Forum: The Resurrectionists
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Thread: Gaining Grounds Strategies
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03-08-2012, 09:12 AM #21
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03-08-2012, 10:06 AM #22Calculated Luck Rank: Extremely Wyrd
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Oh, silly me; I just always assumed it the case... well that sure makes it easier for me to get the treasure against someone who can't pick up on first turn =3c
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03-08-2012, 03:58 PM #23
Lesse... without using Call Belle...
Companion Student of Conflict -> Seamus -> Sybelle -> Belle -> Belle and have Molly in your crew.
SoC gives Belle 2 Fast. Belle 1 moves 8" forward and pulls Belle 2 4" forward. Belle 2 moves another 8" forward and picks up the treasure as a (2) action.
If you have the Mask you instead move Sybelle up, Call Belle, and then have the fasted Belle move 4" towards your deployment zone.
Sadly, you realize afterward that this is your crew.
Ressurectionists Crew - 35 - Scrap
Seamus, The Mad-Hatter -- 7 Pool
+ Seamus, Avatar of Dread [2ss]
Student of Conflict [4ss]
Molly Squidpiddge [9ss]
Grave Spirit [1ss]
- Madame Sybelle [6ss]
- Rotten Belles [4ss]
- Rotten Belles [4ss]
Personally? Dead Rider may also be worth looking at here. He can push another model to the counter -and- camp it so no one else can get away if they take it. Combine with Belle support to strip the counter from the opponent and you have a decent fight on your side.Last edited by SoulG; 03-08-2012 at 04:05 PM.
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03-11-2012, 01:03 PM #24
It's small but I kind of like it. If you get the first initiative flip you can can pretty much secure 2vp from the get go and get your opponent on their back foot. Personally I might drop the Grave Spirit and/or the Avatar to free up some stones but it's pretty good as it stands.
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03-18-2012, 08:11 PM #25
Shared Destroy The Evidence
The Basics:
Four 30mm markers are placed. Marker 1 goes inside your opponent's deployment zone. Markers 2 and 3 go within 10" of their deployment zone (14" away from yours) and Marker 4 goes in the exact middle.
Markers 1, 2 and 3 have to be eight inches away from each other, but they can be closer to Marker 4.
The scenarios requires you to be in base-2-base with a Marker and perform a (2) Interact to destroy and remove it from the game.
Melee blocks you from taking the Interact action.
+1 Vp for getting both Marker 2 & 3
+1 Vp for getting Marker 4
+2 Vp for Marker 1.
Things to remember: Getting the middle Marker asap is ideal. You need to get it if you want to get the full Vp for the game. Also your opponent is going to be pushing to get to your deployment zone so you'll want to avoid the Hold Out scheme, but on the flip side Breakthrough is really easy since you'll be heading that way anyway.
Strategies:
A lot of what held true for Treasure Hunt will hold true here since a large part of the fighting will take place in the middle of the board. Here’s a link if you need a quick reminder. Conversely you can just ignore it completely, give it to your opponent and go for the other three. It will depend on where you can put the markers and if you think your opponent can react to you splitting your forces or stall you.
Something you’ll want to keep in mind is leaving a model back for defense to that can prevent your opponent from getting their Markers.
Masters:
Kirai – She really shines here since she can switch two spirit models. With Night Terrors getting quickly where you need to go and then switching for a fresh spirit you won’t have the same problems most people have of moving one turn and taking the interact the second turn.
Nicodem – Rigor Mortis really punishes small crews since paralyzed models cannot block you from taking the (2) Interact action. Also if a scrum comes up in the middle you can fling decay with abandon to heal your models and take out your opponent’s.
Night Terrors - Quick movers that are survivable with Spirit. The only downside is lack of companion so you’re opponent will be able to react to where you’re moving them.
Avatar Seamus - Making your opponent move away when they try to activate is probably the easiest way I’ve found to clear anyone off the Markers.
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03-19-2012, 12:27 AM #26
Hrm... When it comes to capping objectives, I wonder if Bete and/or Killjoy might be someone to look into--possibly with Necropunks as the delivery method. I mean, really, if you know your opponent has that are you going to kill something on the counter? I haven't tried it myself, though.
Getting to the center in 1 activation is once again tricky.
- Dead Rider can do it, terrain willing.
- Belle Slingshot can do it.
- Student of Conflict-infused Belle under Seamus can do it. Notably, you do not need Molly for your backup.
- Dead Doxy under Seamus miiiiight be able to do it w/o SoC. I forget the range on her reverse lure and if it'd work out distance-wise.
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03-19-2012, 07:43 PM #27
The problem from the Turn 1 destruction of Marker 4 is that it all has to be done on the first activation or your opponent will block it.
I played the scenario a couple times this weekend and basically what I did was group up in the center. That left his Makers 3 & 4 open so he went for those easy points and gave me the middle.
With schemes it ended 8-6 (my win) so it was less then ideal, but I reiterate that Kirai would have been better the my McMorning and Seamus crews.
Even Nicodem might have worked better with Rigor Mortis.
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04-05-2012, 02:48 PM #28
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04-05-2012, 02:56 PM #29
Sitting someone on your deployment zone counter is almost always a really good idea.
On that note, I'd like to make a plug for The Drowned here. They are a fast model that can push the opponent's models away from the counters. They aren't good for the center counter, but are gold elsewhere.
That said, I just realized that Kirai can get the marker activation 1, but it's card intensive (well, no more than usual for her). Take this list.
Ressurectionists Crew - 35 - ScrapStep 1: Activate Kirai, companion Lost Love.
Kirai Ankoku -- 7 Pool
Lost Love [2ss]
- Jack Daw [9ss]
- Seishin [2ss]
- Seishin [2ss]
- Seishin [2ss]
- Seishin [2ss]
- The Drowned [4ss]
- The Drowned [4ss]
- The Drowned [4ss]
Step 2: Use "Don't Blink" to summon something on the counter.
Step 3: Use "Into the Spirit World" to put Kirai next to the counter. Do whatever else with the rest of your actions (I recommend Seishin Beacon at this point)
Step 4: Francis uses his (0) action to snap to Kirai's base. Take the (2) interact action, as he's significant.
Use "Absorb Spirit" for cards as necessary. You get 9 cards (+ Flips) so you should be able to get those two spells off. Don't be afraid to soulstone for it either. 3 Night Terrors + another Seishin is a nice alternative, as is Von Schill + Grave Spirit + Librarian in place of Jack Daw and The Drowned.
Not counting drawing the Black Joker, you have a ~96% chance of being able to pull this off without a soulstone. I would also seriously consider just having Jack Daw sit on the backmost marker and wait for an opportunity to get off his kill scheme.
This works for treasure hunt, too (in that case I'd definately go the Von Schill rout).Last edited by SoulG; 04-05-2012 at 03:21 PM.
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04-07-2012, 05:32 PM #30
Played this scenario yesterday and the "game winning" difference is that he didn't have a model standing on the objective in his deployment zone and I had Sebastian on mine. So getting the jump on the middle and far objective let me take a more leisurely pace to pick up the last two and cancel his objectives.
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