akaean Posted September 29, 2014 Report Share Posted September 29, 2014 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! 2 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted September 29, 2014 Report Share Posted September 29, 2014 I hadn't added the performer to this, but the rest of this performs wonderfully. I would recommend either a witchling stalker, a witchling handler or a freidkorp specialist to throw some burning around to let them really do their damage. Quote Link to comment Share on other sites More sharing options...
zFiend Posted September 29, 2014 Report Share Posted September 29, 2014 This sounds like a really good combo, thanks for sharing Quote Link to comment Share on other sites More sharing options...
HowNot2Wargame Posted September 29, 2014 Report Share Posted September 29, 2014 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! Quote Link to comment Share on other sites More sharing options...
wizuriel Posted September 29, 2014 Report Share Posted September 29, 2014 I like Sam with Lucius. One thing fun is his personal upgrade. If the enemy is in cover put them on fire, if not point Dashel and some riflemen in their general direction. Quote Link to comment Share on other sites More sharing options...
akaean Posted September 30, 2014 Author Report Share Posted September 30, 2014 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 Quote Link to comment Share on other sites More sharing options...
Dirial Posted September 30, 2014 Report Share Posted September 30, 2014 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. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted September 30, 2014 Report Share Posted September 30, 2014 The problem is that that will be one dead doppelganger without its manipulative to protect it. Quote Link to comment Share on other sites More sharing options...
HowNot2Wargame Posted September 30, 2014 Report Share Posted September 30, 2014 It will be a whole lot of dead models as well, so great to destroy a quarter in recon etc. Done this a bit with papa loco/Abuela with diestro when taking Ortega's Quote Link to comment Share on other sites More sharing options...
(Sarcasm) Posted October 1, 2014 Report Share Posted October 1, 2014 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). Quote Link to comment Share on other sites More sharing options...
lusciousmccabe Posted October 1, 2014 Report Share Posted October 1, 2014 I don't think there's any restriction on how often you use Tactical actions, except how much AP you have to spend on them. Some of them (like Ramos's spider summon) specifically say they can only be used once per turn/activation, but Flaming Bullets doesn't as far as I'm aware. Quote Link to comment Share on other sites More sharing options...
Dirial Posted October 1, 2014 Report Share Posted October 1, 2014 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? Quote Link to comment Share on other sites More sharing options...
(Sarcasm) Posted October 1, 2014 Report Share Posted October 1, 2014 I must be, sorry for the misinformation (yet again! I'm evidently very much still learning) Quote Link to comment Share on other sites More sharing options...
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