Jump to content

Dirial

Vote Enabled
  • Posts

    5,015
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by Dirial

  1. Those two girls should get along fine, right?
  2. I'd like to point out that Guild as a faction is very good at removing conditions. It's a very good ability which should not be spread too far in my eyes. Thus, during the beta every time someone proposed it for an additional Guild model, I argued against it. Off the top of my head, I can think of seven models in Guild that have this ability in some way, plus Mercs. I don't think another faction has as many condition removers. This doesn't have much to do with Lady Justice, though. Her condition removal pulse is situational, but potentially very strong. I think that is an agreed upon fact.
  3. I think she really wants a Henchman. I wanted to say a good support Henchman, but every Guild Henchman (perhaps short of Samael) is a really good mix of support, damage and staying power. They should all go well with her, and none is an auto-include. Not even the admittedly awesome Francisco. But the Lady is a juggernaut of casually supporting destruction. A Henchman goes a long way in adding support and command abilities and a backbone for the crew when the Lady commits to the fight.
  4. I had, too, but I didn't see the 3D renders. Then I clicked on the images and realized the critical flaw in my thinking. And now everyone will think I'm a moron. Sigh.
  5. Absolutely not. She is considered a rather simple Master. Most of her support abilities are printed on the Judge's card As written above, she is a great beatstick and most crews have serious problems reigning her in before she lays waste to a significant amount of important models. Great about her: She kills things dead. Also, and even more importantly, your opponents know that (or will soon learn it the hard way). Thus, they will either stay clear of her or go to considerable lengths trying to kill her first. This lets you influence the state of the board and the actions of your opponent. Also great: her support is done by killing things, which she does anyway. She is also not slow, and not easy to bring down. In my last game against Pandora, she killed a Sorrow, the Poltergeist, a Beckoner and Candy over three turns and survived. She is amazingly fun to play. Not so great: Her defence is middling. While she can take some hits, most opponents will bring her down. She should always try to bring down lynchpin models before that happens. Second, she is not fast. She may not be slow, but once committed to a fight she mostly stays there in my experience. She is more of a spearhead. Hope this helped. She is a great starting Master. Easy to learn, fun to play, with enough nuances to learn later. Also great for your opponent if he's also learning: It's easy to remember what she does, and it's great cinematic drama watching her carve through your crew and trying to stop her. And really rewarding to bring her down.
  6. Where did you find this?
  7. I have no experience with them. Don't own McCabe yet. They seem to be reasonably fast and deadly for their points if McCabe runs them. Without upgrades to shuffle around they lack survivability and speed in my eyes. Also they like to toss cards if I remember correctly. And that is the resource Ortegas lack most, as they have lots of similar effects, too. All theoryfaux, though. As said, don't own them myself.
  8. If you want to stick to plastic, your options are somewhat limited at the moment. Witchling Stalkers are very good Minions, with multiple purposes. They can handle melee, condition removal and activation advantage (because they are cheap). All these things the Ortegas lack to some degree. They are included in Sonnia Criid's Crew Box, which I would therefore recommend as a second buy. The alternative Executioner is a strong melee model in plastic, and the Warden has some utility. Both add to the Latigo Posse as alternatives to certain Ortegas. For the thing Ortegas lack most, cheap Scheme runners, you would have to wait: Guild Guard, Watcher and Guard Dog are not out in plastic yet. Oh, and welcome to the Guild! I enjoy Perdita's crew very much, and hope you will, too!
  9. But remember that he can't interact on the first turn.
  10. Well, at first I really had no idea what this thread was about. Nicodem gaining From the Shadows? How? And why? And why should it be a problem for the Guild? For the serious answer: Nino's gun has great range, but the best LoS may not be from a point in your deployment zone. And if has to reposition or, Fate forbid, climb, he is SLOW. The ability is for placing him in a spot with good LoS, not for getting close to the enemy.
  11. Not that I'm aware of. There was some discussion about it at some point, if I recall correctly. But I think it has been like this for quite some time.
  12. McCabe can hire Guardsmen out of faction. Thus I assume the above is a 10T list.
  13. Although I'm not yet a Lucius player (waiting for the new box), I would say yes. You're not missing much of his classical crew. Austringer, Riflemen and Wardens come to mind, but for the time being, Witchling Stalkers should nicely fill out their spots. Just mix it up and try them out; the specific crew should be based on scenario anyway.
  14. Hoffman can hire M&SU constructs, however. He would be able to hire Arachnids (including Swarms) and Howard, but not Ramos or his totem.
  15. I don't get it. How do you want to ensure that Nino deploys before your model? It's all in one card flip. Also, getting Nino into Melee is not a constant solution. He can push away, so no disengaging strike, and has a kill trigger on short range. Best idea against Nino (in my opinion) is to hide and ignore him or shoot him himself.
  16. I'm a passionate Dita player, so some hints from the enemy: Perdita is ridiculously resilient, as long as Francisco is protecting her with his "El Mayor". Francsico is by far not as resilient as she. Try to kill him first (perferably with something expendable, as the killer is likely to be taken down by Dita in response). Perdita really doesn't like blasts. Really not. I mean her stats are marvellous, but her Wds are not. Blast onto her and she will go down. Don't bee-line for her in turn one. Dita has a very strong assassination game i the first two turns, so try to keep your Master away. Warning signs that your opponent may attempt this are the Student of Conflict, Papa Loco and the Vengeance Bullet upgrade. Dita, and Ortegas in general, hate Vent Steam. Oh God, how I hate this negative flip, as its one of the few defences against shooting Perdita cannot simply ignore. Mei Feng cuts her damage potential in half, so she has to play a positioning game. She will still be dangerous, but less. Dita and Francisco don't like conditions, as they cannot Shrug them off. Burning is especially hated by me. Play with enough terrain. Only Rasputina punishes boards with too many LOS as hard as Ortegas, so make a balanced board happen. Balanced, mind you. Playing Ortegas will not be fun for your opponent either if everything is blocked. Don't underestimate Perditas speed. She only has Walk 5, but don't let it fool you. Especially if the Nephilim is in the crew, Ortegas are blindingly fast. So, I'd be looking for fast models, especially with some damage reduction, and if you want to be cruel, protect them with Mei Feng. Illuminated make good models, as they do against most crews. Support them with some blasts and see how it goes. Change it up for personal preference (as always). Hope you have a fun game!
  17. Shirt comes off in Wave 1. Gremlin Lure and the Never needed to see that trigger in Wave 2. I sprayed my monitor with coffee.
  18. Notice the difference between "on the table" and "in play". Buried does count. But you are right overall.
  19. None come to mind. I think it's forward planning on Wyrd's part. TT would surely be glad about more non-dual faction models, even if they have to share them with a Lucas-led Guild crew. And Black Sheep is a characteristic with great fluff potential.
  20. The tweet says something about Molly, and it fits (she has the same hairdo). I dig the alternative Sonnia. That looks really great. Was that seen before?
  21. From my understanding, the Flay trigger just bypasses the rule that you can't cheat damage if you have a negative fate modifier. Now, if you can never cheat like with Impossible to wound it doesn't matter if you have a negative (or any) fate modifier, you just can't cheat. Flay doesn't say "you can cheat", it specifically mentions under which (normally forbidding it) condition you may cheat (as an exception). So, from my perspective, this is pretty obvious: No, Flay does not allow you to cheat damage against Impossible to wound models.
  22. Will there be a feedback thread? Because Clockwork Traps seem to be immune to their own "Clamped on" condition. Sorry... Also, I really should be working instead of browsing through the toys.
  23. Ah, that makes sense. No apology needed, I just couldn't understand it and thought my brain farted. I really like Onslaught, especially if the lady didn't charge. That's some serious damage.
  24. I would definitely get behind a second book. And by "get behind", I mean "buy".
  25. I don't know how you get to that if I'm honest. Vendetta doesn't give her Unimpeded, Last Stand does. (It great, nevertheless!) Also, why would she get double positive fate modifiers with Sidir? If he has Promises, she gets one. Vendetta gives her a trigger for a positive modifier for damage. If she doesn't charge, this can amount to two postive modfiers for damage. So, I think you got that mixed up. On this regard: Of those of you who take Vendetta (I have on occasion), do you often use the Vengeance trigger? I only consider it if the Red Joker is in my hand. Crit Strike seems just better to me since one has to flip severe for Vengeance to deal one more damage. Vendetta is still worth it for Onslaught, I think. Hard to kill models, beware.
×
×
  • Create New...

Important Information