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blomkaal

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Everything posted by blomkaal

  1. Firestorm Games has it available to order in their webshop. I also know that my FLGS (Dragon's Lair in Aarhus, Denmark) has received some stuff, and they've confirmed that it was not a Kickstarter reward, and it is indeed available from their distributor (dunno if that's Diacash, though), but I haven't seen it on their shelves yet.
  2. Not a bad idea, actually. My completionist OCD also likes that this makes me get another M&SU Master
  3. Easily my least favorite resculpt, and probably the only model where I prefer the old metal over the new plastic. Still getting one, though.
  4. @Frisch and I will be teaming up as Full Retard.
  5. Seems like an awesome list for Reckoning. Cheers
  6. People definitely seem to think Gunsmiths and Ironsides are a match made in heaven. I guess it's due to HPM. An alternative to Message would be to find a way to fit in the Effigy, and have Toni hand out Burning with her fists... Dropping Message would get me to 3 stones, perhaps changing Reservoir for Challenge could be the way to get that last one? Also, as my partner said, including Howard may be half of this crew, but in total only a quarter of the entire crew, so any suggestion on a 25SS build using a big beater like Howard or Joss (hell, even the Rail Golem, which I've had lying around for ~2 years, and never used) would be appreciated
  7. Nice one with the Challenge. I'm just so used to running Reservoir on Arcanists, it's usually my first SS spend I wouldn't mind wasting the one stone, though, but maybe there's a 2SS upgrade worth considering on Johan instead of Energies? The gunline list is mostly just a fun thought I had. I'll most likely be running the tarpit one. But basically, Willie takes a walk, which causes a blast to damage the Gunsmiths. Being damaged, they gain pseudo-Focus from Hand Picked Men. Ironsides sets their targets on fire, which gives them another 2 psuedo-Focus, if I'm not mistaken.
  8. Yes, I know Masters aren't allowed to lead 25SS crews. This is for doubles, however, so all bets are off I'm taking Ironsides to a casual doubles tournament, most likely partnered with Colette, and am looking into som potential builds. No strange rules, other than the 25SS limit, and spare stones are lost (not added to cache). My main problem is that the beaters she usually likes to bring, along with her upgrades, take a huge chunk out of a rather small amount of stones. I've looked into two builds so far, a tarpit and a gunline, and I'm looking for critique, and possibly suggestions for alternative builds. Tarpit: Toni (Arcane Reservoir, Frontline Leadership, Warding Runes) Johan (Imbued Energies) Oxfordian Mage (Blood Ward) Oxfordian Mage (Doom Ward) Idea is Toni ties up models and, along with Johan, brings a bit of pain. Hopefully, this will allow my partner's crew to run schemes relatively uncontested. Mages are mainly to keep Toni alive, but also provide a bit of ranged support. Reservoir might not be optimal in this build, and Toni will probably die. Gunline: Toni (Arcane Reservoir, Message from the Union) Gunsmith Gunsmith Willie Toni hangs back to buff Gunsmiths (HPM) while setting things on fire (Message). Willie blasts Gunsmiths to trigger HPM, and, hopefully, takes down a couple of enemy models in a Blaze of Glory TM. This build has two stones left over, though. Reservoir slightly safer in the build, as Toni isn't looking for trouble as much, but crew is lower on healing than other build. Could be dropped, though, to bring in Effigy, or another 4 Stone model. Not too familiar with Arcanist upgrades to know if any 2 Stone ones are worth taking. There. Feel free to tear me a new one, or suggest other potential other ways to run her in small pools
  9. Gunsmiths will be released later this month (25th, I think), so that might be why you're having trouble finding them. I just picked up Ironsides as well, and just received my Johan to go with her yesterday. Awesome model, and he seems to have loads of synergy/theme with her as well, being M&SU. Other suggested purchaces seems solid as well, but be careful of not falling into the trap of bringing only M&SU models, and bunching up your crew (at least for the Strats and Schemes where that's a bad thing to do). Don't be afraid to bring something (preferrably self sufficient) that's not necessarily synergistic with her.
  10. I'm curious as to why you don't mention Acolytes at all. They seem really strong, which The Collective Internet "Wisdom" seems to agree with, but I really liked your arguments on Gunsmiths and The Captain in the Kaeris Schemes & Stones, so I would love to hear your opinion on Acolytes as well
  11. The card clearly states that the enemy modes has to be within the aura (which required both range and LoS) when the action is resolved, not declared or cast. Given MrDeathTrout's rundown of order of resolution above (granted, I don't have my book in front of me, but it seems correct), I'd say you're wrong.
  12. Yeah, but lasercut MDF terrain still has a certain... boxiness to it. I happen to like that, though
  13. TTCombat makes a lasercut MDF trainset, which I'd probably go for, but I guess you'd have to be into that 'lasercut MDF' look... http://ttcombat.com/collections/wild-west/products/steam-train-and-track
  14. I find the fact that it ignores LoS slightly misdirecting, as the aura requires LoS to affect the enemy model. Also, with the keyword being resolves, would the Komainu not be unable to attack an enemy model that during the action is somehow moved out of it's aura? This is all assuming it is in fact an aura effect, and not just within 6", which I can't remember.
  15. Looks great! What are those buildings?
  16. I think Mech Rider and Rail Golem fill different roles, but Rider is insane. It's a fast model that summons, gets more resilient as the game goes on, and drops scheme markers from triggers (iirc). I haven't tried the Rail Golem (although it was one of the first models I bought), but it gets a lot of flak for being very uneven, performance wise. It's pretty much either amazing, or completely useless, from what I hear. It's a really cool model, though, and fits amazingly with Mei, theme wise, and as a casual, thematic player myself, I can definitely see why you want to run it. That said, Mech Rider also fits in really well with Mei thematically, even though it's not Foundry (iirc). Rules wise, I'd say Rider can find a spot in most lists in a pinch.
  17. My first Master was Arcanist Mei If there's no other 10T Masters that interrests you right now, but Kaeris does, go for Gamin. Mei can take them as both Arcanist and 10T (due to Foundry). Komainu she can only take as 10T. Not that I have any idea whether Metal Gamin do anything for Kaeris, though. Just remember Metal Gamin (unfortunately) were errata'd recently (lost Hard To Kill, iirc).
  18. Metal Gamin work great with Mei as well. They're a bit slow, but very hard to remove once you commit them, so they're great for holding objectives, and they're cheap as chips for what they do
  19. Kang is a decent beat stick (Ml7 and a decent dmg-track), and a great Bodyguard target, thanks to his heal ability. His major weakness is his lack of speed, which the Wings upgrade on Mei mitigates. Effigy is nice, as it makes Mei more survivable, which is good, considering she likes to be in the thick of things. It also makes scheme marker dropping more efficient. Komainu are constructs Mei can walk on. Not that your entire crew needs to be possible Rail Walk targets, but some variety never hurt anyone. Their attack also targets Wp, as opposed to Df, like the most of the crew. Can't remember if it's Ca, though, which would be nice against Incorporeal, as the only other Ca attack the crew has is Mei's steam thingy. Dawn Serpent sets things on fire, which Mei likes. Dawn Serpent might not be quite as fluffy as Rail Golem, but Komainu and Effigy are constructs, which should fit in fine with the theme. Alternatively, go for Metal Gamin (Foundry), although they are Arcanists, obviously, which is known to lead to "I want more of this faction" syndrome I'm not sure ranged threats are a must in this crew. Mei moves fast, and ties things up nicely (and packs a not too shabby punch), and with Wings, Kang gets around easily enough. The crew is fairly resilient, especially if you factor in Vent Steam.
  20. I find the two Focus shots take too much setup, unless I'm doing it wrong. Basically, I have a peasant giving the sniper Focus +1. He then Shoots, takes Focus +1 as a (0) from Shenlong, and shoots again. Am I missing something? Otherwise, this requires one Peasant pr. Sniper, or both Snipers being within 1" of the Peasant, and both of them being within 6" (or however much range his aura has) of Shenlong. Seems way too situational to me.
  21. I bought Executioners to use with Lucius, and then found out both his Obeys only work on Minions. Wah-wah... So yeah, make that happen, please
  22. Unfortunately not. After priming mine, I was uncertain he even had hair, other than the knot.
  23. Cheers. So, looking at the Wandring River Style upgrade, it grants the model the Action "Might Gust", which has the restriction of "This Action may not target the same model more than once per Turn". If I have this on Shenlong, push a model, change style, and attach Wandering River Style to Sensei Yu, I can then push the same model again with Yu, as the source is the model (as stated on the upgrade), and not the upgrade?
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