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Wurz_7

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Everything posted by Wurz_7

  1. I agree with violence and shoots to the air with @Ludvig on this one. His very own pose invite him to lead the team up front. He won't hide behind his troopers... he will be on the first line side to side with his grunts and being the first to engage the enemy, and the last one retreating. He is an action hero, not a politician.
  2. Strongarm is one of my best enforcers. Sh7 with the (0) action? +1 ml dmg that hannah can copy? For me he is gold teamed with Von Schill hunting down key enemy models while the rest scores VP
  3. I prefer to paint the outside of the base with a colour for the faction, but the inside is thematic with the crew. In the Von Schill crew, the outside is Ochre-ish (for the outcast), and the inside is "Urban debris" (from the citadel paint app) for the freikorps with urban uniform, and a desertic one with pigments for the ones with field uniform. (2 sets of uniforms for my Freikorp crew)
  4. I use Von Schill, and I can give you a few pointers: Never EVER go with him without the Nythera Aftermath upgrade. That upgrade buff VS a lot. You can grab enemies at Ml 2 and throw them away with a free shoot, that's excelent for disrupt enemy placing. You can use the very same action against one of your models. For example you can give oathkeeper to a model, attack it (for 1 damage) and throw it where you need it. Then activate that model, discard the oathkeeper and you have the distance of the throw, and the 3 walks; more than enought to move anyone (even Hannah) wherever you need it. Again, with the upgrade, you can charge a model and keep in range of 2 (or 3) of them and as you can attack whoever is in range with the charge, can throw 2 or 3 of them (4 with finish the cur) out of place, disrupting auras or in the example of controling zones, throw them out of your square and/or to the middle. (or out of the middle, that's gold with extraction and show of force). Did I said that he can shoot A LOT? Sh 12. Every time someone is placed or pushed within range of the upgrade, he can shoot with a flip+ for free. Usually, My crew goes with the main force to hold a place (with Anna and Hannah disrupting enemy placement) and go with VS and Strongarm to annoy enemies for the flank, keep them engaged, etc. If you want good shooters, Strongarm suit can do wonders. With the (0) action he can shoot with Sh7 at 10 range. Also he can do almost whatever you need, is like a mini-Von Schill. I hope it helps. Post some of your results with your shooters.
  5. wow, nice article, now I really want this guy
  6. What about the Forgotten Marshal? I was looking for living ressers that can fit with the crew's "theme" and this guy grabbed my attention. Any sort of experiencie with him?
  7. End of turn 1. The greenish-blue piece of wall in front of the Peacekeeper was the center: End of turn 4 from Hoffman's side. Most of his models were smashed between Strongarm and Von Schill. Hoffman is unable to cross between the engage range from Hannah, the Nythera aftermath throwing attack from Von Schill, he can't push thanks to Anna's Aura.
  8. Another trial run today with the crew, this one: 50 SS Outcasts CrewVon Schill + 2 Pool - Nythera Aftermath (1) - Oath of the Freikorps (1) - The Shirt Comes Off (1)Hannah (10) - I Pay Better (1)Anna Lovelace (10)Strongarm Suit (10)Hans (7) - Oath Keeper (1)Freikorps Librarian (7) It was a corner deployment match, with Public Executions, Eliminate the Leadership, hold up their forces, undercover entourage, show of force and search the ruins. My friend fielded a Hoffman crew. I took Hold up their forces and Show of force. He took Undercover entourage and search the ruins. This is what happened and Anna was key on the match: First it was a race to the center, very soon Hannah was in base contact with a Peacekeeper because an harpoon attack from the Peacekeeper. That placed Hannah in a good place to lockdown the zone with her engaging range. Then I moved Anna a bit behind Hannah, so Hoffman wasn't able to push himself for Anna's aura. With that bottleneck I was able to flank the enemy crew with Von Schill on one side and Strongarm on the other, with Hans putting shoots from behind and the librarian keeping Hannah alive. Then VS and Strongarm start beating them from the sides charging at will, and the rest was scoring VP for show of force (Von Schill giving Oathkeeper is nice for that). I said that Anna was key for 2 reasons: She denied the pushing ability of Hoffman, so he wasn't able to cross the middle. And second, the times he crossed (or his models endanger my Show of force scheme) Anna used vortex and sent them all the way back, breaking their bubble with the second part of that action. (and Von Schill was happy shooting most of them with the Nythera aftermath pasive ability) So, from now on, Anna is permanent on my list. The combo between Hannah and Anna is just awesome
  9. I was talking about that, but all the info will be very usefull How the "lamptards" mechanic works?
  10. Now my regular VS is this one 50 SS Outcasts Crew Von Schill + 2 Pool - Nythera Aftermath (1) - Oath of the Freikorps (1) - The Shirt Comes Off (1) Hannah (10) - I Pay Better (1) Anna Lovelace (10) Strongarm Suit (10) Hans (7) - Oath Keeper (1) Freikorps Librarian (7) And it proved to be very good in zone control
  11. Well, I finally bought the Reva box. Being my second master, what upgrades do you recomend as a MUST HAVE? I'm reading the ones that come in the box, but not sure about newer ones.
  12. I usually bring her without AT but with I pay better. Even without considering the 2SS cost, her default (0) action is always nice if you have her teamed with Strongarm, Librarian and even Anna. So for me the cost is the 2SS and potencialy not use Make a new entry.
  13. Funny because it will be a kind of rematch of the first round
  14. and I will definitely buy him in the future
  15. Hi there I have a CHANCE and just that, of getting the Reva box from my local store. I play Von Schill for the outcast and just that, so I have a nice roster of mercs (the basic box plus strongarm, hans, hannah, and Anna. Since I already have Anna Lovelace, I would really thanks an advice about Reva as a new master for ressers, and if someone have an idea or experience using Anna and other mercs with this crew.
  16. I use Von Schill, and I agree with the armored beat stick. The Nythera Aftermath upgrade is a MUST. Just throw people away with a free +1 shoot. He is area control, but sometimes you can send him (teamed with strongarm for example) hunting down enemy models as they can charge whatever, whenever, whoever and wherever within range, and charge out if needed (against one of your own models, just hit him with clockwork arm and it will be just 1 damage and a potencial good placement
  17. they are "not bad", the issue is that they are "not good" either
  18. I agree that the korpmen is lacking "something" but I don't know if nerfing them and making them cheaper is a good choice. Maybe a movement trick o something like that would make them worth the price
  19. Well, I field tested her today, and I'm quite happy. It was an extraction game, so the vortex (0) action was usefull. The min 3 damage CA attack was nice. The fact that Hannah can copy those actions gave me a lot more options within the crew. For example the (0) vortex was like an 3rd attack when Von Schill was nearby (for the Nythera Aftermath's trigger) so it was 3 ranged attacks with min 3dmg, with the chance of damaging even more for the vortex pushing trigger. I was expecting her to help with area control, but she increased the damage output a considerable amount. I will have more detailed info after the second field test
  20. Specialist is weak as f*ck. I was able to use it in just 1 out of 4 games without him dying very early and blowing over my own models, and just because I left him in the back. That one match he damaged the hell out of the enemy crew, but df 4 is just too low when always the enemy is going first against him. Expensive, weak, situational, crappy Mi attack; just bring him if you need blast, burns and slow/paralysis removal.
  21. I'm biased because I love the miniature, but what about Strongarm as a beater? Apart for the high Wd and Armor 2, he can charge whatever he wants, can shoot like a pro and the Ml attacks can be a wrecking ball. The (0) action can buff whatever you need that turn (and boy, +2 sh one turn as you close in, and then +1Ml damage the next can be gold). I will put a Parker crew together in some future and this is one of my first candidates on the crew's roster. But it's just an idea for now. Someone with more experience can give an opinion about it?
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