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Hagisman

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Everything posted by Hagisman

  1. Those Peacebringers are sweet. Awesome cosplay.
  2. I'd leave myself at 7 soul stone cache then play around with 3 for upgrades. I probably run with about 2-3 upgrades in a normal game. Beware of using Guild Guard against any blast units. They might have high defenses together but they are usually in prime blast radius.
  3. I've tried asking this question at my store, but the response has been either "I don't know" or "I never heard of it". I usually use super glue, but I was told for delicate plastic models I should use a type of glue that will bind the plastic pieces permanently together. Turning the weak point pretty solid. What is this glue called and where can I find it? I was told by a friend of mine that its called "Modelling Glue", others have just called it plastic glue. GW sells thin and thick plastic glue, is this it? (I ask because when I asked at the store the guy said no, when I asked him if he knew what glue I was looking for he said no.)
  4. Tip the Scales: Very situational, the high cast cost just for a plus flip is not worth it in my opinion. If you have a high card like that in your hand why not cheat it in? Unless you're trying to get through cover it doesn't seem worth it. Giving a negative will help decrease an opponent's chance to hit which is a good idea. But it still seems rather dangerous. Balance the Scales: To be honest, this is the only reason I take Scales of Justice, being able to recoup the loss of resources is great. Not much can be said otherwise. Another card in your hand helps with casting, discarding for healing flips, discarding for decapitation, and cheating fate. Made an Example: Great when your opponent is throwing out WP duels, but otherwise very situational. There aren't that many abilities that I've found that work well with it, but I want to experiment a bit more. For instance the Death Marshals' Pine Box works well with this, and maybe the Judge's Stand for Judgement. I find it hard to remember the effect this guy has while playing.
  5. As before, choosing to kill a Master vs VP comes down to a nice choice chart depending on extenuating circumstances: Will the Master deny me any VP? Do I need my Master to score VP? Will attacking his Master deny him VP? Are their any lower risk options to lock him up?
  6. Page 98. Its more of a grammar issue than anything. "Model gains positive during Ca actions..." The Ca action is separate from the damage flip. See page 37 for declaring an action.
  7. What is in your crews? You'll want to deny your opponent schemes while at the same time securing your own. Think about what your opponent might be taking. A good scheme to take for you might be Line in the Sand. Always available and if your tabling your opponent placing scheme markers on the center line should be easier for you. When I take Line in the Sand I always announce it, and most of the time take the Plant Evidence upgrade. Allows a 4 inch move and place scheme marker if you survive the end of the game, which can get some extra VP at the end of the game.
  8. How does focus stack and what is the effect?
  9. I would like to see taking Death Marshals, Plant Evidence, and Guild Austringers. Think of the scheme markers.
  10. Been playing Lady J since the box came out for Wave 1. For the most part I take minimal amount of upgrades on her. The one that allows her to push friendly models towards her charge target has been very situational for me. For the most part I find her away from the rest of the Crew. I've found her only to be a really good beat stick. Implacable - rarely I've had an opponent take a walk out of melee. If they do leave they use pushes. :/ not too useful. Bullet proof is alright if combined with lead lined coat but if the opponent knows about it they will charge her and kill her right away. Vendetta - does limited mean one use only? Otherwise this turns her from beat stick to heavy best stick. Last stand - for me there aren't that many guys who like to be in melee that I take except the executioner. But he is never close enough. Maybe I need to set it up better. Flames of pit - did not realize this means all death marshals are immune to horror duels. This is awesome. Anyone have any advice on how to get more out of Lady J?
  11. I'm in for it, but it depends on what time it starts at. I don't get out of work till 4pm and won't be in Manchester till at least 5pm if traffic is kind.
  12. How have been been fairing with Guild McMourning so far? I'm thinking of taking him as my second master when his box comes out. Is it necessary for him to take the upgrade that allows him to take Sebastian and the Nurses? Or does he work fine without it?
  13. Yeah, so far it is touch and go with a few of my miniatures... well most of them. I have a few that have just come off the primer, which might get another coat. A ghost mini is currently trying to dry with it's matted clear coat. Though I am not holding out hope. For some reason the weather doesn't want these miniatures to dry, thinking release agent after the comments. If the clear coat helps cut down on the stickiness I might do it for all my miniatures I've painted so far. (All three). I'll be taking a toothbrush to the rest to see if I can get the primer and release agent to rub off.
  14. So I just got my Bones minis from my local store. I primed them a couple of days ago. When I took them in I noticed that the models while dry to the touch felt sticky. While I was painting one of them today, I noticed that the paint wasn't drying well and that my first coat had this stickiness to it. Anyone know why this is? Or have a solution to avoid this in the future?
  15. Came to mind the other day, what if Papa Loco was boxed and brought closer to the enemy? I know he has a blast attack and he could get it off twice before killing himself. If the opponent has a lot of models grouped together essentially he could wipe out a lot of models in one turn. Blasts are very deadly in this game and with Papa Loco in the box, if the opponent kills the Death Marshal Papa Loco will be released and be able to activate as soon as he is released. Granted releasing him before hand would open him up to being targeted.
  16. Had a great time, nice to get a few games in again.
  17. I'd like to give credit where credit is do, the guys at the Harvestfest in Game Castle came up with the idea. After one of the players said he thought the Whiskey Golem should be more like a water elemental.
  18. Needs to happen. An elemental made of ale.
  19. Unless they are reworking it from the ground up. (Which would be awesome). It wouldn't be too difficult to change the values from the current crew builder. Granted with a few additions Apologies, forgot about upgrades. That would change things around a bit.
  20. My suggestion is to buy the Death Marshals' box when it comes out. Not only does it give you three death marshals but it also gives you a few extra hats. Why, because it comes with skull flame heads and normal heads.
  21. Will most likely be there. I'm in process of moving, but I should be able to make it on Saturday.
  22. Man that glaze job sounds amazing to try. I don't think I'll be able to build off of what I have now to do it justice though. I wonder how it would look if I did it on top of what I already have? I'll try the yellow highlighting later today and see if that works.
  23. So lighter shades on the edges? That should work. I've been using GW paints, the flames are Enchanted Blue base with Goblin Green highlight. If I replace the Goblin with Dark Angel green and then used Goblin Green to highlight on top do you think that'll work? I might have to mix to get a lighter green
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