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Supercharging Hayreddin


Whut

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In my opinion, Heyreddin has a lot of potential as a scheme runner hunter and late game fighter or scheme runner. With flight, a Wk of 6, a Cg of 8(+2" melee), Ml 6 with a decent damage track, Sh 6 with a double damage flip, and a built in positive flip to nearly everything he can do. Resilience wise, he has great stats, but not many defensive abilities, further encouraging using him on the sidelines while threats still remain on the board.

Now, the best thing you can do with him in my opinion, is to try to charge up his (0) action to Vitality +2 by the time he activates on the second turn. This way, on second turn, he can (0) action to place within 6" (+1.1" base) and then either charge 10", walk 6" and shoot, shoot twice, or focus and shoot. This gives him an incredible threat range of up to 17", ignoring terrain.

So now the question becomes, what is both the easiest way, and the way to waste the least amount of AP or SS, to charge his Vitality condition twice on the first two turns? Keep in mind you want to keep him pretty far away from the core of your crew so your opponent can't shoot you up. So you'll want him to be *barely* in range of whatever you will be damaging on the first turn to give him Vitality +1. For Kirai and Nicodem, this is easy, as a quick summon will damage the summoned model and satisfy the condition for Vitality +1. For others, it may be a tiny bit more difficult, needing to waste an AP attacking something of your own with a cheap model. On second turn, you need to do something similar again, damaging a friendly (of if you're lucky, enemy) within 4" of Hayreddin. 

So far, my best idea is to have a Flesh Construct and Guild Autopsy. A flesh construct doesn't mind walking twice on the first turn to get into position anyway, and won't suffer much from enemies getting a positive flip against it. The guild autopsy can shoot a relenting Flesh construct to do (hopefully) 1 damage that will be healed back at the end of the turn anyway. The only problem with this plan is that it forces you to use an activation on the Guild Autopsy (which is potentially a waste of momentum on second turn) before you activate either Hayreddin or the Flesh Construct. The upside is that these two models can fit into any crew, especially in strategies like Reconnoiter or Turf War.

Anyone have a good idea of how to Supercharge Heyreddin? Post any ideas you have here! :)

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I really look forward to using him with Horror Molly. He comes with Black Blood, and I think being up in the thick of it with the punk zombies is a great place for him to be, turning them into downright scary models with + to hit and damage. 

Or heck, with Spirit Molly! Seishin and Spirit Beacon combo well with him. Summon a Seishin with Datsue ba (Or Kirai, although I was mentioning Spirit Molly). Swing at it, declare mask trigger "after killing the target, gain vitality +1". So you damage the model, you get Vitality +1. It dies, you now have Vitality +2 off of the mask trigger. Discard a card to summon a new Seishin close to him. Repeat to have Vitality +4 turn 1. This can be used then for a massive turn 2 Reactivate/place. Right? Or am I off with this synergy? 

I'm greatly looking forward to Wave 3. Other than Sloth, I've yet to pick him up. He's very underwhelming compared to Anna/Harry/Marshall

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~You can't summon a Seishin off of another Seishin I believe, and Heyreddin can only get the Vitality from damaging once per turn, so this would actually cap at 2 Vitality. You could potentially get 3, but it would require killing both Kirai's and Datsue Ba's Seishin, which I think is a bad idea.

Still, that is something I didn't think of, fantastic!~

EDIT: Nevermind, this doesn't work alone. Seishin have an ability that makes them immune to the Auras of other models, so you cannot gain Vitality by damaging them. Also as a side note, they are immune to the +damage aura, so you will need to cheat a good difference in order to secure a straight flip and make sure you get at least moderate damage.

So in conclusion, killing a Seishin can get you an additional point of Vitality on first turn, but not the "once per turn" one

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1 hour ago, Whut said:

~You can't summon a Seishin off of another Seishin I believe, and Heyreddin can only get the Vitality from damaging once per turn, so this would actually cap at 2 Vitality. You could potentially get 3, but it would require killing both Kirai's and Datsue Ba's Seishin, which I think is a bad idea.

Still, that is something I didn't think of, fantastic!~

EDIT: Nevermind, this doesn't work alone. Seishin have an ability that makes them immune to the Auras of other models, so you cannot gain Vitality by damaging them. Also as a side note, they are immune to the +damage aura, so you will need to cheat a good difference in order to secure a straight flip and make sure you get at least moderate damage.

So in conclusion, killing a Seishin can get you an additional point of Vitality on first turn, but not the "once per turn" one

Thanks, didnt have my cards in front of me :)

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So if Datsue Ba summons the Seishin up the board (by walking before summoning 6" up, for example), then Hayreddin can charge it to move 8" and all but guarantee the kill (unless the black joker comes up). So Datsue Ba can walk, summon, and then weigh sins on a nearby Necropunk, Guild Autopsy, or Flesh Construct (all of which will heal the damage back). This way Heyreddin will have Vitality +2 by the end of the first turn, just as long as the black joker doesn't come up on one of 3 damage flips.

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