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Pigapult Woes


SoulG

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So here's the thing. Skeeters keep saccing each other to force a reverse Alpha Strike. Afterwards, they move wherever the hell they feel like, and 2 of the use Pull My Finger. Three of them are mingled in my crew while one hangs back.

The Pigapult activates, and bounces damage 4/5 blasts off the Skeeters, destroying... basically everything. Not bunching up helps only so much against this. What is someone who isn't Hoffman / Dreamer / Freikorps to do?

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The infinte Skeeter Activation is a grimy tactic! Best method of dealing with someone that abuses it is to just walk away and refuse to play them (eventually they should get the hint).

More practical advice would be to just take the friekorps since it completely counters it (he should get the hint when all of his opponents start fielding proxied Friekorps lists against him).

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Take any of the tricks that can be in his face turn one once your in melee with it no more shooting. What crews do you normaly play?

Hoffman for guild. Rasputina bearskin models for arcanist. Bunch of night terrors can be on the pig pult turn one for res. Dreamer can be in its face first turn. Von shill for oitcast.

Edited by tadaka
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The infinte Skeeter Activation is a grimy tactic! Best method of dealing with someone that abuses it is to just walk away and refuse to play them (eventually they should get the hint).

More practical advice would be to just take the friekorps since it completely counters it (he should get the hint when all of his opponents start fielding proxied Friekorps lists against him).

He just recently agreed not to do it largely for those reasons (The Dreamer player also agreed not to do the "Attack your deployment zone and be back in mine in 1 activation"... thing), except occasionally when one of us thinks they got a way to beat it.

Honestly? Even -without- the infinite skeeter trick it's still pretty bad.

Take any of the tricks that can be in his face turn one once your in melee with it no more shooting. What crews do you normaly play?

Hoffman for guild. Rasputina bearskin models for arcanist. Bunch of night terrors can be on the pig pult turn one for res. Dreamer can be in its face first turn. Von shill for oitcast.

I play Rez, almost exclusively. But this gave me an idea I'm going to have to try now...

Ressurectionists Crew - 35 - Scrap

Seamus, The Mad-Hatter
--
4 Pool

Grave Spirit [1ss]

  • Dead Rider
    [10ss]

  • Jack Daw
    [10ss]

  • Rotten Belles
    [4ss]

  • Rotten Belles
    [4ss]

  • The Drowned
    [4ss]

Maybe replace The Drowned. Deploy everything half an inch back, so his Pigapult will have to move. Have the Grave Spirit link to Jack Daw and cast the 4" Terrifying Aura. Have a Belle move forward and lure JD up. Have Dead Rider move + Mounted Combat JD a total of 11" more up.

Then have JD activate the No Cheat aura and charge deep into his crew (either Charge or, honestly, just moving there), snapping the Grave Spirit and the 4" Fear Aura to him. Make sure to tie up the Pigapult in Melee. The action after that, Lure Seamus up and then have him use Trail of Fear.

Not sure what else in Rezzers can safely reach the darn thing turn 1. He'll gun down a group of Night Terrors before they reach him.

EDIT: Oh, OH! Bete Noir! Why didn't I think of that before? The moment he Sacs a pig she comes out, and the pigapult is in Melee so it can't do anything.

Edited by SoulG
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@SoulG - If you take Jack Daw vs gremlins (led by Som'er)it is almost a guaranteed 1 VP for the Gremlin player. Gremlin's Luck is a 12" range (no cheat aura doesn't effect it) to suck out all your cards and then one focused shot from a gremlin later and you are down JD and a VP.

And I'll mention that a smart gremlin player will limit bete's placement by saccing a pig that is surrounded. thus not allowing bete to be placed.

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