keget Posted January 18, 2017 Report Share Posted January 18, 2017 All, With more scheme needing markers I am seeing more scheme runners I want to stop. Last night the PM did a nice job neutralizing one, but then had to run from him and could not stop the second. I then had to divert Nekima, who took care of it but that is a lot of points. Lets say you see covert breakthrough and leave your mark in the pool, what are some good value anti-scheme runners? I think that the 7 SS knights might be good, tanky, psudo lure, but I have not tired them. Other thoughts? Thanks, Steven Quote Link to comment Share on other sites More sharing options...
scratchnsniff Posted January 18, 2017 Report Share Posted January 18, 2017 For a reasonable cost i'd say young Neph. Flight and rams in hand are nasty. If youre happy to pay the stones then the hooded is my favourite. His push and charge + ml range means he can cover some distance to move around the backfield Quote Link to comment Share on other sites More sharing options...
Dryzen Posted January 18, 2017 Report Share Posted January 18, 2017 Illuminated can trounce just about any scheme runner for 7ss. That being said Illuminated can trounce a lot of things. Quote Link to comment Share on other sites More sharing options...
Chris Rivers Posted January 18, 2017 Report Share Posted January 18, 2017 Copellius is good at this, allows him to pick up eyeballs too. Once he is done with the scheme runners, he is good in the main fight with def 7. He is fast too. 5 Quote Link to comment Share on other sites More sharing options...
keget Posted January 18, 2017 Author Report Share Posted January 18, 2017 Agree with all, but most are expensive. When I look at outcast for example, the bandido at 5 stones does a great job at taking down scheme runners. PM does a nice job on one runner too for even less. What about Bloodwretchs? 5 stones, walk 6, hit sorta hard? Anyone try them as anti-scheme runners? Not sure they could handle a necro punk, but very few things can. Quote Link to comment Share on other sites More sharing options...
Dryzen Posted January 18, 2017 Report Share Posted January 18, 2017 Oh, a unit that slipped my mind until just now. Bunraku have some really solid anti runner tools, imo. At least on paper, i've never actually tried them but might be worth looking into. Solid melee attack a ranged action that pulls models to them with a solid CA and trigger to stab them after a 0 action to gain focus and a trigger to add an automatic mask to their next CA action Should also be fast enough to get in range to pull runners to them. Quote Link to comment Share on other sites More sharing options...
santaclaws01 Posted January 18, 2017 Report Share Posted January 18, 2017 Bloodwretches are decent scheme hunters as well. Quote Link to comment Share on other sites More sharing options...
keget Posted January 18, 2017 Author Report Share Posted January 18, 2017 1 minute ago, santaclaws01 said: Bloodwretches are decent scheme hunters as well. For the same points I often prefer the insidious madness, but the fact that is the opponent does not have scheme runners the Bloodwretches and do it is only a bonus. Quote Link to comment Share on other sites More sharing options...
Ergonomic Cat Posted January 18, 2017 Report Share Posted January 18, 2017 Stitched Together are okay at it, Insidious Madness are good because they can also run schemes, and are fast and incorporeal and 5ss. Alternatively, just put something like Angel Eyes in and shoot them all - no one will expect that! Quote Link to comment Share on other sites More sharing options...
goth Posted January 18, 2017 Report Share Posted January 18, 2017 PM is being mentioned more than I thought - Dopple can Nullify three targets a turn with a and is MUCH harder to put down to remove the nullz. Quote Link to comment Share on other sites More sharing options...
Puppeteer Posted January 19, 2017 Report Share Posted January 19, 2017 I have found that a Friekorps Trapper at 7ss and a Doppleganger at 7ss makes a nice anti-scheme runner / ranged attack option to my lists. it is a little pricey but has a lot of benefits and at a min 14"/ max 28" you can get some enemy scheme runners before they even get close to position. -Other than that you could use corrupted hounds (2 for 6ss) -I think an important thing to consider is not taking a model for a singular purpose unless necessary, a 7ss model that can perform well in 2 or more roles is well worth the cost. Quote Link to comment Share on other sites More sharing options...
Joel Posted January 19, 2017 Report Share Posted January 19, 2017 20 hours ago, goth said: PM is being mentioned more than I thought - Dopple can Nullify three targets a turn with a and is MUCH harder to put down to remove the nullz. So can Pandora with the fugue state upgrade... put all that in the same crew ? 3 Quote Link to comment Share on other sites More sharing options...
keget Posted January 19, 2017 Author Report Share Posted January 19, 2017 Joel, We had a question on fugue state here...Do we have it right? thanks Steven Quote Link to comment Share on other sites More sharing options...
Joel Posted January 20, 2017 Report Share Posted January 20, 2017 9 hours ago, keget said: Joel, We had a question on fugue state here...Do we have it right? thanks Steven You are right, they always get to take the interact action. Quote Link to comment Share on other sites More sharing options...
Ergonomic Cat Posted January 20, 2017 Report Share Posted January 20, 2017 Also, something to remember: While 7ss may seem like a lot "just" to neutralize scheme runners, that's how you win the game. Legitimately, spending 1/3-1/2 your points stopping schemes is worth it if there are enough schemes that require markers. In a game that maxes out at 10 VP, spending 15 ss to remove 3-6 of those from contention is a great use of your SS. I get that stopping scheme runners feels like a chore, but denying VP is the way you keep ahead. 1 Quote Link to comment Share on other sites More sharing options...
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