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DonCheadle

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Everything posted by DonCheadle

  1. I'm seriously considering expanding into Reva... damn Ten Thunders and their "one finger in the faction honey pot" shtick. But nrly, I love my Thunders.
  2. @Mrbedlam Awesome! I'm making a Grand-Master Bushido Brown conversion myself. Just need to figure out how to do the glasses and afro. Warnin': Not necessarily for the sensitive of tongue. I think these models might be a good base to start out with. Does raise the issue of not being official Wyrd models tho, but then you'll likely have OG Shlongo as well if someone opposes.
  3. I'll most likely be taking part! How exactly does this work? Is it like a regular tournament, but with wonky strategies?
  4. I enjoy putting on this one when my Shadow Emissary uses his Destined condition to give focus to my team. https://www.youtube.com/watch?v=cXUMB19WkT8
  5. While I think Snipers are great for Shenlong (2 plus flip focus shots across the map are rather insane), taking two seems like it takes up too many resources - namely both peasants, one of which probably wants to give Shenlong focus in one manner or another. To be frank, Shenlong is a force multiplier, making your other models perform better by giving them mobility, bonus AP and free focus, but all this has been stated above by other members. I think the Samurai isn't half bad in a Shenlong crew, and is stiffer competition to the Sniper than one would think. For once, the Sniper technically also costs 8ss since you're using a peasant to provide focus (although that extra activation is of course great on its own). They're both sh5, and the Samurai flips 1-2 more cards per attack. Armor 2 is great, especially considering that you likely have some heals in the way of Shenlong, the LRM and others. The Samurai will likely do less damage per attack, but has the opportunity to attack again using the walking fire trigger, and honestly has outshone the Sniper in terms of Dpa in most of my games. Of course you're gaining extra range with the Sniper, but the Samurai has a deceptively high rg, and as such cannot be underestimated. I'll be honest, what the Samurai really wants in a kick in the ass to propel him forward and give him fast. One could argue this is more resource intensive than a Peasant activation, but to be honest, Shenlong can usually kick two models in a turn (especially early ones), and as such you aren't giving up too much. @Mrbedlam I think Rail Workers have their niche, especially with McCabe. I like taking them into Vendetta pools, giving them the Sabre, reactivating, using their 0 to make, Sabre attacks at ++/+. Build-a-beater, if you will. And I'll never give up my TTBs I think, they're my favourite minions. I will admit that Warders are likely better, but I think they occupy different enough roles to warrant and inclusion of either in different pools. Do you hire Yokai often? I can see them work, but feel like their expiration date and fragility make them questionable (although they are definitely good).
  6. Hagla Bangla balloo walla walla natafalem. Mag'nef thessaleim maftaraband Hagla bagoo'we nelishma lha? Fa, prote maf tfi mef, boskarapfawand. Hin'terabewend demizilia megwera malu metesh mal bof pom. Ze wege netefelem pesh kor tewalassaim mois mal yig fo' telissîm. Egwere yed?
  7. No overlap whatsoever seems a bit steep over five rounds, and the master limitation seems arbitrary at best. I'd say a realistic Iron Piglet challenge would be using every non-master (exceptions made for stuff like Huggy or Vik, but not totems, since generals exist) model a maximum of 2 times (or once if the tournament has 3 rounds) with free Master selection.
  8. @Ludvig There are abilities that have clauses like "then, if it is still in play, do x". This makes me think abilities that aren't tied to this and are part of the attack resolve regardless, before a model is removed.
  9. @LudvigI don't think that's correct - the model only gets removed after the attack is resolved in full.
  10. Maybe something like Burn Like Fire?
  11. It raises an interesting question though. If I remove the condition from a reactivated model, then give it reactivate again, can it activate three or more times?
  12. However (and I hope I'm remembering this correctly) Reactivate stays on a model until end of turn. You can therefore steal it even after that model has activated (twice). This is in part to prevent models from activating more than twice a round.
  13. 1 SS Fists of Fury Rare 3, High River Monk This High River Monk may attach this Upgrade as if it were an Enforcer. This model's Ml attacks deal +1 damage. At the end of this model's activation, it may discard this upgrade and take one damage to have target model within 3" resolve its burning condition immediately as if it were the end of the turn. The HRM fix I'd like to have seen, even 5 ss they're mediocre at best. Costing 1SS would make it swappable via Terracotta and help alleviate the weak Show of Force game TT deal with outside of McCabe. McCabe's Sabre may in fact become an issue, so I could see the upgrade being worded that only the inherent Ml attack got the bonus.
  14. I feel like the current scheme pool isn't super favorable for them. If GG19 has more marker schemes, they might become pretty dang good.
  15. Neither Tannen nor Graves are core as they don't have any synergy with Lynch n Brilliance in general. That being said, I can't play Lynch so don't take any advice from me.
  16. I don't know, you can still use the bow to great effect even if she does get paralyzed. As for fragility, if she ever kills something she gets to go back to full HP, so they really need to do it in one swing, which I'd say is difficult. We're in Gremlins, everything considered, and Ulix can summon, so we should be 2-3 activations ahead of the enemy,especially after the first run in with Gracie. You only get 8 attacks if you manage to Sooey her back, but you also get 8 if you manage to kill a model on the Rear Charge. Here her rg1 actually helps her not get tied up in multiple combats.
  17. Maybe, but between Armor 2 and HTK (and Dirty Cheater) I'd doubt they'd be able to kill her in a single activation barring something like the Viks. What I'm more worried about are conditions. Rooted would be pretty nasty to deal with, Grems don't have great condo removal.
  18. My professed love for Ulix is apparent, but I've never tried Gracie in his lists before (mostly because I already have the Sow, who is pretty good, and don't have Gracie). I'm slowly getting back to playing the Pig Herder and was wondering why no one talks about the biggest beats potential our faction has to offer. I'm talking about using Gracie in conjunction with Old Major, Penelope, and the Huntin Bow upgrade. Both Penelope and Major can push her up (to a total of 8"), with Old Major giving her Rams on all flips (thus mitigating the potential backlash from her Crow trigger). Gracie now boasts an impressive 4/6/8 damage profile. Then you shot in the rear for a charge that can easily turn into multiple charges if she manages to kill the initial target. If you get stuck, you even have the option to call her back via Sooey and shot in the rear once again. And at that point she hasn't even activated yet. Giving her reactivate via her 0 lets her attack another two times. Overall this gives you around 8 ml6 min 4 attacks, with the potential for more if she manages to kill her shot in the rear targets. That's insane. What do you think?
  19. Have you given McCabe a spin yet? I feel like he is well poised for Symbols of Authority (though I've only played him in TT, but I'd imagine the very same to be true in Guild).
  20. Oh by no means, it's just that Snipers are too good I believe. And Izamu brings a bunch of benefits, such as his min 3, melee expert, Ruthless, higher ml range, free upgrade slot for something like Smoke Grenades. Earth isn't bad, but I'd rather pay the premium there.
  21. But at that point, why aren't you using Izamu? Samurai suffer from being early releases, and as such their abilities are a little understated. I've only used Mr. Jigoku, and if you have a way to push him, and perhaps even make him fast, he becomes a very potent mobile firing platform (rg 14" is pretty damn high). If anything, Samurai could use a few quality of life upgrades. WP5 or even 6, ml rg 2", a + to attack and damage on their Run Through ability, Earth giving 1 more wd, and Heavens getting a rework (I'm thinking something along the lines of Ice Dancer pushes at the end of activation, and adding extra movement to run through). Also, Obsidian Oni work very well with them. I think Samurai have their place, but I'd like to see them get a little love. Very interesting to note is that all our ranged generics want different kinds of support. Archers want tanks and a upgrade carrier nearby. Snipers want free focus. Samurai want mobility.
  22. Can a Master or Henchman models use 2 soulstones on an attack action (one to add a + flip to the attack, and another to add a suit)?
  23. I think the list has merit in pools where enemies are supposed to come close and then be killed, say Headhunter, Dig and the likes.
  24. The Statue only drops scrap markers when damaged by enemy models, as @Stewbert has correctly stated. And the Emissary has a very good damaging ability in being able to use his cast on double focus. Likewise, I'm not arguing that your choices are off, I'm just trying to clear up any inconsistencies.
  25. Couple of notes here: 1. The Emissary drops a scrap that is very easy to Rail walk to, which decreases your hand costs. Additionally, it's a push, which alleviates an issue the Shadow Emissary can run into - its moderate speed (since you usually cast or push another model). This is big. Echoes of power is also pretty good. 2. If the enemy doesn't attack the statue (were they, for example, to tarpit it), you get no scraps. Plus, the statue wants to consume those scrap markers. 3. It isn't entirely correct that you're trading 1 ap for 1 ap. You're pushing 4", that's worth around 1 AP, and then you're giving fast, which is another AP. So really you're one in the black (AP value depending on what you push of course).
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