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  1. I must admit, I haven't tried artillery strike at all - I'll give it a shot next time I can get a game in. I haven't tried the new operations either because of this blasted lockdown, but soon I hope. It's a good point about the Grenadiers. I also heartily recommend, if you have her, Samantha Thrace for King's Empire, as a cheap alternative to Aby allies. If you invest a couple of cards in to getting her in to glory on turn 1, she will more than make back that investment, because she goes up to Ta2 and gains "They knew the risks" - which means every time a friendly fireteam dies near her you draw a card. Have her babysit Grenadiers - because lord knows they can use the reinforcement tokens she generates, and when they get charged by something (people can't resist charging Grenadiers) she can wade in and start dicing things up with her axe - and if your opponent does commit enough to wipe them, you'll have drawn at least six cards out of it.
  2. Those look great @Rathnard. I particularly like the cult models - excellent work on those. I just finished my Dragoons. I love this unit but have trouble keeping it alive...
  3. This supposedly dead game is doing just fine in our locality. We've got 4 players with a 5th possibly joining and we've got a lot of games in. I've really enjoyed working with the models as well. They look great and are a blast to paint. The game is truly excellent and deserves to do well. It is disappointing that we're having to wait so long for the two player starter, but with a game this mechanically sound all it takes is good word of mouth and some support and it really has the potential to take off. Let's work to make the online presence the game has more positive. If people google this game and just see relentless negativity about it, then it's only going to have a deleterious effect on the game's future. I still believe.
  4. Yeah, he’s English. I’ve found that he’s a good deterrent to Commanders walking around in his LoS. If anything people tend to overestimate his ability to kill single targets and are too cautious. If him and Marge Belle get to concentrate on the same target though, it’ll go down fast. The finest moment I’ve had from Charles is putting a bullet through the brains of a Siren that had been terrorising my company with her tide pools. He’s also great at taking out pesky Morphlings and Engineers, extra credit if you can get hail of bullets off to stop them being reinforced back in. I do find him difficult to get in to glory sometimes though, which hampers his mobility. Just got to remember that his accurate is a trigger and therefore optional, so don’t declare it if you’re going for a out and out damage to a fireteam. With piercing he can sometimes surprise you and wipe a base. I think the key to playing him well is ensuring you can make the most out of Volley Fire on my Mark and Stoic Demeanor.
  5. Thanks 😀 he was good fun to paint, and the model makes a fantastic centre piece for the force. Here's a few more pics. I'll try and get some pictures of the troops in some better light. Also attached is the Steel Legion I like to hire in sometimes, courtesy of Kassa. I wanted to give them a scheme that was in keeping with the rest of the company.
  6. Sorry I'm late old chap. Here's some of mine. I'm a slave for box art to be honest, but really what's on the box captures the transition the British army was undergoing during he period from glorious redcoats to Khaki very nicely, with a bit of Wyrd spice sprinkled in. Edit: I'd post more if I was allowed! Silly forum limits...
  7. On page 51 of the big rulebook you'll find a text box called "Additional actions", which states that additional actions cannot themselves generate additional actions. I'd suggest printing that page out and serving it to your opponent with a plate of the strongest cheese you can find.
  8. Yeah I'm thinking that's probably going to be the consensus. I've heard the opposite opinion but there are a number of Aby assets that mention both cover and LOS. So either the Arty team not mentioning cover is an oversight or a design choice. Still not sure it's going to be viable with an effective Av of 1 on that big 'ole gun.
  9. The latest FAQ means that the King's Empire Artillery Team actions do not require LOS. Huzzah! However, the updated card does not say "this action ignores cover" like, for example, the Abyssinian Flare Gun prototype asset. My question, therefore, is - do we still draw sight lines to the target to determine whether it has cover OR does the fact that it does not require LOS mean that we do not need to draw sight lines and therefore cover is ignored?
  10. From our understanding, this may not place them "anywhere" unless there is only one fireteam in the unit. We thought that's why there's a crow trigger on the action - so that you can kill off fireteams until you only have one left and then Fade with that one to any other part of the table. If there is more than one, when you fade you can go "anywhere" but only insofar as you must remain in formation. That's how we've been playing it anyway - it seems to me that it would be incredibly powerful otherwise.
  11. I agree with a lot of what you're saying, but I have to pick up on this. I see a lot of people saying the Morphling is weak but when you stick it on a unit of Skulkers, you have a unit that can teleport anywhere on the board and take an objective. Sit in the back until the end of the turn - activate, eat one fireteam to go to glory, fade and kill another fireteam and get a reinforcement token, then fade again using the morphling action anywhere on the table. Then use the Skulkers action to interact. Unless you've got the board presence to crowd it out you're going to lose control of that objective/have it pillaged.
  12. Oh man, 2C is where it's at. The game is still really good at 1C, and quite a bit quicker, but 2C is when it really starts to sing and all the cool toys come out to play. But yeah, I always field Margaret, unless I'm doing an Alliegance Box fight. Her mobility and general utility is just too good to pass up. I haven't tried gunning for Horo with her yet though. She'll miss out on some benefits because he's not a champion, plus his Cloud of Steam is an ability rather than an action (I think) so she couldn't redirect that with Rapier Wit. Still, it might be worth a shot - it'd be useful to flip him out of glory and bring that ridiculous armour down a peg.
  13. Thanks for the reply. We tend to play 2C almost exclusively. My opponent has paired up with the Frenzy and then the Siren. Funilly enough I found the Frenzy easier to deal with on the whole, although having them, Horo and an Alpha attacking together tore the heart out of my centre. Killing the single Skulker is easier said than done, because it can be kept out of line of sight and even if I can draw a bead on it, it'll be in cover. Not to mention it'll be in base with terrain, therefore double flipping. There will be at least one, if not two Karkinoi units crapping out eggs for the activation advantage, so the Skulker will wait until the last moment and then appear wherever it likes at the end of the turn and create/pillage/flip an objective. It's frustrating, but I've got to learn to play around it I guess. I have one unit of Borderers, but I tend to save them for the "Behind Enemy Lines" strat since it's such a good fit for them, but maybe I need to look at investing in another unit of them for early game stalling. And yeah, I knew about the +2AV - it's a great unit. I've also seriously considered the Mechanised Infantry as well. It's a good suggestion, because they offer such a solid, credible melee threat which will make plowing in to my lines much less attractive. However, I was trying to avoid teching in to Aby too much. Apart from anything else it means no Thrace, who always tends to perform well when I field her. I hadn't considered a second King's Hand though. I feared taking even one against Horo because of the asset stripping via his super heated claws but maybe two is the answer because of the redundancy it offers. In any case, it looks like my wallet might be the real victim here! Lots to think about...
  14. Alright chaps. After an early crop of victories I'm really starting to struggle vs. the Gibbering Hordes. The Striped Skulkers with Morphling being able to take any objective on the board feels ridiculous to try and deal with, but I'll save that for another topic. What's pushing them over the edge is Horomatangi and his "Bellow of Command" spamming out reinforcement tokens. To say nothing of the horrendous damage that thing can put out. When he goes in with an an Alpha Crawler my line just crumbles. Have any of you faced him yet and, if so, how so you deal with him? I've only played two games against him but in both I just tried to ignore him since taking him down didn't seem realistic. For reference my opponent takes Burning Man envoy so he can have the COTBM Horomatangi asset on him, in addition to his hordes one, and then Uncanny Instincts for the cheating and card advantage.
  15. Capture the Flag & Keep Calm & Carry on are probably my two most used. Capture the flag in particular is a potentially game breaking strat when used at the right time. Keep Calm & Carry on used on a unit of Rifle Corps has also been excellent - especially when your opponent believes a unit or objective to be safe. The Corps are so reliable they can often get themselves back in to glory on the second activation on top of whatever else they achieve. Earth strats, I like Behind Enemy lines for the same reason Razhem has stated - surprise steamfist weilding Welsh. I also think Unwaivering Resolve is great for mind games. Just knowing you have a card in hand that trumps even the Red Joker can cause some odd behavoir in your opponent. Assets, I don't have too much to add, although I will tend to use Military Assistant on Belle rather than Charles because she gets inbuilt Tomes on her dagger in glory and therefore benefits from the Two Heads are Better Than One trigger more reliably.
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