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Fictor

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  1. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  2. Guys, IMO block the charges doesn´t are an option with 38"/37" of range The best option are resist the charge, covering your important miniatues with tricks like Grave Spirit, Seamus Hat, Mindless Zombies for Nicodemo trigger, Molly trigger, Kiray & Seishin... If he can resist the Alpha my hitter have to die because usually he's alone in the middle of enemy crew... The problem becomes when you can´t cover all your important miniatures, because I can charge usually to anything in the board and you'll start the T2 of the game with 1 or 2 miniatures less, with the consecuent sobreactivation and lost of punch That post doesn't helps me because i'm the Arcanist, but we are friends and very competitive players, and something to do grow better and do more interesting games are welcome =P
  3. Hi dudes, Acanist here I'll explain my best Alphas for help to understand that... Ramos: 1. Movile toolkit do on Howard 2. Ramos create spiders to sobreactivate the enemy 3. Totem reactivates Howard 4. Angélica push Howard 5" 5. Howard can spend IE for move 5" + nimble 5" + charge 6" + 2", in total with Angélica push 23" range or 18" for flurry 6. Reactivate Howard can flurry if needed or nimble + flurry/ charge if didn't cant charge on the first activation the charge max range is 25" + nimble 5" + charge 6" + 2" for 38" on total... 7. All atacks with or if Howard is near to Ramos Marcus: 1. Use cheap models like Jakalope or Raptors to sobreactivate 2. Angélica push Cerverus 5" 3. Leap 7" + spend IE for walk 5" + charge 7" + 1" for 25" or move 22" if didn't charge 4. Marcus do on Cerverus for on atack and dmg, and reactivate him 5. Cerverus can leap for a total 22" + 7" + 7" + 1" in total 37" max range All of that on the first turn, with on initiative flips... Can be nice the start of turn 2
  4. Hi man! a. Yes it's a good option, with that option Blessed turns extra hard, test it, in the other hand other good options are ofcourse Imbued Energies for extra movility and with marcos Pack Leader, because its a durable beast to carry it. b.Yes xD, they do Ridge Mauler better but still IMO it's the worst option to take =(
  5. I think the the bigger problem are that we play a lot together and we know all enemy tricks, like for me, kill nurses first, no hit nothing to will trigger Ikiryo, do that Ikirio appears far away of my best minis and things like that. But in the other hand Mojopin know my tricks too!
  6. Hi dudes! I'm the Sandeep player, and... ofc we use hard and soft cover elements, please do not treat us like a noobs. All our group play very agressive combos, to kill T1 1/2 miniatures, Pacekeeker, Howard IE, Poison & Transfusion, the problem that my mate has with Sandeep is he can put in his face T1 Gamin to give Atack + Banasuva with slow inmunity engaged with the most miniatures has posible The last game, I can engage these miniatures with 5 enemies, and then use his 1Ap do not randomize, and with teleport I can flurry with Oxfordian out cover. It's really hard goet cover of all your models vs a PLACEMENT of 6' in three miniatures (I know I only can use that hability 1 time, it's enough, can copy the CA of Sandeep too and it doesn't have a gun printed) The best advice IMO it's the inclusion of Night Terrors, I didn't count play McMourning, also it's a great option but we play with tournament rules and we declared faction before the game, no master, and he can use McMourning and I can take another Master =P
  7. Fictor

    M2E Marcus

    Remember! You can't use B&C the first turn
  8. It's true! xD Merry Christmas dude!!! thx!!
  9. R.I.P. Colette, one min of silence please...
  10. Ofc Howard can easy kill him, but I didn't want waste 2 Ap of my best hitter on him I doesn't say that makes me loss, but it's bad for my first turn charge with Marcus+IE/Howard+IE/Myranda Cerverus And, the best miniature to kill that Spirit at the Turn 1, before my hitter was activated, in my opinion it's Hans, but I allways prefer read all tactics searching for a better strategy
  11. He always cover his spirit with anoter mini like Datsueba or the Master to denny LoS and Ml atacks if I didn't have more Ht than this minis. Hit the spirit if I didn't ignore incorpireal it's hard because 4wd transforms in 8wd For this reason think on Hans, with mask ignore incorporeal and have 36" focus
  12. Hi dudes! I usually plays vs Resus and one of my friends ALLWAYS play the Grave Spirit, and he plays It very, very well The +2 Armor it's a true pain when I play Marcus/Howard... Etc Some advices vs that? With Marcus I was thinking to hire Hans, hit with a Raptor for beast trigger and can be nice with Alpha and chant xD Thx fow answers!!!
  13. Hi dudes! Have a big question... when a model fails horror duel in his activation this model doesn't paralizes rather than this model ends his activation... ok... So why i read in other threads you can do 'Obey' in a model to do intentionally a horror duel and loss it, for example vs Ama no Zako and paralize him for devour? I can do the same whit marcus and Alpha vs a Rattler? Thx for all!!! Best regards.
  14. holy shit xD, ok im bad... sry =P and thx for say that
  15. Carlos is a beast, last game I do, walk + pilar + walk + move pilar for 4 duels and then... 3 promt + walk for move the pilar and kill 4 miniaturas... xD
  16. Hi dudes! What do you think about that? Snow it's a must include miniature in Raspi crew, and I never can get good configuration of upgrades... My better list is... (for order): 1 Imbuyed protection (IP) 2 Imbuyed Energies (IE) 3 Warding Runes (WR) 4 Armor of December (AD) 5 Sub Zero (SZ) I usually use IP + WR, or IP + IE Best regards.
  17. Love that list, unespected. No Oxfordian and Guild Spellcaster, and no Kudra for kill Gamins! Can you tell me an explanation of the models? it's nice to see someone testing new builds for a Master ^^
  18. Yes, I check that, but 'The formless Mantra' it's a (0) and can't be done with that xD
  19. One thing... I'm reading Beacon and says: 'Other friendly non-Peon models within 12" and LoS may take Ca Action PRINTED ON THIS MODEL STAT CARD at -1 Ca during their Activations...' So you can't Beacon 'The formless Mantra' because it's an upgrade and is't printed on Sandeep, it's true?
  20. Anoter dumb question xD How we can get the new, for example Bear or Oxfordian upgrades? the box that contains the miniatures will be actualized?
  21. Fucking great job man!!! Love in special the fire of Banasuva, congrats ^^
  22. Another Sandeep question, if you summon a Gamin MUST take one of your 0 upgrades? and Banasuva counts for this too? All Commands are bad for Banasuva xD, no Atack, no Move or no Cheat xD
  23. One question, why all people add 2 upgrades on the Oxfordian Mages? the new upgrade not counts for the limit?
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