Haunter Posted January 13, 2014 Report Share Posted January 13, 2014 So, my mates and I tried a 25 SS size game with henchmen as leaders. I brought Sebastian as my leader. My crew was: Sebastian Nurse Canine Remains Flesh Construct Necropunk Necropunk I currently suck at this game due to lack of experience, but taking that aside... I felt like Sebastian was a bit meh without the poison support of McMourning and the Zombie Chihuahua. I couldn't seem to get any poison off, even with Seb, the CR, and FC having Infect triggers. The poor nurse died after 1 activation, thus achieving essentially nothing. I wasn't relying solely on poison to get things done, and killing wasn't integral to my schemes (Line in the Sand, Protect Territory; Reconnoiter was the Strategy), but it felt like the wheels fell off the bus even before it left the station. I feel like I understand in theory how to make him go, but I can't seem to execute most of the time. Have others played him as a leader? How's that worked out? Who do you consider the best Resser Henchman to lead a 25 SS crew? ...and heck, while I'm asking, who are your favorite Henchmen-leaders from other factions? Thanks Quote Link to comment Share on other sites More sharing options...
Cats Laughing Posted January 14, 2014 Report Share Posted January 14, 2014 I played a game where I took Philip (and the Nanny) at 40ss against an opposing force lead by Perdita. I did get wiped off the table by turn 5, but a combination of schemes and a mistake by my opponent* lead to a victory for Philip. I liked how Philip interacted with schemes/scheme markers and a combination or Doxies, Belles and Crooligans also worked at running schemes. I only just managed to kill Nino and killed nothing else of my opponent's so I assume a killy scheme/strategy set up would have lead to a poor result. I think it's best to approach Henchmen games with a "I'm just here to have fun and see what I can do" attitude, though Sebastian might still not be a great option as an almost pure support model. Maybe dropping a Necropunk down for a 4ss model and picking up Transfusion would have helped? Guild Autopsies have infect on their ranged attack, which may have helped spread poison. *We both took Spring the Trap, but my movement and actions with Philip enticed my opponent to kill him before he sprung his trap, thereby denying himself 3 VP. Quote Link to comment Share on other sites More sharing options...
rythos42 Posted January 14, 2014 Report Share Posted January 14, 2014 I saw this thread and almost replied to it with my opinion, when I realized that "Haunter" already has my opinion, as we played that 25ss henchman game together. For what it's worth, I was going to recommend Sybelle. I think she's a pretty decent henchlady, capable of standing on her own. But since Duke is playing her already, that might get awkward. Cats Laughing (or others) - we were also looking at The Valedictorian, who seems pretty powerful - have any thoughts on that model? Quote Link to comment Share on other sites More sharing options...
Cats Laughing Posted January 14, 2014 Report Share Posted January 14, 2014 The Valedictorian looks like a pretty good beatstick type model, at least to my eyes (have not used in any games). You would then have a strong, fast and pretty hard to kill model to perform killing duties and possibly work with certain schemes. looks like a fairly solid and straightforward model. Biggest weakness is the cost of having a smaller cache or needing to save stones to fill out the cache rather than buy more models. The Valedictorian also doesn't offer any special/strange abilities (like Sybelle's Call Belle action or Comply trigger), but those aren't really necessary all the time. I would probably use the Valedictorian to kill or tie up opposing models while the remainder of my crew (Necropunks, Crooligans, Belles, etc... depending on schemes/strategies) went around trying to complete schemes/strategies. Quote Link to comment Share on other sites More sharing options...
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