Yore Huckleberry Posted October 30, 2019 Report Share Posted October 30, 2019 What do we see as the strengths and weaknesses of: Exorcists - Ignore Friendly Fire into Lady J’s brawls. Glassy defense. Anti-summoning tech. Death Marshal Recruiters - Allows enduring piece value from bubbling. Helpful points denial in Reckoning. Domadores - corpse command, heals, aura makes enemies undead. Decay ignores friendly fire because it doesn’t have symbol on it. Death Marshals - hearty pawns. Can take up to 3 hits, depending. Good synergy with Domadores. What else are people finding? Quote Link to comment Share on other sites More sharing options...
Myyrä Posted October 30, 2019 Report Share Posted October 30, 2019 Pretty much the whole keyword is tougher than your average Guild model at the same price range. Dromedars, exorcists and Jury are all on the more fragile side, but nowhere near the worst models in the game in that regard. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 30, 2019 Report Share Posted October 30, 2019 Exorcists have a big variety of tech abilities. Ignoring htw, incorp, friendly fire, terrifying and manip addresses a lot of different models Quote Link to comment Share on other sites More sharing options...
Cathaidan Posted October 30, 2019 Report Share Posted October 30, 2019 Exorcists are good, but expensive. If you're not going to be facing a Master that relies on something they can bypass, they aren't worth it just to ignore Friendly Fire. (I played against a Raspy crew a while back, and regretted it. Not because it was a bad piece, but because another Marshal would have been just as useful, and that would have meant more stones for Lady J.) Recruiters are nice, and I usually take one. They are a must have against Dreamer, Tara, Collette, etc. The more I play Lady J, the more I love the Doms. Marshals themselves are nice, but not amazing. (Unless you're playing against a Resser.) They're more sturdy than anybody else's cheap models, but they lack mobility and have nothing to help with schemes that don't involve killing someone. That said, they are very durable, and can get into scruffs with opposing models and come out the other end, which is nice. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted October 30, 2019 Report Share Posted October 30, 2019 2 minutes ago, Cathaidan said: Marshals themselves are nice, but not amazing. (Unless you're playing against a Resser.) They're more sturdy than anybody else's cheap models, but they lack mobility and have nothing to help with schemes that don't involve killing someone. That said, they are very durable, and can get into scruffs with opposing models and come out the other end, which is nice. Staying alive helps in many schemes. Quote Link to comment Share on other sites More sharing options...
Yore Huckleberry Posted October 30, 2019 Author Report Share Posted October 30, 2019 1 hour ago, Myyrä said: Staying alive helps in many schemes. They (Death Marshals) feel pretty solid for Hold Up Their Forces; they're cheaper than a lot of things and very little can drop them in one activation. Getting them for free from the DMR isn't terrible. Quote Link to comment Share on other sites More sharing options...
Mikes Posted October 31, 2019 Report Share Posted October 31, 2019 On the other hand, in my last game two unhurt DMs were killed by Molly's totem over three turns. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 31, 2019 Report Share Posted October 31, 2019 Honestly, for models in the anti resser theme, the death Marshalls having htk is least useful against the faction with lots of poison effects and triggers. Quote Link to comment Share on other sites More sharing options...
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