Jump to content

jolly_green314

Vote Enabled
  • Posts

    18
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

jolly_green314's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

18

Reputation

  1. If you were so inclined, you could leap once, use his "What did it just throw?" once, and discard the mlh upgrade. Then, take his "stapled on" as your second 0 action. It's not the upgrade that lets him take two 0s, it's the condition from the upgrade, so, once you give him the condition, you don't really need the upgrade any more. Bonus points if you get the "extra pieces" trigger of "what did it just throw" to take the "stapled on" for free, and then use it to attach "doc found a squid today".
  2. Why not MLH and leap? Give him the dark protection turn 1, and then get rid of the upgrade for something else. Then he's protected while you move him into position...
  3. how has it been working out? Any insights beyond what you already listed? And, what do you usually frame?
  4. You're welcome! As long as you're playing Ressers, you're doing it right! It doesn't matter how many of which models you have. If you ever plan on getting into McMourning, you will find that the autopsies work a little better. They aren't bad on their own: with walk 5 and ceaseless advance, it's not unreasonable to think you can get them deep onto the other half of the board for scheme running. And, they can summon mindless zombies if there is a situation that calls for it. And, they have a shoot action, which you don't see a lot of in Resser models. For 4 SS, you're not doing too bad. It's just that rotten belles are arguably Ressers best model, even after their cuddle, so they are going to have a higher priority. I personally don't like taking autopsies unless I have something that can utilize the poison aspects of the model. For 2 SS more, you can bring a flesh construct which has almost 3 times the wounds, hits harder, has a bigger base, and also has ceaseless advance, or for 1 SS more you can bring a necropunk which can run claim jump by itself (which I guess is 3 SS less, as you only need 1 necropunk versus 2 autopsies). Guild autopsies occupy this weird spot where they are outshone by other models in almost every way, but if you want a model who can do a little bit of everything and you only have 4 or 8 SS to spend, then there are worse things to grab.
  5. First, welcome to the greatest faction! Second, before we dive in, I want to make sure that it's said that you are missing a few options to really make nicodem shine. Because of this, it's not going to work as well as it could. But, you have a great start to get a feel for how this master works. If I were you, I would use this list: Nicodem (reaper grin, undertaker, maniacal laugh) Graveyard spirit The valedictorian (decaying aura) Bete noire Rotten belle Rotten belle Crooked man Crooked man This will leave you with a 7 SS cache to bring in, and I would use it to cycle cards at the start of each round, to keep valedictorian alive, and occasionally for the suit to summon a couple of things with nicodem. First off, rotten belles are some of the best models in the game, so I would stop working on the autopsies, and make sure to get these done first. If you can, do the punk zombies next. After both are done, then you can work on the autopsies. Autopsies just don't have much synergy with nicodem, and certainly don't have much synergy with the pieces you have. Here is how I would deploy: Bete noire starts buried. Crooked men start on a flank opposite of your opponent's models. If you deploy first, then I might split them. Belles, nico, valedictorian, spirit, all start deployed somewhere in the middle. They are your main fighters. Tactics for the game: Use the crooked men to drop schemes for claim jump (if you are using gaining grounds 2017). Just keep them near the edge, preferably behind some cover. This will make it hard to chase them. It is also going to be difficult for your opponent to shoot them down, and even if they do, they still drop a marker, so you will have some time to replace them. They only have a walk of 4, so you won't be able to get them deep enough to run other schemes, so I would just focus on making sure they accomplish claim jump on their own. If there are other models on the flanks, make sure to throw up the shafted aura. Your opponent will have to kill the crooked man or risk losing their model. Valedictorian, Nico, and graveyard spirit are your killing team. Belles are here to help them. First turn, I would use the belles to lure something into valedictorian's charge range. Generally you are looking to try and lure some support piece or maybe one of their scheme runners. If you're not sure what model to go after, try and pick something that doesn't hit back hard. Nicodem can go before or after the belles. Use 1 AP to position Nico so that whatever you're targeting will allow valedictorian to be within 6" of Nico when she charges. Also, use 1 AP to give the valedictorian fast. You want valedictorian to be able to charge and still be in range of Nico's corpse conductor aura. The remaining AP on Nico can be used on whatever's helpful, maybe giving a belle fast? Use it however it seems useful. Just to be clear, fast is coming from the rigor mortis action. Once the belles have lured, and Nico is positioned, then charge with valedictorian. 2 attacks on + flips (3 if you gave it fast and didn't need that AP to get into position) should make a dent in something. Don't forget the 0 action if the model you're going after has defensive triggers. After you swing, move the graveyard spirit into base contact with valedictorian. This will give it armor 3, so she should be pretty safe. You generally want to unbury bete when she is in range to kill something of her own as a followup to the valedictorian. Alternatively, you can wait until a crooked man dies, unbury bete, kill whatever killed the crooked man, and then have her continue scheme running. Once you get a few corpse markers on the board, use the mwahaha action on the maniacal laugh upgrade to summon some mindless zombies. These are either fodder for reaper grin's defensive trigger, or you can summon in the student that counters the most of your opponent's things (or both). If you summon, as long as you have 2 mindless zombies floating around, you can use an additional zombie to heal your summon to full strength (or use a corpse marker that hasn't been zombified yet). Remember the card draw off of undertaker. Other than this, use nicodem to heal valedictorian and to hand out fast to whoever needs it. Most of the time, I am using the belles to position Nico, so he can use his AP on other stuff. Just don't give the belle fast so that the belle can lure Nico, as you are wasting cards to make it happen. It's fine to give belles fast, as long as there is a reasonable expectation that they can do something else with the AP. Many are going to recommend using Mortimer in your lists. I almost always bring him, but if I were you I would wait until you get a few more options. The hanged, flesh constructs, and necropunks are probably the next things you would want to have available before you start using him. You have probably already read this, but I want to make sure it's always said: Nico can be a wonderful toolbox and incredibly versatile, but you need to have a lot of models to really get the most out of him. One last thought: if you don't have the upgrades I've mentioned, look for the arsenal decks at your flgs. If you can't find them anywhere, then pm me, and I can send you pictures that you can print out and use.
  6. Has anyone gotten a chance to test any of this stuff out against Sandeep? I would be interested to hear what has and hasn't been working, as I expect to be seeing more of him here soon.
  7. If alpha strikes are mostly relying on charging, why not summon in some ashigaru and throw up their auras? I know this doesn't work for all of the Resser masters, but if you are reasonably sure of what to expect, you can also hire them in straight up. Would hanged be a good option as well, maybe not as an outright stop, but just a secondary speed bump that needs to be considered? If they are walking around your ashigaru, and chucking some cards to keep from getting paralyzed, it would seem that there shouldn't be too much left from their hand to blow up half your crew. Additionally, and this might again depend on knowing that an alpha is coming while you are building your crew, you could take carrion emissary with my little helper. You get to throw out 4 50 mm bases (5 if you count the emissary itself), to create a huuuge wall turn 1. Since they can't charge the emissary, you should be fine to leave him out there for the first turn. Granted, this just delays the alpha until turn 2, but hopefully you can also spread out a little more so you have a better shot of completing schemes and/or more time to prepare for the alpha.
  8. I would also add the Killjoy bomb under Molly's section. She can throw the necrotic machine >3" away from any enemies, and when it immediately dies, she can unbury Killjoy. If you activate Madame Sybelle first on turn 1, double walk and use the 0 to pull Molly, and then have Molly double walk and throw the machine, you can get Killjoy ~32" away from her deployment zone, depending on the terrain.
  9. While it may seem like a waste to try and push for chi turn one, you have to think about how the chi weaves into the entire game. Getting an upgrade is a 0 action, so if you don't get one turn one, then you won't get all of them until turn four at the earliest. At least for me, in a tournament setting, it is often difficult to get to turn four. Plus, as OP mentioned, if you can get the two cost upgrade turn one off of one AP, then you can turn the other two AP into three AP on your other models.
  10. While it might feel like you're forced into activating these two models first, I would bet that most of the time you would want to activate them before Yan Lo anyway. Plus, you will get two additional activations out of the seishin before having to activate him.
  11. Yeah, if you've already got Johan, it's not a priority. Most of the time, if it came down to it, you can afford to lose the poison to get rid of some of the nastier conditions. But, when given the option between the two, chiaki doesn't remove the poison, has more synergy with ressers in general, and costs 1 less SS.
  12. I tried this out yesterday, and it wasn't horrible: put my little helper on him (I am more impressed with this upgrade every time I use it). If you know you will have something in range that's poisoned, then use the upgrade and he can charge, do a regular attack, and then do the 0 attack twice. Five attacks from him, and something had better be dead. Plus, the turn you do this, nothing outside of 3" can hit him back. Now, if only we had something to lure models into range...
  13. Chiaki will work better than Johan, as Johan will also remove any built up poison, and for someone like McMourning, that can hurt.
  14. While Killjoy can be an all-or-nothing model, I feel he is especially effective when frame for murder is in the pool. Since you can drop him in the opponent's deployment zone on your second activation, you either threaten to remove a decent chunk of their models, or they kill him and give you points. I usually take decaying aura, so 15 soulstones for either 2-3 points or a serious weakening of the opponent's crew is worth it for me. I've had a fair bit of success with keeping it simple with the summoning: only summon punk zombies. If there's a group of at least two models, then a punk zombie is the best way to handle it. If there's not (very rare) then molly can disable single models better with get other actions. I will echo what others have said: drop tear, add take back the night. From what I've seen, Molly does such a good job of harassing your opponent, that you really want the rest of your crew to accomplish your other scheme(s) and strategy. If you add my little helper to sybelle, you might be OK to drop a belle, as I usually use the belles to pull Molly around (use mlh turn one, so she can pull Molly and the belle up, and then you don't need to walk with the belle, and she can lure Molly out of harm's way). If you're bringing the fight to them, you don't really want to pull them to you anyway. A single necropunk can accomplish claim jump by itself with a 7 every turn, so as long as you can either use the rest of your SS to accomplish the strategy or use the Molly/sybelle/belle/killjoy to accomplish the strategy while also harassing, then you will do well.
×
×
  • Create New...

Important Information