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Primed

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Posts posted by Primed

  1. 2 minutes ago, MrDeathTrout said:

    I agree.  It looks legal, but (I'm guessing) not intended.  As an aside I think it would still work even if they were Rare 1 since the restrictions only apply when hiring a crew unless otherwise stated.

    It does feel hella gamey. It feels as though the unintentional and a grey area. Is there anyway to summon the powers that be to rule on it? 

    It doesn't feel as though it breaks the game enough to warrant a ruling!

  2. Hey folks,

    i was reading the 10t forums and came across this nugget of information and was wondering if it is legal(see picture). I've played it previously as only one copy of the style can be in play at once but it's come to my attention that multiple copies can be. The upgrades are not RareX so I assume this would work but it does seem a little unintentional. Leveticus has a similar worded upgrade in desolate soul that both him and alyce can take.

    any clarification would be amazing, until then I shall continue playing this as I have been before.

    image.jpeg

  3. just curious, according to Bythetree.net both Levi and Alyce can take desolate soul. Theres nothing on the upgrade that states they can both take it at the same time. I'm going along with it being Rare 1 right now unless someone informs me otherwise.

     

    Thanks

     

     

  4. thanks for the responses guys, i forgot that i even posted this.

    I have been playing her as much as i can and i cant seem to get much out of her, I think i probably need to use her as a finishing model rather than a first line damage dealer. finishing off something with her after seamus has done a hefty amount of damage and getting a gaki does sound pretty decent

     

  5. I had a chance to play a game on vassal and took tara instead, i figured i would try her because...why not?

    Deployment:

    Standard

    Strategy:

    Headhunter

    Schemes:

    Convict labour

    Neutalise the leader - me

    Leave your mark

    Covert breakthrough - me

    Hunting Party - enemy

    unknown second scheme for enemy

     

    My Crew - 4 stone pool

    Tara - Obliteration Symbiote, Dead of winter, Knowledge of eternity

    Karina - Faces of Oblivion

    Killjoy - Decaying Aura

    Nurse

    Death Marshall x2

    Void Wretch x2

     

    Enemy Crew - 4 stone pool

    McMourning --
     +Moonlighting -
     +Plastic Surgery -

    Zombie Chihuahua -

    Carrion Emissary -
     +Carrion Conflux -

    Guild Autopsy -

    Nurse -

    Rafkin -
     +Transfusion -

    Rotten Belle -

    Rotten Belle -

    Sebastian -
     +Transfusion -
     +Those Are Not Ours!

     

    Turn one:

    I lost initiative and he went first, the chihuahua put poison with its aura on rafkin and mcmourning and trip to bite mcmourning again. Tara went and took three walks up the board to sit behind some cover and did her 0 for reactivate. A belle activated and lured tara up closer to her. Everything else just ran up the board on both sides. The key moment in this turn was Tara's reactivate. Mcmourning was really far up because of the push from plastic surgery, sitting right next to rafkin. I was able to move Tara around a bit of terrain and unbury Killjoy with a direct bead at both Mcmourning and rafkin. I put fast on killjoy and chain activated into him to charge at mcmourning. With all my attacks i was able to put Mcmourning into the dirt and score 3vp from neutralise the leader. I placed the head marker on the other side on killjoy, in an easy spot for tara to grab it.

     

    Turn two:

    I won initiative this turn and knew that I had to hit him hard again so i activated Tara and used her 0 for reactivate. I used pull the void to give killjoy fast then relent on the glimpse trigger to bury him again. I used my next ap to unbury him and then use her fast pulse to give my death marshall, karina and his sebastian fast. I then chain activated into killjoy and charged rafkin. I wasa bit unlucky and had to use one of my non charge ap to kill him leaving me with one AP left, I tried to hook the carrion emmisary to no avail. a belle activated and lured tara again out of cover and into charge range of sebastian. I countered by moving my death marshall up into melee and attempting to pine box him. He used him second belle to move the death marshall out of the way of sebastian. I had a feeling that it could end badly if i let him get the charge off so moved the nurse up and managed to give sebastian the +2 MI damage effect effectively taking him out of the turn. Karina killed a mindless zombie (emmisary laid down shards the turn before, forgot to mention). one void wretch was able to get near his deployment and drop a scheme marker for breakthrough. Tara then activated again and buried killjoy again  then moved to a head marker and picked it up. the emmisary charged the lured marshall and killed him, dropping me another scheme marker with finish the job and him scoring 2vp for hunting party.

     

    Turn three:

    I was able to win iniative this turn after stoning for it and more cards. Tara went first and unburied killjoy, gave him fast and tried to shoot sebastian, missing. Killjoy charged sebastian and was able to put him into the dirt with his charge attacks. He tried to wail on a belle that was nearby but could not hit her silly low defense. the emmisary charged into Tara but was unable to hit her at all. i moved my last death marshall up and picked up another head marker and end up within a walk of his +6inch line so i could drop another marker next turn, scoring me max VP on breakthrough. His nurse moved up and paralysed Tara so she couldnt do anything with her reactivate.

     

    Turn four:

    I won iniative again this turn, Tara went first and did her 0 for reactivate. she pulled the void on killjoy for fast and he relented to get buried. she unburied him in base to base with her and the emmisary. He killed it in one AP with the trigger for the free attack. The game was called her because there was no way he would be able to stop me from getting breakthrough because killjoy had another charge available which would move him over to cover the only available scheme marker of mine that could be removed, probably killing the nurse sitting close to it. Tara would be able to pick up another head marker too, scoring me max on the strategy too.

     

    Game ended 10-2 to Tara.

     

    Things I would change:

    The void wretches didnt do much for me, if i'm playing in ressers maybe a necopunks/crooligans could of been better. Also unimpressed by karina. dropping all three could get me two crooligans and a rotten belle. That gives me way more utility and will allow me my own lure if someone is playing a bit more defensive for the beast bomb

     

  6. Yea in hindsight, i think i should of kept her back then pushed her into the middle and attempted to make use of his -2 WP aura. I think i should of built seamus differently, I didn't realise that sonnia couldn't cast in melee. If i had known i would of gone the bag route and tried to tie her up. I had the hat as an insurance policy. I agree that I probably should of played someone else taking the strategy into account. maybe mcmourning?

     

  7. So i have my first game yesterday against guild. The strategy was Turf War and the schemes were ALITS, Power Ritual, Make Them Suffer, Breakthrough and Bodyguard. Deployment was Corner deployment.

    I took:

    Seamus - Sinister Rep, Mad Haberdasher, Red Chapel Killer

    Sybelle - Not to banged up, bleeding tongue?(the weapon upgrade one)

    Yin - (decaying aura? - where you take 2 damage if you start and end in melee)

    3x belles

    1 Nurse

    Copycat Killer

    He took - not 100% on upgrades: Schemes - Power Ritual, Make Them Suffer

    Sonnia - definately had reincarnation

    Francisco - hard to kill upgrade

    Papa Loco

    Death Marshall

    Austringer

    Watcher? ( the flying mech thing)

    Malifaux child

    Pathfinder

    Brutal Effigy

    1st turn: I didn't realise that Sonnia had a 3inch counterspell aura, that pretty much nulified most of my lure tricks. I made a mistake picking the side and didnt take the one that had a wall sitting close to the turf war marker. I did the first turn move up deal, luring up Yin so i could stick her in the forest on his side of the board when she moved. I wanted to use her to stop him dropping his power ritual marker then pushing her into his back lines near the turf war marker. He moved his watcher up to attempt to drop a marker on the second turn but I was able to get the jump on him with seamus and kill it outright, I decided that was the best thing to do with seamus to deny him the ability to drop the marker then harrass my support pieces, I knew it wouldnt score me a point on the scheme but it was worth it. He managed to use francisco to pull sonnia forward and park her behind the wall, which was a perfect point for her to blast yin to bits he got her down to one wound including burning at the end of the turn.

    2nd Turn: He won initiative and was able to finish off yin then blast one of my belles that was in the turf war range to bits. At this point i knew there was not much that I could do to get her out from that bit of cover. Second turn was very uneventful, everything he had was sitting in that aura and I had moved my nurse to the corner so i could drop my marker the next turn and managed to bring the pathfinder down to half heath then red joker the damage on the CCK to kill him, netting me my first point in make them suffer. Everything else moved up to attempt to score on the strategy but was the austringer was able to shoot down the belle leaving me with only sybelle at the end of it.

    3rd turn: I was able to drop my marker for power ritual and have my nurse move up to support seamus. I was able to kill the brutal effigy with seamus and score my other point. Sonnia blew up the rest of my other flank, and managed to kill the CCK spawning a witchling stalker. Turn was uneventful otherwise. I'm on tilt at this point.

    4th Turn: I managed to get seamus into the witchling stalker and score my final point, I used my last ap to back alley to the scheme marker near the nurse who accomplised to heal him up to full. he moved his death marshall over and dropped his other pwoer ritual marker. Game ended at this point. 10 - 6 to him.

    How do I deal with guild? This crew was a literal hard counter to mine. The strategy definately played against me in this game too, along with a poor choice on table sides. Everytime i have played guild it has ended like this, the amount of damage that they do is wild. At no point did I feel as though I could make use of most of the abilities of my crew.

    Help me resser gurus, fill me with you wisdom

     

     

     

  8. I have some old metal belles that i plan on using as doxies in the meantime. My local doesnt have a date for doxies yet. I'm going to be playing my first games in about 4 months tomorrow, and ill be taking a rather limited pool of models, the stuff that i mentioned in the original post. There are a few things that I want to try tomorrow, fetid strumpet mentioned the mad bomber seamus...that is very interesting

  9. Yea I went to the local and picked up yin. Follwing all your wonderful advice i'm going to run seamus for a while. He seems to be pretty decent in the majority of strats and schemes. I've listened to the podcast on schemes and stones a few times while attempting to fall asleep and have picked up quite a bit from that (thanks Fetid Strumpet). It looks as though i can run belles as my scheme runners for a little while to get the hang of them because they are so key in the faction. I did like the look of kirai, but i figured that would be spreading myself too thin, so Seamus it is for now.

     

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