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Expanding Relic Hunters box?


Astrella

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I play McCabe quite a lot and here's what I use and have had great success with (or I know works very well with him) depending on the faction in question although McCabe is a force multiplier. He takes good stuff and supports it so well they become great! Experimentation is key with McCabe because he does so much for so many things. 

 

Guild 

- Austringers

- Riflemen

- Dashell

- Guild Hounds

- Guild Warden

- Guild Guard

- Executioners

- Death Marshalls

- Pathfinders

- Witchling Stalkers

 

Ten Thunders

 

- Toshiro

- Punk Zombies (Due to Toshiro)

- The Illuminated

- Torakage

- Thunder Archers

- Oiran

- Katanaka Snipers

- Dawn Serpent

- Komainu

- Tengu

- Kamaitatchi (Replaces Luna)

 

 

Bearing all of this in mind don't forget that due to his Infiltration Black Sheep / Guardsman he can take 4 Black Sheep models into the Guild (Although they are all Dual Faction at the moment anyway) and more importantly he can take up to 4 Guardsman models into a Ten Thunders crew which can be golden!

 

Hope this helps. 

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Illumanted are fantastic wherever you put them. They already have Regen 1 and Armor 1, so you can bump these up to 3 and 2 respectively with Lucas Upgrades. They are only available in Jacob Lynch "Dark Debts" box at this point though.

 

Toshiro is an amazing henchman that also makes minions with 6" better ( [+] to attack actions). He can also summon Ashigaru (only avaialbel in Yan Lo's "Masters of the Path" box) and Komainu (not available yet).

 

In the absence of Guild Hounds, Kamaitachi (also not released yet) is simply great for Lucas, giving you a heal and a push when you discard upgrades, and card draw when you attach upgrades.

 

Izamu the Armor is another great model for Lucas. He is very tough and hits very hard. The Kamaitachi can push him to make up for his slow speed and Strangemetal Shirt can bump him to armor 3.

 

I have had luch running Ama No Zako in a Lucas crew. She flies and has great punch and support powers. Her main weakness is that she does not really have any defenses. Lucas helps to alleviate this somewhat.

 

On the Guild side, MasterDisaster pretty much named all the best choices above. Austringers and Hounds are probably the two best, but neither are available in plastic yet.

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Aaah yeah I forgot Izamu, that guy is just amazing!

 

With McCabe Support he becomes a wrecking machine. Give him the Elixir and Badge and he will end up with Nimble, Melee Expert, 2 AP for normal attacks etc, Armour +2, Regen +2, Unimpeded and his self heal top deal with AND by giving him 2 upgrades he also gains 2x 4" pushes to help him move around. THAT is a scary ass Enforcer who can be given Recalled Training to utterly devastate anything he gets at. If you survive, let's face it... You're not going anywhere and chances are you wont be killing him outright either! This I gotta try in my next game  :D

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Aaah yeah I forgot Izamu, that guy is just amazing!

 

With McCabe Support he becomes a wrecking machine. Give him the Elixir and Badge and he will end up with Nimble, Melee Expert, 2 AP for normal attacks etc, Armour +2, Regen +2, Unimpeded and his self heal top deal with AND by giving him 2 upgrades he also gains 2x 4" pushes to help him move around. THAT is a scary ass Enforcer who can be given Recalled Training to utterly devastate anything he gets at. If you survive, let's face it... You're not going anywhere and chances are you wont be killing him outright either! This I gotta try in my next game  :D

Actually he would be Armor+3 :) .

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Also, Toshiro's (0) War Fan gives a Minion Fast on an 8, and with a Mask also pushes them 4". It competes with his other (0) The Daimyo's Price (DIscarding a Corpse or friendly scheme marker for Focus +1 to friendly Minions in :pulse  6), but you'll know when to use either. I got all excited when I kept hearing about Toshiro's :+fate  for attacks to nearby Minions thinking I could use it on Riflemen and Samurai, but it's for :melee  actions only. Still great though!

 

Seconding the Kamaitachi as well. The gain an upgrade and draw a card & lose and upgrade and heal and push are both once a turn abilities but still fantastic. Pushing McCabe his walk is great too, especially when mounted.

 

You can get some great hand cycling going with Bravado on the Wastrels, but also Mongoose Style on the Ten Thunders Brothers' Dance of the Heavens. In tandem that can be a lot crap cards filtered.

 

I know that we're in the 10T section, but as it's not been mentioned I'd also look at getting a Watcher or two if you want to play McCabe as Guild. Wk 6 Minions with Flight are not to be sneezed at (especially when you also give them Reactivate) not to mention throwing upgrades on them to boot. Just be careful if they're upgraded and more than 10" away from McCabe as death will mean no more of that upgrade.

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Aaah yeah I forgot Izamu, that guy is just amazing!

 

With McCabe Support he becomes a wrecking machine. Give him the Elixir and Badge and he will end up with Nimble, Melee Expert, 2 AP for normal attacks etc, Armour +2, Regen +2, Unimpeded and his self heal top deal with AND by giving him 2 upgrades he also gains 2x 4" pushes to help him move around. THAT is a scary ass Enforcer who can be given Recalled Training to utterly devastate anything he gets at. If you survive, let's face it... You're not going anywhere and chances are you wont be killing him outright either! This I gotta try in my next game  :D

I,d like to know how this fared for you MD.

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I,d like to know how this fared for you MD.

 

I've never actually done that particular combo as of yet, I got all excited when I wrote it and NEED to try it out. I have however gone with McCabe who buffs the crap out of an Executioner who already had a Lead Lined Coat  (Armour +1) and gave him the Badge and Strangemetal Shirt. 

 

Now we all know the Executioner is a wrecking machine but it lacks from something to stop him from dying before he gets to combat and then he's pretty lardy so actually getting him to combat often proves a major problem for such a heavy investment. Well McCabe solves these issues. 

 

Executioner w. Lead Lined Coat (Optional but really fun with McCabe) + Strangemetal Shirt + Badge = 8" of Pushes, Nimble, Armour +2, and the remaining AP to charge and eat something alive. 20" movement on a model that usually only has 8" and has Armour +2 to keep him alive long enough to get into combat to kill and therefor heal lots. It worked incredibly well and it's the same concept I'm going to apply with Izamu but seeing as Izamu already has Armour +2 I figure Regen +2 would be even better for him by further increasing his resilience and health each turn alongside his self heal (if you need it). In theory it should work just as well as the Executioner if not better because Izamu is tougher to begin with and doesn't really need the upgrade to make his defenses better so ca focus on an offensive upgrade.

 

In fact... I might even try this with Killjoy!  :D The great thing is it works with just about ANY beatstick just so long as McCabe is capable of hiring them. 

I know that we're in the 10T section, but as it's not been mentioned I'd also look at getting a Watcher or two if you want to play McCabe as Guild. Wk 6 Minions with Flight are not to be sneezed at (especially when you also give them Reactivate) not to mention throwing upgrades on them to boot. Just be careful if they're upgraded and more than 10" away from McCabe as death will mean no more of that upgrade.

 

 

OH MY GOD!!! Watchers with the Sabre!! YES!!!!!  :D

 

This is why McCabe is so great. Many models are like swiss cheese. They have holes in them and McCabe (given the right setup and upgrade choice) can plug these holes making any model he can get his grubby hands on amazing!

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I have thrown the saber many of times to Guild Hounds to use as missiles.  Primarily this has been when I have lost my main targets for the saber, don't need to commit a hefty model to the task, or I want to hang back my better minions till later and the dog serves as good fodder *So I can save Illuminated or Warden for the counterattack*.

 

For me I almost always take 3 or 4 guard models when I play McCabe 10T.  Generally it is Guild Hounds and/or wardens.  Maybe an Austringer.  I generally don't go for Dashel, Rifleman, or Guild Guard if I am 10T as they generally want to be paired up more.  As long as I have Luna it does not matter if I have only one Guild Hound or two going in different directions.  I like Warden though as if I throw the Saber on them they get the bonus Ram to their attacks if a model has already activated.  This means the damage spread is often 3/5/6, not to mention it will have Ml6 for the swings.  They also combine well with the Exilir thanks to Grinding Halt and Armor +1, had one frustrate my open real good as I would pull him out of combat with the pushes and then he could recharge in after they activated *where tied up with other models*.

 

Something to be very mindful with McCabe and upgrades is that models can block your LOS even if you are with in 10".  Luckly when he is mounted this is alot harder and has saved me several of my upgrades but at the beginning of the game you want to note anyone that could potientally block your line of sight or anyone that can produce markers that can block your line of sight right off the bat.

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Something to be very mindful with McCabe and upgrades is that models can block your LOS even if you are with in 10".  Luckly when he is mounted this is alot harder and has saved me several of my upgrades but at the beginning of the game you want to note anyone that could potientally block your line of sight or anyone that can produce markers that can block your line of sight right off the bat.

I don't find blocking LoS that dangerous. It doesn't prevent McCabe from getting his upgrades back. Sure it still prevents him from using take this as freely as he might like but I find that to be just an annoyance most of the time.
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