D-A-C Posted May 29, 2014 Report Share Posted May 29, 2014 Hi guys. I have been shuffling through the boards old posts because I haven't been here in a while. I am noticing, that in the 2E there is an awful lot of positive responses towards Nurses, not just for McMourning, but also for Masters such as Seamus. I was just curious if any of you could share some of your tips, strategies, because atm I am not seeing Shennanigens with them just by looking at their stat cards. The only way I can see using them to Heal, would be to take Chiaki to remove the Paralyzed Condition, but that is costing you an extra 6ss. What am I missing here guys, what are the Nurses doing for you? Quote Link to comment Share on other sites More sharing options...
Ratty Posted May 29, 2014 Report Share Posted May 29, 2014 You need to look for situations where the positive is not really a positive or the negative is not really a negative EG... on all duels & +2 Armor is amazing on the enemy when you are attacking with models that either are not doing direct damage or like McMourning who ignore armor. Fully healing an enemy model to give them paralyze when they haven't lost any health. Giving a model which you have obeyed/fresh meat into position +2 damage on melee, as they are only going to want to attack not move. Giving a model that you are not planning to attack with +2 Wk so it can get to an objective it wants to interact with. 1 Quote Link to comment Share on other sites More sharing options...
Drool_bucket Posted May 29, 2014 Report Share Posted May 29, 2014 How about the turn you catch a high Tome in hand and have a Flesh Construct near a strong enemy opponent. Heal it and paralysis it making it eligible for Devour.... Quote Link to comment Share on other sites More sharing options...
Ratty Posted May 29, 2014 Report Share Posted May 29, 2014 you don't even need a high Tome, a low tome discarded before the duel will do. Quote Link to comment Share on other sites More sharing options...
Clement Posted May 29, 2014 Report Share Posted May 29, 2014 Give a big enemy a bonus to walk so it can't take melee attacks this turn. Lady J *hates* this. 1 Quote Link to comment Share on other sites More sharing options...
zFiend Posted May 29, 2014 Report Share Posted May 29, 2014 Give a big enemy a bonus to walk so it can't take melee attacks this turn. Lady J *hates* this. Gave me an evil chuckle Quote Link to comment Share on other sites More sharing options...
deValmont Posted May 30, 2014 Report Share Posted May 30, 2014 They throw out +4 poison, sit one next to McMourning or the Chihuahua and you could potentially do 8dmg per turn. Got a big monster you want out of the running? Drop a crow to Paralyze him, or drop a Ram so he can't walk towards you (If he's not in melee range) or drop a Mask and he can only walk. All of these stop their big hitter from doing any big hitting for a turn. And because you're a Resser and don't have much use for Rams or Masks, you've often have a nice card in your hand to set one of these off. I think that the temptation (due to our perceived view of them) it's tempting to consider them supporting and healing models, but their real benefit for me is in their non-damaging offensive capabilities. Saying that, you can walk one up behind a Flesh Construct or some Guild Autopsies and have her keep whacking poison on them to keep their wounds topped up too. Just keep her safe from direct attacks and you'd be amazed how little effort an enemy will make to kill them, due to the aforementioned view of them being harmless. I just wish I'd played M1E and got to use their Harmless ability. Just being able to walk them around the board with no fear of reprisal, it would be awesome. Quote Link to comment Share on other sites More sharing options...
Falconrider Posted June 5, 2014 Report Share Posted June 5, 2014 Give a big enemy a bonus to walk so it can't take melee attacks this turn. Lady J *hates* this. So does Mei Feng "grumble" Quote Link to comment Share on other sites More sharing options...
valhallan42nd Posted June 5, 2014 Report Share Posted June 5, 2014 And if you're using Zorida as a gremlin master... Moon Shinobi love negative flips... Quote Link to comment Share on other sites More sharing options...
Kalkris Posted June 11, 2014 Report Share Posted June 11, 2014 I recall a game against Von Schill where I gave him negative twists to duels and then paralyzed him... Twice, maybe? I forget which of those effects I did to him twice in a row, but it happened Nurses are fantastic. ~Lil Kalki Quote Link to comment Share on other sites More sharing options...
Malal Posted June 11, 2014 Report Share Posted June 11, 2014 Zoraida can obey one with her last AP to heal her so the paralysis doesn't effect her Quote Link to comment Share on other sites More sharing options...
zFiend Posted June 12, 2014 Report Share Posted June 12, 2014 Zoraida can obey one with her last AP to heal her so the paralysis doesn't effect her Hm? It would continue to the next turn, unless you mean at the last turn? Quote Link to comment Share on other sites More sharing options...
Mason Posted June 12, 2014 Report Share Posted June 12, 2014 Hm? It would continue to the next turn, unless you mean at the last turn? If you become paralyzed during your current activation (usually from failing a horror check), all it does is end your activation. Thus, if Zoraida obeys a nurse to heal her, it heals her and ends her current activation...which is usually not a big deal if it was her last AP. Quote Link to comment Share on other sites More sharing options...
Parker Barrows Posted June 12, 2014 Report Share Posted June 12, 2014 Also remember, there's some schemes where you don't want a model to die but do want stop it from doing anything (ie Take Prisoner, Frame for Murder (if the opponent stuck it on an annoying model), sometimes Distract, etc.) Just never use them against Jack Daw. I learned the hard way. Jack Daw repeatedly used McMourning's Nurse to lock him down since his Avatar only protects conditions given by the enemy models. I had to murder my own Nurse just so I could move McMourning. 1 Quote Link to comment Share on other sites More sharing options...
zFiend Posted June 12, 2014 Report Share Posted June 12, 2014 If you become paralyzed during your current activation (usually from failing a horror check), all it does is end your activation. Thus, if Zoraida obeys a nurse to heal her, it heals her and ends her current activation...which is usually not a big deal if it was her last AP. Oh right. Morning brain. Quote Link to comment Share on other sites More sharing options...
MasterDisaster Posted June 12, 2014 Report Share Posted June 12, 2014 How about the turn you catch a high Tome in hand and have a Flesh Construct near a strong enemy opponent. Heal it and paralysis it making it eligible for Devour.... I've had this happen to my Nicodem Quote Link to comment Share on other sites More sharing options...
zFiend Posted June 12, 2014 Report Share Posted June 12, 2014 I've had this happen to my Nicodem I am sure you had it coming. Quote Link to comment Share on other sites More sharing options...
entropolous Posted June 12, 2014 Report Share Posted June 12, 2014 Just never use them against Jack Daw. I learned the hard way. Jack Daw repeatedly used McMourning's Nurse to lock him down since his Avatar only protects conditions given by the enemy models. I had to murder my own Nurse just so I could move McMourning. Jack shouldn't have been able to do much with the nurse's meds. Twist and Turn and Feel Their Torment both specify that the action taken cannot declare triggers, and all of the med's effects are triggers. Unless I am missing some other "obey-like" action Jack Daw has... Quote Link to comment Share on other sites More sharing options...
PeregrineFalcon Posted June 12, 2014 Report Share Posted June 12, 2014 An 8Wk Dead Rider with Power Ritual and Flank Deployment on turn 1 is pretty amazing. Also, as you mention adding Chiaki can be expensive, but Chiaki is pretty much in everyone of my Resser lists so its always available to me. Her removal only needs a 7 (Ca: 5 , TN: 12). Quote Link to comment Share on other sites More sharing options...
Parker Barrows Posted June 12, 2014 Report Share Posted June 12, 2014 Jack shouldn't have been able to do much with the nurse's meds. Twist and Turn and Feel Their Torment both specify that the action taken cannot declare triggers, and all of the med's effects are triggers. Unless I am missing some other "obey-like" action Jack Daw has... Apparently, we both didn't read the Upgrade close enough. Thanks for the info. Quote Link to comment Share on other sites More sharing options...
PeregrineFalcon Posted June 12, 2014 Report Share Posted June 12, 2014 Apparently, we both didn't read the Upgrade close enough. Thanks for the info. Jack shouldn't have been able to do much with the nurse's meds. Twist and Turn and Feel Their Torment both specify that the action taken cannot declare triggers, and all of the med's effects are triggers. Unless I am missing some other "obey-like" action Jack Daw has... The confusion comes from take your meds requiring the action to declare a Trigger. Daw can in fact use the triggers, since "may not" is less specific than "must". FAQ clarifies this. He cannot take the triggers, action is a waste. Quote Link to comment Share on other sites More sharing options...
Icemyn Posted June 12, 2014 Report Share Posted June 12, 2014 The confusion comes from take your meds requiring the action to declare a Trigger. Daw can in fact use the triggers, since "may not" is less specific than "must". If I'm not wrong the Nurses ability says that it must declare a trigger if possible. If Daw says she may not use a trigger then it is not possible. Generally speaking most game systems use the rule can't overrides can. I am curious what makes must more specific than may not in your eyes. Most Often the nurse must declare a trigger, rarely she is "obeyed" by Jack. The second situation seems more specific imo. Quote Link to comment Share on other sites More sharing options...
entropolous Posted June 12, 2014 Report Share Posted June 12, 2014 This is addressed in the faq. If the nurse is not allowed to declare triggers, i Take your Med does nothing. 1 Quote Link to comment Share on other sites More sharing options...
PeregrineFalcon Posted June 12, 2014 Report Share Posted June 12, 2014 If I'm not wrong the Nurses ability says that it must declare a trigger if possible. If Daw says she may not use a trigger then it is not possible. Generally speaking most game systems use the rule can't overrides can. I am curious what makes must more specific than may not in your eyes. Most Often the nurse must declare a trigger, rarely she is "obeyed" by Jack. The second situation seems more specific imo. This is exactly what I looked for, but it does not say so on the Nurse's card which is why I stand by my statement. It just says "This Action must declare a trigger", must is pretty specific. As far as specificity... you are taking a 1 action (with Jack Daw) that is less specific (lets you choose something out of laundry list of actions) to do a specific action (take your meds in this case). Also, as far as English is concerned "may not" is not final, where as "must" is. Now you can take this wikipedia reference for modals for what you want, but the last two paragraphs of may not are explained (also look at must). http://en.wikipedia.org/wiki/English_modal_verbs#May_and_might FAQ clarifies this. Quote Link to comment Share on other sites More sharing options...
PeregrineFalcon Posted June 12, 2014 Report Share Posted June 12, 2014 Well I stand corrected. Thank you. Glad its in the FAQ/Errata (never noticed that one). I don't agree with it, but its not my game Quote Link to comment Share on other sites More sharing options...
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