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  1. Off the top of my head? Archie, Manos, Midnight Stalker, Ninja Samurai, Gracie, Dead Rider, Pale Rider, Hooded Rider, Minako Rei, Hinamatsu. I'm assuming you've stapled Diesel Engine to the Swarm, because without On The Move the Swarm is pretty darn easy to lock down with anything tanky and on cost, and thus can't scheme well unless you leave it unopposed.
  2. In terms of the game as a whole the Swarm is about on curve with the good models in other factions, they just get taken all the time because Arcanists don't have good comparible models for the slot except in a few keywords. They're doing what a Versatile model should do design wise, it's not their fault the keywords don't have the strength to offer viable internal alternatives.
  3. Hinamatsu compares pretty favorably I think. I'd concede the point if Hina was an Enforcer, but Henchman status tips the scale. At the end of the day the Swarm is df5/wp4 arm1, with Concealment if you pay 2 for the upgrade, and it doesn't have any ranged attacks. It can get the 5-dam severes easily, but there are only so many severes in the deck, and relying on the consistent 5 is the only thing that makes it's damage good at it's price point.
  4. I find it's not nearly as bad in Foundry because you can mitigate with Focus, either from Kang spewing it to the whole crew or because Ride the Rails allows you to spend less time walking. Rage Machine from Mechchop helps too. Mei isn't personally resource intensive because of Press the Advantage, plus stuff like Vent Steam doesn't even require a TN. The Scrap generation/use also give the crew natural synergies with a bunch of the Arcanist versatiles.
  5. Aside from maybe two or three models across the entire game, I'm more interested in the bottom end of things. Molemen and Order Initiates seem plain trashy. Played a lot of Marcus, used them each exactly once, both times wished I had brought something else and have never missed them since. The December crew seems to be missing something. A half dozen Surge triggers sprinkled cross the crew? The Wendigo not being df4 bullet bait? December's Command being allowed to affect more than three models in the December crew? Blessed of December mechanically interfacing with the rest of the crew in any way whatsoever? Who knows, but it's missing something.
  6. I can't speak to Kirai, but I can speak to playing against Dreamer: As others have said you need to break part of his list early. This can be Dreamer, Chompy, Widow Weaver, or the Daydreams, depending. Dreamer himself can be challenging to take out, between Serene Countenance and Protected some lists just don't have the tools to efficiently attack him in the early game. To compound this, if Serena Bowman is in the mix any run that doesn't one-shot him may just be immediately healed up, leaving you with a bunch of actions wasted. I find Chompy to be the more appealing target, he'll usually have Butterfly Jump, but aside from that he's just a df5 8hp Henchman. Just don't let yourself be bamboozled by his Butterfly Jump and 2" reach.
  7. Not a great comparison, Saber needs a 7 for his leap vs Archie's 5, doesn't have any built in trigger suits, isn't ruthless (but still wp4!), and it's only healing is on a trigger (not built in and mutually exclusive with Onslaught). Front of card it has Unimpeded, +1Df, and Deadly Pursuit vs Hard to Wound and a higher Terrifying. You could maybe make the argument that a Sabertooth reaches Archie's level if we assume it has relevant Mutation upgrades, but at that point it's had Master actions pumped into it so it had darn well better be.
  8. Miner can get places fast, but if it has to drop markers it can get down a grand total of 3 during the whole game if you bury t1, and it isn't very killy. Its VERY good at positional schemes, and VERY good if you just need one marker in an uncontested far flung spot. If those conditions aren't met then it's just a cost efficient tanky body to carry Magical Training. As for the Swarm, I think it's more of an issue that most Arcanist keywords don't actually want more than maybe 30ss of keyword models, and Arcanists don't really have a lot of good versatile/OOK-worthy models competing with it. It's very good, but it's also a 8/10 SS melee beater with a 2/3/5 damage track, wp4 (hello Terrifying!), and it doesn't ignore any defensive tech. It's df5/wp4, Arm1, Evasive, 9hp. It's to damage and built in Onslaught are real good, it's mobility is also real good, but it's got plenty of weak spots.
  9. I generally don't like them. There are better Versatile things in the price range, and putting mutations on them seems like a waste over other more impactful chimera.
  10. Summon a Poison Gamin within 2" of one or more enemies, use Sandeep's bonus action to cause it to explode for 2 damage + 1 damage and 1 poison due to it's Demise. Effectively 4 damage in an AOE uncontested, 5 if you also get it within 6" of Banasuva and use Sandeep's elemental obey to have it concentrate.
  11. It seems to me that if they wanted it to be a single timing point at which effects are checked, they would have included such a point in the detailed timing chart. Treating it that way seems like you're inventing rules out of whole cloth.
  12. Off the top of my head Jack Daw, Montressor, Guily, Crooked Man, Drowned, Hanged, and Mysterious Emissary all have applicable Mv attacks.
  13. You're correct, they are not destructible.
  14. I find that if I need a Protected target the Jackalope works just fine, I'd much rather use the SS on a model that will run off and do work. Plus he can recoup a card when he ditches an upgrade to not die. Though honestly I don't find Marcus getting attacked all that often, unless Assassinate is in the pool. There isn't that much return on killing him unless you can take him out super early, which even without Protected would be hard because of his 6/6 defenses and ability to operate in the backfield.
  15. Now the true question: Will Archie be back in stock in time for the sale, or will we have more lonely pirate hats waiting for owners again?
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