The Arcanists

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  1. #1
    Rank: Touched bashamer's Avatar
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    considering picking up Rasputina

    So I don't like the ice critters, and I really am not looking forward to playing them; so I'm looking at other option.
    Arcanists Crew - 25 - Scrap
    Rasputina -- 7 Pool
    + Rasputina, Avatar of Famine [2ss]
    • Myranda [7ss]
    • Moleman [3ss]
    • Moleman [3ss]
    • Moleman [3ss]
    • Desperate Mercenary [2ss]
    • Desperate Mercenary [2ss]
    So Myranda will be the super totem, and as the list can make decent use of the +2 Armor spell to give to the molemen / desperate mercs and put ice pillars on the board.

    The desperate mercs are in there to help provide some more healing and provide explody fun once you go avatar; they also allow me to out activate most crews early on making up for my lack of mobility.

    I really like that it provides a lot of staying power early on, and then the Avatar can come in and start cleaning up. The Molemen have the drawback against things that ignore armor, but once the avetar shows up they become happy explody bombs of doom. Same for the mercs that will offer some more healing.

    This is a list for "beat up in the middle" or breaktrough scenarios.

    anyway; let me know if you've had experience w/ this approach.

  2. #2
    The BIG Hat Dumb Luck's Avatar
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    I would consider a double team of Silent One/Friekorps Trapper. Silent One buffs up his range by giving him Frozen Heart. Sorted.
    Llywy dd Cymdeithas Cymru y Gynghrair Gwrth-ellyll Difenwi
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  3. #3
    Guy in Suit's Avatar
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    You need a silent one, the additional range is key. Perfect mirror ain't bad either.

  4. #4
    Rank: Touched bashamer's Avatar
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    range is awesome; but somewhat of a trap when the stratigies and scemes are dependent on mobility.

    Sure you can sit back and nuke things, but it does not help you move into the fight & onto objectives. So that is why I didn't go with some of those models and focused on bringing survivability in the form of healing, armor & soulstones. This also leaves me in a better position to go avatar form.

  5. #5
    Rank: Twisted EnternalVoid's Avatar
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    Well keeping in your mind that you were not a fan of ice critters, I would consider two additional lists for variance as well as possible difference according to strategy.

    The first is the option of having a melee hitter in case of emergencies. This one would be dropping one Desperate Merc and Myranda for Taelor for those missions you just need another melee option that can drop things. For those times you suspect your opponent will try to put a grunt or something infront of Avatar Raspy to slow her down or those that might send something flying across the board to try and get her in combat before she can get the requirements she needs to manifest. Also with the pillars and possible Ice Armor Taelor can be that much harder to kill if you want. Misaki is another option of you want to go for maybe more fragile but with the right cards possible more dangerous due to her 0 Action spells, this also nets you 1 more SS if you go with Misaki instead.

    The second option might be to drop Myranda for the Arcane Effigy. As you already plan to manifest at some point and your list lacks a totem already, you can have it giving Raspy an extra spell a turn. Being able to move forward twice and cast two of her spells is nice if you want to advance. Plus two casts of the pillars, ice armor, or a combination can help protect more models as you advance. It also has a magical range attack and 0 action range attack spell should you need it *and with a 6 for the attack it is not horrible at hitting*. With the 3 points you saved you can either get another low SS model or upgrade one of your exisiting models. Such as a Moleman/Desperate Merc to Gunsmith/Large Arcanid Spider. Both give you other options.

    I have been trying to tempt one of our Raspy players to test out 2 mole men and the large steampunk spider for an 11ss spread in a couple games. The spider has Armor +1 already and with Ice Armor can get a pretty respectable defense. It would also be an extra combat option and means of hiding Raspy from sight as it is Ht2 and a 50mm base.

  6. #6
    Rank: Touched bashamer's Avatar
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    I honestly like (1) Animal Instincts due to the ability to pick the spell after you have your total. So if you happen to flip a high Ram then you cast Primal Flame, on a good time you can Shape Change, on a bad flip you can whiteout / Decembers touch.

    I've played the arcane Effigy in Neverborn a lot and the order of activation became a nightmare, but I guess I would not have that issue in Arcanists. He is also pretty sweet against Von Shill.

    Miranda can also transition from cast bot to beat stick early on; so that is an option.

    Swapping 1 moleman or 1 desperate merc for the Arcane might be a good swap; especially if the arcane reservoirs stack. that would really up the chances of Miranda doing well as well as offering increased survivability in high cards to throw at things.

  7. #7
    Rank: Unusual Poltron's Avatar
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    Maybe grab a graverobber on the table, wendigo, acolyte or any other you can think of, so that when she manifests, you'll have corpse counters ready on the table.

    You may still have some trouble with activation orders with the Effigy. Having a Ikyrio in your face turn 2, with no Companion ability, means that you need to activate Raspy first to remove the threat, so no +AP that turn. A not so rare event against fast crew.

    It's still a strong choice, but even Essence of power may helps you to get those precious Severe easier and is normally well worth the 2SS. (Altough with that many molemens, using them as blast generator and cheating down to ensure a Severe won't affect them that much with +4 armor.)

    Also, Arcane Reservoir doesn't stack, unfortunately. But you lose it when you avatar, so may be another good point to take the Effigy.

    My brother used the "Myranda->Raptor->Change Rasputina to beast->Furious casting" combo, and while situational, it's devastating being on the receiving end of 6 December's Curse a turn.

    Ok enough for now, good luck with your crew building!

    Poltron

  8. #8
    Rank: Touched bashamer's Avatar
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    Well in neverborn the effigy can't activate your master, outside of neverborn you can, but have to be w/in 6". Every effigy can chain their activation to a model with aetheric connection, and your master gains that.

    Turn 2 is by far the most dangerous turn, as you'd be looking to complete one of your requirements; turn 3 you could manifest and make 2 healing flips on your activation.

    Having a grave robber on the table is a good point tough.

    Might have to look at an other beast w/ a spell & graverobber like a Blessed of December. Thay way I'm less tied to having to beast my master as well as having a graverobber.

    Much lower in SS; but the desperate merc is there for healing anyway.
    Arcanists Crew - 25 - Scrap

    Rasputina -- 4 Pool
    + Rasputina, Avatar of Famine [2ss]
    • Blessed of December [8ss]
    • Myranda [7ss]
    • Moleman [3ss]
    • Moleman [3ss]
    • Desperate Mercenary [2ss]

 

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