Whut Posted November 14, 2014 Report Share Posted November 14, 2014 So a thought came through my mind, is there any combination of models or schemes (perhaps against a particular faction) that you know if you take, they really can't do anything about? Or at least it will be difficult. For example, I've heard that taking Entourage and playing Seamus is basically a guaranteed 3 VP. Is there any faction which has none or very little Armor-ignoring attacks (I've heard neverborn)? Because then Izamu is VERY powerful, nigh unkillable. Nicodem with a Necropunk (Nurse optional) makes Deliver a message very hard to defend against. Fast necropunk: Move, leap (over terrain and enemy models even!), and deliver for 2 or 3 VP. Same thing goes for throwing a flesh construct into a ranged threat like Perdita. Stuff like this. Not really general strategies like nurse-chiaki, more like niche tricks) Do you guys have your own choices you like using often? Quote Link to comment Share on other sites More sharing options...
fengor Posted November 14, 2014 Report Share Posted November 14, 2014 Seamus is usually an easy 3VP with deliver message as well. Entourage not so much for mea si get him killed most of the time Quote Link to comment Share on other sites More sharing options...
Whut Posted November 14, 2014 Author Report Share Posted November 14, 2014 Problem with Seamus and deliver message is that after that move you are stuck in the enemy force and will get the message delivered back. Maybe if you do it on last turn, or get a belle to quickly pull him out. Quote Link to comment Share on other sites More sharing options...
fengor Posted November 14, 2014 Report Share Posted November 14, 2014 You dont deliver the message with Seamus. You cant interact when you used back alley anyway. What you do is you use Sybille and a Belle or 2 Belles. Sybille version: Optional: Walk once, Call Belle Use Obey on the belle to lure master into base to base with belle. Companion Belle and Deliver Message. 2 Belle Version: First Bell lures or double lures master into engagement range. Second bell uses companion and delivers message. Having Seamus near the enemy master makes it even more easier since it basically turns CA8 into CA10 for the lures. But even if he is not there CA8 is pretty sure to get it done if you have a high card or two. Biggest WP i faced in my Meta was WP8 on misaki so far. Basically deliver message is an autotake for me Quote Link to comment Share on other sites More sharing options...
Whut Posted November 14, 2014 Author Report Share Posted November 14, 2014 Ahhh I see, yep I've used that one myself actually, I just forgot about it. Nice one! Quote Link to comment Share on other sites More sharing options...
fengor Posted November 14, 2014 Report Share Posted November 14, 2014 Doxies and Belles are so useful in Turf war and reconnoiter as well. Need an advantage? just lure the enemie out of scoring range of the turf marker or out of the table quarter. Quote Link to comment Share on other sites More sharing options...
Bengt Posted November 14, 2014 Report Share Posted November 14, 2014 Seamus couldn't actually deliver the message himself even if it was a good idea, it's non-Leader, non-Peon. 2 Quote Link to comment Share on other sites More sharing options...
Mike3838 Posted November 15, 2014 Report Share Posted November 15, 2014 McMourning + out-activation + Inject = 3VP on turn 1 for Plant Explosives that's not easy to prevent Quote Link to comment Share on other sites More sharing options...
Ausplosions Posted November 15, 2014 Report Share Posted November 15, 2014 McMourning + out-activation + Inject = 3VP on turn 1 for Plant Explosives that's not easy to prevent Seems a very specific set of circumstances that would get a single model in range of the maximum number of enemy models after the push AND in range of inject for that to happen though.... Quote Link to comment Share on other sites More sharing options...
Bengt Posted November 15, 2014 Report Share Posted November 15, 2014 Seems a very specific set of circumstances that would get a single model in range of the maximum number of enemy models after the push AND in range of inject for that to happen though.... Range shouldn't be a problem if the opponent advances a little. Canine Remains or Night Terror has Wk 6 so will walk 12" by themselves, McM would only have to walk once to be in range to Inject them and push another 6". What it does require is for the opponent to bunch up somewhat in front of the sacrificial lamb. It would seem like a good idea to avoid bunching up until you absolutely have to when plant explosives is in the pool. Quote Link to comment Share on other sites More sharing options...
fengor Posted November 15, 2014 Report Share Posted November 15, 2014 Plant Explosives / Spring the trap with Seamus and Bag'o'tools requires 2-3 high cards (and soulstones if they arent tomes) Back alley if you arent in range, then attack with melee 7 and tomes trigger to place scheme markers. Depending on enemy distribution you need 1-2 scheme markers for plant explosives and up to 3 for spring the trap. Quote Link to comment Share on other sites More sharing options...
chris_havoc Posted November 15, 2014 Report Share Posted November 15, 2014 Necropunks/Silruds/Anything with a Leap on any suit are incredibly difficult to stop when you are playing Breakthrough or Stake a Claim. Quote Link to comment Share on other sites More sharing options...
PeregrineFalcon Posted November 20, 2014 Report Share Posted November 20, 2014 Seamus couldn't actually deliver the message himself even if it was a good idea, it's non-Leader, non-Peon. Just hoping this doesn't get over looked with the discussion after it. As Bengt mentions, Seamus CANNOT Deliver a Message. Quote Link to comment Share on other sites More sharing options...
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