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LunarSol last won the day on August 30 2016

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1,092 Walking Simulator

About LunarSol

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  • Birthday 06/27/1981

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  1. Guild complete! I’ll have to get a group picture. Removing the pic above now that they have a boss. Frontier
  2. I've just found them super useful. Their damage isn't incredible, but ignoring Incorporeal, Hard to Wound, Terrifying, Manipulative and Friendly Fire makes them really consistent. They often get some early shots in, then one of the J's rushes in to engage and they either get to finish it off to free a beat up to keep going or put in damage on whatever tried to take down my beater. That said, they definitely get a lot better against undead. Luckily, False Accusation is actually quite powerful as a free action in the crew in general. Mental Trauma is nice, but just opening up something to Into Dust can burn the opponent's hand and stones a lot quicker than they'd like. This is particularly true with 2 of them, as up to 4 of those shots gets people cheating some high cards against an ability that "only" makes them count as undead. Don't discount Final Rest either. It's a good size pulse that can really mess up certain crews and even when it doesn't the heal having essentially unlimited range can bring one of the J's back to a point where the opponent is just out of options to finish them off. I generally run the pair along with a recruiter as a little module of its own. Getting a couple DMs out of them almost makes the recruiter worth it.
  3. Ah, you’re right. I’ll just have to settle for being able to back off and shoot twice. It’s still a massive difference in his effectiveness but good to remember.
  4. It's pretty easy to keep fast on them even in the later turns. You just sometimes need to activate someone to catch up to them first. Similarly, Creep Along and similar abilities sometimes just require you have someone walk ahead first.
  5. Marshals are in a pretty good place overall. GREAT - Exorcists are one of the best models we have access to and are quite good at draining resources from the opponent while softening up targets. I pretty much always include the pair. - The Judge is pretty amazing. Sometimes does more than J. GOOD - Death Marshals are fairly good runners. The 0" on Pine Box basically kills it, but every once in a while it comes up. Mostly though its just that they're durable and can tie up enemy models for the Exorcists to shoot repeatedly. - Lone Marshal would have gotten his own place in the worthless pile if not for the startle change. With it, he can do some pretty crazy tricks and solves some of the issues I was having with the crew's tendency to try and brick up. I've gotten a few schemes by charging an opposing model to bounce to the other side and using the free disengage to get in position to drop as scheme marker. That one change flipped him from one of the most easily nullified models in the faction to one of the most versatile. SITUATIONAL - I haven't had a lot of luck with Jury. The whole bury aspect of the list just doesn't seem to work, so she mostly just threatens other crews that rely on bury. I haven't played her recently though, so maybe I need to give her another shot. - The Recruiter is.... lacking good targets. I often take one just to give my Exorcists a second chance, but I'm not sure its worth it. - Domador is in a weird place. It doesn't feel like it really fully works, but you can do some scary stuff to Rezzers sometimes so its worth having in the back pocket.
  6. Finished up my Guild for the M3E launch... still need to do Crossroads I suppose, but ready for some new stuff: Nellie's Journalists Lucius's Elite Frontier.... boss found!
  7. I'm finding I tend to decide on a master first and just tweak my crew accordingly. For example, Hoffman runs a pretty good murder ball, but some fast Watchers can guarantee you some significant points if the right strats and schemes show up. Little modules I swap around more than lists set in stone.
  8. Yeah, I'm excited to get him on the table and honestly he will probably spike on my list when I do, its just that every time in beta when I wanted to play him there was a slight tweak to Sonnia I had to verify or a complete Perdita overhaul to try out and I never got that far down the list.
  9. Personal excitement to play: Sonnia - My first and favorite master. Love the playstyle. A few models I'm disappointed in, but overall happy with it. Dashel - Probably one of the big design success, IMO. Really happy with the playstyle and crew composition. Lady J - J herself is super fun to play and she has a lot of great looking models. Not sure if they're good enough to hold up to the option of playing J elsewhere, but it's definitely on my radar. Hoffman - I really like his playstyle. Not sure if I won't just play him on the blue team when I do, but that will likely depend on whether the local group sticks to declaring factions or if people drift to playing whatever master. I think he's fun enough to play as a Guild option if I declare Guild at least. Perdita - She's changed so many times at this point I just don't really know. She feels like she lost what made her feel like a master, but I've played the crew several times and still kind of enjoyed the family as a whole. I'm not sure what I think on her. Lucius - Haven't played him enough, but he could easily hop up my list. Nellie - Feels like she just kind of flew under the radar all beta, including my own. I'm not sure if its just because she had a decent chunk of models that aren't out or if she's just kind of low on the priority for most players, but her problems felt kind of drowned out by Perdita/Sonnia/Lady J. Basse - His playstyle is neat, but thematically I feel like he overlaps too much with Perdita. I think he's good and I might eventually prefer him to Perdita, but at the moment I wish he was a different theme.
  10. LunarSol


    Just a comment; I assume this is a typo: Choose a friendly model within range within more Power Tokens than the target. Should be: Choose a friendly model within range with more Power Tokens than the target.
  11. LunarSol

    Are we OP?

    Guild Masters feel quite powerful at the cost of underlings that aren't nearly as threatening. I think its easy for Guild to feel powerful in a game where an opponent isn't aware of the strengths and limitations of their opponent, but with a bit of experience I find that a Guild crew can be shut down by properly tying up or otherwise containing the master.
  12. And a couple more as I'm working through that formerly nebulous pile of things labeled M&SU: Augmented Machina
  13. There's really nothing like a good organization system to get things done! The keyword system has encouraged me to get to fully painted faster than anything before and it seems like a good opportunity to start a new thread of complete masters and their crews. Planning to post the complete crews here and go back and update the pics when new things are released: Witch Hunters Marshals Family Guard
  14. Thanks. Appreciate the insight. M3E has been good motivation to buckle down and get things painted. On that note, I finished up the stuff for Magneto and Xavier: Steamfitters & Saboteurs Large Arachnids Ryle & Riotbreaker Medbots & Drills Thinking about grabbing some shots of everything that fits under a keyword one of these days. Might start a new thread for that.
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