is much more fragile in melee without having the massive melee damage (instead he has massive range 8 damage). Seamus can heal from failed wp duels near him, but most people are winning horror duels when I play against them (Seamus pretty much HAS to get the Live For Pain action upgrade). Nicodem has to spend a great deal of resources to heal (discarding corpse counters which he needs for summoning) and can no longer target himself with Decay. Granted, all of these masters don't have great defense and only really have HtW mechanics which makes healing a necessity when they are focused down. Other models: Many resser models have lower defense and have HtW or HtK, but they still take enormous amounts of damage easily which is almost impossible to avoid with low defense. This makes healing very important. The big beatsticks (now showing up with wave 2) all have either very small damage mitigation or very minor healing. I don't mean to bitch or anything, because I still think these models are wonderful. My only question is that with these new mechanics, is healing something that ressers have to invest more in now that built in healing/survival is worse? I thought about it and I think that ways to heal models is bigger now than it was in 1.5. Nurses seem amazing now with their ability to heal all wounds on a model (granted they paralyze them, but I think there are ways to remove conditions like that). So what do you guys think? Is healing more important now than it was in 1.5, and are you finding ways to incorporate more healing in your crews?
  12. I kind of have to agree. It feels like the big beatsticks of the resser faction (Rogue necro, dead rider, Izamu, etc.) got really toned down. They're damage curves have been slightly decreased and its not like ressers had the best damage curves to begin with. Some survivability for the big beatsticks seems to have also lessened to an extent (dead rider >.>). It looks like with each release, ressers will do best with more smaller minions that have good synergy with eachother.
  13. I don't think they are too expensive at all. They have 8 wounds, hard to wound 1, and hard to kill. They also have a trigger on their melee that forces the opponent to discard (doesn't give them a choice like take 2 damage or discard a card). They have a 0 action walk basically, and the fact that they are brilliant themselves makes them great for bringing back Huggy, after they explode for 2 and cause things to be brilliant. Once that happens, Huggy is free to lay into whatever has just gotten brilliant. Think about some other synergies they may have with Lynch. Having too many of these guys won't be great of course, but 2 of them would be fantastic for 8 points.
  14. I personally think that McMourning is still very squishy (he is also a priority target) even though he can heal (although his heal is limited now) and so Belles would be invaluable in creating a sort of "Blender" strategy, where the belles lure models into Mcmourning, allowing him to use more of his AP for killing, and keeping him out of reach from enemy crews. Crooked men would also be good in this list since they can also place shafted markers ahead of your luring paths, and their ranged attack does poison (albeit very little poison). They also drop scheme markers when they die, so they are great for VP. The Belle/Crooked man combo can complement any of the 3 book 1 ressers.
  15. When it comes to the RN it really is only worth summoning in most cases. Would you really take RN with a GS over Dead Rider or Izamu with a GS (there are times when you might want to, but I rarely ever do)? When it comes to Rafkin, he really only seems good at being a Mindless zombie dispenser for Nicodem and that is about it. Specialists should be priced less due to their limited effectiveness.
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