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Rasputina best choise to use?


Luca 2.0

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Hey guys, usually i play marcus and sandeep. I would like to use raspy but everytime i feel myself more sure with sandeep or marcus. I want to play also her and i can't decide which models, and why i should use with her.

Now i know everyone will tell me december accolyte, blessed, snow storm, wendigo, and  other classic models, if there is leave your mark cassy/angelica +PP with a raptor; i know but wich sinergies i can use? Because everytime i use an acolyte i found other models stronger. I can't ignore cover with raspy or acolyte so i prefer hitting hard in meele! it's better maybe using tiger and buffing them with armor? istead of shooting? Can you give me some advice pls maybe a way to play her better.

Thx all:)

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I think Raspy is great, but it needs to be the right situation for her to shine. Her crews can be great at removing models and creating terrain.  Be careful getting too engrossed in killing models with her frozen heart crews though, especially in schemey GG2017. She's a hammer, and when you always bring a hammer, everything starts looking like a nail!

I think she really excels in Extraction, Stash, and Bounty.  Especially vs Neverborn, Guild, and Ressers.  Even Gremlins to an extent, although Gremlins are tough vs everyone when they are played well.

She can struggle in Headhunter - in HH you need to be a bit closer, and when that happens, your models can get engaged, which means she can't ice mirror and she has to randomize when shooting (Silent Ones and Arcane Emissary are the best takes when you expect to be engaged quickly due to their non-shooting icon Ca attacks).  

Interference is ok, but she almost always needs to take either Snow Storm ( 11ss) or Arcane Emissary (10ss) in every crew.  So when you combine that with the near mandatory mech rider, that's a lot of SS tied to two models for that strat. And at that points it's hard to compete against a summoner. Marcus has much better cheap minions, and Sandeep can summon gamin, so I think those are better options for you.

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10 hours ago, Luca 2.0 said:

Hey guys, usually i play marcus and sandeep. I would like to use raspy but everytime i feel myself more sure with sandeep or marcus. I want to play also her and i can't decide which models, and why i should use with her.

Now i know everyone will tell me december accolyte, blessed, snow storm, wendigo, and  other classic models, if there is leave your mark cassy/angelica +PP with a raptor; i know but wich sinergies i can use? Because everytime i use an acolyte i found other models stronger. I can't ignore cover with raspy or acolyte so i prefer hitting hard in meele! it's better maybe using tiger and buffing them with armor? istead of shooting? Can you give me some advice pls maybe a way to play her better.

Thx all:)

To your point, I have started taking Myranda with IE and shape changed her into a Cerberus turn 1. Four free cards (which Raspy loves), and then I use the Cerberus as a mobile beater. Like you said, you MUST spam the armor buff on the Cerberus to keep it alive, but if you do it's so much tougher to remove and get below "three headed". It's a great idea. If you have a few ice gamin walking around, have them use their (0) to give the Cerberus +1 dmg, since it is now considered a Frozen Heart model with the armor buff. So 4/5/6 dmg track with positive flips!

Speaking of the ice gamin, I often think of Raspy as a bubble master. At the front of the bubble is your big frozen heart ice mirror node (Snow Storm, Emissary). On the sides you have another henchman (Joss maybe), Acolytes, Silent Ones, etc. Raspy in the back. But in the middle you have an ice gamin or two who always have the (0) action up. So all these models get +1 dmg. The silent one's dmg track goes from 2/3B/4B to 3/4B/5B... that basically turns them into another Raspy... who also ignore cover!  A lot of other attacks get deadlier: think of Snow Storm's Tornado cast- its goes from 2/3BB/3BBB to 3/4BB/4BBB. Amazing how 1 point of damage can add up!  

Going back to the armor buff, if you take Joss and give him armor, he's armor +4, which basically makes him unkillable unless the enemy can ignore armor. How about 3+ armor on a Howard Langston? With an ice gamin around, he also could get a damage track of 5/6/7...  Lots of possibilies to play Raspy as a support master. She's a lot cheaper at this point too, because you usually needed to take Shattered Heart if you plan to use her offensively, and that's a costly 3ss upgrade on its own.

To ignore cover, take Silent Ones and Arcane Emissary. And in case I haven't said this enough lol, try using ice gamin for the bonus damage. The Arcane Emissary's damage track gets a lot scarier when you add +1 dmg to all attacks.

 

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11 hours ago, SevenThirtySeven said:

Lol, a bit confident eh?  Do you play anyone that knows what Raspy does? Or do you just curb stomp newbies at your LGS?

Honestly, I just go after the most important models as soon as I can. Playing Raspy into headhunter close deployment is real fun when your opponent plays all the way to the line. Emissary helps in headhunter cause he ties up models that don't die and can be shot into.  I don't take Raspy vs Newbies. It can be very NPE

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16 hours ago, SevenThirtySeven said:

To your point, I have started taking Myranda with IE and shape changed her into a Cerberus turn 1. Four free cards (which Raspy loves), and then I use the Cerberus as a mobile beater. Like you said, you MUST spam the armor buff on the Cerberus to keep it alive, but if you do it's so much tougher to remove and get below "three headed". It's a great idea. If you have a few ice gamin walking around, have them use their (0) to give the Cerberus +1 dmg, since it is now considered a Frozen Heart model with the armor buff. So 4/5/6 dmg track with positive flips!

Speaking of the ice gamin, I often think of Raspy as a bubble master. At the front of the bubble is your big frozen heart ice mirror node (Snow Storm, Emissary). On the sides you have another henchman (Joss maybe), Acolytes, Silent Ones, etc. Raspy in the back. But in the middle you have an ice gamin or two who always have the (0) action up. So all these models get +1 dmg. The silent one's dmg track goes from 2/3B/4B to 3/4B/5B... that basically turns them into another Raspy... who also ignore cover!  A lot of other attacks get deadlier: think of Snow Storm's Tornado cast- its goes from 2/3BB/3BBB to 3/4BB/4BBB. Amazing how 1 point of damage can add up!  

Going back to the armor buff, if you take Joss and give him armor, he's armor +4, which basically makes him unkillable unless the enemy can ignore armor. How about 3+ armor on a Howard Langston? With an ice gamin around, he also could get a damage track of 5/6/7...  Lots of possibilies to play Raspy as a support master. She's a lot cheaper at this point too, because you usually needed to take Shattered Heart if you plan to use her offensively, and that's a costly 3ss upgrade on its own.

To ignore cover, take Silent Ones and Arcane Emissary. And in case I haven't said this enough lol, try using ice gamin for the bonus damage. The Arcane Emissary's damage track gets a lot scarier when you add +1 dmg to all attacks.

 

Yeah i was thinking a lot about "support raspy" and when is needed using her blast. The problems are still the missions, i find other master more usefull for that.  Snowstorm is amazing but it cost a bit too much, and imho he is not an hard hitter like the tiger or howard, he cost a lot and close some slot to my crew. Do you think is a must have in every match?

Cold night and arcane reservoir could be strong on her with myranda with IE  draw trigger i can have a good hand! some advice ? really i don't want to use low activation so i must search a way to play about 8-9 models or 8 but with a rider!

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I play Raspy, a lot :P  Well almost exclusively at this point haha.  I've found her able to complete all the schemes satisfactorily with the right crew comp.  She's a great hire as she's able to contribute to the fight from nearly anywhere with minimal risk, she can provide hard control, a lot of damage, and/or a solid card advantage.  My wheelhouse usually rotates around:

Raspy - Shattered Heart, Cold Nights, Arcane reservoir (points permitting) - Haven't changed from those 3, no need to. They do everything you'd want.

Some mix of:

Acolytes (usually 2) - They provide a good amount of damage (just focus if there's cover), card control and ap control.  Seriously the best.

Ice Gamin (usually summoned by mech rider though I will occasionally hire one if I'm not taking mech rider and I think I'll need more damage)

Arcane effigy (an alternate to ice gamin) - the condition removal can be nice too.  He schemes well enough.

Ice dancer - Usually just one. - They can do claim jump on their own, protect areas with the ice flow, and are very fast.

Mech Rider - Depends on schemes and strats - brings out ice gamin, provides more cards, can scheme easily

Snow Storm - Pretty much auto include for me.  Good damage, good protection, solid 0.

Emissary - Usually him or mech rider is the second big model I take.  Being able to arc through him while engaged is a great way to start paralyzing their crew.

Wendigo - Always - best minion totem imo.

 

Really, raspy and her themed models are capable of really anything.  She's got solid choices for it all.

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10 hours ago, Mrbedlam said:

Honestly, I just go after the most important models as soon as I can. Playing Raspy into headhunter close deployment is real fun when your opponent plays all the way to the line. Emissary helps in headhunter cause he ties up models that don't die and can be shot into.  I don't take Raspy vs Newbies. It can be very NPE

Fair enough. I guess Raspy can be ok in Head Hunter during close deployment, but that's a very rare set up.  I just think other Arcanist masters are much better than Raspy for HH, so unless you are forcing yourself to take her every game, why try to put a round peg in a square hole?  The original poster said he has Marcus and Deep, which are far better at HH than Raspy in my mind. 

Also, remember that if the Arcane Emissary is engaged he can be Ice mirrored, but if Raspy is targeting the combat the Emissary is in, she still has to randomize.  The Emissary's ice mirror/engagement rule is good for when you want to use the Emissary's height 3 to see over the combat he's in and into the back line. But not ideal for shooting into his own combat unless you are using Silent Ones.

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6 hours ago, Luca 2.0 said:

Yeah i was thinking a lot about "support raspy" and when is needed using her blast. The problems are still the missions, i find other master more usefull for that.  Snowstorm is amazing but it cost a bit too much, and imho he is not an hard hitter like the tiger or howard, he cost a lot and close some slot to my crew. Do you think is a must have in every match?

Cold night and arcane reservoir could be strong on her with myranda with IE  draw trigger i can have a good hand! some advice ? really i don't want to use low activation so i must search a way to play about 8-9 models or 8 but with a rider!

You bring up some good points. I think Snow Storm is a great pickup, for many reasons. He is expensive, and you may look at his cost and lament the fact that he doesn't hit quite as hard as a Howard or Cerberus (I certainly have!), but his value is in utility. He can do it all for you, and covers many weaknesses of the Frozen Heart crews.

His December's call movement action let's him place a model up to 10" from where they start (if you count the other side of his 50mm base), which is amazingly good. It's add movement at the start of the game. I often use it turn 1 to get Wendigo in a position to cast some aggressively annoying ice walls.  You can also call Raspy to Snow Storm if she gets engaged by an annoying model like a raptor or skeeter. Or call any other Frozen Heart model if you need to get them out of an tough engagement. That ability has saved me so many times.  

Snow Storm also presents some complex decisions for your opponent:

- Do they engage him and subject one of their model to his very nice melee attacks in order to deny him as the ideal ice mirror choice? At height 3, he can see almost everything from the center of the board and gives Raspy great board control. 

- Do they shoot him instead? If they don't want a model to engage him and die, they can shoot him, but bulletproof +3 makes that very difficult.

- Do they use casts or lures to hurt him or take him out of position? This is probably the best option for opponents, but that's why I almost always take Warding Runes on him for counterspell, especially vs Ressers and Neverborn. Makes it very hard to cast, and almost impossible to lure since I think all lures need printed suits to go off.

Being a Henchman, Snow Storm can use stones to prevent damage or gain a suit (like for his ++ flip to damage or heal 5 dmg triggers).  He also as great baseline stats (6s for most stats, plus a great 3" engage).

Snowstorm is also a Spirit, so anything with a special ability when targeting Constructs, Undead, or Living models (and let's admit, those are the most common characteristics used in the game) doesn't impact him. 

Lastly, don't underestimate his Ice Tornado. Since it doesn't damage Frozen Heart models, you can have no fear casting into a combat with a member of your crew. In those cases, I'm almost happier when I randomize into my own model, since then I can cheat their defense down, guarantee a severe triple blast onto nearby enemy models, then push my own model out engagement range if I want to.  You can also just cast it on a cluster of your own frozen heart models at the start of the game to give them all a free 3" push. 

 

Arcane Emissary is great too, for other reasons. Will follow upon in a post later tonight. But bottom line, I think Raspy needs one of the two for her to maximize her AP and establish board control with her attacks, armor buffs, and walls.  She needs a height 3 tanky Frozen Heart model to make the most of that, and both SnowStorm and Arcane Emissary are the best choices. They also provide so much additional value to her crews.

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On 01/03/2017 at 2:19 AM, SevenThirtySeven said:

To your point, I have started taking Myranda with IE and shape changed her into a Cerberus turn 1. Four free cards (which Raspy loves), and then I use the Cerberus as a mobile beater. Like you said, you MUST spam the armor buff on the Cerberus to keep it alive, but if you do it's so much tougher to remove and get below "three headed". It's a great idea. If you have a few ice gamin walking around, have them use their (0) to give the Cerberus +1 dmg, since it is now considered a Frozen Heart model with the armor buff. So 4/5/6 dmg track with positive flips!

I find a cerberus with Imbued energies much more use than  1 SS in cache, and 4 extra cards on turn 1. That extra AP makes a huge difference on what it can threaten in a turn even coming from complete safety. 

 

She is aslo fairly good in things like interference because she is very good at projecting force into quarters she is not. The number of times I've had to stop a model doign what I wanted it to do because then I lose a quarter...

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14 hours ago, SevenThirtySeven said:

Fair enough. I guess Raspy can be ok in Head Hunter during close deployment, but that's a very rare set up.  I just think other Arcanist masters are much better than Raspy for HH, so unless you are forcing yourself to take her every game, why try to put a round peg in a square hole?  The original poster said he has Marcus and Deep, which are far better at HH than Raspy in my mind. 

Also, remember that if the Arcane Emissary is engaged he can be Ice mirrored, but if Raspy is targeting the combat the Emissary is in, she still has to randomize.  The Emissary's ice mirror/engagement rule is good for when you want to use the Emissary's height 3 to see over the combat he's in and into the back line. But not ideal for shooting into his own combat unless you are using Silent Ones.

yeah, snowstorm's 0 action is great. i didn't think about shooting on myself ... i can also ignore cover! and with ice gamin +1 damage... i also safe his low cast. Thx dude! my problem is just that with snowstorm and arcane emissary i have low activation and i need also scheme runner. my  bug problem is that snowstorm with IE and runes cost 13 an acolyte cost 7 an ice dancer cost 6 it means 26 points for 3 models. Raspy's equip cost too much like shattered heart, is bad if i didn't take it? i think is strong but cost a bit too much!

usually what models you will always keep for a must have?

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14 minutes ago, Luca 2.0 said:

yeah, snowstorm's 0 action is great. i didn't think about shooting on myself ... i can also ignore cover! and with ice gamin +1 damage... i also safe his low cast. Thx dude! my problem is just that with snowstorm and arcane emissary i have low activation and i need also scheme runner. my  bug problem is that snowstorm with IE and runes cost 13 an acolyte cost 7 an ice dancer cost 6 it means 26 points for 3 models. Raspy's equip cost too much like shattered heart, is bad if i didn't take it? i think is strong but cost a bit too much!

usually what models you will always keep for a must have?

Hey man, glad to be of help. With the Ice Tornado, remember that a model can't target itself with an attack action. But if you have another frozen heart model engaged, you can shoot into that combat with fear of damaging your model.

For Snow Storm and Arcane Emissary, I almost always take just one of the two. Only situations where I'd take both are in specific scheme pools in Extraction and Stash.  I agree with you that those two are very expensive and take up a lot of points if taken together. I usually prefer Snow Storm, but can take Arcane Emissary sometimes in situations where I expect the opponent to have a lot of cheap models (who could bog down and engage Snow Storm), or in deployments where I don't need a lot of Turn 1 movement, like Flank or Close.  Depending on the scheme pool, I could take the Emissary because he has some cool movement triggers for enemy models in his attack triggers, in case I need to manipulate the position of enemy models to score/deny schemes.

 

 

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6 hours ago, Luca 2.0 said:

yeah, snowstorm's 0 action is great. i didn't think about shooting on myself ... i can also ignore cover! and with ice gamin +1 damage... i also safe his low cast. Thx dude! my problem is just that with snowstorm and arcane emissary i have low activation and i need also scheme runner. my  bug problem is that snowstorm with IE and runes cost 13 an acolyte cost 7 an ice dancer cost 6 it means 26 points for 3 models. Raspy's equip cost too much like shattered heart, is bad if i didn't take it? i think is strong but cost a bit too much!

usually what models you will always keep for a must have?

My go to crew with Raspy is:

 

Rasputina - Shattered Heart (honestly this is essential to the way I play her.  Ca7 is just so much better than Ca5.  Ca7 means you can garentee things whereas Ca5 you're subject to the whim of the cards. I never leave home without it and for me is one of the main reasons to play this blaster over another). Cold nights - While not essential, for 1 point I find I can often get use of it.  There are turns where I've paralysed what I needed to and denying LoS to something is more important than just blasting some damage.  Can depend on the table but I find its worth the 1SS.  Also it gives you a good way to cycle low tomes.  Arcane Reservoir - The least essential of the upgrades and it's the first thing I cut if I'm short.  

For me typically paralyze > blast/walls.  If I can paralyze important models I will.  My 1 ap for your 2-3ap makes up for the eliteness of the crew and often times lets you set up for following turns very effectively.  I've got no problems randomizing with paralyze as my models are immune to it and if I can get you in B2B you will still be paralyzed.  Usually this leads to the wendigo devouring a living paralyzed target and netting raspy fast for the following turn.  She can blast!  Usually opponents don't give this to you but when they do you can often times end the game before it begins.  A turn 1 focus'd blast attack into a group of clumped up models can often times spell game over, especially with the gamin aura up.  Depending on the table, the 4 wall templates can also end the game before it begins.  If you opponent picks a cover heavy, congested avenue of approach then you can simply wall them off.  It leads your opponent into a difficult decision of moving up freely or risking the table being closed off.  To me this is why she's very versatile.  She can switch styles on the fly and have a great impact on the game.  She controls and she provides a lot of damage.  Her crew provides a lot of card advantage and is immune to horror and paralyze which are some of the more crippling effects in the game.

Wendigo - IMO there's no reason to consider the other totem.  If you want more dmg just summon/hire an ice gamin.  The wendigo does so much for 3 SS its criminal.  Ice walls or schemes are generally my first look. Focus blast is another good option.  The devour is situational but if its there I'll most likely save a high crow for it.  Outright killing a living master or hench or really anything AND giving raspy fast is just insanely good.  I'll generally consider Snowstorms 0 for this if there isn't anything more pressing (to pull the wendigo closer to the target).

Snow Storm - Every list for me.  The zero is just too powerful in this crew.  Additional threat or pulling engaged models out of combat.  It's always useful.  My first turn 0 is usually pulling raspy forward so she can arc through my FTS acolytes into their first turn moves provided they're out in the open.  After that I'll use it to pull back the emissary if he charges deep or to setup the wendigo or move raspy around.  The tornado is great, especially if you have an ice gamin around boosting its damage.  It can move your crew around too which is great.  Finally he's a great beater.  Min dmg 3, a trigger to heal 5 if you need or a trigger to get a ++ which is awesome when you have a RJ to cheat.  Again if the ice gamin aura is around he's very scary.

Emissary - with the raspy specific upgrade - I've been using him a lot more lately as it gives me a very reliable node to arc from.  HT3, can arc while engaged, and gives raspy a place to actually use her zero.  I'll also his him to hunt down flankers and then have Snow Storm pull him back to the rest of the crew.  His ice bridge 0 gives you another way to get raspy or another model out of combat.  I really enjoy his ability to give out a free AP.  It means I can use the wendigo to put walls down OOA or have an acolyte focus or move to line up a shot.  His damage has almost become secondary to all the additional stuff he can provide to the crew.

Acolyte (x2) - For me these are very very very critical to this Raspy list.  With the list being as elite as it is, being able to control the enemies AP (and deny stuff like charges) is very important.  These two often buy me additional turns of blasting and positioning.  They're damage track is very good for a minion, especially if you hit mod or sev.  Auto slow and making your opponent discard a card feels like cheating.  Often times, each AP you spend from an acolyte costs your opponent a card (they either cheat to win the duel or pitch a card from the trigger).  Having 2 means you can often times eliminate 4 cards from an opponent.  This coupled with raspys crew being able to draw cards effectively can often times lead to hand control and your opponent being unable to contest you in duels.

Ice Dancer - I take her as with a low tome she makes claim jump trivial.  She can also protect a flank charge with her ice flows.  These coupled with raspys walls can make it very difficult to approach effectively.  She's also decent enough in combat, is a fast model for raspy to arc through, and is difficult to kill.

 

That's been my goto list lately.  Generally I've got so much control over AP and cards that it becomes very hard for the opponent to do what they want.  It may only be 7 models but it projects so much control that often times opponents are left with poor choices.

 

Special mentions:

Mech Rider - I take her if the schemes call for it or if interference is in the pool.  She would replace the emissary.  Also very fantastic, provides the gamin to buff damage, provides an easy way to do dig their graves, and gives raspy even more card draw.  Regrettably not frozen heart though.

Ice gamin - Typically I don't hire them unless I really really really thing I need more damage.  Usually though I will have mech rider summon them.

Effigy - if I need condition removal and a minor dmg increase / card control on raspy.  Usually just to fill points tbh.

 

 

 

I don't use silent ones, I've not had much success with them.  Everything I would want out of them, Raspy can provide (other than heals but meh).

 

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In general terms I'm agree with you, except I always try hire an IceG for + DMG and a little activation control, but...

Silent One is one of the best Arcanist models IMO, have all that you can want for only 6ss, and in a Frozen Heart Crew is a must, ofcourse people have diferents ways to play but, a model who heals for 0, can shot virtually 22", blast dmg, heal on :pulse when shot, place pilars, can paralize in combat with a huge several dmg (try focus) andhave a really nice defensive trigger.

I usually hire 2 of them, and it's the reason who my group of friends never see my Snow Storm dies, shot in combat for heal and healing him, and I can say I play Snow very agresive.

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15 hours ago, crimzzen said:

My go to crew with Raspy is:

 

Rasputina - Shattered Heart (honestly this is essential to the way I play her.  Ca7 is just so much better than Ca5.  Ca7 means you can garentee things whereas Ca5 you're subject to the whim of the cards. I never leave home without it and for me is one of the main reasons to play this blaster over another). Cold nights - While not essential, for 1 point I find I can often get use of it.  There are turns where I've paralysed what I needed to and denying LoS to something is more important than just blasting some damage.  Can depend on the table but I find its worth the 1SS.  Also it gives you a good way to cycle low tomes.  Arcane Reservoir - The least essential of the upgrades and it's the first thing I cut if I'm short.  

For me typically paralyze > blast/walls.  If I can paralyze important models I will.  My 1 ap for your 2-3ap makes up for the eliteness of the crew and often times lets you set up for following turns very effectively.  I've got no problems randomizing with paralyze as my models are immune to it and if I can get you in B2B you will still be paralyzed.  Usually this leads to the wendigo devouring a living paralyzed target and netting raspy fast for the following turn.  She can blast!  Usually opponents don't give this to you but when they do you can often times end the game before it begins.  A turn 1 focus'd blast attack into a group of clumped up models can often times spell game over, especially with the gamin aura up.  Depending on the table, the 4 wall templates can also end the game before it begins.  If you opponent picks a cover heavy, congested avenue of approach then you can simply wall them off.  It leads your opponent into a difficult decision of moving up freely or risking the table being closed off.  To me this is why she's very versatile.  She can switch styles on the fly and have a great impact on the game.  She controls and she provides a lot of damage.  Her crew provides a lot of card advantage and is immune to horror and paralyze which are some of the more crippling effects in the game.

Wendigo - IMO there's no reason to consider the other totem.  If you want more dmg just summon/hire an ice gamin.  The wendigo does so much for 3 SS its criminal.  Ice walls or schemes are generally my first look. Focus blast is another good option.  The devour is situational but if its there I'll most likely save a high crow for it.  Outright killing a living master or hench or really anything AND giving raspy fast is just insanely good.  I'll generally consider Snowstorms 0 for this if there isn't anything more pressing (to pull the wendigo closer to the target).

Snow Storm - Every list for me.  The zero is just too powerful in this crew.  Additional threat or pulling engaged models out of combat.  It's always useful.  My first turn 0 is usually pulling raspy forward so she can arc through my FTS acolytes into their first turn moves provided they're out in the open.  After that I'll use it to pull back the emissary if he charges deep or to setup the wendigo or move raspy around.  The tornado is great, especially if you have an ice gamin around boosting its damage.  It can move your crew around too which is great.  Finally he's a great beater.  Min dmg 3, a trigger to heal 5 if you need or a trigger to get a ++ which is awesome when you have a RJ to cheat.  Again if the ice gamin aura is around he's very scary.

Emissary - with the raspy specific upgrade - I've been using him a lot more lately as it gives me a very reliable node to arc from.  HT3, can arc while engaged, and gives raspy a place to actually use her zero.  I'll also his him to hunt down flankers and then have Snow Storm pull him back to the rest of the crew.  His ice bridge 0 gives you another way to get raspy or another model out of combat.  I really enjoy his ability to give out a free AP.  It means I can use the wendigo to put walls down OOA or have an acolyte focus or move to line up a shot.  His damage has almost become secondary to all the additional stuff he can provide to the crew.

Acolyte (x2) - For me these are very very very critical to this Raspy list.  With the list being as elite as it is, being able to control the enemies AP (and deny stuff like charges) is very important.  These two often buy me additional turns of blasting and positioning.  They're damage track is very good for a minion, especially if you hit mod or sev.  Auto slow and making your opponent discard a card feels like cheating.  Often times, each AP you spend from an acolyte costs your opponent a card (they either cheat to win the duel or pitch a card from the trigger).  Having 2 means you can often times eliminate 4 cards from an opponent.  This coupled with raspys crew being able to draw cards effectively can often times lead to hand control and your opponent being unable to contest you in duels.

Ice Dancer - I take her as with a low tome she makes claim jump trivial.  She can also protect a flank charge with her ice flows.  These coupled with raspys walls can make it very difficult to approach effectively.  She's also decent enough in combat, is a fast model for raspy to arc through, and is difficult to kill.

 

That's been my goto list lately.  Generally I've got so much control over AP and cards that it becomes very hard for the opponent to do what they want.  It may only be 7 models but it projects so much control that often times opponents are left with poor choices.

 

Special mentions:

Mech Rider - I take her if the schemes call for it or if interference is in the pool.  She would replace the emissary.  Also very fantastic, provides the gamin to buff damage, provides an easy way to do dig their graves, and gives raspy even more card draw.  Regrettably not frozen heart though.

Ice gamin - Typically I don't hire them unless I really really really thing I need more damage.  Usually though I will have mech rider summon them.

Effigy - if I need condition removal and a minor dmg increase / card control on raspy.  Usually just to fill points tbh.

 

 

 

I don't use silent ones, I've not had much success with them.  Everything I would want out of them, Raspy can provide (other than heals but meh).

 

I like everything you said, very on point.

Only addition I'd like to make is the same one the poster above did, which is to take Silent Ones. I usually take at least one.  With a gamin around they literally have the nearly same damage profile as basic Raspy (3/4B/5B), the heals are critical for your big node models like Snow Storm and Emissary.

But most importantly, there isn't a shooting icon on their casts!  So you can shoot into combat with no randomization. You can also ignore enemy soft cover and hard cover.  Such a huge advantage over the Raspy December's Curse.  

Silent ones always pull their weight for me in every game. They may appear to do similar things, but they actually complent her very well by doing two things she can't do well - heal, and ignore cover / engagement randomization.

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Only two games in, but I am getting sold on the Ice Witch! Some thoughts...

You all needs to give Myranda a go with Rasputina! She is such a game changer with Imbued Energies on turn two or three. If she turns into a Sabretooth she can still put out quite a hurt on that turn thanks to Maul even with Slow. Myranda can put herself into position, walk and interact/throw down a scheme marker. Plus it is an extra activation for a crew who usually have 7 or maybe 8 models. I think that turning into the Sabretooth is probably your best bet most of the time, since it packs such a punch. Blessed is a viable option for runner-hunting though.

My two cents on Headhunter. I think that Rasputina can manage fairly well if she brings Ice Dancers, models with Leap, and maybe some Decembers Acolytes who can drag stuff closer. The important thing is to pace yourself, and not kill stuff where you cannot reach the heads. With two Ice Pillars available too, Raspy's crew should be able to shield some heads off. Then, I guess Colette and Marcus might be better choices overall...

Silent Ones are so freaking good. They are stupid in what they can do from the back-lines. I was surprised by the heal-trigger on their main attack. I feel that they are superior to Acolytes, who I think is a specialist suited for specific boards and circumstances. Anyway, SO are such great value.

 

 

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On 3/3/2017 at 5:32 AM, SevenThirtySeven said:

I like everything you said, very on point.

Only addition I'd like to make is the same one the poster above did, which is to take Silent Ones. I usually take at least one.  With a gamin around they literally have the nearly same damage profile as basic Raspy (3/4B/5B), the heals are critical for your big node models like Snow Storm and Emissary.

But most importantly, there isn't a shooting icon on their casts!  So you can shoot into combat with no randomization. You can also ignore enemy soft cover and hard cover.  Such a huge advantage over the Raspy December's Curse.  

Silent ones always pull their weight for me in every game. They may appear to do similar things, but they actually complent her very well by doing two things she can't do well - heal, and ignore cover / engagement randomization.

 

On 3/3/2017 at 1:25 AM, Fictor said:

In general terms I'm agree with you, except I always try hire an IceG for + DMG and a little activation control, but...

Silent One is one of the best Arcanist models IMO, have all that you can want for only 6ss, and in a Frozen Heart Crew is a must, ofcourse people have diferents ways to play but, a model who heals for 0, can shot virtually 22", blast dmg, heal on :pulse when shot, place pilars, can paralize in combat with a huge several dmg (try focus) andhave a really nice defensive trigger.

I usually hire 2 of them, and it's the reason who my group of friends never see my Snow Storm dies, shot in combat for heal and healing him, and I can say I play Snow very agresive.

I'll definitely give them another shot but I don't find I'm lacking on damage ever nor do I need any more paralyze.  Honestly most stuff never gets to models I don't want them to get to and snow storm has a great heal trigger already.  It would cost me an acolyte which means 2 cards and 2 ap from my opponent each turn but I'll give em another go for sure.

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On 3/14/2017 at 4:23 PM, crimzzen said:

 

I'll definitely give them another shot but I don't find I'm lacking on damage ever nor do I need any more paralyze.  Honestly most stuff never gets to models I don't want them to get to and snow storm has a great heal trigger already.  It would cost me an acolyte which means 2 cards and 2 ap from my opponent each turn but I'll give em another go for sure.

I'll be honest, I've only ever been able to use Snow Storm's heal trigger once.  It's not that easy to pull off.  He has to kill the model the do it, it needs a crow, and it needs to hit.  So you either need to have a high crow in hand and a near-dead model, or you need to stone for the crow and also have a near-dead model.  And have a high enough card that the opponent can't cheat, since healing 5 dmg is a big deal and worth a high card on their end to prevent.  Silent One's heal is far easier, you just need an 8 to cast.  

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12 minutes ago, SevenThirtySeven said:

I'll be honest, I've only ever been able to use Snow Storm's heal trigger once.  It's not that easy to pull off.  He has to kill the model the do it, it needs a crow, and it needs to hit.  So you either need to have a high crow in hand and a near-dead model, or you need to stone for the crow and also have a near-dead model.  And have a high enough card that the opponent can't cheat, since healing 5 dmg is a big deal and worth a high card on their end to prevent.  Silent One's heal is far easier, you just need an 8 to cast.  

6 health (or 7 near an ice gamin) isn't really near dead. If you can focus for the attack, it's pretty doable, and with 3in reach, being in range at the start of activation isn't that unlikely.

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4 minutes ago, BFOmega said:

6 health (or 7 near an ice gamin) isn't really near dead. If you can focus for the attack, it's pretty doable, and with 3in reach, being in range at the start of activation isn't that unlikely.

Yea, but even if you focus, you need 2 severes from your hand and likely a stone for the suit. One to hit, one to cheat the dmg.  A lot easier to just get a healing flip on an 8 of any suit.  

Not saying this trigger is impossible.  It's just not something I'd count on for healing in a game.  

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I get it off  a game usually (which is really all he needs).  My opponents attempt to limit Raspy's mirror availability and will engage my models where they can usually leading to him already in combat.  Again with the way I play, I usually have the superior hand while my opponent is usually very limited.  Also sometimes you flip high enough that your opponent can't afford the cards to beat you and then you cheat in a lower crow that hits the trigger.  Min dmg 3/4 is usually enough to finish off a model.  YMMV though.

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