Forum: The Resurrectionists
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Thread: NecroPunk
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04-23-2012, 07:51 AM #1
NecroPunk
Hi Guy's.
I come to you for the some Necropunk question. I was not going to buy them but i got them has a present and i was wondering what they could bring to my game.
I have seen only one player at my lgs that played them and it was in a Nico Match, and he used them to get Killjoy into play. I don't have Killjoy and i'm not in an hurry to get him.
I Mostly play with McMourning and i was not sure what they could bring me to the table. I tought of using them has objective grabber but then again i have my Night Terror for that.
Please help me.
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04-23-2012, 10:05 AM #2
they are basically objective grabbers, but with slow to die they can just reach the objective marker, get killed and then before they die, use the slow to die action to interact, and alone they are i think faster than night terrors due to leap, so are also a good filler if you find yourself left with a few spare points (3 - 5) never yet used them but i have them just in case i get a chance to use them.
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04-23-2012, 11:02 AM #3Sub-Random, Trident Rank: Wyrd
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The main differences are Slow to Die, Overpower, Flurry, and Leap.
You've seen Slow to Die as Killjoy's Delivery Service, but one last whack can be nice too.
Overpower is actually my favorite thing about Necropunks- combined with Hard to Kill it make shaking them annoying since they give a model within 2 or more 'punks' melee range Slow.
Flurry can be nice for when you need to maximize your chances at 3 points of damage.
Leap is situational unfortunately due to the
requirement- if that wasn't there you'd probably see Necropunks used a lot more as they can move 15" in a turn when it goes off, and they don't need to have other 'Punks near them to do it.
Terrors are better pure objective runners and work well as a team. Necropunks are harriers that can grab objectives if need be, and while one of their abilities works great in tandem they aren't as hamstrung if they are solo.Official Scribe of the Unofficial Malifaux Find a Game/Opponent Listing.
I coined the term "Classicfaux." Not much of a claim to fame, but I'll take what I can get.
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04-23-2012, 11:04 AM #4BadMalifauxer Rank: Touched
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The main thing Necropunks bring for Rezzers over Night Terrors is that unlike the Terrors, they will drop corpse counters when they die. They have other good points too, such as giving nearby models Slow when ganging up 2 or more 'Punks, as well as Slow to Die, but overall Terrors are preferable to most crews.
It is Chaos Black. You are likely to be eaten by a sprue.
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04-23-2012, 11:12 AM #5
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Also amazing in deliver a message, especially with a nurse to give them reactivate. You try an arrange to have 2s
for both activations and you can deliver a message from 24 inches away. Yes he dies, but 4 VP for 3 SS is a worth while trade.
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04-23-2012, 11:38 AM #6
Thank's to every one. I have been playing with PunkZombies and other slow to die and i always loved them.
I will trie them in a game or 2 before bringing them in the league that i play in.
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06-17-2012, 08:26 AM #7Rank: Touched
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i was woundering if a nurse gives reactivate to anyone that you have not yet activated do u get to reactivate right after u used them the 1st time around. or do u have to wait till ur next turn to pick one ?
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06-17-2012, 09:46 AM #8
More often than not mine got hammered by something very big so the slow to die was a move backwards to leave the corpse counter nearer to me.
Dont forget that they can be a delivery for Bete too.ressers are the way to go, if only they made an undead panda
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06-17-2012, 10:03 AM #9Whippersnappers!
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Necropunks with aNicodem are pretty great.
When you get an overpower swarm, they can wreck face. As has been mentioned, slow to die is very useful, but to me, the unsung hero with them and aNicodem is HARD TO KILL.
You get a swarm in their face and it takes two hits to put one down and THEN they still get another opportunity to hit back. Its like for each of them in the melee, your opponent loses one attack AP with the hard to kill. And then after taking two hits to kill, getting a retaliatory slow to die strike and dropping a corpse, they turn into a mindless zombie...
(And then punk zombies...
)
I do not save masks for their leap usually, but I do try to cast it often just in case they flip it and then I look at what they can mess with.
And even before Nicodem manifest, with Bolster on, 3-4 of them can rip stuff up.I think therefore I... BRAINS!
-- Zombie Descartes
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06-19-2012, 04:42 PM #10
The irrisistible Slow is something I'd really try to drive home when explaining them to you.
There's no Df duel, no Wp duel, no resist whatsoever.
Just bam, you, yeah, your model is now slow.
They can do some pretty OK damage too, if you swarm with them.
Leap is obviously the most powerful thing in their movement deal.
Slow to Die + Hard to Kill make them excellent for objective doodads, and if you do take a nurse and give them reactivate, you can get pretty much anywhere you need to be.
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