Impact UK Posted February 9, 2018 Report Share Posted February 9, 2018 So is anyone using the Pale Rider in GG2018? 1 Quote Link to comment Share on other sites More sharing options...
Strangely Brown Posted February 10, 2018 Report Share Posted February 10, 2018 I've used him successfully for covert breakthrough. Hide him in the corner & sprint up turn 3. 20% of my SS for 30% of my available points always seems like a fair investment. Think he should be good for take prisoner on a backfield support piece as well. 2 Quote Link to comment Share on other sites More sharing options...
ElPuto Posted February 10, 2018 Report Share Posted February 10, 2018 Domador + Pale Rider seems a good synergy. 1 Quote Link to comment Share on other sites More sharing options...
MalifauxMartin Posted February 10, 2018 Report Share Posted February 10, 2018 I'm not sold. Even at 10ss he seems a bit...meh. I mean, when you look at what we can get for 8ss...frank, phiona, jury etc. Its a hard sell. But it is a great model so I'll be happy to be proved wrong. Quote Link to comment Share on other sites More sharing options...
FinalForm Posted February 10, 2018 Report Share Posted February 10, 2018 On 09.02.2018 at 11:21 PM, Impact UK said: So is anyone using the Pale Rider in GG2018? Domador(if you can make a decent convertion)+belle+pale rider: Nice tactical 22ss kit with lots of options (lures, raw damage, high mobility). Quote Link to comment Share on other sites More sharing options...
jchrisobrien Posted February 10, 2018 Report Share Posted February 10, 2018 Pale rider is a trap. Don't do it! 1 Quote Link to comment Share on other sites More sharing options...
FinalForm Posted February 11, 2018 Report Share Posted February 11, 2018 7 hours ago, jchrisobrien said: Pale rider is a trap. Don't do it! can you explain your point? Quote Link to comment Share on other sites More sharing options...
trikk Posted February 11, 2018 Report Share Posted February 11, 2018 I think the only use for Pale Rider is McCabe. His damage is plain bad, his durability is low til around turn 3 Quote Link to comment Share on other sites More sharing options...
Tris Posted February 11, 2018 Report Share Posted February 11, 2018 If you want a good model, the Rider is not what you`re looking for - he`s not useless and the cost drop helped a lot, but just compare him to our henchman, or the peacekeeper. He doesn`t bring anything unique to the table and is not better in any role than other models in his or an even lower price class. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted February 11, 2018 Report Share Posted February 11, 2018 He's a victim of the obvious fear the designers had in early waves that shooting might be too good. So they limited it's damage in a crippling way, even in later turns. Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 11, 2018 Report Share Posted February 11, 2018 Shooting can be pretty annoying, it's just that people learned to flood their boards with blocking terrain to screw with attacks. On a fairly open board where most of the terrain is severe or impassable non-cover or a board with plenty of vantage points shooting can be hilariously op. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted February 11, 2018 Report Share Posted February 11, 2018 7 minutes ago, Ludvig said: Shooting can be pretty annoying, it's just that people learned to flood their boards with blocking terrain to screw with attacks. On a fairly open board where most of the terrain is severe or impassable non-cover or a board with plenty of vantage points shooting can be hilariously op. Part of the issue is that vantage point rules are so bad that noone wants to play with them Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 11, 2018 Report Share Posted February 11, 2018 19 minutes ago, 4thstringer said: Part of the issue is that vantage point rules are so bad that noone wants to play with them We've had a pretty interesting graveyard board in almost all if our tournamets. It's made upp of mostly fences that are impassable but don't block shooting so there are plenty of places where you can shoot and be impossible to charge back without movement special rules. It's good for breaking up fixed lists. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted February 12, 2018 Report Share Posted February 12, 2018 23 hours ago, Ludvig said: We've had a pretty interesting graveyard board in almost all if our tournamets. It's made upp of mostly fences that are impassable but don't block shooting so there are plenty of places where you can shoot and be impossible to charge back without movement special rules. It's good for breaking up fixed lists. I have a couple pieces like that in my own terrain collection. I'll have to work on getting that kind of terrain to the table more. I'm sure all the Yaz players in my meta would like that too. 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 12, 2018 Report Share Posted February 12, 2018 Hahaha! True true. We also use a few large crypts and a cathedral so the board usually has cover and LoS blockers while having plenty of places where placing the 50mm could be tricky if the opponent takes care when moving. 1 Quote Link to comment Share on other sites More sharing options...
jchrisobrien Posted February 12, 2018 Report Share Posted February 12, 2018 Tris and Trik and 4thstringer nailed it. The "push 4 inches and drop a scheme marker" looks like it would be GREAT for Dig Their Graves, but then you're left with him doing extra damage on only one of it's attacks. Quote Link to comment Share on other sites More sharing options...
Rillan Posted February 12, 2018 Report Share Posted February 12, 2018 If u want to add a Rider, i would suggest Lone Marshal. 7ss, good sustain, average dmg, high mobility. For 7 SS awesome model. 3 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 12, 2018 Report Share Posted February 12, 2018 1 hour ago, jchrisobrien said: Tris and Trik and 4thstringer nailed it. The "push 4 inches and drop a scheme marker" looks like it would be GREAT for Dig Their Graves, but then you're left with him doing extra damage on only one of it's attacks. You only ever do extra damage on one attack. The pale is the only riderwith therstriction that the triggers on it's attack can only be declared.once per turn so even if you manage to do some silly obey thing you're only ever doing 2/3/4 after that first hit. Ithas worse damage output than most 8ss henchmen. 2 1 Quote Link to comment Share on other sites More sharing options...
The Governor-General Posted February 12, 2018 Report Share Posted February 12, 2018 Does it have any play in Ours, given its survivability and high cost? Literally just keeping it in the backfield, and by the time the opponent can get to it, it's reduction is too high? 1 Quote Link to comment Share on other sites More sharing options...
Rillan Posted February 13, 2018 Report Share Posted February 13, 2018 6 hours ago, The Governor-General said: Does it have any play in Ours, given its survivability and high cost? Literally just keeping it in the backfield, and by the time the opponent can get to it, it's reduction is too high? Basically unless something really unexpected happens fight starts at turn 2-3. By that time u have 1-2 Rams that reduce incoming damage by 1-2 and with the ability to heal up u can give it a try. If at 12 SS cost Rider was pretty weak, now with 10 SS its pretty much good but situational. Its not a model which u will go every single game. If u survive and u will unless opponent flips red joker by turn 3 u will have very tanky with average damage scheme runner. Give it a try. 1 Quote Link to comment Share on other sites More sharing options...
im_open_to_suggestions Posted February 13, 2018 Report Share Posted February 13, 2018 im going against the trend here and saying I absolutely love him with McCabe. mid game glowing sabre hitting for min damage 3 without flipping a ram, extra wee pushes from McCabe's take this, nimble, regen, full box of tools Even started slapping lead lined coat on him for some extra durability Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 13, 2018 Report Share Posted February 13, 2018 39 minutes ago, im_open_to_suggestions said: im going against the trend here and saying I absolutely love him with McCabe. mid game glowing sabre hitting for min damage 3 without flipping a ram, extra wee pushes from McCabe's take this, nimble, regen, full box of tools Even started slapping lead lined coat on him for some extra durability But 4ss wastrel can get min 3 with the sabre while also dropping a low card of any suit to draw you a new one, potentially refreshing your hand. Not quite as durable though. I'll happily throw away a reactivating 4ss wastrel as an "alpha" turn one. Quote Link to comment Share on other sites More sharing options...
im_open_to_suggestions Posted February 13, 2018 Report Share Posted February 13, 2018 1 hour ago, Ludvig said: But 4ss wastrel can get min 3 with the sabre while also dropping a low card of any suit to draw you a new one, potentially refreshing your hand. Not quite as durable though. I'll happily throw away a reactivating 4ss wastrel as an "alpha" turn one. getting a wastrel into position for a turn 1 alpha would be an impressive feat. I know the rider has a lot of stigma to him which is understandable as when he was 12 stones he was ridiculous, I just feel he really has a place in GG18 with ours, supply wagon, symbols. he is a mobile, durable model that is ready to come into his own. 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted February 13, 2018 Report Share Posted February 13, 2018 I don't dispute his durability or place, just remarkig that min damage 3 by turn 2 isn'tthat impressive. You should be able to push the wastrel about 12" just using McCabe and the emissary to throw upgrades to it before it activates (if McCabe has promises, otherwise you can get it further). One of the upgrades is of course badge of speed so the wastrel is nimle and you can put reactivate on it. That means the free walk of the wastrel puts it about 16" out of your deployment aka. Within charge range from the enemy deployment zone in standard deployment. After that you have two whole activations of ap. You do NOT want to do this if there are unactivated opponents neaby of course but the range isn'ta problem and you only need a few low cards with suits or ss. 1 Quote Link to comment Share on other sites More sharing options...
im_open_to_suggestions Posted February 13, 2018 Report Share Posted February 13, 2018 1 minute ago, Ludvig said: I don't dispute his durability or place, just remarkig that min damage 3 by turn 2 isn'tthat impressive. You should be able to push the wastrel about 12" just using McCabe and the emissary to throw upgrades to it before it activates (if McCabe has promises, otherwise you can get it further). One of the upgrades is of course badge of speed so the wastrel is nimle and you can put reactivate on it. That means the free walk of the wastrel puts it about 16" out of your deployment aka. 2" fom the enemy deployment zone in standard deployment. After that you have two whole activations of ap. You do NOT want to do this if there are unactivated opponents neaby of course but the range isn'ta problem and you only need a few low cards with suits or ss. i tend to do the push tricks you mentioned, usually find myself pushing either an executioner or a thrall. my comment on damage was to counter the statements calling her normal damage track lackluster (which it is) but adding the glowing sabre has a lovely effect with his additional rams. Quote Link to comment Share on other sites More sharing options...
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