Jump to content

4thstringer

Vote Enabled
  • Posts

    3,683
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by 4thstringer

  1. I think one thing that is being hinted at here is that Lucius's control abilities really set up things in the early turns, What I do is use him to get extra shots off and focus my fire to try to turn the numbers to my favor early, while getting Lucius into position. Once the game properly gets going, Lucius will go from AP control to opposing big hitter control. His only job becomes getting red tape onto that Howard/rail golem/teddy and tanking him for a while. This helps keep those minions alive. Lucius will often eventually die during this, but even that isn't a big deal, if he has tied up enough opposing activations. One of my favorites, is to charge lucius in, get red tape on the opposing model, and then t-port in one of the beefier supporting models (like warden, guardian, or lawyer if you have the cards to discard). I think the survivability of the minions is dependent on the meta you are playing in. If your opponents tend to bring a lot of 3 min damage models, guild minions drop like chaff (especially death marshalls), Sometimes the proper move will be to shoot with them, and then use the activations they get from lucius to pull them back..
  2. I disagree that we don't have armor. And even without, I find that my models are quite survivable (partially due to our range) compared to NB and gremlins.
  3. Hell, one activation that walks 3 times, gets rid of 2 scheme markers, and attacks once for 4 damage is pretty good in my book. that being the exception, not the rule though.
  4. This is one that came up a long time ago, and I just forgot to ask about it. It was playing on that canyons board that reminded me to ask about it, so that if I bring Graves there isn't an issue.
  5. So I was brainstorming this on the way home, and I think that my favorite pleasantly plump killing machine might be the answer to mech rider concerns. He can eat the scheme markers the mech rider puts out with its gun, it ignores the damage reduction trigger, and since the models summoned are half strength, it will get to heal all over the place. The biggest issue I see is actually catching it, as it is much faster than him. Your thoughts?
  6. Hard to do a drawing on here but assume you pushed a model 4 inches off a ledge but after the fall didn't push any further. So you would push up to the ledge, still not be in base to base because you are 5 inches up, buy if you continue to push you would land on the other model.
  7. So where does the pushing model end up if the pushed model is directly underneath it?
  8. So for models like teddy and mr graves that can push with an attack buy then have to follow into base to base: 1. If you push off a ledge and the model dies, since he no longer exists do you follow?. 2. If you push off a ledge but no further and the model doesn't die do you go off the ledge (which would be impossible to move straight towards him because he is directly beneath you when you fall.)
  9. Do you intend to play McCabe as Guild or TT? And does he intend to play Lucius as Guild or Neverborn? You can do both starting with the box set. The nice thing about both playing models is that you will be able to share some things. Check out the PullmyFinger wiki. it has great information on all the models out right now. I personally don't like crewbox only games, especially with Lucius. Both crews can make use of a lot of interesting models, and don't be afraid to mix and match between each other's box sets.
  10. So has anyone else tried out the scheme/strat pool outside of the Haven meta? I love round 3, but round one is really a tough one for me.
  11. It was quite successful in the first game, against jack daw. I got up to six before he realized what was up. He also earned me 2 on vendetta and was big on giving cursed objects. My second game of the night was against Marcus. Same schemes and strats. That player had seen what I did the game before but I was still able to get him up to 4 before he stopped attacking him. I was able to kill Miranda for3 on vendetta on turn 1. He was still good for distracting and holding opposing models down while controlling that stash marker, but I wasnt able to take advantage of his pulse against that more elite crew.
  12. Bummer. Arli got a taste of what I had planned. I think it's probably fairer this way though.
  13. I'm going to try a list with it tonight. Close deployment and guard the stash, schemes are LITS, cursed object, distract, breakthrough, and vendetta. I'm going to vendetta him against someone. The crew will be McMourning with on the clock, Sebastian, frank with wade in, the ss, guardian, death marshall, nurse, brutal effigy and a witchling stalker. I'm facing outcasts so this should be interesting. I figure using the ss to hold a stash marker will force him to attack him. As long as it's not FK it should be interesting.
  14. I'm getting excited for this, the Scheme/Strat sets are pretty interesting. So question- Are we allowing models from the Wave 3 Beta?
  15. I really enjoyed the episode, I've ranted about the beckoners before so I won't do so here. For NB depleted are not a bad tanking choice either, and are considerably cheaper than the Illuminated and Waldgeists. I love the frame for murder with surprisingly loyal. I have never made use of that trigger before, and god I want to now. I keep hearing people describing the Death Marshalls as resilient, and I strongly disagree with that. I find my GG at two points less to take a beating just as effectively if not more. The only exception is against foes with a positive damage flip, and how often do you run into that?
  16. Do you find the arrest trigger to matter very often? I usually use GG late in the turn, as their ability to actually remove enemy models isn't great, and their shooting is inaccurate enough to not want to depend on. If you hit them with arrest early in the turn, they will generally still have cards to discard, and so it isn't as successful. Most often, I have shot with them near the end of the turn, when my opponent has moved into their firing range or view, disrespecting for good reason their meager offensive abilities, so that the arrest doesn't have an affect.
  17. Will there be a prize for clothes that show the most skin? Because I need to find a niche.
  18. I find mimics to be denial models in general. Whether it is Chatty from Tannen, lure from the beckoners (and their interact denial ability), Candy's 3 inch reach and auras, or the doppelganger's "don't mind me", the denial is real. Add to that models like Waldgeists and Depleted who tarpit so nicely, and Lucius himself removing scheme markers with secret assets and straight up stealing them with legalese, and you have a pretty nice denial crew.
  19. I always champion the beckoners more than most. I've gotten some great use out of them. They can shoot into combat and can kite an opponent or ally around with their Lure+build in trigger. With Lucius that can really help you get slower models moving on turn one. Lure in a crew with a gunline is really nice, as with a 18 inch lure range you can pull models into Riflemen range, and then the riflemen erase that model from the table. I also like the run Lucius with the Hunter, who isn't listed here. Who with his harpoon and end of turn push, can slow then move away so the model he slowed can't hit him (unless they have extra attacks).
  20. Yeah, I certainly don't think it is for all strat/scheme sets or against all crews, but I think I will be trying it again in a turf war/guard the stash/extraction situation. What remains to be seen is whether the threat of a bunch of actions funneled through the SS is enough to get them to move against him.
  21. Given the scheme pool, I like the suggestion of Doppelganger, I might consider Tannen to replace the pistolero if you are going to pay for surprisingly loyal. His anti-interact aura can put a real hurt on all of those schemes, and his other aura will make it uncomfortable to stay in the turf war zone. And a - to charge Killjoy is a sad killjoy.
  22. I've already picked the spot I want the Haven to put our Trophy. I must have the precious....
  23. So I tried it out today. It is a bit situational but in this case it worked incredibly. I was playing against a resser crew, and we were using the scheme/strat set for the third round of the Nova Open: Schemes: power ritual, protect territory, LITS, assasinate, make them suffer Strat: reckoning deployment standard. My opponent was using a Nico crew he had seen on the forums, with dead rider, rogue necro, bete, 2 bells and 3 unnerving aura upgrades. he took assasinate and announced prot. territory. I announced protect territory and took make them suffer My crew was Lady J, Frank, Sam, one DM, guardian, austringers, judge and one SS. Frank had wade in and Lady J had the one that gives her unimpeded. I had to set up first and distributed throughout my side, with lady J, frank, DM and SS in the middle and judge and sam on the flanks so I could send him in either direction if need be. He saw that and set up a deathball in the left hand corner. This was important because it left only a small space for him to advance his melee based crew. So my buffed up SS ended up engaged in that space pretty quickly with bete and the belles, and accumulated about 7 charge while doing damage to a lot of different models. I was then able to move him around to engage most of the crew, and keep the rest in pulse range for when he died. When my opponent realized how bad it was he disengaged, managing to get bete and the Rider out of there before I was able to activate and blow the Sanctioned spellcaster. We weren't sure whether models killed by a condition on my model count as a kill for me, so it messed with reckoning a bit, but it slowed him down horribly and put a ton of damage on most of his important models, as well as wiping out the belles. So I feel like it was a huge success. Having a model with a casting attack was huge against Bete's anti-shoot aura, and the big survivability was great. Had my opponent realized how fast that was going to get bad, he may have not let him get charged up that far, but being able to push attacks through him with LJ and Sam (or any of my other henchmen) from relative safety, and the fact that in that case he was able to jam their advancement forwards, made him a real killer.
  24. 4thstringer

    Totems

    So, I was listening to the new "School of Faux" podcast, and they talked about totems. They were pretty negative about guild totems in general, so I wanted to see what people thought. Perdita- Enslaved Neph- they considered him a sometimes, I don't have her to have an opinion Sonnia- Purifying Flame- they said it is almost an auto take, I agree McMourning- Chihuahua- auto take, agreed Lucius- Scribe- they said a never take, I have had some success with him, but the condition part on lucius rarely matters, its all about the glove slap Lady J- Scales- They were against it, I generally dont like it, but haven't given it a full run Hoffman- Mechanical Attendant- they were a sometimes, I've never played him Lucas- Luna- auto take General- governors proxy- they said they have never seen it. Nor have I Mercs- Haven't listened that far yet, but the child and student clearly have places in different crews. So what do you think?
×
×
  • Create New...

Important Information