Jump to content

Cer0

Members
  • Posts

    18
  • Joined

  • Last visited

Posts posted by Cer0

  1. Actually it's 54, since he has 2ss cache. Yeah that seems a little high, good catch.

    I have 47 points of units and 5 points of Upgrades for total of 52 points in that crew. Technically I have 54 points to build the crew with, 50 + 4 cache. My numbers should be right.

  2. New list

    Master: Tara 2ss cache

    Totem

    •Karina 5ss

    Enforcer

    •The Nothing Beast 10ss

    •Hans 8ss

    Minions

    •3x Void Wretch 12ss (4ss per)

    •2x Death Marshals 12ss (6ss per)

    Upgrades

    Tara

    •Knowledge of Eternity 2ss

    •Dead of Winter 1ss

    •Obliteration Symbiote 2ss

    Got to play a couple of games with this list and its something stupid. Obliteration Symbiote is absolutely amazing, by using Pine Box to bury your own crew you can then use Tara to gate them right to where she is at. Also Tara's Eternal Moments allows her to move 20" per turn full out. Wretches are weak when attacked early in a turn but beasts if left till later. Hans is brillant nothing more nothing less. The Nothing Beast is amazing when it finally gets in range of its abilities, but pretty weak when it comes to early turn ranged. However he really seems to shine when gated in via Tara's upgrade. The Marshals are solid, as is Karina. All in all there is some very broken things that this crew can do.

  3. Actually yeah I did, but their defense is linked to how empty your hand is, which is nice when there are only 2-3 models with that but can be annoying when your entire field depends on it. Also Glimpse of the Void can only bury 1 target no matter how many models have it, so it feels pretty redundant. It would make the Voiceless Words upgrade pretty amazing.

  4. Master: Tara 4ss cache

    Totem

    • Karina 5ss

    Enforcer

    • The Nothing Beast 10ss
    • Hans 8ss

    Minions

    • 2x Void Wretch 8ss (4ss per)
    • 2x Death Marshals 12ss (6ss per)

    Upgrades

    Tara

    • Knowledge of Eternity 2ss
    • Dead of Winter 1ss
    • Scramble 2ss

    The Nothing Beast

    • Scramble 2ss

    ---------- Post added at 02:50 PM ---------- Previous post was at 02:38 PM ----------

    So I am very very impressed with Tara and her crew box, and now even more so after I found out she could hire Death Marshals with Dead of Winter upgrade. She is a scenario beast able to move her team quickly across the board with Temporal Shift and stopping the enemy with Lost Instants at interacts. Wretches and Da Beast provide the melee muscle. Tara, Death Marshals, and Karina are in the mid range with the bruising Peace Makers. Hans sits in the back pinging away. The real underlying synergy is locking down with and then punishing the Buried targets.

    What do you all think?

  5. Pandora got her range cuddled, however sorrows got there range buffed so I expect them to be traveling together now. Lynch now has amazing draw and discard abilities, and Huggy is actually readable. Beckoners are probably going to see some play outside of Lynch now that they have a foot and a half Obey.

  6. Admittingly I am pretty new to this game but if I read the rules right resolving a hit is declaring a strike, dueling to see if it does damage or misses, and then resolving any triggers from a miss or a hit. Is that not resolving a hit?

    Because I have seen many other triggers that specifically require you to "successfully hit" or "after hitting" see Leveticus's The Face of Death, Coppileus's weapon triggers, and Leju's Thirst. I will put it in the rules forum and see what they say.

  7. So I just learned something cooler about the Illuminated... Filled with Stars goes off even if you miss as it is worded after you resolve the hit, so as long as Brillshaper goes off you can lay down 2 50mm clouds of Brillance within 8 inches every turn. Even if you miss. Also after trying her out tonight Candy > Graves. The healing flip and her survivabilty is very useful to Lynch's crew.

  8. I got to play this box for a bit today and here is what I have seen as a new player...

    Its complicated as hell as soon as brilliance hits a enemy.

    Until that happens the whole point of this crew seems to be getting those drugs out there. I understand that Neverborn have potentially better choices for 6 points then the Illuminated but for sheer Brilliance spreading it rivals (and I think beats) the Beckoners. I found Graves to be nothing really but a tarpit with a big stick, there to get in the way maybe damage or kill a unit and then die. Lynch is so much fun to play with as well, standard turn went like this: Discard a card for a extra AP, cast Deadman's Hand get those Rams in your hand, Strike twice with his pistol and if possible Pip the Ace each time and watch units drop.

    But its very complicated, and the box takes a lot of memorization. I do agree this army needs some healing though.... what about Black Blood Shaman? Its got heals, support abilities, and a badass pulse that give friendly units flurry. Picture Huggy with flurry...

  9. So I just picked up the game today and here is the Von Schill army I have put together...

    Von Schill - Master

    2x Friekorpsman

    1x Friekorpsman Specialist

    1x Friekorpsman Librarian

    1x Friekorpsman Trapper

    1x Friekorpsman Strongarm

    So the army is pretty swiss army knife. Its got good mobility, 3 models with 12" or longer range, good amount of CC, and decent melee. I don't know what I think of the Specialist or Librarian though. What do you guys think?

×
×
  • Create New...

Important Information