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Zebo

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Posts posted by Zebo

  1. Freikorps has Arik, which ignores Armor, and Hannah, who can deal 9 damage (wich don't ignores armor, but it's enough to make it quite irrelevant). EDIT: oh, and how could I forgot about the Engineers? They also can ignore armor with their melee. 

     

    Daw doesn't have anti-armor, but has enough executes to insta-kill any kodel full of life and armor. 

     

    And they also have the Effigy, wich has a trigger to ignore armor :P

  2. 6 hours ago, Maniacal_cackle said:

    Moderate damage on a single negative should be 40% of the time, from memory. So if you do two hits on a single negative, that's something like a 74% chance of doing moderate damage on at least one of the attacks.

    Yeah. I'm quite sure this is not true. 

     

    Ot maybe I've got the worst luck in the world, because I can be hitting moderates with negative flips like once or twice a game, and I've got more games without a single moderate than games with 3+.

  3. Just to be clear, when I say I doubt it I don't mean I doubt they would see table with weak 2 damage in their gun. I mean I doubt Wyrd does that change. 

     

    The proble is that they gave them in the beta a Clockwork Rifle, so not only the had a 14" Stat 5 2/3/5 gun, but they also ignored cover, and two of them used to do a heck of a gunline for 8ss.

    I think making the Rifle 2/3/4 would be enough to make them see a lot of table. 

     

    Even would be good to give them a collier pistol with 12" 2/3/4. What kills them is that weak 1.

    • Agree 1
  4. I think the use for specifically Enemy scheme markers are:

    Bandit Raid (Parker1) 

    Cashing Out (Parker1) 

    Abandon All Hope (Parker2) 

    Carry the Loot (Smuggler) 

    At Gunpoint (Bandido and Dead Outlaw) 

    Ever-Changing Wind (Wokou) 

     

    I think the best by large are the ones from Parker1. So changing him for Parker2 basically makes easier for the crew to drop enemy scheme markers, and also quits the most useful shenanigans with them. 

  5. I'm more into "sensible crossover character" Than into compatible mechanics. 

     

    A monster from the iced mountains fits extremely well in both Rasputina and Eurípides, to the point I'm really shocked they still haven't any shared model. 

     

    For example, somekind of low-street thug that smuggles some kind of substance of doubtful origin that makes no good would be a union point for Hamelin and Jakob Lynch. 

     

    I wouldn't be surprised with some outlaw living in the wasteland working for Parker and/or Basse. 

     

    Some ancient undead neverborn related to the Abominations may perfectly be following Titania or Leveticus. 

  6. Kaeris with Pandora (Iggy) 

    Asami with Brewmaster (Akaname) 

    Sonnia with Nexus (Spelleater) 

    Jedza with Euripides (The Damned) 

    Lord Cooper with Titania (Malisaurus) 

    Marcus with Basse (Paul Crockett) 

    Colette with Maxine (Harata Ngaatoro) 

    Brewmaster with Shenlong (Fermented River Monk) 

    There's lot of masters with shared models wich haven't bee paired, Mei Feng and Mah are the exception, not the rule. 

     

    I think a good fit for Hamelin would be Jakob Lynch. 

    Agree with Leveticus being best suited with Von Schtook, although Titania would also be a good partner in his box. 

    Parker Barrows would fit greatly with Basse. 

    And Zipp... I have no f****ing idea. EDIT: Zipp with Misaki, because Flying Pirate Ninja Gremlin sounds right to me. 

    • Haha 1
  7. On 8/23/2021 at 4:15 PM, Banjulhu said:

    See that's what made me think it's wording effectively means you can pine box from any distance because the bit that says you do the Pine Box action without range only calls out the model you attempted to use the coffin marker dropping effect on and says nothing about the marker having to actually be there.

    So you get step 1 which is the declaration of Pine Box. Then step 2 of action resolution starts with you saying I'll pay a HP to drop a marker between the marshal and X, because and because its not actually part of the action itself the rider resolves straight away rather than waiting until step 5. Now whether a marker gets placed another rider is also comes into effect which is Pine Box can target model X regardless of range and LoS. So then step 3 to 5 occurs following the normal rules.

     

    IMG_20210828_104718.thumb.jpg.7bf37e45ce97da6a7687cf86eaea5eb9.jpg

     

    Step 1: declare Pine Box. 

    Pine Box action has been taken, you decide if drop a Coffin Marker. 

    Step 2: pay any costs (none) 

    Step 3: targeting. 

    Did you dropped a Coffin marker? Then you can target an enemy within 1" Of it. Didn't you? Then the action is range 0"

    • Like 1
    • Agree 1
  8. I find Terrifying just much better than HtK. 

    More than half time I hire models with HtK the model is reduced to 1 wound without even triggering HtK, and the rest is widely more often HtK prevents 1 point of damage than 2+.

    Maybe just my bad luck, but I'm tired of losing models with HtK without time to heal them. Almost as tired as failing Terrifying duels from the damn Cerberus. 

  9. In fact, you don't need the Emissary at all. 

    Tara hits 33 with Rewind + Burn Out. 

    Tara buries 33 with Stutter time and gets a couple of Pass Tokens. 

    Tara unburies 33 with expedite (6+base= 7"), 33 places himself 2"+base with Two Places at Once (10") And takes a walk (16") 

    Now, if Tara was at the edge of her own standard deployment, 33 is 6" Into enemy table half, ready to activate and move +charge up to 28" From your deployment, wich in standard means he could touch the other table edge. 

    Tara still has one action to spend. Ahe could walk and unbury 33 even further, but also can do other things. 

  10. I guess is:

    Tara activates first. Targets 33 with Rewind and burn Out, giving him fast. Then targets 33 with Expedite and makes him walk (6"). 

    Then 33 can walk twice (18") And charge (24") 

     

    EDIT: In fact, if 33 activates near Emissary, that turns into 27".

     

    EDIT 2: Fuck, I forgot about A Wery Road. That would turn into 30"

    • Thanks 2
  11. Some wise man talked us about Hans. 

    Not the best plot in the world, but there is it. 

    Hans discards a :crowand puts Staggered+Stunned+Distracted on a model. 

    Talos puts Burning on the same model (and buries it) 

    Then the Scion puts fast on the same model, and makes 10 damage with a single attack. 

     

    The fact is that Hans sinergizes with the crew. Maybe not outstandingly, but there is the shenanigan. 

  12. I like a lot both models. 

    Don't think VS is better or worse. He's different. He can remove any marker (thanks god, I wanted that in Freikorps... Now we only need some buff in Drachen, including Burn It All trigger on the Flamethrower), improve the crew's aoe damage, is Ruthless and plays more agressive tank than ranged support. 

     

    The Metallurgist is also quite nice, recovering a pseudo Freikorps Suit in aura, healing any non-minion Freikorps and giving them an extra action or giving out upgrades. 

     

    The only thing I miss is something in new Von Schill/Metallurgist to take advantage of the scraps markers Von Schill can create now. 

    • Agree 1
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