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MEGAHORSE

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Everything posted by MEGAHORSE

  1. I agree Bete isn't the best choice. I decided to just try her out since the scenario was based on models killed and she could tarpit pretty well. Problem was I was against Neverborn which in this case have no shortage of Ca damaging options. Against my friend who uses Marcus it would have been a more solid choice, but not ideal. Played a short game over the weekend against someone who didnt know what Nico could do, and now that I sort of understand his playstyle... Toshiro and Izamu were taken
  2. I loved this podcast. Really opened up my view of Seamus and all the possibilities. Builds, tricks, going into why you use X, Y, or dont use Z, A, etc. When it's best to do G, H, I, etc. I like that. Because most reviews of rundowns just list "dont use this". "use this". "auto include", and that is not helpful for new or existing players.
  3. I used bete in my last game as it was Reckoning and I felt if she could tie them up and be generally annoying, I could burn Lynch's hand as fast as he burns mine trying to kill Bete and GY Spirit. However, you're right. Besides keeping high cards for Bete, I had to keep high cards for summoning and for cheating to save things. Bad move, but it was in good spirit
  4. There seems to be a split in the community on their preferred 2nd Henchmen(or Enforcer) and Totems to take 1. In this thread, and many others, I see Izamu+GY Spirit as the totem and 2nd Henchmen of choice, to tarpit and hold points. This, I assume, is most effective in scenarios like Reconnoiter, Reckoning, and Turf War, where you want to stay put, or murder models. Izamu murders well, and holds up to pressure. 2. I see Madame Sybelle mostly on the Facebook groups being recommended, as well as hiring a Belle, and summoning more, to move opposing and friendly models around, be more mobile, etc. Squatters Rights may like this since she can Trigger to turn people she smacks with Bleeder Lash into Peons, and Stake a Claim, as she helps Nicodem and his army become much more mobile. Rogue Necromancy in this build is more than ideal due to his Smell Fear that lets him do a (1) MI when an enemy fails a WP duel within 3". Belles have WP duels in spades, so it seems like an obvious choice. 3. Toshiro. Less popular than the two above, although I wouldnt mind him with either of the others. I've also tried Bete, which works well against shooty lists, but Toshiro further buffs melee and can also summon if need be. He's just less effective at tarpitting. There's always the chance on Hard to Wound that they flip a Red Joker for damage, and he has it in spades. Typically they will be flipping 3 cards, if not 4, against him. His damage spread is slightly worse than Izamu, but he can push on a Trigger. Handing out Fast and Focused is also really useful, but with all of the Buffs you can get with this army, much like the opposing player flipping a Red Joker, you could flip the Black Joker. Punk Zombies, himself, and Izamu will be flipping +1 card from Nicodem, +1 from Toshiro, and +1 from their MI attack. the Vulture I dont see being talked about much, but being able to move Corpse tokens seems pretty useful. It's just less of a threat than GY Spirit is, and provides less utility without flipping cards or needing to set up prior. The GY Spirit enters play as a pain in the rear for the opposing player. Vulture needs corpse tokens, Nico, Moritmer (For his Corpse Token explosion skill), etc to be effective. Anything I'm missing or need to add? I'm fairly new to the game so I'm merely observing after a few games with each.
  5. Hey, new player here, wondering what other players do to protect GY Spirit while he is B2B with Izamu. Do you clump up with a Punk Zombie or two? Example, like during Turf War when the middle is a battleground, it's not terribly difficult for an opposing player to just move around and get LOS to the spirit. Just looking for ideas If it matters, I run them with Nicodem. Tried them out for the first time, it went quite well. But I had issues keeping him hidden. Thank you.
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