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Joachim

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Posts posted by Joachim

  1. 19 minutes ago, Fazza92 said:

    Sorry Guys ,can I go a little off topic?

    Only because I don’t want open a new topic for this 2 words...

    i’ve the Opportunity to buy LadyJ and his totem at a ridiculous price.

    But only they 2, death Marshall are not a problem beacause I probably go to buy a recruiters box,my question is...the judge ?

    Is it obligatory with Justice Or I can play without he (Like henchmen I’ve Ryle,Francisco,Phiona)?

    I always hire the judge with lady J but I don't have other henchman at the moment. I'm going to get the jury cause she seems to be really good with lady j and recruiters.

    I've actually not hired a lot of death marshals since getting recruiters, cause at 1ss more they do so much more for you imo. I just can't see why I would hire a death marshal instead, unless I really need his pine box, also unimpeded can't be ignored depending on the map.

    I think the judge is a very solid all-round model, but in no way essential to lady J. I also think that lady J is just very flexible in what she wants to hire. She likes some support to get her faster up the field, but she doesn't really interact that much with the crew.

  2. I always play the emissary with lady j, because:

    1. I have a limited model collection

    2. I love the model

     

    He has some weaknesses, but he has some nice stuff, don't underestimate the burry on a ca6. If you go in, and they also have lady j to deal with, and he can burry something scary and lady j kills something else, thats also a great way to keep him safer. I see the points that he is a big model and usually draws quite some attention, wp5 hurts him a bit, though armor 1 hard to kill 10 wounds is, as said, not that bad at all. 

    In one game I overextended the emissary, he got obeyed closer and got recked by lynch, but then lady J pops out in his face and destroyed him back, and i eventually won that game.

    I think that if you want to optimise every soulstone, there probably are better models to hire, but I take him cause I like the model and he does get the job done of delivering lady J safely, if he goes down, so be it.

     

  3. 9 hours ago, Athiko said:

    The Goryo are the the model I've found the most difficult to assemble so far. In fact I only managed one then I needed to have a lie down 

    I haven't seen the goryo yet, but I'll get them for kirai in the future.

     

    Have you assembled the brutal emissary though? To get the prisoner into the cage and to have the cage fit together perfectly ain't exactly a walk in the park :)

     

    • Like 1
  4. On 01/10/2017 at 7:25 PM, Jordon said:

    What I dislike about SnowStorm is his fragility. Bullet proof is way weaker than armour and so your mainly relying on Df6 and prevention flips to keep him alive. He's got a really great heal trigger but again it's a bit of a gamble and less reliable than I'd like. Against the right crew he will completely wreck, but other times he dies to a stiff breeze. I'd trade in bullet proof +3 for armour +1 any day of the week. 

    snowstorm is a woman :) or a man with boobs.

  5. Only aeslin hands out slow on a not build-in trigger, and the opponent can choose to discard a card instead, so easily avoidable if he wants to.

    The wisp slow is irrelevant, cause you need a suit and it is ca4. I don't see any point in running coppelius with titania. 

     

    I mean, you're not taking gorar for that paralysis action, but it is there because most of her crew box has curse of autumn to hand out slow. It just seems like bad design that what looks like it should have interacted nicely has no synergy at all.

    • Like 1
  6. One question: Curse of autumn gives the enemy slow when engaged and failing a wp duel. I thought you generate ap before anything else, and so if you gain slow it would apply on the next activation in stead of immediately? We played it as losing an ap immediately, though that kinda makes the gorars ability useless as the opponent never has slow on it. Does anyone know what the correct order is here?

  7. I played this game yesterday against @whodares and it was quite brutal. I made some important mistakes (one being that aeslins aura doesn't stop the opponent from obeying your models to walk, which could have been avoided, so I lost my waldgeist turn 1 for free). I was playing from behind the entire game cause my opponent capitalized well on my mistakes, and a funny moment was that a 10t brother cheated down his fears given form duel to score 2 points for frame for murder. I also played too greedily and activated my rougarou without thinking about the fears given form aura, I didn't have anything higher than a 7 in my hand after stoning for cards so he just died, well I won't make that mistake again, he was in position to challenge of the alpha 5 people next to titania, I just had to activate titania first and burn a scheme marker to push 2", oops.

    The mvp in my team was the doppleganger, as although everything went south quickly, she was able to pick up heads everywhere and the game ended 6-9, which seeing that I gave away a waldgeist and a rougarou is pretty nice.

    I was happy with what the wisp was able to do, and its a cheap activation so can't go wrong with that.

    The gorar performed great, there was a building close to the center where he could hide. He even got to go aggressive late in the game.

  8. 37 minutes ago, Shock & Awe said:

    Man, those are amazing!  Excellent work.  I am going to be painting the corrupted hounds next month so I may have to ask how you did that with the glazes! 

     

    Thanks, I was really happy with the result. Yeah, it will definitely fit for the corrupt hounds. If you're giving it a go and need advice I'd be happy to explain in more detail how I did it.

    Sneak preview: a lot of colors (brown, red, purple, green) and different layers went into the fur. Not that much work, but drying times means you have to do something else/paint something else :).

    • Like 3
  9. Hello guys,

     

    tonight is the next game with titania, trying to prepare for an upcoming tournament (my first).

    My cyclops will be arriving soon, so I'm excited about fielding them. This game I'm focussing on aeslin. 

     

    I'm going to try this list:

     

    Titania

    - behold my glory

    - audience with the queen

    - fears given form

    Gorar

    Aeslin

    Doppleganger

    Rougarou

    Tooth

    waldgeist

    Changeling

    Wisp

     

    Strat: headhunter

    Schemes: quick murder, show of force, dig their graves, frame for murder

    I have used Aeslin before and have liked her. Though the problem with titania is that aeslin needs scheme markers for everything she does, and scheme markers are a pretty valuable resource in her crew.

    So the plan for this game is to try and make a crew that drops a lot of markers and see if that makes her work more. I'm not going extreme in this, I'm still going to build somewhat for strat and schemes etc.

    I am trying wisps. I have used them with zoraida to great effect, but for different reasons, i.e. summoning the voodoo doll. I a also like their wisps call, depending on the targets in range. But I have never used for the scheme marker drop aura, mainly because it is only 3". However, titania can 1. make really good use out of those scheme marker and 2. has several ways of bringing the opponent closer, and therefore make it easier for the wisp to get into range. Is there anyone using the wisps for this scheme marker dropping, and if so, how do you position them? How are you making it happen?

    For scheme marker dropping, i'm going for tooth, and rougarou as he just combos so well with him and I need some offense. Doppleganger is there cause she can copy tooths attack for rougarou abuse, and don't mind me is great in headhunter, though she can also go for wicked silence from aeslin if I really need a marker set up for rougarou heal or aeslin damage etc. Especially if i'm able to kill something with pounce abuse, the head will be close by anyway. changeling is there cause cheap activation, and I really like the model, but I haven't hired them yet, usually I summon them with the emissary. I guess his (0) can be good to go and pick up heads.

    I realise that not having upgrades to contest show of force is a weakness, but I don't really feel like putting 2 upgrades on aeslin will be worth it.

    The gorar is there cause I love the model, and he actually performed ok last time. He won't drop a head and he might be a distraction.

     

     

  10. 14 minutes ago, Ludvig said:

    It lacks the push triggers on attacks that the knights give you so you will have a lot less pounces with a belle and rougarou. For just a stone or two more than the rougs you could have a cerberus or rogue necro, both seem scarier than the rougarou when you can't do three push-pounces in the same activation.

    I agree, though that's the case if you look at just killing people, this combo still allows you to pull support models out of position, break up auras, expose a glass cannon, and do damage to it.

    But yeah, it's not nearly as brutal as rougarou + tooth.

  11. what about amina naidu and rougarou? Amina naidu has a decent push and she can help protect rougarou. And combined with a belle's lure that could be nice.

    A canine remains close to rougarou and positioned well could essentially make the rougarou ml7. So i think there's something there.

     

    I mainly play titania at the moment and i know how brutal rougarou can be with tooth and a multitude of pushes. 

  12. On 05/09/2017 at 1:32 PM, Alansonchik said:

    Amina Naidu )) is very interesting 

    Yeah, I really like this model with ironsides (only played it once though). I love to play rougarou with titania, so I was thinking if they would work with mcmourning and if it would be worth it, and I think amina naidu is already very solid of herself, but she has a push to lure stuff in, and she can also help protect the rougarou, so I think there's something.

     

    Also what do you guys think about mctavish? It's 11ss with the merc tax, which is hefty, but in guild you can give him debt now, and he can easily get a third attack with a marker and a ram, so that would give you a round of min damage 3 with precise ignores armor, htw, cover and engagement, and if you at least one waldgeist close then it's a shooting 7. 

     

    Opinions? I know its looking for synergies with beast and academics, and I'm definetly going to try it out sooner or later for fun, but i'm not sure its actually good.

  13. I don't have a lot of experience with ressers, but I recently picked up kirai. 

    I guess that of all the masters, she's the most obvious since they're spirits. The advantage is that they are undead spirits and so can trigger ikyrio. But also, you'll be handing out adversary consistently, so they'll be hitting on :+fate regularly. Kirai can give the lampad some mobility tricks as well, giving him insane mobility to go after some fast scheme runner that's running up the side of the board. 

    I think they can work perfectly without providing burning synergy, they actually seem to have pretty good damage, and some blasts and burning can come in handy to ignore certain defenses. They're really squishy for a 7ss model though. But if you can stack some burning on a scheme runner and kill it with that you can summon another one. Their damage track is actually pretty nice: 1/2/3 with burning +2 and an extra burning if you happen to flip a :tome, and their :ranged attack is 2/3:blast/4:blast:blast with burning +1 for every model hit, thats basically 3/4:blast/5:blast:blast.

    I guess if you can keep it outside of the opponents bigger threats and go after some smaller stuff and maybe summon a second one, that could be nice. Walk 6 and (0) 6" push that even hands out burning makes it quite fast. So it can easily go off to a flank, so you don't burn your own models. In an ideal situation you move through them with your zero, hit them twice with burn with me and if you don't flip additional :tome they're already at burning +5 and at least 2 damage. 

    Lastly, they're enforcers so they can take my little helper, which is a great upgrade. But it gives the lampad a really nice turn. You get to draw a card, push 6" twice, and hand out burning, and position yourself so you can still shoot at them and stay at a safe distance or engage something small, stack it with burning and get a second lampad. And then if the lampad dies, which shouldn't take too much effort, you're still getting a mindless zombie.

  14. So there are several models that have triggers that push a model away. It is not clear to me if this is directly away from me in a straight line, or if the model just has to end up further away from me?

    On tooths card it says: pushed away. But on barbaros his card there is an effect that pushes the enemy directly away, and an attack that pushes the enemy away.

     

    I would then say based on these different wordings that there is a difference? I've been playing all of these pushes as directly away which is less flexible, so if I have been doing it wrong, please let me know.

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