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FacelessOne

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Everything posted by FacelessOne

  1. Von Schill is a great start for outcasts as both the trapper and the librarian will be used in many lists; all the models other than Von Schill and the steam trunk are also mercenaries socan be hired out of faction. Barrow's box set was only availible during the gen con sale, but potentially might also be up for sale during the Black Friday sale. So if you want to start playing I reccomend picking up another box to start, and picking up Parker when you have the chance.
  2. Fairly difficult right now, if only because the box is not on general release.... That said I don't feel he would be more difficult than any other scheme/control master. He won't be as straight forward as Von Schill or Perdita, etc. But certainly doable.
  3. Lovelace is a mercenary. She costs nine soulstones but will have to pay an extra stone to be hired out of ressurrectionists. She is a freikorps model however so will still benefit from freikorps specific buffs. I find myself bringing her in scheme pools requiring me to spread out as she has a better capability to reach out and touch someone than Hannah, and is slightly more mobile being on a smaller base.
  4. Well one thing to try if you don't already is to have models you will be summoning out on the side of the table on top of their cards, so that you don't spend play time looking for cards/models. That is probably the easiest way to speed up play. Its like a wargaming mis en place, except with plastic and cards instead of vegetables...
  5. Hannah works well in a daw crew. She can torment herself by copying the guilties cast. Lots of tormented models have casts for her to copy. When tormented her suit ignoring aura extends to five inches (Which is a huge table area off her 50mm base.) with creeping terror, and writhing torment gives her some extra mobility. Similarly her sister also works well for similar reasons in a daw crew. I personally use hannah as the big threat for my opponent to spend resources trying to kill, while the rest of my crew disrupts the enemies schemes. As the rest of daw's crew and Jack himself tend to put quite a strain on the opponents hand, if you can get manage to get Hannah into a group of enemies and attack a low df one it can even be potentially worth while to stone for the suit, drop some blasts and force a bunch of horrer duels on the damaged models.
  6. I use the combo with Jack daw but it translate well. What really makes the combo shine is Anna Lovelace. She stops enemy models from pushing out of the tarpit, and can shoot into engagement without randomizing leading to quicker model elimination.
  7. It's absolutely ok. Everyone will be happy to have a new player. Unless you play outcasts.... For some reason people don't like playing against them; no idea why...
  8. Hey you should try coming down to West Lafayette at Sage's Shop. We meet every Tuesday night around 6-6:30, and are planning on starting a league in the coming months. Unfortunately I'm moving soon; I recommend contacting prof_bycid as he acts as our local organizer.
  9. The intro to that album is probably even better flavor!
  10. Also flamethrower... Just saying dude on a horse is way less cool.
  11. Hodgepodge Emissary is a great 4ss minion. Its hard to remove, and has some tactical utility. Where it really shines is with Levi. Throw in Tally Sheet, and with Loyalty to the Coin up you're likely gaining a soulstone a turn. Convict gunslingers are also a solid buy; with JD they can push into position to flurry. And at 7ss a piece can act as anchors for Levi. In my last game using one, I burned oathkeeper, and flurried to knock a Sabretooth Cerebus down to 2 wounds left and made it slow.
  12. From: themostexcellentandawesomeforumever-wyrd.com/topic/112521-jack-daw-v-ramos-scheme-running/ Having acquired the crossroad's seven since that post, I also recommend adding in Lust, and Sloth. The goal here is to shut down the summoning engine, and deny your opponent the ability to cheat in high cards for more spiders as he will have to discard.
  13. I had some decent luck against Ophelia with Daw and Lovelace combo. Lovelace is handy as she stops people from squeeling away if close enough to her. And Daw himself in cover is hard for snipers to hit. Convict gunslingers are also handy if you need to counter snipers. Their defensive trigger lets them shoot back regardless of range. Daw also is an effective counter to the pigapult if you bring a strongarm suit. After tormenting him, with scout the field you can charge up 28 inches from your board edge on turn one (ignoring terrain and LOS on the charge). Just watch out for moon shinobi, as they get pluses to hit and damage Daw.
  14. Ivan, thats why you bring Vanessa with Howling Wolf Tattoo. Mercenary models within LOS do not need to discard a card to flurry or rapid fire. So you're getting a free flurry, but paying for fast. Not to mention Vanessa is pretty solid on her own.
  15. Its specifically an Aura. Ignoring damage from pulses is different, as they are different sources of effects.
  16. I had some luck taking him with a gunslinger, Vanessa with howling wolf tattoo, and Johan. That way you only spend 1 card per model, as you get free flurries on merc models. This was 25 SS though.
  17. Actually you would be immune to the damage from failing a WP duel, but still have to take the willpower duel. It works like the freikorps suit.
  18. In the list I posted, I've never had a problem with a lack of beatstick. Both Lovelace, and Daw have non-randomizing ranged attacks with capable melee threat. The need for a beatstick is mitigated by your superior board control, and Daw's curses. Against big, tough, durable models you hand out slow, move them out of position and plink them to death fairly easily. Against weaker models, you have guillotine injustice, as well as decent combat ability. Daw is Ca 7, Lust is Ca 6, Lovelace is Ca 6 as well if i remember. So you are going to hit. The way to think of the trade off is a beatstick uses its AP to remove opponents models, denying them AP. The Daw crews I like to run use their AP to both make the opponent waste AP/Cards/Wounds to maintain their models positions, as well as make it costly to achieve schemes. I also love to use Daw's native attack zero to clump models up and trap them in my overlapping auras.
  19. My post from the getting jack to work thread:
  20. The other thing to remember is that you can make summoning more costly. With drowning injustice on their summoner, not only does their opponent need to spend cards to get their summons off, but now must also take damage. Similarly, guillotine injustice affects minions. Activate jack daw after their summoner, and now suddenly that model they just spent cards, and wounds to summon now costs two more cards. Which if they don't have have.... I find the most important thing for me to remember when using Jack is not that I can remove a models every turn (Which as a whole outcasts is very good at...) but that I can make my opponents best laid schemes fall apart as I move his pawns around, and make him spend resources he doesn't have.
  21. Gluttony as the Cheshire cat is awesome! Sloth could be the caterpillar, because of the opium....
  22. I'd actually recommend against Daw in a campaign. Unless you are rolling in Scrip; 0SS upgrades cost 2 Scrip in campaign, and Jack generally wants a full compliment of upgrades, so he gets expensive very quickly.
  23. Reconnoiter is a strategy traditional Jack crews struggle with due his desire you be bunched up. I tend to take one of the freikorps sisters (Hannah or Anna) and build around them as they both operate independently well and can synergize on their own. That said i find marker schemes to be great with Jack (along with deliver the message) due to all the movement shenanigans he has. Also with oath keeper, crooked men, the drowned, Sue, and his own native zero your own model's deaths can further those schemes. His easy access to Crossroads Seven models also lets him hinder enemy scheme marker schemes due to Envy and Gluttony's maker manipulation, and Sloths and Lusts movement control. Jack like many outcast masters is also hard to remove so you can make it very hard to assassinate him. Similarly his movement shenanigans make it easy to get models into the enemies half of the board for schemes like breakthrough and entourage.
  24. Less setup than you would think. With writhing torment you have free pushes to hand out, and Jacks zero to push all tormented models with 8 towards target tormented model. That's 7" of free pushes. Pretty effective in close deployment as well as strategies which focus on a central point.
  25. Victoria of Blood with Mark of Shezz'ul also ignores armor, And just about everything else for that matter. She's also great against hordes of spiders thanks to their height 1 and her whirlwind trigger. Killjoy can also be effective. While he doesn't ignore armor his min damage of 4 means even with armor you're doing plenty of damage off his 1 AP charges, and his trigger for followup attacks. Black blood is also handy as it makes whittling him down somewhat more problematic.
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