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Treehouse

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Everything posted by Treehouse

  1. It's probably old news to most...but I just realized that Ramos is a construct :P. Totally forgot about that. So...Lazarus can assimilate Ramos' Spider summoning, right? Also, could Lazarus assimilate the Brass Arachnid's reactivate action to give the Brass Arachnid reactivate? And then get reactivate himself by the Brass Arachnid, assimilating the same action again to give the Brass Arachnid another reactivate? (Given, the high tomes are at hand, which is unlikely, plus Ramos wants hight Tomes. Just theoretically.)
  2. Hi, re-read Lazarus' card again and just to be on the safe side: Lazarus can assimilate any 1 AP action (attack and tactical) from any construct (so, also leader), just without triggers and a name mentioned. Sparks can make a leader to a construct. Hence, Sparks could make Mei a construct and Lazarus could then copy Vent Steam or Rail Walk, correct? So, with Sparks, any Arcanist model that you hire into a Mei Feng crew could be targeted by Lazarus's assimilate action, if Sparks makes it a construct first. That, of course, is AP-intensive, so it has to be worth it. My first thoughts go to the Captain. Lazarus could lay down Wind Markers or use Airburst, or even that pulse push action which name I've forgotten. The Captain's relic hammer is also a juicy target in a pinch. So - in theory - Lazarus could gain fast by Sparks Wind 'em up which translates into 4 mortar shots all together, plus take an Airburst action or even Vent Steam or Railwork to hide/protect itself afterwards.
  3. Totally love the idea and execution. A part of a roulette table for Mr. Tannen's base would be awesome.
  4. I was wondering if the Errata has changed your game plan and/or crew build for Dreamer. For example, do you summon less and attempt a more supporting role? Do you kill of more Daydreams turn one? Do you hire different models now?
  5. Huggy is a very nice anti-shem runner. HE can even force the runners to move away from markers as well, so he has the option to get rid of one with M.Provides and an Interact, if need be. Only thing is, that his 3" ML is a downside if you want to place/remove markers via Interact, as enemies need to be pretty far away. Anyway: - fast - incorporeal - hard hitting - can use soulstones - can use M.Provide - has an 'obey' - is 'free' --> that makes for a very nice model.
  6. I often do. You don't have to chuck Huggy into multiple models just because you gave it Fears. I like it to drain cards or even get a good chunk of sheme-runners' hitpoints. But I play Malifaux Provides nowadays more than Fears actually.
  7. Note on Huggy and Faces upgrade. I like the Faces upgrade on him, even if I'm 100% sure he'll get Fears, because this way you don't have to worry about activation in the first round. For example, if you take Graves and want him to show Huggy the door in the first round, it would be very annoying to maybe have to waste cards for activating 2" near him, or even worse, to lose an AP to walk up to him first.
  8. I usually run: - Lynch - Woke up w/ Hand, Endless Hunger - Huggy - Thousand Faces (swap for Fears or Malifaux Provide later, depending on what I want) - Doppelganger - Thousand Faces - Illuminated - Illuminated - Beckoner - Tot / Depleted (based on stretegy) That's 38 SS, I give 2 SS extra to Lynch at least, so that's roughly 10 SS to play around. Graves is a solid pick with Retributions Eye (sadly, there isn't a third Thousand Faces). A Tot more for Breakthrough an the likes. I wouldn't say Huggy is a primary Beater. I use him more as an anti-sheme runner or obeying people around. He can die very fast with his low DF and I find Rising Sun makes me to dependent on Brilliance. I take the Beckoner over Lilitu because of their 4" push after luring and the occaisional ranged attack. But I'd very rarly take 2. In Turf War, a Zombie list with 3 Depleted is fun. Sometimes, Stitched make it into the list, especially when I expect ranged attacks.
  9. @izzinatah and the rest Thanks for pointing that out. Missed the claw symbol thing completely. And too bad about Lenny, but well.
  10. Hi, some quick questions. 1) While I was reading the card of my Bandersnatch, I realized that the wording on its attack's trigger is: 'target must make a (1) attack action. This model's controller controls that action. This means that the Bandersnatch's controller controls the target'S attack action, right? So that means, if I crawl into the shadow of - let's say - my own Widow Weaver and get the trigger, I can let the target attack my Widow Weaver and let the target fail the terrifying test to paralyze it. Does that work? Should be reeaaallly mean against Lenny and the like. 2) While the Bandersnatch is in someone's shadow, it adds/may add that model's hight to its ML range. so 1-3, making its ML-range between 3-5". Does that count for disengagement strikes? So, if I crawl into Lilitus shadow (and she doesn't even care because of regenerate), I could tie up models from 5" away? 2.1) In the example above, could Lilitu take interact actions, if the target is more than 3" away? As technically not she is tied in melee but the bandersnatch is? 3) Do we have any NEverborn models with both Punce and Terrifying?
  11. Problem with a reliable grow list is that growing is not reliable. Or actually, it takes a lot of resources, planin, positioning and other factors for it to work and if it works, it's not necessarily competitive sheme wise. Models to consider: - Nekima. Take the Grow upgrade on her. Hope to spawn Terror Tots. - Barbaros. Though I don't really rate him high enough and Nekima is already expensive. - Young Nephilim Drawbacks: - you tend to become religious about growing models that you forget about the shemes - if you don't grow models you might be at a disadvantage because you invested stones for that build - AP efficiency. If the shemes don't require killing, why waste AP of your Tots / Young to be close to an enemy (and not die) and also most likely AP of Nekima to kill models for them? - when you grow a Tot, you have a sheme runner less and a beater more, who is slow when he is summoned. Actually, it seems to make more sense to try and grow Young into Mature, because both are beaters. But then you are very dependent on crew selection of your opponent. Plus, unlike summoners, you don't get extra models, but trade models. So you don't gain anything from it concerning activations. There is a great Podcast (Shemes & Stones) on Lilith, where they are discussing this. There, it is also mentioned that Dreamer might be the better grow-list master, as he can un-slow your grown Youngs and also summon in more models. Also, you might want to try Nekima with him anyways.
  12. Wow, inserting the pictures kind of didn't work the way expected
  13. Nothing much happening since a while, for I haven't got much time. But here are some old things and stuff I've been working on. Mind, a big part of my collection is Infinity. Maybe I'll come around taking photos. Things I have/want to paint next: - finish Mei Feng's core crew + extra models - start with Dreamer and Ironsides crew (damn, I've ordered too much plastic) - paint up some Guild Ball butchers (I might get the chance to finally play) - terrain - .... well, this is a lot of wishlisting
  14. If you have worked with Green Stuff before, you could sculpt over the mouth-ripcage thing, make it look like cloth. Cut off the arrows and attach a different head. You could also try to kit-bash Toshiro and the big-bellied Brother together. Take the uper body of the Brother, cut away the arms and shoulders. Take Toshiro's legs and arms + shoulders and glue them to the Brother's torso.
  15. Seamus maybe. Cut off part of the hat. Or the Guild wastrel with the bowler hat. (resculpt part of the hat) Or get the Trhough The Breach male kit and build your own.
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