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retnab

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Posts posted by retnab

  1. Howard Langston - Nuff said.

    Mechanical Rider - Scheme placement, card draw, and 4ss summoning every turn past the first?  Yes please.

    Performer - Gets rid of all those pesky schemes your enemy is placing at a decent range, plus a mini-Lure.

    Cassandra - Understudy gives her incredibly flexibility in nearly any crew, and Practiced Production is great.

    Johan(a) - Mass heals are great, condition removal is great, 3" powerful melee is great, and surprisingly cheap for it all.  Plus is M&SU.

  2. Rasputina and Ramos are good and easy to start off with, Colette's a bit trickier.  If you start off with Rasputina, I'd make my first purchases Snow Storm (her awesome Henchman) and either Silent Ones (healing) or December Acolytes (good ranged damage and access to Slow).  If you went with Ramos, definitely a second box of Arachnids (the one with 6 in it) and probably Johan too.

  3. I have a feeling the whole Gamin interaction is just going to be the fact that they can all borrow his spells, so he can load up on a bunch of 4 stone models who are suddenly all spell slingers.  Now the question is which one is best to use... Arachnids, Wind Gamin, and Fire Gamin are Wk 5 and Armor +1 but only 4 wounds, Ice Gamin's Wk 4 but Armor +1 and 5 wounds, or Metal Gamin's Wk 4 Armor +2 and 4 wounds.  I'm kind of leaning more towards Arachnids or Metal Gamin honestly, with the good mobility on the former and the tankiness on the latter.  What do you all think, what Gamin do you want to be Sandeep's pro spellslinger models?

    • Like 1
  4. Oh wow, he looks Awesome!  I'm loving his card so far (kinda sad he's not M&SU and Academic for the Oxfordian Mage interactions though), very interested to see what his abilities are.  I like the idea behind the magic he's controlling as well, having it be a smoother piece maybe shows a bit more magical control than what the Oxfordians can do on their own?

  5. Hey all, thought I'd share a fun Ironsides story I had a little while ago!  So I did a game vs 10T, it was Guard the Stash with Frame For Murder, Show of Force, Neutralyze The Leader, Convict Labour, and something else.  My opponent went Misaki with Frame (Yamaziko) and Neutralyze, I went Ironsides with Frame (Howard) and Show of Force.  Game ended up going 9-4 Arcanists mostly thanks to Howard being a massive nuisance and killing more than expected, but also with Ironsides face-tanking Misaki.  Misaki charged into Ironsides and I spent a good portion of my hand forcing :-fate damage flips while spending my Soulstones to reduce damage on any moderates or severes and add :tome to my Df flips so I could guarantee Good Shot, My Turn on every hit (also burning some stones to not be Assassinated).  With some decent luck I forced Misaki to go down to about 25% health on her own turn while taking Ironsides down to about half as well, with Ironsides finishing off Misaki on my own turn.  Good Shot, My Turn is really really nice against aggressive models with defensive tricks! :) 

    • Like 1
  6. I'd say Surge isn't something to burn Soulstones over, but it is a nice perk on those effectively 1 in 4 chances of getting the :tome needed on the flip, especially with December's Touch and Ice Pillars when there aren't any competing triggers :) Especially with those two, if you have a low :tome in hand you may as well use it there for the trigger.

  7. I'd put Silent Ones and SnowStorm on the short list before Blessed, Silent Ones can heal your crew which is super handy and SnowStorm massively speeds up your slower models like Rasputina or the Ice Golem.  Otherwise those lists look fine for someone just learning, though I'd add in Rasputina's personal upgrades when you could - they can really change up how she plays.

    • Like 1
  8. Most of the time I'm summoning Fire Gamin, as them dying only spreads more Burning and their attacks are really decent for 4ss. I'll summon a Spider whenever I need something to go run a scheme, they're the fastest durable model the Rider can summon. I almost never bother with a Metal Gamin but if you need something to tank an area it is still the best option with the higher Armor value. I find 3 of each of those is plenty, if your opponent isn't killing things you're already in a good place most likely.

  9. Wow, she sounds exciting! It doesn't look like she's in a straitjacket so I'm very curious if the hooks on the end of her sleeves are just aesthetic or part of one of her attacks. Sounds like an Oni summoner who, rather than remove her summoned models' Slow Condition just wants them to charge as a (1) instead I assume? I agree her face is a bit dopey, she looks ready for a nap or something.

    • Like 2
  10. True, but maybe I should explain specifically why Willie interrupting Mad With Hunger would be so important - first, the model would be damaged by an Action, not a Condition, important for kill schemes, and second because Mad With Hunger has that line at the end that says: "End this Condition after this model removes 2 Markers in this way."  So if Willie's Set Charges can blow up the Scheme Marker before Mad With Hunger can, the Mad With Hunger damage would not trigger (no Scheme Marker to discard at that step as I'm reading it) and you could force an enemy to move further around than the normal 2 pushes would allow.

    So considering that, which of these sounds the most correct?

    A Scheme Marker is placed within 8" of Willie and 6" of the Mad With Hunger model.  The Mad With Hunger model is pushed towards the Scheme Marker.  Willie's Set Charges action triggers and discards the Scheme Marker for the pulse damage from that ability.  Now, (A) Mad With Hunger now cannot also discard the Scheme Marker so the damage and the 2x limit on the ability does not occur, or (B) Mad With Hunger has already been activated and while no Scheme Marker is left the model still takes the Condition damage and the 2x limit on the ability does occur.

  11. Darn, oh well.  Can you split that into two parts though?  As in,

    1) A scheme marker is placed, Rhythm forces the model to push towards it

    2) Before the second portion of Rhythm is used, Set Charges blows up the scheme marker

    3) No scheme marker is left, so the second portion of Rhythm does not occur.

    Or do you go through all of Rhythm and Set Charges would have no effect?

  12. Hey all, I was wondering how these two abilities would interact with each other.  Willie's (0) Set Charge says "...if any enemy model ends a move or a push within :aura8 of this model, this model may discard a friendly Scheme Marker within 3" of the enemy model to deal 2 damage..." and Gluttony's (1) A Rhythm To Those Who Hunger gives a Condition to an enemy that says "whenever a Scheme Marker is placed within 6" and LoS of this model, push this model into base contact with the Marker, then discard it and this model takes 2 damage."

    My question: Can you do the 2 damage from Rhythm and then blow up the scheme marker with Set Charge with the same scheme marker for another 3, or would you have to choose between the two effects?

  13. Hey all, so I've been looking through the Crossroads Seven and was wondering how the members would do with Colette?  Envy's an obvious one, +1T to his Sh with scheme markers nearby (and its Colette, scheme markers will be nearby), but I was really taking a look at Gluttony too.  With the Rhythm To Those Who Hunger and Colette and co.'s ability to throw scheme markers around (Practiced Production, Mannequin's Magicians Assistant, Mechanical Rider's Sh trigger, Union Miner's False Claim) it feels like you can really mess with your opponent model's placements.  Plus Cassandra can Understudy the Rhythm to get even more of the Condition around!  What do you all think?

    • Like 1
  14. 3 minutes ago, 96p said:

    If you ask me... there can never be too much Masters as long as they are as well balanced as they have been. And as there was a Beta, I'm sure they will be.

    :+fate, and how many masters has each faction received in the last few years with the edition transition, one each?  This seems like a perfectly reasonable level of growth to me :) 

    • Like 3
  15. Don't forget that Wrath and co. are sort of everyone's 8th "master"-led crew as they count as a 50ss crew available in any faction.  It might be worth it to pick up the box to be able to use the whole team together.

    • Like 1
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