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what are my options for healing Sue in a Jack Daw crew?


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18 hours ago, daniello_s said:

Hodgepodge Emissary and trinket giving regeneration = happy Sue and extra card in your hand.

Yes! I am excited for the Emissary model to be released - the model looks great and it looks like a LOT of fun to play with as well.

Malifaux Child seems like a good bet for this problem though (at least, until I can get Emissary) - it plays well with Jack, and can extend Sue's lifespan a bit here and there as well!

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Just now, daniello_s said:

But Paralyze him in the process. Unless you have Johan nearby and Ram in your hand then it is the last resort action.

Yeah that Ram makes it abit more tricky for sure.

Librarians are perhaps more solid here. Nurses are quite good model for 5 points though and johan for 6. I would not be surpriced to see all 3 in a JD crew

 

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Nurse is cheap, and very good at what she does. I like Johan, but mainly as a cheap beatstick who also can remove conditions if I find myself with a 4:ram in hand and someone really needs it. I haven't played Jack yet, but I'm working on him.

I take a librarian in all my lists. I find that the core of all my lists are Freikorps with a few hangers-on, at the very least a trapper or two and librarian, often Lazarus and/or the Strongarm suit. They are just such useful and durable models.

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On 18/02/2016 at 2:48 PM, daniello_s said:

But Paralyze him in the process. Unless you have Johan nearby and Ram in your hand then it is the last resort action.

Here is a question - obviously it's not the best to paralyze Sue in order to heal him, but when the paralyzed Sue activates will I still be able to reduce him by a wound and draw a card, even though he generates 0 AP? It says something like (I don't have the card to hand) Hurt: At the end of this models activation it may lose one wound to draw a card. This is printed on the front of the card, so I don't think it counts as an action.

I feel like a Nurse might not actually be the WORST option (especially since I can't really buy the whole Von Schill box for the Librarian yet) since I can activate Sue early, leave him with the Ring of Fire or Man In Black activated for some protection, draw my card, and then use the nurse to heal and paralyze him. If I am right about this (please tell me if I'm not!), he can then wait to activate late in the next turn so he can maintain the benefit of Ring of Fire/Man in Black, generate 0AP but still draw me a card, and maybe get pushed around or used to shoot (or some other (1) action) via Jack Daw - so even though he would be paralyzed he wouldn't be completely neutered for the turn.

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So this is what I understand of the Paralyze condition.

When a model is paralyzed it forfeits its activation, then the condition is removed. If you gain it during your activation, it ends there. If you gain it out of activation, it ends at the end of the models next activation.

1: Sue activate, Harm for card, (0) ability Man in Black, 1AP attacks model and loses terrifying duel. Sue is paralyzed, Man in Black stays active until end of turn, activation ends and condition is removed. 

2: Nures meds Sue, who has not yet activated. Sue is activated, forfeits his turn, activation ends and condition is removed.

3: Nurse meds activated Sue. Turn ends, all activated abilities end. Next turn Sue activates, forfeits turn, activation ends and condition is removed. 

Harm is an activated ability and could not be used, in the same manner as (0) abilities. 

Hard to Kill would still work, as it is a non-activated (passive) ability.

Jack could still push and Obey him, if he is Tormented. 

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44 minutes ago, SlackerLM said:

So this is what I understand of the Paralyze condition.

When a model is paralyzed it forfeits its activation, then the condition is removed. If you gain it during your activation, it ends there. If you gain it out of activation, it ends at the end of the models next activation.

1: Sue activate, Harm for card, (0) ability Man in Black, 1AP attacks model and loses terrifying duel. Sue is paralyzed, Man in Black stays active until end of turn, activation ends and condition is removed. 

2: Nures meds Sue, who has not yet activated. Sue is activated, forfeits his turn, activation ends and condition is removed.

3: Nurse meds activated Sue. Turn ends, all activated abilities end. Next turn Sue activates, forfeits turn, activation ends and condition is removed. 

Harm is an activated ability and could not be used, in the same manner as (0) abilities. 

Hard to Kill would still work, as it is a non-activated (passive) ability.

Jack could still push and Obey him, if he is Tormented. 

Yeah, OK cool - that makes sense (except Sue is immune to horror duels :P)! So a paralyzed model forefeits all of it's activation, except passive things? Does that mean it would also fail to trigger things like Poison if you are near to Sebastien, and the damage from Unnerving aura? Or do those go off purely as a result of the activation starting, even if it then immediately ends?

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I like the specialist when I'm going up against factions with a tendency towards horror duels and paralyzed like neverborn/ressurectionists because then I don't have to worry so much if I fail a few.  I can just remove them all at once for 1ap and a wound on each model.  Also means the nurse can more freely heal up multiple models in a turn and the blast damage in a crew that tends towards clumping people up isn't unwelcome.

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