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Seamus 50ss - using these models...


cyenobite

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Hey everyone!
Our LGS is about to start our second month of a slow-grow league where we move from 35ss up to 50ss.
I have bought several models already, and would like to get some opinions on what might work the best.

Currently own:

Seamus (3ss)

CCK - 3

Sybelle - 8

3x belles - 5each

2x nurses - 5each (i think)

2x canine remains - 3each (I think)

3x punk zombies - 7each

Izamu - 10

 

Here's what I'm thinking:

core redchapel set:

Seamus (3ss)

CCK - 3

Sybelle - 8

3x belles - 15

plus Izamu - 10
subtotal = 36

 

At this point, I'm not too sure on additional models, vs upgrades vs ss pool.

 

Appreciate any advice. For what it's worth... I'm still fairly new at this point, and find simple is better. :)
Thanks!

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ha - I was afraid of the Nurse... her card has SO many options/triggers it's hard for my beginner brain to wrap around how best to use this model. I guess I should just keep reading their card and just jump in to learn them. 

I remember the first time I used one, I attacked an enemy model and ended up healing him completely! Doh!

Z - if you have advice on how best to play the nurse, I'd appreciate it. (ie: I usually use "x", and hardly ever focus on "y").

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ha - I was afraid of the Nurse... her card has SO many options/triggers it's hard for my beginner brain to wrap around how best to use this model. I guess I should just keep reading their card and just jump in to learn them.

I remember the first time I used one, I attacked an enemy model and ended up healing him completely! Doh!

Z - if you have advice on how best to play the nurse, I'd appreciate it. (ie: I usually use "x", and hardly ever focus on "y").

. You also paralyzed it. The nurses "buffs" all are a nice boost and a bad consequence. When using them to buff hour own guys, try and maximize the bonus and minimize the drawback. (Rams trigger for the punk zombie and lure stuff into it).

If you want to use a nurse offensively, try and make the buff part useless and the drawback really mean. Full heal+paralyze for models at full health already. Rams trigger for models with no targets in melee range. That kind of thing.

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Maybe this is too general of a question, but...

So the belle's come in the started box with a set of 3.

the Nurses a set of 2, and the punk zombies a set of 3.

Do you all find that bringing these models as a group help at all? Or do you find mixing a matching the best combos (ie: 1 canine, one punk zombie, and one nurse - vs - 3 punk zombies).

I'm guessing it will always come down to "it depends on what your Strat/schemes are".

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From my experience a single Nurse is almost always an auto include for my Seamus lists. I don't know if I'd bring more than 1. As an addendum I play almost exclusively Sinister Reputation as my LIMITED upgrade.

 

The nurse is amazing for Seamus for a couple of reasons. Firstly, unlike most resser models, and especially cheapish resser models, she is not a piece of cake to hit, which means that enemies that want to kill her often have to burn their higher cards to do so, preventing them from saving them on their own defense. Add to that that Nurses have a great defensive trigger to help them get out of danger. It is sometimes worth it to just eat a big hit and then push away to prevent future strikes.

 

Additionally a way to look at it is that any attack that gets sent your Nurse's way is an attack not directed at Seamus, nor one of your Belles.

 

So firstly the bad about the Nurse. You have to get a feel for where to deploy her. She only has a walk 4, and while you can reposition her with your belles, every AP you utilize a wp duel on that isn't directed at the enemy is less healing for Seamus, and less efficient use of your AP. Sometimes you have to do it, but you want to avoid it when you can. So knowing when and how to use her is key. Ideally her is how you want to position your nurse. You need to look the board over and decide 3 things. Firstly where is the biggest target that you feel your Nurse can or has to lock down? You need to also look at the likely hood of success. It doesn't do you much good to decide Perdita needs to be locked down if she is reliable going to be WP 9 + any other wp bonuses she can get to defend herself with. You want to decide who the best or most necessary target that your Nurse can reliably take out of the game is, and then do you best to determine the most likely area they will operate in.

 

You must also determine the most likely area Seamus will be operating in. I almost cannot stress enough that, barring the enemy crew having alot of Obey type effects that they can use on you, you want your Nurse to be able to hit Seamus with her effects. So the optimal distance from Seamus is 10" so that if you need to you can walk and then hit him, and then use Accomplice if necessary. Seamus staying alive is in many ways key to how I play the game, and not in a "he MUST stay alive" way, but more of a "I must make certain if my enemy wants to kill Seamus and does that they cripple their AP resources in doing so". With Sinister Reputation Seamus adds to the effectiveness of your crew even if he does nothing but stand there, so sometimes Paralyzing him to heal him is what is needed.

 

Additionally The Hallucinogens trigger on Rams is very useful. Firstly if an enemy is not engaged with Seamus, and their crew has no way to shift that model's position, hitting them with that ability is an effective Paralyze, without the heal. They get +2 on their Ml dmg, but can't take any other actions. It's also a great ability to use on models that don't have ML actions. The great thing is this is an amazing ability for Seamus as well and is something I've pulled out of the bag to a startled opponent more than once. Current thinking is that if he doesn't have the bag you want to engage Seamus and prevent him from shooting you, or bouncing around the board. So their big bruiser runs in and engages Seamus. The nurse then walks up, and as long as you flip, or have a Ram in hand you buff Seamus, then you Accomplice him into going immediately next. Seamus without the bag now has a ML attack of 3/3/5 with ML 7 and the ability to stone for a Crow to take the attack action again on the same target, but without the ability to declare triggers. Doing this with enough stone investment can get you up to 6 attacks with min dmg 3, which is often enough to take out most models in the game, and even if they have armor the sheer number of attacks can wear them down. 

 

The masks trigger is also great if you need to get someone somewhere and won't be utilizing any of their abilities this turn. Give them uppers and watch a belle in Sybelle's aura to start go from a walk 5 to a walk 8. Additionally, and be careful doing this, if a big bruiser is going after one of your models you can hit them with this and they won't be able to swing this turn. But be careful, if there is a better position for them to be in they are most likely going to get away and fast if you use this on them.

 

The Final trigger, Downers, was the trigger I use least. It causes any model which is effected by it to get +2 armor, at the expense of having every duel they partake in suffer a negative twist. This can sometimes be good for Seamus, especially after he has activated, to turn him into a rock. Even if Seamus flips a 1 on his defense and the opponent flips a red joker, Impossible to wound prevents the enemy from being able to cheat, and will give them a negative twist, and then whatever dmg they manage to do will be reduced by 2. Additionally this trigger has an additional synergy with the current iteration of the avatar. If you have managed to manifest, and have access to Seamus' fists you'll note that they ignore Armor... Just like the armor your Nurse just gave the target Seamus wants to pound into the ground, and was given in exchange for suffering negative twists to their duels. So now they suffer the negative twist, and Seamus just ignores the benefit they just got.

 

The third thing you want to consider is if your Nurse is able to help contribute to schemes and strats by dropping scheme markers, or doing something else in a particular location. You want your Nurse to be helping you achieve Victory even if the tide of battle shifts and she is left out all alone by herself, and out of range of anyone to use her meds on. I've squeaked a win a couple of times because the enemy managed to force my nurse out of position, and then ignored her while he slaughtered my crew, all the while she was quietly and carefully accruing Scheme markers for VP.

 

If you can identify an area where all three of these focal points intersect, then you'll know the area to best deploy your Nurse in. And then play your game utilizing the tips presented here, and she should give you some great support regardless of whether you win.

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