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Rostislav

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Posts posted by Rostislav

  1. 2 minutes ago, Ludvig said:

    Sounds like more terrain is needed, a 50mm base is supposed to restrict movement.

    Have you tried Perdita with Faster than you up? If they make ten charges that is ten free attacks. 

    So I think best pick to counter is 

    1. Perdita and 3 riflemen

    If someone tries to charge you - he will get +/- 8 damage. It will be enough to cripple and later to stop warpigs.

    2. Nellie and 3 snipers to kill key models.

    Aside from that - the chances to survive are extremelly low.
     

  2. 11 minutes ago, Adran said:

    The list certainly looks scary. But I don't think that you would get 4-5 charegs per pig, unless you were lucky enough to kill at the right time with the right trigger. My warpig use does not very often get me 2 useful charges a turn, and if I was facing this list I would try and make sure the stampede charge doesn't hurt me. 

    That's what he usually does. Positioning requires high skill, but when you do it right - you can charge 4-5 time per pigs on turn 1 and get enemy in his deployment zone.

    • Like 1
  3. 1 hour ago, Frollo the Wordbearer said:

    Not a guild player but.. 

    That list seems to need A LOT of set up. Just.. Screw with activation order. Play hyper aggressive and charge his models before he's ready to destroy you. If a warping is engaged and is near only to his models.. The rams are against him. 

     

    Just the first idea I had, reading the list and the timing of it. 

    Byez


    This list can be played 3 ways.

    1. If you play super aggresive all models will simply stay in deploy and wait for you to come. After that kill you.
    2. If you move forward, you 'll get 10 charges after you activate all your models.
    3. If you don't leave your deplyment you'll get +/- 8 charges.

    • Agree 1
  4. I removed black text.

    So the main idea of this crew is that when pigs start charging the Gremlin player has:
    1. Outactivated you with 9-10 activation.
    2. Has +/- 15 cards in hand.
    3. Discarded 8 worst cards to get better cards.
    4. Two activations on both warpigs with :+flipto hit and :+flipdamage

    Pigs can charge multiple times during their activation so it would be 4-5 charges each and 8-10 attacks per warpig.

    • Like 2
  5. So my friend has created a crew that seems impossible to stop.

    This crew requires a skill to play, but I don't see a way to play vs experinced player who picks it.

    So the crew:
     

    Somer Teeth Jones + 6 Pool
    -  Family Tree (2)
    Skeeter (2)
    Old Major (9)
    Gremlin Crier (7)
    War Pig (9)
    - One Pig Against The World (0)
    War Pig (9)
    - One Pig Against The World (0)
    Hog Whisperer (5)
    Banjonista (5)

    2 extra SS are optional, usually he takes a second Skeeter or some upgrades for them.
    Doesn't look that scary? If you move forward to take position - poor you. You still don't understand what is waiting for you. Best strategy is to run in horror at the corners.

    So how does this crew works.

    0. My friend always use a SS to get a better starting hand.
    1. Skeeter flies a bit forward and uses Sommers (0) to give :maskto everyone (-card).
    2. After it activates Bajonista. He pushes everyone 2" forward, attacks Sommer (to push him 4" forward, Skeeter autogives needed suit) and takes a def. stance.
    He does it so that Goblin cryer nearby can take 1 damage and 1 card (6 wounds left).
    3. Then Hog Whisperer gets extra action for Reckless and gives Reactivation for 2 War pigs and Old Major. It's easy to do because he gets :mask from Skeeter and needed card is 5+
    4.Old Major activates for the first time. He spends 2 cards to push Warpigs 4" forward and give them +:ram
    Cryer takes 2 damage and gives 2 cards (4 wounds left).
    5. Old Major activates for the second time. He pushes one of the warpigs additional 4" and walks forward so that both warpigs are in his aura.
    Cryer takes 1 damage and gives 1 card (3 wounds left).
    6.Cryer activates. he makes his 0 (1 damage and 1 card) and makes 2 times a def stance action (2 cards more).
    He dies and gives Sommer 3 cards (2 for Sommer and 1 for Bajonista). A new gremlin is spawned.
    7.New gremlin activates, gets extra action for 2 damage and walks/attacks Sommer to push him.
    8. Then activates Sommer. He makes "
     Git Yer Bro" 3 times each time killing a gremlin and getting 3 cards for a total of 9.
    So this is it Now Sommer has 6 - 1 + 3 + 9 = 17 cards  (!!!!!) (- cards that could have been spent for def. or failed TN of action). Usually it's about 14-15 cards now.
    Also don't forget that he has discarded his worst cards 8 times (!!!!!) an got new ones for them.

    Can you imagine this hand?

    So usually all enemy crew has spent it's activation now. If not - new gremlin can activate.
    Then it's piggy time.

    First pig was moved 2 + 4 +4 = 10"
    Second pig was moved 2 + 4 = 6"
    If we add 6" for standart deployment it's 16" and 12" in total.
    Then each pig can either charge if enemy is foolish enough to come close or move 5" and charge (5 + 9 = 14).
    Please remeber that a pig has :+flip to attack and damage from old Major.
    A  total threat range of 30" and 26" so usually everyone can be charged.
    They can use charge for (1), remeber?

    Now they attack and for second attack Stampede (remeber + :ram?). Stampede means that you can charge an extra target for free even when engaged (once per activation).
    Plus remember that pigs can activate twice (due to reactivation) and get extra :+flipto all thx to  One Pig Against The World for the second activation.

    So what does this mean? It means that each pig will make 4-5 charges with :+flipto hit and :+flip to damage with MI6 and 2/4/6 damage.
    Do you still remeber 14-15 cards and 8 worst cards discarded?
    So it will be 8-10 attacks each pig with 4 damage avarage (you can cheat it).  Let's assume that 15 attacks hit (easy with this hand and :+flip). This is at least 60 damage, more if needed.

    So if an enemy makes a slightest mistake or even doesn't make it, the game is finished turn 1. If someone remains he will be killed on turn 2.
    This crew demands skill, but when a skilled player plays it is unstoppable.
    So what will you do vs it?

    PS. 
    1. Pigs have 12 wounds, HT 3 and 50 mm base. They can cover models from sniper fire.
    2. Accoarding to the situation, activation order can be changed. 
    3. Pigs can be moved even further 8" by moving each other or Somer 
    with Bowled over (4" push after attack). There is NO ESCAPE.
    4. Table with lots and lots of terrain or roofs can save you. So on this table he will just take other master 😃

     

  6. "Southern Legion" club will held 2 days 50 SS GG 2018 tournament "In the lair of throlls"  
     
    - Date: 19-20 May 2018. 
    - Place: Club "Southern Legion", Odessa, Lva Tolstogo str. 28
    - Max players size: 16. 

    To get any additional info or registry for a tournament please PM me or write an email to rostislavpume@gmail.com
     
  7. "Southern Legion" club will held 2 days 50 SS GG 2018 tournament "In the lair of throlls"  
     
    - Date: 19-20 May 2018. 
    - Place: Club "Southern Legion", Odessa, Lva Tolstogo str. 28
    - Max players size: 16. 

    To get any additional info or registry for a tournament please PM me or write an email to rostislavpume@gmail.com
     
  8. In March 31th a campaign "Claim the Bayou" will be started in Odessa, Southern Legion club (Lev Tolstoy str, 28).

    You can choose any faction.

    All players will go through 5 story missions potentially creating and breaking aliiances

    A player can choose a 50 SS crew.
    If any Rare 1 character is killed during game, his fate will be desided by a Fate deck (7+  survives, otherwise killed/wounded and can't be taken in further games).
    A fee will be paid to hire additional crew members.

    Masters/henchmen/unique enforcers will be divided between players before campaign starts.

    The games can be played in club (on Saturdays starting at 12 a.m.).


    You can contact me by Email for further details
    RostislavPume@gmail.com

  9. In January 26th a campaign "Get the Treasure" will be started in Odessa, Southern Legion club (Lev Tolstoy str, 28).

    You can choose any faction.

    All players will go through 6 story missions potentially creating and breaking aliiances

    A player can choose a 50 SS crew.
    If any Rare 1 character is killed during game, his fate will be desided by a Fate deck (7+  survives, otherwise killed/wounded and can't be taken in further games).
    A fee will be paid to hire additional crew members.

    Masters/henchmen/unique enforcers will be divided between players before campaign starts.

    The games can be played in club (on Saturdays starting at 12 a.m.).


    You can contact me by Email for further details
    RostislavPume@gmail.com

  10. In December a campaign "Reclaim the Swamp" will be started in Odessa, Southern Legion club (Lev Tolstoy str, 28).

    Guild  vs  Gremlins
    The players from other factions can join one of the sides of the conflict.


    To win each fraction must conquer 3 key locations on a campaign map.

    For each game a player can choose a 50 SS crew.
    If any Rare 1 character is killed during game, his fate will be desided by a Fate deck (10+  survives, otherwise killed/wounded and can't be taken in further games).
    That's why masters/henchmen/unique enforcers will be divided between players before campaign starts.

    The games can be played in club (on Saturdays/Sundays) or elsewhere (if both players agree).


    You can contact me by Email for further details
    RostislavPume@gmail.com

  11. 1 minute ago, 4thstringer said:

    So here is a fun question.  Is Hoffman going to become one of the most popular choices for guild into guild?  Or do we just do enough damage to get around the non-reducable armor?

    My favourite master is Sonnia, but i expect hard play Sonnia vs Hoffman.

  12. Just now, jphealy said:

    And you have maybe 5 models in your army?  That list would get out activated and destroyed hard.   I believe the term for that is cute.  It will work once and then never again. 

    7 models. The list works pretty well. When you are in opponents deployment zone on turn 1 you don't worry much about being outactivated. You just kill.

  13. Just now, Myyrä said:

    And why would I want that? Emissary doesn't really use it's Ml most of the time and neither does Hoffman. Boosting the Df of Hoff and Howard by 1 is not all that useful either. Statistically the difference is very small. The Peacekeeper is the only one who siginificantly benefits from this arrangement statwise, but he's very durable either way, so he doesn't really need the added survivability from higher stats and the difference between Ml 6 and 7 is small. The higher defences help protect against conditions, but condition removal does that even better. Peacekeeper is also very slow, so he benefits more from Hoffman helping him actually hit something than boosting his stats.

    May be because this build allows you to get 3 heavy hitters in the opponent half on the table on turn 1.

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