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Basse-ic Defense Tech


Yore Huckleberry

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So, Basse has some really interesting defensive triggers, but do they add up to real tankyness?

Defense: 6: Above average
WP: 5: Average
Favorable Terrain: Cover (+1 DF and -flip to damage w/in Severe Terrain or within 1" of impassable) Synergizes with all the Dust Markers, which also provide Concealing (-flip to :ToS-Range: duels).
Hard to Kill: Good Tech; synergizes with crew healing
DF (:ToS-Crow:) : Tangled in the Briars: Pushes him 2" away from an attacker (stops a double-charge), and if the attacking model was within 2" of severe terrain, ends its activation. Good vs melee beaters.

So vs Ranged, in a Dust Cloud, he gets Cover and Concealment: DF 7 and a -flip to attacker duel and damage
and vs Melee, in a Dust Cloud, he can push out and likely only take one attack per activation, with a slowing effect vs his opponent.

If he DOES get whittled down, you should have a chance to heal him up over Hard to Wound.

Are people finding success playing him on the front lines with all this?

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3 hours ago, Yore Huckleberry said:

So, Basse has some really interesting defensive triggers, but do they add up to real tankyness?

Defense: 6: Above average
WP: 5: Average
Favorable Terrain: Cover (+1 DF and -flip to damage w/in Severe Terrain or within 1" of impassable) Synergizes with all the Dust Markers, which also provide Concealing (-flip to :ToS-Range: duels).
Hard to Kill: Good Tech; synergizes with crew healing
DF (:ToS-Crow:) : Tangled in the Briars: Pushes him 2" away from an attacker (stops a double-charge), and if the attacking model was within 2" of severe terrain, ends its activation. Good vs melee beaters.

So vs Ranged, in a Dust Cloud, he gets Cover and Concealment: DF 7 and a -flip to attacker duel and damage
and vs Melee, in a Dust Cloud, he can push out and likely only take one attack per activation, with a slowing effect vs his opponent.

If he DOES get whittled down, you should have a chance to heal him up over Hard to Wound.

Are people finding success playing him on the front lines with all this?

I've found him pretty tanky, though the dust clouds going away at end of turn is a problem, and position by your opponent can ruin the push.  Watch out for shens ability to ignore htk.

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Keeping a Pathfinder or 2 within 6' of Basse can help a lot. After your dust disappears you can then move Basse 4 inches after initiative. Either moving out of range, breaking line of sight, or getting to a position to trigger Favorable terrain if your not already. Combined with his push he can be incredibly hard to pin down with the right support. 

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1 hour ago, 4thstringer said:

There is something about Basse and Reichart that makes them a little more to handle than you would think looking at the front of their cards.  That is the blasts (or potential for blasts).  It means that if an opponent goes in with several models to try to drag down Basse, you have an answer for that.

Can't discount Detta in that too. She can peel something off of Basse and do a decent hit on them after they hit her, then a domadores finishes them off and heals her back up

 

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