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Sam Hopkins in a Lucius Crew


akaean

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So Sam Hopkins does one thing very well.  Buckets of damage to single targets, especially if that target happens to be on fire.   Obviously Hopkins is closely associated with Sonnia, where he can take shots of opportunity, and use Witch Hunt to set things on fire for her to reduce to ashes.   Lucius allows Sam to really shine however, maximizing his already impressive single target damage.  Here is the basic combo as I would run it.

 

(1) Lucius- Surprisingly Loyal

(11) Samael Hopkins- Witch Hunt

(7) Doppleganger

(6) Performer 

 

This combo will run you about 25ss, which is substantial but that number is slightly misleading, the actual investment is really closer to 11 because the Doppleganger and Performer are excellent additions to any Lucius crew.   Lucius' crew can save Sam a lot of AP points, allowing him to focus on what he does best, killing things with shooting and close combat using his absolutely massive damage profiles.

 

The most important part of this combo is how well the Doppleganger and Sam work together- with the Doppleganger essentially acting as a second Hopkins.  Depending on positioning, you can use one to set things on fire with (1)Burn the Out, and the other to take pistol shots at the burning targets.  The Doppleganger herself is a bit more flexible than Sam, with a higher walk, and the ability to perfect blend to take an additional action.  The Dopple's inability to declare triggers isn't a big drawback with Sam's attacks, which have the damage boost built in against burning targets.

 

The other key piece are the movement tricks that Lucius can offer to get Hopkins (and the Doppleganger) into position for maximum carnage.  This comes mainly in the form of extra AP for the Performer, who can use her push to draw enemies into position, or pull Hopkins / Dopple into position to strike.  The performer also offers Seduction, which can seriously cripple enemies' defenses, and Lucius has some great methods of getting a scheme marker where you want it- if your opponent doesn't have one of their own nearby for you to target.  Lucius can also position Hopkins through "What Lakeys are for" Potentially placing him into close combat range, with a scheme marker nearby for the performer to target.  Brutal.

 

Just a bit of food for thought, I think this combo has a lot of potential to be incredibly destructive, which a lot of people may not be expecting from a Lucius crew.  Happy Hunting!

 

 

 

 

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I've been thinking through Sam for a while, as he has personally never fitted in with Sonnia. Both deal loads of damage, so felt they replicate each others roles. Never thought of him as the solution to Lucius' damage dealer problem... Was thinking of taking Sidir for protection instead. And who doesn't like giving enemies flaming bullets and then getting minions shot I to them with Lucius?

Saying that, I would be quite tempted taking a couple of stalkers instead. More lack of dopple ganger and performer, but stalkers are not exactly bad minions to start with.

Defo food for thought. Thanks for the post!

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Bringing up Flaming Bullets is an Excellent point, as it synchs right into the Doppleganger's which one is real. You can run the Dopple into a group, drop flaming bullets once or twice, then rapid fire into the engagement. With no fear of hitting the Doppleganger

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Bringing up Flaming Bullets is an Excellent point, as it synchs right into the Doppleganger's which one is real. You can run the Dopple into a group, drop flaming bullets once or twice, then rapid fire into the engagement. With no fear of hitting the Doppleganger

 

That sounds nice. But where did you get the second (0)?

 

EDIT: Nevermind. Just read the card again.

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Regarding the Doppelganger using flaming bullets in the engagement - I thought since it was a tactical action that it can only be cast once per model per turn (or was it activation).

 

There's no such rule. Are you thinking of (0) actions?

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