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Pergli

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  1. Pergli

    dashel advice?

    I mean... it keeps it from being abused and keeps summoning in check which was a major problem in M2e. If you want to go the DM Recruiter option, just hire him +2 guild guard as his personal body guard. Those resummons won't count towards your summon count + whatever else you summon during the game.
  2. Pergli

    dashel advice?

    Yes. You're only allows to have 5 of the summon upgrades on the table at the same time. When a model with a summon upgrade is replaced, the new model has the summon upgrade attached to them effectively keeping the upgrade still on the table and in play.
  3. Pergli

    dashel advice?

    Summon upgrades carry over, other upgrades do not: 3rd paragraph under Replace If the original model had any Conditions or Tokens, the new model gains those Conditions at the same value (if any) and all Tokens. Any Summon Upgrades Attached to the original model are Attached to the new model; all other Upgrades Attached to the original model are removed from the game. ^^ This will apply to both scenarios of the mounted cavalry and DM recruiter as both say "Replace".
  4. Pergli

    dashel advice?

    Just write this down or print this out on a small sheet of paper to help you in the future. The only edit I would make would be: Additional hounds +3 and Additional Patrol +4. So if you have a 13 in hand but really want a warden out, you could summon a warden on a 9 + a patrol (9+4) or a hound (9+3). Or if you only have a 12 but want two models you can summon 2 patrols (8+4). Not sure how viable this is but options are always something to consider.
  5. Pergli

    dashel advice?

    Yeah, the trigger is really helpful as long as you have a mask. I had to burn a 10 of Masks to get it once... so frustrating. I think summoning 3 dogs on turn 1 may be really helpful for scheme running rather than doing something like an executioner. Never get a chance to test the theory though!
  6. Pergli

    dashel advice?

    sorry, yeah the TN increases. I just ignore the CA + TN and just think model cost + the difference between TN and CA to simply it
  7. Pergli

    dashel advice?

    You need a 10 of Rams + model cost to summon successfully. CA is either 4 or 6 depending on which scheme marker you're using. That's why you need either a 4+ model cost or 6+ model cost.
  8. Pergli

    dashel advice?

    At gencon they said they were releasing all the new masters so I would assume dashel would be getting his new box fairly quickly. His summoning is straight forward, choose a scheme marker and summon off if it. If it's a enemy scheme marker is 4+ total cost of the models he is summoning. So 3x guild hounds would need a 13 ram or 1 executioner is a 13 ram. If it's friendly, it's 6+ model cost so executioners are impossible to summon on friendly scheme markers. Your totem has the ability on his bonus to drop enemy scheme markers on a trigger and a few of your models also have triggers to drop enemy schemes.
  9. Pergli

    dashel advice?

    So just a heads up: Riflemen are nuts and really good at just deleting models out in the open. Probably where I used most of my cards in hand. Wardens - Solid for holding objectives or tying up beaters with armor 2 while riflemen take shots at them. Queeg - not 100% sold on him but his pushes are helpful and his fast can help get schemes done. Executioners are ultra durable with HtK and all the healing. Guild Stewart is a must take for condition removal (including slow on your summons) and handing out more healing/focus. I tried summoning combos of things like warden and dog for activation control but my opponnet just kept murdering the dogs due to mindless. Not sure if thats worth or not but they did have to trade 1-2 ap for half a master's AP so maybe worth it? Plus cheap corpse marker drops to reclaim the spent SS on the summon. Still unsure. Mounted Calvary are really good scheme runners especially for something like outflank. Kill them just to replace with a guild patrol. You don't HAVE to bubble the whole time with Dashel to hand out focus. Probably only turns 1-2 and then he can tie things up and lay down some damage.
  10. Pergli

    dashel advice?

    Yes... played two games with him and i've got nothing but good things to say about his crew right now. Highly recommend giving him a go.
  11. Once per model per activation. Zoraida can obey someone to charge then have someone else charge or charge herself.
  12. Pergli

    dashel advice?

    Yeah, i'm definitely going to add the guild stewart in. Combo him with the dispatcher and you're getting 2 extra cards a turn which should be enough to help with the discard shenanigans Dashel's crew relies on. The DMR with guild patrols sounds fun and really annoying for your opponent. I may have to give it a go. Him just walking around with 2-3 patrols as body guard to take hits for him and then to come back as undead.
  13. Pergli

    dashel advice?

    I guess I should have also asked. Recommendations for ruthless models? Pale rider?
  14. Pergli

    dashel advice?

    I've been looking at dashel to run as an alternative to my ressers and would like some advice on a general crew to run or tricks. Obviously you'll want to change out some pieces depending on schemes or opponent master. Dashel Dispatcher Queeg 8 2x riflemen 12 Mounted guard 8 Executioner 9 That's 37 stones as a core base which gives you 8-9 stones for counter tech. I'm guessing you would want henchmen since stones aren't as valuable in this crew but every model can gain one. Turn 1 would obviously be a summon off of a enemy scheme marker generated via dispatcher. While focusing with the riflemen. Summon would be scheme dependent. 3x guild hounds, 2x patrol or whatever tech piece. My biggest concern with the crew is lack of card draw while there is a ton of discarding. I went threw the guild models and there isn't much reliable card draw minus alan Reid or the investigator. I considered bringing the investigator for all the pushes but I think the extra points are better spent on counter picks. Anything else I should be considering or are there any neat tricks I should know before my game on Tuesday?
  15. I agree, keep the ability to make models tormented but adding if enemy if they make an adjustment.
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