Mr. Bigglesworth Posted September 10, 2011 Report Share Posted September 10, 2011 (edited) How does this really work, btw? I mean, it's a (2) action, so first turn you don't move. Second turn, you move, but Marshalls really aren't super fast. So it's only on turn three that you are likely in range of the enemy and then that's only if they don't kill the DM. I feel like I'm missing something very obvious that makes the DMs move faster. Best with Perdita's crew so the marshal can zip up by being obeyed to charge. This is perfect for the executioner because it keeps him safe from ranged attacks. Also defensive stance the executioner the turn he pops out he is now a little tougher to hit, and it is not hard to pop him out in melee. It is bury plus obey that works best for me. Yeah people know it is coming but most can't escape it. I don't like to play Perdita upso this matches my style of play with her using her more as a caster. I also find 2 slow to die models bundle together to be quite a fearsome duo. Edited September 10, 2011 by Mr. Bigglesworth Quote Link to comment Share on other sites More sharing options...
paradox Posted September 11, 2011 Report Share Posted September 11, 2011 The best way to use it is pretend they don't have it, then spend 2 actions blasting them for 4 damage a pop with Rams from your hand. Quote Link to comment Share on other sites More sharing options...
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