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Wurz_7

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Posts posted by Wurz_7

  1. yesterday was my first match in ages, I wanted to go with Parker, but with so much time without playing, just 1 mess up and I'm done with that crew, so I went with Von Schill, I can make a mistake or two with him and it's not an auto-defeat.

    I was going against Sonnia, so I was afraid AF of her df/wp trigger, bad memories against that redhead psycho, so I set my crew for a lots of shockwaves and blasts to avoid duels.

    The Strategy was Recover evidence, and I took Claim Jump (Arik) and Leave your mark.

    - Von Schill
    - Steamtrunk
    - Arik
      *Servant of Dark Powers
    - Lazarus
      *Servant of Dark Powers
    - Librarian
    - Enginner
    - Scout
    - Effigy

    The idea was to set up the crew into cover as quicky as possible, with Arik Tanking and the engineer supporting him, so he could always be with Armor 2, Shielded 2 and concealment, plus terrain cover. 

    Same idea with Lazarus, supporting a Flank, but still capable to reach the center with the grenades.

    And Von Schill giving grenades to whoever was in range to shockwave the middle of the board.

    Then, blast and shockwave my way to the middle for claiming the schemes, and whatever strat marker I could grav.

    And lots of healing, between librarian, effigy, steamtrunk, the self repair of Lazarus, and the Engineer for the constructs. The upgrades too if lazarus and Arik managed to kill models.


    For time matters, we didn't ended the match, but what we managed to play made me feel comfortable. Sonnia  reached the center first, but the upgrades on Arik and Lazarus allowed me to put them in cover before receiveing the enemy attacks. The Scout was also placed into cover and withing range to shoot a Purifying Flame with a strat token. The cover made him survive enough attacks until he killed it.

    My grenade spam idea while didn't do too much damage, drained a lot of cards. It also keep them with distracted, and ignored the Hard to Wound of an Witchling Thrall, and the defensive triggers of that MF crew.

    I put Rocket Boots on Arik so he could charge and beat the crap out of Sonnia at some point, and VS was preparing the Rocket launchers to blast the mid, so Arik could score Claim Jump or Leave Your Mark


    As I said, while we didn't ended the match, I felt confortable given that I didn't played in more that a year, and was very good at bypassing all those annoying defensive triggers of that crew.

    what are your thoughts @Franchute ?

     

    • Like 1
  2. On 8/30/2019 at 12:18 PM, Rob Lo said:

    From the story, if I'm remembering correctly, when they get ambushed in the saloon, and at the end Parker is kinda waiting on Doc to take advantage, Doc thinks about it and then thinks better of it, Parker relaxes his hand going for his gun and rests. Parker kinda knows.

    just 1 add: when Doc is about to take the chance, with Parker waiting for it, Doc takes a breath and goes with the medical tools to heal Parker instead of the gun. "Good choice doc, good choice..:"

    This is the story:
    https://www.podbean.com/eu/pb-ds6ym-a4d9d7
    https://www.podbean.com/eu/pb-kthtn-a6175d

     

    • Like 1
  3. I'm having a hard time understanding when I have to discard this upgrade.

    It says: "After the value of this model's Shielded Condition is reduced to 0 during the Activation Phase, discard this Upgrade"

    but reading in the rules the activation phase, nothing makes me think that the value reach 0. In the "conditions" section it says that the condition is ended during the End phase. In the upgrade card it says that the shielded condition is activated on the start phase...

     

    So I don't get it (the discard part). You put the upgrade, it gains shielded +2... during an enemy activation, it gets hit twice so it reach 0, but during an enemy activation. Turn ends, so shielded is reduced (even if it didn't reach 0 during the turn), next turn start and is up to shielded +2 again...

    What am I misunderstanding?

  4. Not a popular choice, but I use Von Schill as a second master, because gun and run with rocket launchers or grenades are excelent, and bandidos with rocket boots, if they start with fast (using a scheme marker) can jump walk/charge walk and walk again or or put a scheme marker. And Von Schill with range 14 and throwing models away, or disengaging yours is solid.

    Its a real expensive in SS though

    • Agree 1
  5. Parker crew was a real joy to play, I didn't expect that you can throw me Joss in the face turn 1 and  pin down all my right group and parker himself.

    So, that part was a good test for the crew survivability, and they survived better than I expected. Mad dog giving injured played well with stick up from parker. Sadly I couldn't use the shotgun because he was engaged almost all game. Doc saved him (and later was used as an human shield for mad dog to retreat). What surprise me was that Parker survive a lot thanks to the 14 hp. He ended up surrounded by almost all enemy crew, and in that situation he scored a point and almost denied a point for hoffman. So even in the defense and without being able to use his mobility he was useful.

    Bandidos are ridiculously mobile. They can "save" an AP for next turn placing a scheme marker to gain fast next turn. So it is a good way to place them in cover with 1 walk or charge, and then walk twice next turn and scheme, or charge, or whatever, o even shoot 3 times if needed. Being able to have that choice is really nice and played well with the "bandido" theme.

    On the same note, I think Von Schill is a very good 2nd master in this crew. The bandidos being able to charge with rocket launchers or grenades, or use trigger finger with that upgrades, are good. But the better part is the 3 walk actions from before + rocket boots. 1 Bandido jumped + walked almost from the deployment zone to the center, placed a bomb and then walk almost inside of hoffman's deployment zone in just 1 activation. For breakthrough and any strategy or scheme that require placement, it just awesome. So Von Schill can give a lot of support to this crew specially with Run and Gun. 

    I never played Parker with M2E rules, but he was hard to play for what I understand. With M3E he seems much more enjoyable, easy to understand, and versatile enough to change plans midfly or adapt to the circunstances. The Melee-train that @Franchute threw at my face took me totaly by surprise an even then full on the defense he performed well.

    Now we need to test him with the new upgrade, but it's a really fun crew to play, and I loved the bandido-Von Schill team. 

    • Like 2
  6. "Bandidos" don't have gunfighter, they use the knife on Melee, so you can't rocket launcher an enemy at point blank. I played parker with VS on the list today, but they can charge using the rocket launcher or the grenade belt. And boy... the mental image of those bandidos running while sending rockets... priceless

  7. Freikorps = Attrition, 100%. They can hold their ground and withstand the enemy over time., or hold ground and spam rocket lauchers, grenades and rifles putting pressure.

    Viks can put a lot of pressure, but can't withstand a sustained attack if the enemy crew survive the first iteration. They are a sort of assassin crew IMO.

    • Agree 1
  8. He is talking about the mechanic, not if is good or efficient or whatever. The loop exist, it can be done, so it must be fixed.

    • Thanks 1
    • Agree 1
  9. if their only reliable job is shoot, I think 4SS is good in-theme with the viks. At 5SS outside the theme they may not be worth it.

    Any battle reports showing that they are broken?

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