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Rasputina at 40, 45 and 50 ss


kaintxu

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Hi I just started with rasputina (and malifaux) and had my first game the other day, right after receiving the new box.

 

The game went great, though Im still learning all the basics and such.

 

Thing is, there is no much talk about rasputina lately, not even after the official Wave 2 release, so I wanted to ask a couple of question to get some ideas for her.

 

1) Which lists are you playing at 40, 45 and 50 SS? i mean full least, which upgrades and such.

 

2) Do you guys use Snow Storn? by him self or paired with the Ice Golem?

 

3) Apart from cold hearted models, do you add more models? and if yes, which?

 

4) Which totem you guys think is better? Essence of power or wending? 

 

I know most of these question depend on strategy and schemes, but if you could elaborate so I can think on tactics and how you play it, that would be great

 

The list I was thinking about was kinda

 

40 SS

 

Rasputina 3 SS cache

- Shttered heart 3

- armor of december or child of december 1

 

Ice Golem 10

Snow Storm 11

Wendigo /essence 3

2x Ice gaming 8

Moleman 4

 

45 SS

 

Rasputina 3 SS cache

- Shttered heart 3

- armor of december or child of december 1

- Either  both of the above or just 1 and give a 1 SS to a enchain or enforcer or arcane reservoir if playing acolyte

Ice Golem 10

Snow Storm 11

Wendigo /essence 3

2x Ice gaming 8

December acolite 7 or Miranda 8

 

What would you add for 50SS

 

any help would be welcome

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Ive not playeds Raspy in this editiinbyet, but you !might want to consider getting a few more soulstones in your cashe. I understand she can still be rather soulstone hungry in terms of getting her triggers of and that getting them can be crucial for that one big turn.

At 40 I probably wouldn't bring two models that are 10+. It just makes your crew too small. That's half tour points in 2 models, its a little too much for me at least.

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At 50 ss, I run 2 golems, 4 gamins, and a December Acolyte. That puts me at 43 points, not including upgrades. I take 1 upgrade each for my golems, and 2 for Rasputina, which evens me out to 50 points. With wave 2 being official now, I have yet to try the snow storm or the silent one. I try not to use models without the cold heart ability, due to Rasputina's ability to cast through them (arc noding for the Warmahordes people).

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The 40ss band has 7 models is that too low?

It's true that 4 of them are just small things hehe

How about

40 SS

Rasputina 4 stone cache

-shattered heart 3

-child of December 1

Ice golem 10

Ice gaming 4

Ice gaming 4

Wen dingo /essence 3

December acolyte 7

Myranda 8

Twilight mikasa, why so many gammings and no wendigo or essence?

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1) Which lists are you playing at 40, 45 and 50 SS? i mean full least, which upgrades and such.

     Lists always include Gamin and Wendigo, but are otherwise determined by schemes/strategies.  Never leave home without December's Pawn. 

2) Do you guys use Snow Storn? by him self or paired with the Ice Golem?

     No.  I would though, but it would be in lieu of the Golem.

3) Apart from cold hearted models, do you add more models? and if yes, which?

     Yes.  Gunsmiths, Steam Arachnids, Oxfordian Mages. Molemen are also good, I simply prefer the arachnids.

4) Which totem you guys think is better? Essence of power or wending? 

     Wendigo.

 

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Anyone playing rasputina can leave please some more feedback and elaborate a bit

The 40ss band has 7 models is that too low?

It's true that 4 of them are just small things hehe

How about

40 SS

Rasputina 4 stone cache

-shattered heart 3

-child of December 1

Ice golem 10

Ice gaming 4

Ice gaming 4

Wen dingo /essence 3

December acolyte 7

Myranda 8

Twilight mikasa, why so many gammings and no wendigo or essence?

Personally, the wendigo hasn't done much for me in games, and while I do have the essence of power, I've actually never used it before. The gamins are extremely helpful in my playstyle with Rasputina, and watching things blow up and taking out the enemy has been a trademark move of mine. With wave 2 models now official, I can finally start having more variety, but if I went to a tourney, say like, the next day, I would take my usual crew because of my comfort level with them, and I don't have any guesswork to worry about.

I look forward to playing with my snow storm and silent one (had them since 1st edition).

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I personally think the Wendigo is underrated. There is little a Gamin can do that it cannot, and it has a few tricks the Gamin lack, and for a stone cheaper. Walk 5 on a cheap Frozen Heart model that is significant is no joke and can help get him into place to mirror. I often take two Ice Gamin and the the Ice Golem. Turn one, the golem uses Toss twice to throw the Gamin upfield 10" to set up the mirror array for Raspy late turn.

Their Armor +1 is nice for keeping them alive, the fact that they are in position without using their own AP is even better, as they can defensive stance on top the same turn if they don't have other hints to do with their AP, scheme depending.

The Wendigo is nice though because it can get just as far upfield with a walk-walk, so you have three well placed mirrors your second activation giving you often a dominant area of control via Decembers Curse and Shattered Mirror.

The threat of a Devour off the Wendigo is also great. Against Gremilins or other Ht. 1 models it's a potential feeding frenzy, but since Raspy can paralyze with freeze over, nobody is safe. If you hang the Wendigo back, he can be tossed by the Ice Golem to Devour after a freeze over.

Another thing you can do is ride the quadrant lines with the Wendigo while you hold him back if you flipped Reconnoiter or Turf War, as he has great movement, can stay out of trouble being Ht. 1 behind cover, and I don't think you will find a cheaper Significant model for its 3 stones that can end the turn in a chosen quadrant to turn the Reconnoiter tide, or make the extra body count for Turf War.

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The 40ss band has 7 models is that too low?

It's true that 4 of them are just small things hehe

How about

40 SS

Rasputina 4 stone cache

-shattered heart 3

-child of December 1

Ice golem 10

Ice gaming 4

Ice gaming 4

Wen dingo /essence 3

December acolyte 7

Myranda 8

Twilight mikasa, why so many gammings and no wendigo or essence?

You cannot really go wrong with Myranda, since you can always swap her out mid game for a Blessed or a Sabertooth.

Since triggers are so important to getting the most out of Curse of December, I like to take a fairly high cache of stones to spend for suits at any game size (getting off Decembers Curse six times in a single turn is quite possible if you are willing to use three stones) and I often take Arcane Reservoir to help get the face cards in hand. The key is usually to target the lowest Df model in a cluster while stoning the Mask or using a mid level mask in hand to get the initial hit of the Ca 7 plus card, soften but don't kill (if possible) with added blast damage to the higher neighbor model, then after the Overpower hit again hard with the face card to compensate for the negative to cast off the trigger, hopefully getting blast.

If that works, the initial target should be good and dead, so you then move on to your next AP for the next target and two more attacks the same way, rinse repeat.

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Also try Imbued Energies on the Ice Golem. His smash us usually hard to get off (at 3 AP) unless someone was silly enough to engage him or or the December Acolyte was kind enough to harpoon then Drag the enemy into range if they were running in a pair.

However, with the IG's slow walk, unless I am running two Acolytes in a 50ss game (now not likely since I gave acres to wave 2) they are not usually near eachotherbsincevthevAcolyre will advance deploy via From the a Shadows.

Discarding Imbued Energies for the extra AP for the walk, then unleashing the three AP Smash with melee expert gives a minimum 9 wounds on weak damage, which will kill most.

For even a bigger kill range, try the Decembers Command off of Snow Storm to both suck the Ice a golem out of the backfield and into the bulletproof protection of SnowStorm to lay him up on that activation, then slingshot the IG up further with the fast into Smash on the IG's activation. Or, if the IG is already out of the backfield, SnowStorm can Tornado the IG up into Smash range as well off its omnidirectional push, then ultimately fast into Smash.

If you need the IG to just fill a hole or block LoS , or even just be a significant model in the right place, you can Tornado him across the board on Snow Storms tornados, discard IE for a 4" walk, move 8" more on a walk-walk, and take a final swing with Melee Expert, although that would be a lot of AP on moving a model meant for killing.

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Personally, the wendigo hasn't done much for me in games, and while I do have the essence of power, I've actually never used it before.

The Essence of Power suits a Raspy list extremely well if she decides to bring Oxfordian Mages out.  Amplify indeed.

 

How do u use gammings apart from as a arc node?

Btw, how many SS u carry around

Couple good uses for Gamin.  First is Bite of Winter, increase the damage all Frozen Heart models within a3 do with attack actions.  That means Gamin have a ranged and melee damage spread of 2/4/5, not too shabby for a 4SS model.  When nearly dead they can be used to bomb a cluster of weak minions - like Hamelin's rats going for a VoltronRat, or habitually wounded models like a bunch of clustered Gremlins.  Just target the Gamin, and if you hit it great, cheat down his defense flip and lay waste with templates and pulse damage, or if you miss, tag the GAMIN with the template.  Either way works. 

 

They are too slow naturally to tie down other models with Melee most of the time, but they are short enough that your Golem can chuck a couple right into some more valuable enemy minions.  This also makes it more likely that you'll paralyze an enemy provided it isn't their Leader.  If you try to Freeze Over a model and you have a gamin in base contact, then half the time you'll miss, relent the Df flip with your gamin, and just auto-paralyze the model in question.  Gamins, naturally, are immune to paralyze so you can do this to them all day.  They even like it a little.  The Curse, not as much.

 

edit: i carry around 5-7.

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  • 4 weeks later...

I loved:

 

Raspy

-Shattered Mirror

-(The one with ice-pillars)

 

Snow Storm

Mechanical Rider

Angelica

Silent One

Silent One

 

Starting turn two, the Mech Rider can start summoning an ice gamin per turn- and her primary attack is a ranged and melee combo with great triggers. Charge, make two attacks, 0action push and summon. Or make two shooting attacks, and then push and summon them into melee. Then you can use angelica to pull you out of the fire if you need.

 

Rapsy can give Mech Rider Frozen heart and Armor 2, which allows her to be a casting node and also give her armor on top of her df trigger that is like armor but not armor. I had 7 damage reduction on turn five...

 

Snowstorm let's you have a 0 that pulls people around. Frozen hearts are placed (not pushed) into base, and that's great for either early rush positioning or late "oh crap" get people out. Raspy in melee for instance.

 

The silent ones have a slick little heal. Heals any target for 1/2/3, and if you catch a trigger heals all with frozen heart within 2". Heal a mechanical rider, and the gamin it just summoned catches a heal for free.

 

Angelica was aMAAAAzing. First to the stage put her in prime position early. Then she took her two one actions to move snow storm (so he could pull someone else up) and then move raspy into a good firing nexus. 2 people in this crew can give you moves. (So you don't have to. :P)

 

It's a little short in numbers, even with the summoning, so probably not a reconnoiter list. but turfwar or maybe reckoning. 

 

My squatters or reconnoiter list might look like:

 

Arcanists Crew - 50 - Scrap
 
Rasputina -- 6 Pool
 +Cold Nights [1]
 +Shattered Heart [3]
 
Angelica [6]
December Acolyte [7]
December Acolyte [7]
Snow Storm [11]
Silent One [6]
Silent One [6]
 
For more significant models- Angel is centralized so she can give people last minute moves into our out of corners or squat markers. Acolytes try to tug people away from positions- away from markers, onto center lines or into the middle circle so they don't count, etc. Alternatively, you can scrap Angel and an acolyte for 3 gamin and an extra stone. (If you're into gamin.)
 
ENinja
 
Ps. Disclaimer- Don't worry too much about prebuilding lists, you should try to build them in the moment once you know your schemes and strats. I like to have a barebones setup- for instance I know I like Snow for most lists, and angelica if there are things that need extra movement. I like too add a mannequin if there's a lot of scheme heavy things (Explosives, Power Ritual, Plant Evidence, etc.) So... yeah, don't get too buttoned into pre-arranged lists. Very few crews can do everything well all the time. There are specialists for a reason. :P
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While Angelica is indeed awesome and adds something to every list (IMO), do bear in mind she can only move a model once a turn and she sadly can't move your leader. But both her and/or the captain is very interesting additions to Raspy's crew.

 

I also really like Acolytes. In fact once the plastics arrive I'll try at least once to run 4of them, but probably most often it will only be 2. That way you got your Frozen Heart models in place already and they are really annoying to your opponent.

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  • 1 month later...

I like the Wendigo, but I think I want a list to focus on Devour to take it instead of the Essence. In Reckoning, or Reconnoiter maybe, I'd take a pair of Hoarcat Prides, and at least one December Acolyte (which I think goes in a great many Arcanist lists) with the Wendigo and focus on board control, funneling targets into range of things to be frozen and devoured.

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  • 5 months later...

I know this is an old topic but would love to pick it up again I stead of starting a new one and with more games in my back.

I have been using the December acolypte and that Sh 5 skill, while great damage and slow, and discarding seems not good enough because I almost never manage to hit with it. The gunsmith has a more reliable Sh, similar damage with triggers or other abilities and seems harder to kill, or at least does more things when focused, but loosing spadvance deployment and frozen heard.

Which one do u guys prefer

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I like the acolytes, If I deploy first I place them a bit safer and further back. If they deploy first I like to put them in a position where they can see models with low defence like in range of a teddy or flesh construct you can then get rid of your opponents hand quicker. Raspy can then also cast through them and do some heavy damage. People target them as they know that they are dangerous if not in combat so if they are engaged I normally use the snow storm to take them out of combat with his 0 action.

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I find there are 2 types of shots I take with the Acolyte, unimportant ones where I'm happy to rely on the card I flip. Against most enemies I should win more than half those duels. I might consider cheatign in an 8 or so if it forces the oppoent to cheat a card as well, but probably won't go much higher. The other shot is the important shot when I really need to give slow, or trigger drag (prehaps take them away from a merker, or a charge on Tina). For those shots I'm happy to hold the cards in my hand, and if I'm prepared to cheat aggressively for them, then they should work.

 

I've not used the gunsmiths much, so this is just my general view,  btu they are probably more consistant at damage dealing. but are less useful at positioning.

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In terms of non-Frozen Heart models:

 

Metal Gamin,  played a reckoning game with a pair of these creating a nasty bubble with Rasputina and the Ice Golem.

 

The ones I'm looking to expand too in the near future:

Hoarcat Pride - hard to shoot and decently fast for objective grabbing

Angelica- Paralyze shenanigans

Cassandra: Speedy

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Angelica's paralyze shenanigans have a big downside. They require you to damage something and the damage track is one of the worst in game. That pretty much means that you can't paralyze anything that can use soulstones.

 

Fair enough, still potent though with Shatter and Devour.  I don't think there are other good ways to slip more paralyze in?

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