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Trample

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Everything posted by Trample

  1. An interesting addition to an Apex crew might be a Rough Rider if you don't have much concealing terrain around. The ability to kick up dust puts out a terrain marker with concealing (unlike the trap marker from the Vatagi). If you have a Crypsis Corps positioned near Lord Copper they are now both protected by concealing without suffering it themselves (assuming you're off to the side of the dust marker). Certainly matchup dependent, but could be nice in some situations. I also just noticed that Lord Copper isn't living. Interesting.
  2. Listening to Rage Quit podcast and they discussed the Flush with Cash upgrade on Malisaurus Rex. I do think it works as they described based on the way simultaneous effects is written. That is, when a model attacks Rex they have to pass the terror check, which occurs after targeting then, if they pass, the Rex player can use Bribery, which is also after targeting. Even if the Rex player declares Bribery immediately upon being targeted it is a "may discard a soulstone." Does the Rex player have to declare Bribery before the terror check and, and if so, is that declaration once per turn even if they don't end up using it? Regardless of the above, is it accurate that the terror check occurs and then the Rex player can either declare Bribery or just elect to use the soulstone? If you don't have to declare bribery until after someone passes a terrifying check this might just wind up on Rexy pretty regularly.
  3. Yeah, I was going off the 3e sculpt. I haven't read the lore myself, but she sure looks like she hits it pretty hard from the sculpt!
  4. I like this! Hpw about Trusty Flask with Drunken Stumble on a mask (not built in) plus High Tolerance (no poison damage) and Too Drunk to Care. I don't think there's a lot of poison generation in Outcasts, so she wouldn't be walking around with a bunch, but from time to time she would be able to not only heal with the flask but mitigate a point from Too Drunk to Care.
  5. Good observation. In a perfect world you could get 3 free attacks from ride with me and another from Trampling Hooves. The mimic trigger has a place itself though and since the hooves are only 1/activation it might be just as well to use the mimic on the enemy, although the injured is pretty nice on hooves vs the triggers on Maul. Probably depends on the enemy. Either way - good choice.
  6. I think I'll probably swap the Rex for Model 9. They're probably both pretty good at the job you want them to do, but I imagine my opponent using Malisaurus against me to break LOS to Cooper.
  7. I'm pretty surprised to see Zipp have such a poor showing here. His crew can scheme and deny pretty well so I wouldn't have guessed 0-3! Edit - sorry 0-3-1. He did get a draw!
  8. Except the Sandworm can keep them around!
  9. That outcast / syndicate box has disappeared from the release schedule. It looked before like it was scheduled for Jan/Feb. Any word on its new release date?
  10. You're right that at first glance there don't seem to be any terrible models, but there also aren't many that jump of the page as crazy-good. A lot of the keywords approach the game in a slightly different way though, so it'll be interesting to see how effective they are once we get to know them. It'll be interesting too to see how they deal with certain matchups. Zipp comes to mind as one who can really take advantage of generally lower movement through piano markers and pushes, break up bubbles with Up We Go (there isn't really any flight in explorers), and remove markers with Mancha Roja and Wrastlers. They also don't have much in the way of anti-armor, so a Hoffman crew might be a tough out for many of the crews. They don't have a lot of the normal ways of doing things like flurry (none), leap (1), or Ruthless (3) but they do have other ways of moving about the table with pseudo leaps. Terrifying crews could be difficult with few ruthless models and a lot of low willpower models.
  11. I don't believe you would count as having gained the condition. Since a model can only have one instance of a condition at a time when the model would gain the condition they cannot, since they already have it. So I think you would have to conclude that the model does not count as having gained the condition.
  12. Well, at the time ( first activation of round 3) I actually let her die believe it or not. He was attacking with a Convict Gunslinger, burring cards for onslaught, and my intent was to let her die in order to earn a scheme point and then take out the gunslinger with Seamus to remove his tokens. At the time the Belle was in no danger and full wounds and I didn't think I would have a better chance to get the first point. It didn't work out that way unfortunately. Through a black joker and hard to kill the gunslinger survived that round, so I traded a point. I did win in the end, but the gamble didn't prove to be worth it since I thought I could hold him to zero strategy points. In the end i gave up that one.
  13. I used Bete Noire and a Rotten Belle with GST for this one last night in a Seamus crew. GST is great at helping a Belle stay alive until the end of the game, so between the two of them you have a pretty good shot at one of them staying upright. This was in Public Enemies, in which I favor Seamus for his killing power, but it also means you have the opponent incented to remove these models from the table. Unfortunately I only got a point out of it since he was able to eliminate Bete early and the Belle late in the game.
  14. Regen is great with GST but it is so fantastic on minions with the added terrifying. There is so much more value there. I do take GST on the Valedictorian sometimes, but I really like it on Necropunks and Students of Viscera (perhaps an underappreciated transmortis model in their own right) are great with it too. If you have GST on two undergraduates Von Schtook can get fast on both of them plus the Valedictorian turn one for one heck of an alpha strike!
  15. I get where you're going with that tactic, but the extra masks for Yas just aren't nearly as important now. They can keep him alive, but he really can't do much to your opponent for an 11 stone model so your opponent might not even target him. He is hard to hit and kill, so he does stick around. The scariest thing he can do is chaos unleashed. That can situationally be pretty impactful and even game changing, including giving him an opportunity to move opponents to get the quick reflexes on a subsequent attack, but I don't know that an opponent manages his hands worrying about the things Ys can do with the masks.
  16. Yeah, I like her theme as well. I wanted her to work well because she can accomplish some really interesting things at range with her zombies. The ability to summon multiple zombies, summon at range, have them interact, and have them activate are all things that could score you points or prevent your opponent scoring in certain situations, but they never seem to align for me or they require more resources than I have to devote. I've thought before in certain pools about putting together a team that summons multiple zombies per round (emissary, mortimer maybe) and capitalizing on her ability to allow them to interact at range, but a necropunk probably just does all that better at a fraction of the cost (and perhaps even more survivable). She can give a pretty decent range of models an extra action. Sybelle is perhaps the best model for Asura's free action, but it needs the crow. Everything she can do is really cool, but very resource intensive. I don't think it pays off.
  17. Yeah, I can't see a situation where I would take him vs. investing the stones elsewhere. Not necessarily in the emissary. Depending on the variables I think you could go a number of different directions but I wouldn't take Yasunori now.
  18. His box is now on the upcoming releases page for December!
  19. I don't have tormented (except Dead Outlaws) or Plague, but have everything else.
  20. I think you're looking at it the right way @Ogid. Driving into his table half certainly limits what he can do with his 4th AP. I do believe that you should, in most games, go after Seamus to take him off the board. You absolutely right that a good player can position Seamus to keep him pretty safe, but for him to do what he wants to do you should be able to reach him with Neverborn just has so many fast models and can win initiative when they need to. I have not seen a Seamus vs. Nekima matchup. It would be really interesting. Fly with me + move 6 with the mature means you should be able to get to him if he hasn't already killed the mature! Nekima can certainly get there. If Neverborn can get a pair of models into Seamus at the end of the turn and go first they should be in great shape, but it would be a really interesting matchup. If I knew I were facing Seamus I would probably pick Pandora (stunned is not good for him) or Titania.
  21. I played against this model tonight in a Basse crew and he was pretty brutal. Now, I hadn't seen him before, so next time I'll be ready. I didn't realize he had a trigger that buried him, so I attacked him turn one, which was dumb. He buried. He took damage, but as an after resolving trigger there isn't much you can do about it. Following that he pops up doing 3 min 3 attacks! He can be very strong against a lot of crews. Thunders, guild, and Tara will tear him up I think but if I were to play Basse into anything else the Sand Worm would be along for the ride. He seems very good for 8 points.
  22. Pounce is great, but in that kind of game Seamus' Why Hello Love ability is what really shines. Doxies, Belles, and Sybelle all have movement tricks that can trigger a Seamus attack and remember that Redchapel Killer isn't just for the gun. It seems that way because of the ignore friendly fire bit, but it works in melee as well. I would focus on a plan centered on those abilities with a Redchapel only crew. The Scarlet Temptation does come into play with the Belle's lure in close quarters or things like take by the hand on the Doxies. A crew like that is great is something like Evidence or Enemies if you have a couple of schemes where you can make sure you're going to be in a scrum. There are some who can really out bubble you though, so it's a more difficult approach than a Seamus crew with a lot of independent models. Sybelle isn't great, but I do think she gets a bad rap. She certainly is no Dead Rider, but using these tactics she can make her points through handing out focused, a couple of different ways to move people around, and Undivided Attention. That last one, in a scrum like this, can be a massive ability if she goes early in the turn and has decent sight lines.
  23. I'm not sure what gives you that impression but the opposite is true. Perhaps you ought to reread what I said and see if maybe you can pull something from it to help your game or, at the very least, offer something other than comments like the above or this one: Neither of those really helps achieve the thread's goal of finding strategies to combat Ressers.
  24. Seamus has a pretty terrible defense and, aside from the dreaded terrifying, only has HTK as defensive tech. If you can get to him you have a pretty good chance of taking him out quickly. He has great mobility with his Secret Passage, but he can still only get so far away from you and retain his ability to impact the game at any given time. There are a lot of ways for the Neverborn, which are pretty quick, to get to him and put damage into him. Get started on it early and keep at it. He can heal, but only once per activation on his own, so wounds mean a lot to him. He will likely only be one of 2-3 models in the crew with any real damage output, so if you concentrate on him you can really mess him up. If you can gain the last activation and get to him with a speedy model, even with one attack, and win initiative (Ancient Pact) for the next turn, Seamus is toast. Take henchmen who can stone to put him on a negative flip or cheap models. Don't take enforcers with 7 wounds against him. He'll feast on those. One of the really good ways for Neverborn to take out Seamus is to put him in a position where it is difficult for him to use Secret Passage. Although it's not a cakewalk by any stretch, they do have several ways to accomplish this. The Nephilims' Shove Aside trigger, Teddy's Bowled Over, and Titania's Into Thorns are good examples. Without a corpse around, he can't Secret Passage if he isn't near blocking terrain. So stone for that trigger and move him into a position that takes away his second best action. Think about a model like the Grootslang perhaps (although an enforcer that I said you shouldn't take). He can have lair markers positioned where you think Seamus will be at the end of the turn, jump there, with lair to lair, ambush if needed and hit Seamus with a Barbed Tongue attack and the high ram you saved to move him out of blocking terrain and the 9+ you saved to pass terrifying (it isn't easy). He can't now Secret Passage and he's slow! You're going first next round (Ancient Pact) and will hit him with a focused claw attack (depending on your hand - you don't want to pass that terrifying twice) that will likely do 6 damage because Seamus is slow. He starts the turn with 4 wounds remaining (although he'll spend stones), engaged, slow, unable to use secret passage, has to face penetrating stench (Seamus really needs his cards). You've burned a lot of cards to get to this point, but the pressure is now on him and not you. The Hooded Rider would be a great model to take him out with his speed and ruthless, but probably a little too risky. Seamus can one-shot the rider with the RJ unless you've got fate tokens to spend. If you save thim for defense he is a model that can chase down Seamus, but I probably wouldn't risk it.
  25. I absolutely agree that Von Schtook's keyword is hands down better than Nekima, but I don't think they are as murder-y! Nekima and a pair of matures, all probably loaded with focused, can lay down more damage than a focused Valedictorian and her friends. That isn't really the argument you're making though, and I do agree with the underlying point that Transmortis can throw out the damage, and tank, and draw cards, and move all over the place.
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