bertmac Posted March 1, 2014 Report Share Posted March 1, 2014 is it best to take mostly constructs or does it not make much difference? Quote Link to comment Share on other sites More sharing options...
Ausplosions Posted March 1, 2014 Report Share Posted March 1, 2014 It can limit Corpse Counter generation. But in this edition, Resserectionist can generate them just fine by themselves. Quote Link to comment Share on other sites More sharing options...
Bloaty Posted March 1, 2014 Report Share Posted March 1, 2014 I generally prefer to make my opponent have to use their actions/cards on making their own corpses rather than rewarding them by having my own models die. But it really doesn't make that big of a difference in a game, just a slight advantage since they don't rely on corpses, mostly a bonus. 1 Quote Link to comment Share on other sites More sharing options...
SpiralngCadavr Posted March 1, 2014 Report Share Posted March 1, 2014 Yep, they can provide enough corpses that you having living models mostly just gives them a little more flexibility rather than power/resources. Quote Link to comment Share on other sites More sharing options...
Sybarite Posted March 4, 2014 Report Share Posted March 4, 2014 Rail workers are pretty good against ressers You can choose to drop scrap markers instead and they can get around hard to wound with implacable assault. Also Mei Feng can remove corpse markers with Thunderous Smash but i don't know if you play Mei Feng or not. i also like to use beaters with a high weak damage, like Rail Golem and Miss Step/Howard. So yeah constructs are good for several reasons. Quote Link to comment Share on other sites More sharing options...
David Blank Posted March 4, 2014 Report Share Posted March 4, 2014 The markers do not matter if you affect there way of using them. So it depends on the faction. Neverborn can effect will power, so use that to affect those summoned and keeping the summoner on the defensive, also the Weaver moves corpse markers so move them away from the caster and use them for yourself. Arcanists have a lot of heavy hitters, Guild has lady Justice who takes away markers, and death marshals to bury leaders or the creatures that create markers. There are a lot of tricks to remove markers so don't think you have to just take constructs. Quote Link to comment Share on other sites More sharing options...
LupusFerreus Posted March 6, 2014 Report Share Posted March 6, 2014 Rail workers are pretty good against ressers You can choose to drop scrap markers instead and they can get around hard to wound with implacable assault. Also Mei Feng can remove corpse markers with Thunderous Smash but i don't know if you play Mei Feng or not. i also like to use beaters with a high weak damage, like Rail Golem and Miss Step/Howard. So yeah constructs are good for several reasons. You can choose to drop scrap markers instead of corpse? How? Quote Link to comment Share on other sites More sharing options...
Ausplosions Posted March 6, 2014 Report Share Posted March 6, 2014 If they have both the Undead/ living and construct charactistic the owning player chooses which counter drops. Quote Link to comment Share on other sites More sharing options...
Kalkris Posted March 8, 2014 Report Share Posted March 8, 2014 Furthermore, if you use Mei Feng (and I guess this is a given, but..) Kang will be your bestest friend, provided he doesn't die. Thankfully he is very resilient. ~Lil Kalki Quote Link to comment Share on other sites More sharing options...
Simbrian Posted March 31, 2014 Report Share Posted March 31, 2014 I have a friend who plays ressers exclusively. The Hard to Wound is extremely irritating but I've gotten used to it. I usually focus more on trying to complete my strategy and schemes than trying to kill his models since frankly it can take a long time. Especially those flesh constructs. If something absolutely needs to go away then Focus is a viable option. Quote Link to comment Share on other sites More sharing options...
Fenton Crack Posted March 31, 2014 Report Share Posted March 31, 2014 I agree that Hard to Wound can be a bit irritating, but do not forget that there are several Arcanist options to get past Hard to Wound or get on plus flips to cancel it out. As already mentioned, the rail workers have implacable, Joss has his axes that ignore it (and 3 wounds on weak is great) the Electrical Creation does 1 damage if electrocuting, three on detonation, all without even using the damage flip, the December Acolyte has a 1 action that can strip Hard to Wound for him, and the models that follow, the Duet gets plus flips, the Gunsmiths have the time trigger, or the Hard Way zero for double plus on burning, ( or both). Burning is also good on Hard to wound models due to more "guaranteed" damage by avoiding damage flips, despite having to wait end of turn, and there are plenty of Arcanists that can hand out, and further exploit burning. Quote Link to comment Share on other sites More sharing options...
Gorbad Posted April 1, 2014 Report Share Posted April 1, 2014 Don't forget models like Howard who have a Mon damage of 4. He doesn't really care what the damage flip is. And for Flesh Constructs try Performers and their Sip of Wine trigger. Deals lots of damage and removes the poison. Quote Link to comment Share on other sites More sharing options...
brdparker Posted April 2, 2014 Report Share Posted April 2, 2014 I'm gonna be trying the Captain out against Seamus and his girls tomorrow. Theory is that any pounce damage that affects him, he can vapor trail away, the airburst can help mitigate the luring effects for your crew, wind wall blocks LOS, and some upgrades can give him counterspell (the ultimate shutdown of luring) and Casting Expert. All in all, he seems pretty solid. Now, let's see him play tomorrow. He'll be with two waldgeists (again, blocking LOS) and Marcus leading. We know the strats/schemes going in, so I have a couple of lists depending on the terrain setup. I'll post the results after the match if someone reminds me Quote Link to comment Share on other sites More sharing options...
Sybarite Posted April 2, 2014 Report Share Posted April 2, 2014 Wait does the wind wall block los? Quote Link to comment Share on other sites More sharing options...
mythicFOX Posted April 2, 2014 Report Share Posted April 2, 2014 Place two 50mm Wind Wall Markers touching each other within 12" and at least 1" from any other Marker or model. These Wind Wall Markers are Ht 5 with the severe and soft cover traits. At the start of this model's next Activation, or when this model is removed from play, remove these Wind Wall Markers. Nope. They just hand out cover. 1 Quote Link to comment Share on other sites More sharing options...
brdparker Posted April 2, 2014 Report Share Posted April 2, 2014 Nope. They just hand out cover. Yep, you're right, oops... Well, I still think he'll be a good belle-counter. Counterspell, pushing, and blocking Seamus' gun are still worth it. EDIT: Actually, just thought of something else. The wind walls give severe as well, which slows the enemy and benefits the Waldgeists' Ml Rg... very cool Quote Link to comment Share on other sites More sharing options...
osoi Posted April 4, 2014 Report Share Posted April 4, 2014 Against Ressers I tend to look at high min damage or consistant damge spread models or those that ignore HTW. Having good Wp is also a consideration. I have always found when I have played as a Resser Raspy can generally be quite difficult to face and she brings a lot of good tools (primarily Frozen Heart) to any Resser matchup Quote Link to comment Share on other sites More sharing options...
Spifferson Posted April 7, 2014 Report Share Posted April 7, 2014 I'm gonna be trying the Captain out against Seamus and his girls tomorrow. Theory is that any pounce damage that affects him, he can vapor trail away, the airburst can help mitigate the luring effects for your crew, wind wall blocks LOS, and some upgrades can give him counterspell (the ultimate shutdown of luring) and Casting Expert. All in all, he seems pretty solid. Now, let's see him play tomorrow. He'll be with two waldgeists (again, blocking LOS) and Marcus leading. We know the strats/schemes going in, so I have a couple of lists depending on the terrain setup. I'll post the results after the match if someone reminds me I imagine that you are referring to the Waldgeist action "Germinate". It does not block LOS. Quote Link to comment Share on other sites More sharing options...
brdparker Posted April 8, 2014 Report Share Posted April 8, 2014 Yep, found that out after we started playing as he had the cards, and I was just using outdated beta files. As you'd imagine, my anti-belle crew was fed to the meat grinder pretty quickly. I find myself without a solid answer to that. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.