WookieeGunner Posted July 8, 2011 Report Share Posted July 8, 2011 I just picked up the Collodi starter set and was reading the cards. Came up with something in my head and I just want to see if this would actually work. From my math, the diagonal on a 3x3 board is slightly less then 51 inches. 1) Collodi starts in a corner of the board. He activates and does Puppet Show. 2) Next you activate one of the marionettes that was four inches away (barely in puppet show range). He does Pull Strings three times moving Collodi 49 inches (WK5*3+4 inches gap to start). 3) Next you activate the other three Marionettes in order. They retract to in front of Collodi (it says push to base-to-base, doesn't mention toward). They are now 50 inches away from the corner. 4) Each Marionette does 4 attacks during their activation (Flurry + 1 for fast) on a model that is at the diagonal corner from where Collodi started. Quote Link to comment Share on other sites More sharing options...
AdrianMills Posted July 8, 2011 Report Share Posted July 8, 2011 Unfortuntley the marionettes can only pull strings 1 per turn and can't move more then 8" away. So if the first one was 4" away it could only pull strings to 8" Quote Link to comment Share on other sites More sharing options...
Iamwyrd Posted July 8, 2011 Report Share Posted July 8, 2011 They should have fixed pull strings to once per turn. So he doesn't have his insane movement shaniggins. Edit: ninja'd Quote Link to comment Share on other sites More sharing options...
LoboStele Posted July 8, 2011 Report Share Posted July 8, 2011 He's still quite good. With 4 Marionettes, you can still move more than 32" which is MORE than enough to reach anything you really want to. Even so, just moving one Marionette up 8", then bringing up Collodi and then snapping your other Marionettes into place can give you pretty incredible strike range, and still get like 10 attacks per turn. It's like the Gremlins, but with melee attacks instead. Not great Cb or Dg stats, but enough card flips that stuff will get through eventually. Quote Link to comment Share on other sites More sharing options...
WookieeGunner Posted July 8, 2011 Author Report Share Posted July 8, 2011 Ok, that makes a bit more sense. Being able to strike anyone on the board twelve times (terrain willing) before they get their first activation seemed a little excessive. Quote Link to comment Share on other sites More sharing options...
AdrianMills Posted July 8, 2011 Report Share Posted July 8, 2011 (edited) Don't forget the marionettes other (0) action that stops your opponent cheating or using soul stones for its next strike makes a big difference when going up against a master or another henchmen. First 2 turns cast the sack full or whatever it is called to give 2 dolls armour 2 , Hard to kill. Ok you loose an inch to walk and charge on the doll but trust me it is worth it. Edited July 8, 2011 by AdrianMills Quote Link to comment Share on other sites More sharing options...
Iamwyrd Posted July 8, 2011 Report Share Posted July 8, 2011 Don't forget the marionettes other (0) action that stops your opponent cheating or using soul stones for its next strike makes a big difference when going up against a master or another henchmen. First 2 turns cast the sack full or whatever it is called to give 2 dolls armour 2 , Hard to kill. Ok you loose an inch to walk and charge on the doll but trust me it is worth it. It also doesn't let you cheat either though, so hopefully you flip well, but that's why they have pairs claws. Quote Link to comment Share on other sites More sharing options...
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