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McMourning: Desperate Nurses


HeroZero

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Has anyone gave a pair of desperate mercs and a nurse working for McMourning?

I think it could work out well with the nurse drugging up the desperate merc who then self buffs, goes all out attacking dies providing a healing flip.

Any thoughts?

buffing it up, sacrifices him, thus not giving the healing flip,

only when he is killed, he gives a healing flip

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but it would be funny though when you could get your desp merc on melee or in charge range

nurse 1:

stabs desp merc

cast massive dose on merc: painkillers (desp merc will not die)

nurse 2:

cast massive dose on merc: speed (reactivates)

cast massice dose on merc: stimulant (+2/+2 wk/cg melee +4cb melee damage +1dg)

desp merc activates:

(0) for my family

charges enemy model: hits with 11cb and :+fate on attack, 3/4/5 (with a good :rams 4/5/6)most likely you will have 1-3 :+fate flips on the damage,

reactivates: and attacks 2 times,,

imagine, a 2ss cost models kills a master, would be funny to test this :)

and i think that is what you mean :) even if you don't have the healing flip, this is SO nasty :D

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This is correct,

and yes I do run 2 Desperate Mercs along side a nurse with my McMourning. I could always use the counters when they die. But they give my crew nice capabilities and different options.

the healing flip is always nice,

and sacking 1 desp merc for the combo mentioned, I would do it :D you could also run this with 1 nurse, and do furious casting without damaging him for the extra :+fate on attack

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Yes that is what I meant. The idea to use them as little suicide missiles of incredible potentcy or save them for healing flips as needed.

Question? Anyone try using an unkillable jacked up desperate merc to generate maximum body parts counters? Mcmourning and sebastian could really go to town on them.

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but it would be funny though when you could get your desp merc on melee or in charge range

nurse 1:

stabs desp merc

cast massive dose on merc: painkillers (desp merc will not die)

nurse 2:

cast massive dose on merc: speed (reactivates)

cast massice dose on merc: stimulant (+2/+2 wk/cg melee +4cb melee damage +1dg)

desp merc activates:

(0) for my family

charges enemy model: hits with 11cb and :+fate on attack, 3/4/5 (with a good :rams 4/5/6)most likely you will have 1-3 :+fate flips on the damage,

reactivates: and attacks 2 times,,

imagine, a 2ss cost models kills a master, would be funny to test this :)

and i think that is what you mean :) even if you don't have the healing flip, this is SO nasty :D

Or you could just send killer missiles with the 2 mercs hanging around the nurse.

On one turn you can furious cast one send them out and on the next turn furious cast the other and off your go......Just make sure that you are already have the mercs wound each other to get the bonuses.....

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Whoa, so I'm seeing like three options in this.

Option A - Nurse makes the DM (Desperate Merc) unkillable. McMourning hits the Merc three times for three counters. The trigger says "After damaging." I would guess that since the DM cannot be killed, once he gets down to 0 or 1 wound, he can't take any more damage, so you may not get the counters from him. I'll ask in the rules right quick.

Option B - Furious cast the DM into unkillable death bombs. (But even you can't kill them at this point).

Option C - Perform Option B with Nicodem.

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Whoa, so I'm seeing like three options in this.

Option A - Nurse makes the DM (Desperate Merc) unkillable. McMourning hits the Merc three times for three counters. The trigger says "After damaging." I would guess that since the DM cannot be killed, once he gets down to 0 or 1 wound, he can't take any more damage, so you may not get the counters from him. I'll ask in the rules right quick.

Option B - Furious cast the DM into unkillable death bombs. (But even you can't kill them at this point).

Option C - Perform Option B with Nicodem.

have to start using this combo that is quite silly! I love it!

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I'm preferring their shooting abilities over melee, even without reactivate they can pump out 4 shots a turn. Have two hurt each other turn 1 and advance. Turn 2 use Nurse to buff reactivate & and optional Cb buff, then shoot the hell out of anything, even a Master wouldn't be safe at that Cb and would need to burn SS. Only danger is a ranged opponent picking them off before they activate.

I'm not sure it's worth killing them for the healing flip but McM could use the corpse.

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nurse 1:

stabs desp merc

cast massive dose on merc: painkillers (desp merc will not die)

nurse 2:

cast massive dose on merc: speed (reactivates)

cast massice dose on merc: stimulant (+2/+2 wk/cg melee +4cb melee damage +1dg)

Painkillers and Speed are the anti-combo. It dies at the end of its next activation, so it won't ever get to use the reactivate.

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Painkillers and Speed are the anti-combo. It dies at the end of its next activation, so it won't ever get to use the reactivate.

i just noticed the painkillers is at the end of its activation,

without the painkillers,, he can be killed, it still can work, and you can kill your own DM to get the healing flip, i think I'm going to have a look at that and test it

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So to get this straight.

For Desperate Mercs missile/body part factory.

Turn 1.

Nurse 1 casts uses Stimulant and painkillers on DM.

Zombie chihuahua wracks the Dm twice. +2 BP

Seabastian beats up zombie chihuhua +4 BP

DM walks

Mcmourning scalpel slings and fast beats on DM +4-6bp

Pass turn.

Turn 2

Nurse 1 stimulants and painkills the DM

Sebastian picks up corpse countes walks up stabs Dm, hands in doug his counters

Doug uses fast summons Rogue Necromancy.wracks dm for more counters

DM Missiles of f at something.

OR....

Nurse Stimulant and painkills on dm.

Zonbie chihuahua wracks the DM twice.

DM double walks 14

Nurse 2 double walks.

Continue with the well known turn 1 rogue necromancy summon activation chain.

Turn 2

Nurse 2 walks and stimulants the DM for missile.

Repeat step 1 with second DM or canine remains

Rinse repeat....

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So to get this straight.

For Desperate Mercs missile/body part factory.

Turn 1.

Nurse 1 casts uses Stimulant and painkillers on DM.

Zombie chihuahua wracks the Dm twice. +2 BP

Seabastian beats up zombie chihuhua +4 BP

DM walks And will be sacrificed. Chain ends here.

Mcmourning scalpel slings and fast beats on DM +4-6bp

Pass turn.

Turn 2

Nurse 1 stimulants and painkills the DM

Sebastian picks up corpse countes walks up stabs Dm, hands in doug his counters

Doug uses fast summons Rogue Necromancy.wracks dm for more counters

DM Missiles of f at something.

OR....

Nurse Stimulant and painkills on dm.

Zonbie chihuahua wracks the DM twice.

DM double walks 14 and is sacrificed

Nurse 2 double walks.

Continue with the well known turn 1 rogue necromancy summon activation chain.

Turn 2

Nurse 2 walks and stimulants the DM for missile.

Repeat step 1 with second DM or canine remains

Rinse repeat....

There are a few flaws, that aren't insurmountable, but I've highlighted them for you.

They do slow down the combination and will probably cost you a turn or two of movement

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Desperate Mercs are amazing. Possibly the most undercosted model in the game.

4 lots of cb 5 gunshots with ++ to damage is ridiculous, + attack too if they're wounded (eg by Mcmourning carving them for counters), with reactivate that's just wrong.

And even though I think Nurses suck, the fact that Desp Mercs are *so* cheap balances out the Nurse's cost.

"Dog Missiles" is a terrible, terrible tactic but in the case of Mercs, they're good enough to make it work given the right strategy & opponent.

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