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  1. #11
    Cheated Fates Radio rancor709's Avatar
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    Never underestimate NecroPunks the key an opperative words being multiples. Again the ability to simply slow a crew by proximity to models is fantastic out of 6-9 pts of objective grabbing goodness. Leap while inconsistent has its moments, flurry is nice, teh damage profile is decent for 3soulstones. they are DF5!, Did I mention hard to kill and slow to die, I favor these guys in claim jump to night terrors on the attack due to slow to die and hard to kill combo platter. And that slow is great. Addtionally they drop a corpse counter and the models just look cool. Did I mention in groups they slow models?

  2. #12
    Professor Pink Rathnard's Avatar
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    Hmm. So has anyone tried Mcmourning and say, 6 Necropunks plus a few canines? Sounds like fun. ;)
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  3. #13
    Whippersnappers! Gruesome's Avatar
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    Three Necropunks with Bolster from Nicodem is very fun on Shared Claim Jump when you hold them back until the enemy finally starts to surround the claim. (Collecting masks for the sudden leaps that put 3 "overpowering", "flurrying" models into their midst.
    Or... LAST NIGHT, as I prefer to describe it...

    And a carrion effigy following them and suddenly they are healing from the corpses of victims and getting over 1 wound back for the hard to kill that is keeping them around.

    Their damage is crap, but with bolster (cb7) and flurry they are hit often.
    Their defense of 5 is pretty great, especially with Bolster.

    I am going to get another pack of them. I am trying to imagine 6 Flurries with Bolster... Yum...
    You would completely out-activate the opponent and ensure that you could move the bulk of them in unmolested and slowing whatever they are near.

    Not thought much about other masters for them.
    I think therefore I... BRAINS!
    --
    Zombie Descartes


  4. #14
    Rank: Touched yetischool's Avatar
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    I always take Necropunks with my Seamus crew. They are nice and fast for taking objectives and they are vicious in groups. You can't count on their leap ability unless you are holding several , However, the best thing about them is Hard to Kill and Slow to Die. In my last game, two Necropunks were able to hold the Viks up for two turns! In the game before that, they were able to hold up Lady J for 2 turns and take her down to a single wound.
    -yetischool www.yetischool.blogspot.com
    A blog covering Necromunda, Malifaux, Puppet Wars and anything Skirmish-based.

 

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