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cbtb11235813

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About cbtb11235813

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    Mechanical Arachnid Enthusiast

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  1. Recover Evidence - I think Hoffman stands out the most in this one to me. Transfer power lets them kill something, move and interact all in one turn. That's before you consider Hoff making things fast, and generally being tanky enough to make it difficult for the opponent to get any evidence. Colette seems like she might be good, because lures, presto-chango and Don't Mind Me, but I'm worried most of her models just wont be tough enough in a killy strat like this. She may have to go out of keyword a bit Symbols of Authority - I'm not a fan of Marcus, but I think this one is great for him. T
  2. Cyclops are pretty good at it . The problem with that is that Tara could bury her whole crew turn 1, putting all her markers on the back edge of the board. If you aren't a super mobile crew, that really sucks
  3. This is dangerous though, as if they do manage to kill Som'er, they auto score the rest of reckoning. Your 9 stones make that difficult but it could happen. Entertaining list either way
  4. Step 1) Bring Iggy. He is pretty fantastic at denying 3 of the 5 schemes available, leaving only two "easy" ones as long as Iggy is on the board. Deliver a Message and Hold Up both require you opponent to be in your crews bubble, something they normally do not want. Pandora is all about making your opponent pick the lesser of two evils, make them do that with their scheme selection as well
  5. Joss, SA Swarm w/ Diesel Engine, SS Miner, and a Steam Arachnid is pretty fun. Unfortunately the small spider is kind of a liability, but it being so cheap means you can bring some really beefy models for the rest of your crew. I want to try an Amina led crew, but haven't worked out exactly what it will be. Amina, 2 Gunsmiths, and maybe a Saboteur/Medical Automaton? A Union Miner would also fit into that slot, but I don't think he does much with this scheme pool other than be another source of Unionized (and potentially turning off problematic triggers). Saboteur at least has Don't Mind Me
  6. The one downside to this? The M3E mats from Mars are already out of date (though only for corrupted idols)
  7. Thanks for the writeup, always interested to see the lists of Arcanists who do well 1) You said you don't like Mei in explosives, do you mean playing against her? Or that she isn't good at it? 2) Howard into Zipp: What makes Howard worth it? Obviously turning off that defensive trigger is nice. but can't Zip just outrun Howard? SS Miners also turn off triggers. They don't hit as hard as Howard, but 2 miners is only one stone more than an OOK Howard (less if you consider them getting stones back), and they can just pop up wherever Zipp is
  8. Hoody is not a Woe, so unfortunately she cannot
  9. I've run Arcanist CR7 3 or 4 times, and I really think they do well here. Giving Envy the 3rd action really makes your opponent think twice about how close they want to get before he activates. As above, the Mech Rider is fantastic in this crew. You know whats better than a 3 action Envy? A 6 action Envy! I brought the rider originally to try to give everyone a crow for Sin Spiral, but that never worked (Rider ended up way apart from the crew to score points). As for who you bring, I always bring Pride. I would almost always bring Wrath and Greed. I usually bring Sloth. I rarely bring
  10. I think at 9 points, and not having Amina/Ironsides nearby to turn on their Grit, I'd be hesitant to bring them. I'd rather bring something like Envy, who happens to be a construct as well
  11. Since constant motion says "after resolving the current actions" which includes its triggers, it should happen in this order 1) Mei attacks, declares the trigger and adds the Constant motion to the cue to do after finishing this action (she would push now if not for the "after resolving the current action" clause), and succeeds. Resolve the main effect (damage) 2) Resolve Jackhammer kick, pushing the enemy, and adds the extra attack to the cue after this action is done 3) Resolve first post-action effect in cue, which was Constant Motion 4) Resolve the next post-action effect, which i
  12. True, but I have a feeling some of those 8 Bayou Gremlins will die quickly. Even without summoning more, there seem to be a lot of big hat models
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