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ShinChan

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Everything posted by ShinChan

  1. Anyone playing the desperate mercenaries? I haven't seen them in any list posted around :\ I think that the Ronins are a bargain, so if you can afford the Ronin, you just add her, otherwise more stones to the Viks and henchmen.
  2. HtK pays its price. It's the missing piece to make them really durable.
  3. Crossroads 7 for example. And there are some henchman that could perfectly compete against masters (Asura, I'm looking at you!).
  4. Uop, yeah! My bad, but you can always charge
  5. Against that Viks list, shielded is going to be tricky, since Johan and Taelor are going to ignore it. But if your shooting (mainly Ophelia) manage to kill the anti-armor models (the Ronins), it's still a good choice. The Bokor is a must, since if you manage to Obey a Taelor (previously injured with Sammy if possible), you can really do a lot of damage with a proper charge
  6. It's good when your crew leader is a henchman
  7. The Whirlwind trigger is not a problem against my list. Raphael is good, but the Viks shoot +/- as good as him, and he's not that resilient. Rami has the advantage of the huge range. Gracie is there to get people out of engagement. With Armor 2 and easy access to shielded (from the Bokor for example), she can easily tank an attack from a Vik and get 0 damage. The porkchop also has armor, and the Vent steam is 4 damage to a Vik that charges you (charge + the free + 2 other ). He's resilient and he provides you card draw with Sammy, while giving concealment to Francois/Gracie. He can easily "Ride the Rails" thanks to the Ophelia upgrade Glass Cannon. BBB is a good pick, but against the Viks you won't be using Sober up neither Pulling the Strings (since it's only minions, and there are no good targets for that), so half of his card is wasted (you still get Arcane reservoir and Calculate the possibilities, which are the main reasons for bringing him in). With some many models in the Viks with min 3 damage, he won't survive much. I'm not saying that there is only one way to defeat the Viks, you can even end up with everyone in your crew dead and 6-8 VPs. Rami is definitely useful, if you can get some good LoS due to the terrain, but that's not always possible
  8. Which was the list of your opponent. Against the Viks, I would take the Emissary directly and no Pere and most likely not Sammy either (this will depend on the schemes/strats). You really need tanky models. Actually, the Emissary is a model that I would only take against mobile crews that don't hit that hard, because he's not as survivable as it looks like and the aura is going to be for himself only. I would bring something like this: Soul Stone Cache: 6 [Masters] - Ophelia LaCroix, Leader [Henchmen] - Francois LaCroix - Sammy LaCroix [Enforcers] - Gracie - Mechanized Porkchop - Merris LaCroix [Minions] - Young LaCroix - Young LaCroix - Young LaCroix - Gautreaux Bokor I could consider changing the Mechanized Porkchop for Rami, if the terrain allows an sniper nest.
  9. Ohh, yeah, haven't seen the passive ability The Rider is 7" anyway (since it's base is almost 2"). And Sonnia with LLC and counterspell is quite tought in my opinion, even tho I see the point in your list How are you plan to start the burning game? Because with the short range of the spellcasters, getting as close as to 8" without dying, can be quite tricky.
  10. Best Aionus defense is the NB and Talos, they tend to attract a lot of attention. Other than that, Df 6 and Wp 7 are good, but without any other defensive tech, he's dead if a beater can get to him, so better keep him in a second rank. Remember that you can always bury him to save him. Hans is a good addition, he brings some ranged support that the crew really misses.
  11. The Spawn Mother is one of the models why I would buy Zoraida (most of them, specially her is quite "meh"). So I appreciate the feedback too
  12. I love the model, probably one of my favourites. It's not necessary at all to make Tara's work, but I've really find him useful when I use Talos in order to solve its movement problems.
  13. The Pathfinders are 14ss vs the Pale Rider that costs "only" 11ss. And gives you 1" more push. I really like Samael in 3rd edition, being able to shoot 3 times or even Creep Along + shoot twice + Charge with a to the damage it's quite good. I agree that the Handler is way more situational model, but I love the miniature
  14. Purchase Alosyus Nicodem 1 month before he died lol It wasn't even assembled!
  15. That's a weird list, but I haven't played Sonnia in M3E (not even in the beta, or maybe once long ago). I would love an explanation on how that works and why not going into a more "in theme" core list and if it's really worth it to pay those 3 extra SS. I guess that the Judge is because she's an amazing beater and the extra card draw, but now that is only 3, I don't think she's that "must". I was thinking of something more like this: Soul Stone Cache: 6 [Masters] - Sonnia Criid, Leader + Lead-Lined Coat [Henchmen] - Samael Hopkins [Enforcers] - Purifying Flame - Guild Steward - Pale Rider [Minions] - Witchling Handler - Sanctioned Spellcaster - Witchling Stalker The Stalker is mainly there to have someone affected by Handler and Sonnia's free action. Which allows him to charge someone at 19" with 1 focus and hopefully start putting some fire.
  16. What does Hannah brings to the crew? The Glimpse of the Void? Tara doesn't rely that much on having buried models anymore, so that becomes situational. I really don't like how Aionus ended up, but he brings more to the crew that Hannah. He's a support piece that get's bonuses for killing, but he has 0 defensive abilities. So he is way overcosted for what he does, but even tho, the ability to unbury at will any buried models and gain 2 pass tokens, is quite worth it. My initial set up: Emissary activates: Pushes Talos and drop scheme marker. Put regeneration in Talos. Moves to catch up with Talos for the extra movement. Activate the NB: Moves to catch up with Talos. Focus. Activate Prospector for the free push to the scheme marker. Focus and walk, walk and "I've struck SS", or whatever you consider interesting here, but get the free SS, you're just activating him now for the free push Activate SoC: Moves close to Talos and NB Brings Aionus closer with the action. Give fast to some one with the scheme marker (Aionus itself can be a good candidate, the Emissary or even Tara if you already activated her once, to cancel the slow from the 2nd activation). Activate Aionus Attack the NB and Talos, giving them 1 damage to each one of them (thanks to Armor and incorporeal) and giving them fast. Bury the NB with the action. If you already activated Tara and summoned something, in step 4 give Fast to Aionus so he can also unbury the summons. Enjoy At this point you will still have at least another Tara activation and whatever you've summoned. Talos with fast and Mv 5 for his activation, and the NB buried, with fast and 1 focus, ready to pop up in the next turn. I usually manage to do this "Beastie Bomb" trick in first turn, after charging something with Talos, I activate Tara and manage to put Fast on someone. Win the initiative turn 2 and make the NB appear close to Talos. Now your opponent has your main tank and your main beater in his face, and has to deal with them, while the rest of your crew runs to catch up with them or accomplish any of the Strategy/Schemes.
  17. He would be 11 with everyone except for Molly, what would put him at the same price as the Rider. 11ss seems a bit too much for me, but I've only seen him on paper. I think that would be better reducing its Terrifying to 11 and keep him at 10ss than raising him to 11ss.
  18. Archie is just too good for 9ss, he should cost 10 and he would still be good. The main advantage for the Grave Golem, like almost everyone said, is the survivality, but also his Size. Being Sz 4 can help you to cover some LoS. Mv is 5, which is not bad, and he can heal a bunch of people if there are corpses around. I would only bring him in a list that has easy access to drop corpses (Nicodem for example, or Asura). With Nicodem, using the Vulture you can "teleport" the Grave Golem 16" away after he dies, while protecting Nico from attacks as long as both of them are within 2" (and you discard a card).
  19. If it just could be played as an alternate McTavish, I would buy the whole game xD
  20. ShinChan

    wong help

    One important comment about wizz-bang, is that it struggles a bit against elite crews of few models that hit really hard, so you would have to adapt against those types of crews. They're really fun to play and can be very versatile, with different playstyles. A little advice, try to bring some models that move Wong around, since you will really want him to use his 3 AP to spread as many glowy tokens as possible, some suggestions: Alphonse with Toss. Gracie with Ride with Me Swine cursed with Frightening Reminder. Launch into Space with Wong is an amazing ability that can really help you to achieve some schemes, don't forget about that.
  21. If you bring the Emissary, you can easily help Talos to get to places thanks to the 3" push and the +1Mv for starting the activation close to the Emissary. If you bring a Prospector too, that's a free push for him/her. Add the Student of conflict to the equation, and you can convert that scheme marker in fast for Talos or any other model. First turn I usually use Aionus to hit the Nothing Beast and Talos in order to give them fast. Then Talos is moving 3" push thanks to the Emissary. With his 3 actions you could walk 2 times for a total of 10" and charge for another 5" (the +1Mv from the emissary is during the whole activation). That's a 19" range in a turn (push of 3" + Mv5 x2 + Charge 5" + 1"). After that, don't expect him to get to places, but I usually count on him to die, with a lot of effort from my opponent hopefully. Otherwise, you can bring people around with the Prospector, so Talos would be closer to his enemies.
  22. Twelve cups of coffee is just awesome in many lists. Just put it to that minion that needs to go places and it's a lot of movement every turn. I use it a lot in Swine Cursed with Wong, and thinking about using it even more in some Ulix support models. TTC mostly in Alphonse or Lenny to toss the Emissary or the Pigapult. Inferiority Complex I've only used it in the Taxidermists, since they're minions that already cost 8, It's most of the time a free suit with in addition to Glowy tokens can easily help them to get to 4/5/6 damage or to help to get the severe damage for the placing in "Throw the knife".
  23. If you check that thread, it appears on the image of Bayou Bash, so looks like an error from Wyrd at the time saying the opposite.
  24. I think that this was specially bad for Wizz-Bang. After the rework for Injured/Distracted, this was never revisited. It became completely situational :\ If at least we could get something from it... Right now Wizz-Bang struggles with 3 things: Glowy tokens in enemy models can be only used by Wong. I had a couple of games where some enemy models ended up with more than 8 glowy tokens, but couldn't do anything with them (one game at the end of the beta against the Viks with one of them with 11 Glowy tokens :\ and Taelor with 8) Decent amount of injury, bot not interaction with it at all. No way to deliver Staggered with tax-free models (I'm working in a list with 2 drunk kun-fu shinobi gremlins) It's still a funny crew and can be competitive vs crews that need to stick together, but feels incomplete.
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