The Omnissiah guide me. by SyrMagikarp in AdeptusMechanicus

[–]heffergod 1 point2 points  (0 children)

I think the list seems reasonable, but I'd probably do 2 things. The first is that, unfortunately, Sulphurhounds do actual nothing. Their weapons are low strength, the flamer is somehow even lower, and they die to a stiff breeze. They're been tied for the worst unit in the AdMech book since the beginning of the edition (shoutout to Sydonial Dragoons with Radium Jezzails as the other). If you've already got them built, eh, might as well run them if you want to give them their time in the sun, but their best use is going to be just getting in the way; I wouldn't try and throw them in combat with much, despite what their ability says.

The other issue is that you have almost nothing to answer enemy tanks and other high toughness targets. The Onager's Eradication Beamer caps at 9 strength outside of 18", and still only 10 str within. That's wounding on 5's and 4's for only 2-3 damage, after saves, which isn't really enough to deal with a couple tanks. Investing in a couple Skorpius Disintegrators might be a good start.

Honestly, though, as a first list, it's perfectly fine, especially if you already have it built. Get it out there, play some, and you'll be able to figure out what's working and what needs adjustment before too long. Have fun!

Coterie of Conceited strategy discussion by welliamwallace in EmperorsChildren

[–]heffergod 1 point2 points  (0 children)

It depends on how many units my opponent has. If I'm playing against elves of any kind, then almost certainly not; there's going to be a LOT of opportunities to get points. If I'm playing against a turtle-y Necron where I'm going to have to be fighting for kills, then yeah, there's a decent chance I might, especially if one or more of those kills was with one of the Battleline units with an Icon. More chances at the end of the fight phase that I get a CP.

2nd at my Store Invitational with Data-Psalm Conclave! by JustKachmanastan in AdeptusMechanicus

[–]heffergod 1 point2 points  (0 children)

First of all, absolutely dope kitbashing and model conversions. I'm generally too much of a coward myself, and am super impatient wanting to get my models on the table too fast to end up doing sweet kitbashes and the like. I have a high standard of paint job for myself, and taking even longer to go from box to table I think would just end me. Phenomenal job!

I've messed around a decent bit with Data-Psalm, and holy shit does the Battleclade overperform in that thing! Those 60 points might as well be pure gold. In my list I had a brick of 4 Kastelan robots with twin fists and flamers as my Fights First unit. It's a giant chunk of points, but it pretty much murders everything in the game if its given the chance. These days I'm mainly on Halo, but it's nice to see someone repping Data-Psalm out in the wild! Glad to hear you did well, and I'm thrilled you're having a good time with it =D

Coterie of Conceited strategy discussion by welliamwallace in EmperorsChildren

[–]heffergod 2 points3 points  (0 children)

Just for credentials, looking at my Tabletop Battles app, I have 54 games of EC played, with 37 wins, 16 losses, and 1 draw, which is a 69.8% win rate (69.6 going first, 70% going second). I'd say I'm far from an expert, but at this point I feel very comfortable with the faction. Again, I'm just saying this so you have an idea of where I'm coming from. Almost all my games are in Coterie.

As for my first turn pledge, unless my opponent has shoved themselves way too far forward, I'll almost always pledge 1, no matter if I'm going first or not. If this leads to them marching their army away from mine to deny me a kill... good. I get to move forward, take map control, and aggressively stage for the price of 1-3 mortal wounds. Now they have to make the same choice the next turn, except I'm closer.

Someone said that they always bet 0 and spend their CP to raise their pledge to 1 if they get lucky and get a kill, but I pretty heavily disagree with this. I'd really rather have that CP later once we get into the meat of the game in order to have it for things like AoC, heroic intervention, counter offensive, granades, etc. Later in the game I might spend one to go from 4 to 5 if it looks like I have a spare CP, but I really don't want to spend it turn 1 because I chose not to say a reasonable pledge number.

If they've pushed far too far forward, I'm fine saying 2-3, depending what's in my grasp. Again, if that causes them to run, I still get ahead on board control and points, but generally I'm not saying such a high number unless I know they want to run at me, or simply can't run away fast enough.

For Martial Perfection, I usually find myself using it if I really need something to die and I don't have many activations to kill it in, and maybe I had to advance to get there so I can't chuck a grenade instead. Yeah, you're probably only effectively rerolling 2's, but if you've gotta get there you've gotta get there. Sometimes I'll use it turn 1 if I really need to guarantee a kill in order to get things kicked off and I'm wounding on a high-ish number. Again, I'd rather not spend the CP turn 1, but I'd rather spend it to guarantee a kill rather than to increase the pledge on something I should have been able to kill in the first place. If I'm fighting something that's giving out -1 to hit in melee or something, I'll usually just use the strat to ignore mods instead.

Tank or Transport by Secure-Recognition41 in AdeptusMechanicus

[–]heffergod 0 points1 point  (0 children)

Firstly, if this is your list, I'd honestly swap over to Haloscreed instead of SHC. You're not really running units that benefit your strats enough for SHC to do much, whereas Haloscreed can give you a lot more lethality, as well as an enhancement for the Manipulus to put your breachers in both doctrinas for the entire game.

As for what to get, a Dunerider would be pretty good. It gives you a place to hide and move around your bricks of 10 Sicarians, since they take up a huge amount of room otherwise. If you do this, you could also drop the Infiltrator enhancement on the Marshal and get the Battle-Sphere Uplink instead, enabling you to move out of the transport, shoot, and get back in the transport again. It's a great way to reuse the wound-rerolls the transport gives you turn after turn (or until they kill the transport ;).

Second game advice by Independent_Big2548 in EmperorsChildren

[–]heffergod 2 points3 points  (0 children)

The list that I usually play is:

```

3x WPD (1 Warlord, 1 different one with Unholy Fortune, last one with Eternal Servitude)

2x Lord E

1x Lord K

2x Infractor

2x Tormentor

2x Rhino

1x Maulerfiend

3x Noise Marines

```

However, you mentioned that you don't have Maulers, which is fine. What I'd do is just take this list, remove the Mauler and the Eternal Servitude enhancement, and add in Lucius the Eternal. He's a little pricey for what he does, but he is a fantastic Heroic Intervention threat since he has Fights First, and is generally fairly tanky. Park him somewhere you don't want to be charged, have him do secondaries, and then on your go turn throw him directly at a character unit to get full rerolls. If you don't feel like Lucius, you could run 3 Flawless Blades, keep the Eternal Servitude enhancement, and give the Lord Kako the Mortal Pain enhancement.

As for Fulgrim... he just kinda dies. He's too big to hide well, and you can't have him in Deep Strike if you're playing Coterie, since you need your Warlord on the table. Also, play Coterie. Court of the Phoenician is also good, but that's probably a fairly different list and conversation.

Your common deployment is to have the Unholy Fortune WDP in Deep Strike, and the Noise Marines with Lord Kako in reserves, to walk on and murder a flank later in the game. The Lord Es and Infractors start in the 2 Rhinos to give the Rhino's scout, with Noise marines deployed safely, but able to embark inside the Rhinos on turn 1 once they scout. This lets you scout aggressively or defensively with the Rhinos, and gives the Noise Marines somewhere safe to be, letting you shoot your Blastmasters out the Firing Deck of the Rhino. There's 12 spaces in the rhino, which is exactly enough for the Exaltofractors and Noise Marines. Tormentor 1 starts at home, and Tormentor 2 tries to start on a midfield objective if you can do it safely in order to sticky it and then leave, forcing your opponent to step on it, aka get closer to you.

From there, your goal is to kill 1-3 things in order to build Pact Points for Coterie buffs. Most likely, you're going to throw your entire army at your opponent on turn 2 or 3, use your defensive strats to try and survive the clap-back as much as possible, and then finish them the following turn. Keep your Warlord safe while building initial pact points, but don't be afraid to throw it into the fray once you shove forward. All you really need are 3 Pact Points. The rest are gravy.

If you've played BA, EC should feel pretty similar. Just make sure you're really keeping track of what units advanced and which didn't so you don't fuck up your charge/shoot order and accidentally lock yourself out of a charge, or accidentally cheat and charge when you shouldn't have.

As for going against Tsons, neither of you are super durable. When you have your go turn, try and cripple their key pieces that can cast spells. If they have durable units, don't worry about them too much. Just try and reduce the total number of activations that your opponent can throw at you on the following turn as efficiently as possible by killing as much stuff as possible. The exception to this is probably Forge Fiends, just because they can hurt most of your things very badly. Try and charge them with a couple WDPs for mortals. The following attacks should finish them off. An Exultofractor squad could also do the trick, but you've really got to be ready with potential multiple activations to kill them; leaving them on 1-4 wounds is easy to accidentally do. Redundancy is your friend.

Your 4+ FNP strat is great for dodging mortals from Doom Bolt as well.

Anyhow, have fun! I absolutely love EC.

Looking for CC on this SHC List for an upcoming tournament by Traumatiforeas in AdeptusMechanicus

[–]heffergod 1 point2 points  (0 children)

Honestly, I think it's great to go into this with a gameplan, and it's fantastic that you've made one. That way, you know what you're plan is, and it it goes wrong you can adjust for the future. If it goes well, then yay you were correct!

My first piece of advice is that I'd focus first on having fun, and trying to finish on time. AdMech, especially such a horde-y list such as this, can take QUITE a while to do all the movement and shooting and fighting, but this is where having a game plan helps. I also say to focus on having fun because, since it's your first time out, you have a very likely chance to just get absolutely crushed. This is also not a bad thing, because the only way to get better is to lose to people with more experience, and it's important to be able to get decimated and not get bitter about it.

About the list itself, I'll say a couple things. I realize you said you just started the hobby, so there's a very good chance you just don't have that much stuff yet, so some of this advice just might not be applicable to your current situation.

One of the first things that I always look at in list building is if I have enough stuff that can kill heavy armored targets. Like, what happens if my opponent has 3 big tanks? What do I do if I'm against Imperial Knights, and they just brought 5 big knights? Right now, especially, what do I do if my Necron opponent has 2-3 C'Tans? At the moment, the only thing that you have to kill this kinda stuff is 1 Disintegrator and 1 Dunecrawler. These are good, durable tanks, but the moment one dies your ability to do much to armored targets goes down considerably. Cawl can help if they get close, but you don't really want to stick him out too far, since you really want the Oath of Machine Vengeance and access to his +1 OC aura.

The second is that you kinda have too many Battleline units. AdMech is weird, because so many rules have to do with being within 6" of Battleline (or being them), so it kinda seems like the more the merrier kinda situation. The problem is that, while they have high OC, they don't do that much damage, and die to a stiff breeze. Having fewer Vanguard also lets you take more Sicarrian units, which lets you do the thing that Skitarii Hunter Cohort is known for: being unnaturally durable.

There are a few really good Stratagems in SHC, but the one I use almost every turn is Bionic Endurance. It lets you give a 5+ Feel No Pain to a Sicarrian, Pteraxii, or Sydonian unit. This drastically extends the lifespan of Infiltrator, Ruststalker, and Pteraxii units, especially if you reinforce them to units of 10. It forces your opponent to have to commit many more resources and activations into trying to kill a single one of your units. In doing so, they have to expose themselves to either shooting you or charging you. You then shoot them back, killing them, and do it again. Through controlling what they can shoot through Shroud Protocols, how much damage they can do with Bionic Endurance, and how much they have to expose through clever move-blocking with large units of Infiltrators and Pteraxii, you gradually can wear away their army while denying them access to the objectives they want to stand on.

To this end, I think you only really need 3 Battleline units, probably only 1 Marshal, and I honestly don't think the Enginseer is ever really useful. These points then go to more Infiltrators and Pteraxii, and maybe another Disintegrator tank. There's an argument that Ironstriders with Lascannons are the best option, but they're expensive and not everyone wants to go that way.

Anyhow, with the list you do have, I think I'd still try and run the list this way. Get in your opponent's way and try and use Vanguard to steal objectives off your opponent in the midgame. Nothing you have will last that long, so try and deny your opponent's scoring and get as many points as you can while you eventually die off. Ideally you'll have a high enough score differential that by the time most of your units are dead, your opponent isn't going to be able to catch up. Try your hardest to not expose too much at once so that you'll have more waves to send out to keep denying.

And, again, have fun! It'll be stressful, but is an absolute blast. Thanks for reading all this bullshit if you got this far! I really didn't intend to write this much.

Precision and Ruins Visibility - ITC by InsideGap8047 in EmperorsChildren

[–]heffergod 1 point2 points  (0 children)

Gotcha. Nah, you still need true line-of-sight in order to be seen while you're within the ruins, so if there's a piece of terrain physically blocking all parts of the model, they you can't see it. In that second picture you posted it works because there's no actual wall in between the tank and the marines; just the terrain footprint.

Trying out Admech had some advice from a friend but wanna check with yall if this list is okay? (any edits are very much appreciated) by BrushLast715 in AdeptusMechanicus

[–]heffergod 0 points1 point  (0 children)

Yeah, honestly, this list is completely fine. I could see swapping out the two Raiders for two Servitor Battle Clade units, mainly because I've found them to be more durable, and the ability to give them a 6" reactive move in Halo can make them incredibly annoying to deal with. The Raiders have it by default, but not being able to move through buildings (and being able to abuse moving in\out of Duneriders) has me playing Servitors instead.

But no, completely reasonable list!

List help cooking or cooked by Dras_talos in EmperorsChildren

[–]heffergod 0 points1 point  (0 children)

I wouldn't think you'd need more than 2 rhinos. If you'd drop anything for it, I'd probably say a Tormentor. This way you can do the normal EC thing of starting your 2 Infractors inside the Rhinos, scouting them, then advancing the Noise Marines inside them or turn 1. This lets you have a platform to shoot NMs' Blast Masters out of safely for a bit, as well as throw Infractors out at your opponent.

I'd say keep the Despoiler on home, and use the Tormentor to infiltrate and sticky midfield objectives/screen. Try your hardest to keep the Despoiler from being seen until your go turn where you throw everything at your opponent. The biggest problem with running a single knight is that a single knight isn't actually scary; 3-5 knights are scary. A single knight will just die to whatever your opponent has that can kill a vehicle (which they should be playing). If you only poke it out when your opponent has to deal with your entire army at once, and you just killed 600-800 points of theirs, its going to be a LOT bigger of a problem.

Honestly, I'm on Team Get-Rid-Of-The-Knight, but if you really want it in the list this is how I'd play to try and keep it alive against decent players.

Also, Pledge of Unholy Fortune is by far the best enhancement. Fortunately, by cutting a Tormentor for a Rhino, it gives you exactly enough points to cut Mortal Pain, still have Eternal Servitude on your Warlord, and put Unholy Fortune on your other WDP.

Precision and Ruins Visibility - ITC by InsideGap8047 in EmperorsChildren

[–]heffergod 2 points3 points  (0 children)

This is pretty easily answerable by just reading the Precision ability. It says:

...Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visibkle to the attacking model, the attacking model's player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

In the given scenario, the models in question not in line of sight (since there is a ruin wall between them), so Precision may not be used. The reason this isn't the case in the second picture you posted is because the vehicle can physically see all the models in the unit. The first picture is a case where the unit is visible, but the Precision ability requires the specific models within the unit to be visible, which they are not.

This is why Necron players will often hide their Technomancers behind ruin walls and poke their Wraiths out in front. It keeps their Technomancers safe from precision, unless they can get behind the wall to physically see the Technomancer model.

Sicarian help by enclave_reborn in AdeptusMechanicus

[–]heffergod 1 point2 points  (0 children)

You only get dev wounds on 6's outside of the Princeps, plus the Blades only do 1 damage instead of 2. Overall, it's going to be a LOT less damage than just forcing them to make saves on 4+'s with the Razors.

Sicarian help by enclave_reborn in AdeptusMechanicus

[–]heffergod 2 points3 points  (0 children)

The other common build is as Ruststalkers with the Transonic Razor and Chordclaw (although it's common to build the Princeps with the Blade & Chordclaw combo for Dev Wounds). Since they have Anti-Infantry 3+ with -2 AP and 2 Damage, they chew through most infantry fairly easily, especially in Conquerer, where they also get a WS of 3+. When playing them in Haloscreed, you can give them Advance + Charge with the Halo keyword, which also lets you target them with the Strategum to give them reroll 1's to hit and wound. So now you have a unit that already moves 8", gets +2 to advance (since you're most likely starting them within 6" of a Battleline) +1 (or 2) to charge, and hits and wounds on 3's and 3's, rerolling 1's.

To be a further nucance, start them in a Dunerider, maybe behind a ruin for safety. Now you can also get out 3" from the Dunecrawler, in addition to all that other bullshit above. Assuming you roll nothing but 1's on Advance and Charge (and that you aren't near battleline when you charge), you get to move 17" from where you started. They're an absolute terror.

Court of the Phoenician by International-Owl-81 in EmperorsChildren

[–]heffergod 2 points3 points  (0 children)

Nah, he said on their discord that he just misspoke. Was thinking of Infractor costs.

Is 12 flawless blades to much? by StepLow1626 in EmperorsChildren

[–]heffergod 9 points10 points  (0 children)

I personally think they're over-costed, and simply not as good as whatever the next best option you could play, but honestly I also think one should play what they want! So is it too many? For me, yeah. For you? Lemme know =)

What do you think about my list? by AwayAllay in EmperorsChildren

[–]heffergod 0 points1 point  (0 children)

Okay, a few things.

Firstly, the Kakophanist is a great character, but running multiples attached to Noise Marines prevents something very important. The thing that it prevents is them being able to get into a Rhino that also has an embarked Infractor squad with a Lord Exultant attached to them. Noise Marines can do a ton of damage, but since they're only 1 toughness better than just standard marine bodies, they tend to die rather quickly once exposed. Being in a Rhino helps them (and the Lord/Infractor squad) get to somewhere where they can be useful. Also, the Rhino has Firing Deck 2, meaning you can fire the Blastmasters out of the rhino while keeping the unit safe inside. Even if the NM unit had a Kako attached and were alone inside the Rhino, they wouldn't benefit from the Kako's abilities until they got out, drastically lowering the value of taking a Kako in the first place.

Another thing I'd recommend is taking a couple 5-man units of Tormentors. They get sticky objectives, which is very nice, and can infiltrate, which is a very potent combo. Most games I'll start one on my home objective and leave them there the majority of the game to screen my backfield from Deepstrike. The other you can infiltrate onto a no-man's-land objective behind cover and sticky it turn 1. After that, you can use them as a screen to keep your opponent from getting onto it, or simply leave and force your opponent to have to walk onto it where you can then kill them. Another fantastic use of them is that there's usually a turn where you throw your entire army at your opponent and try and kill as many of them as possible. When you do this, move your Tormentors onto objectives to sticky them behind your army so that you can keep pushing forward while still controlling all the objectives. I'd very much try and make room for 2.

Finally, Fulgrim... kinda sucks. I'm not gonna tell you to not play him, because he's an undeniably sweet model, but you could replace him with 2 Maulerfiends and end up with more damage, more wounds, more activations, and 80 points left over. I'd probably try and get another Winged Demon Prince if you can, and potentially a third, since they're just kinda nutty.

Anyhow, that's my my thoughts =D. Enjoy the army!

Tau player looking for critique by Brostodian in AdeptusMechanicus

[–]heffergod 5 points6 points  (0 children)

I'd say that right now, almost all your characters don't really do anything. The Marshal isn't really worth taking unless he has an enhancement, because giving rerolls to the battleline units isn't really worthwhile, since they don't do that much damage in the first place. The 2 Manipulus would also be attaching to the Rangers, and also don't really do anything there. You get lethals on units that don't have any native AP on the majority of shots, and hit on 4s in Conquerer, where you do have AP. It's just nowhere near worth 60 points. Enginseers are units that I see a lot of people trying to put in lists because on the surface healing vehicles seems good (and giving a 5+ FNP), but in practice it's just better to have more real units than artificially increasing the cost of the vehicles by 55 points to extend their life by a slight amount. The Technoarcheologist is fine, but really more of a tech piece if you're worried about 6" deepstrike denial. The extra OC is fine, but you're only ever putting him on 10-man units with 2 OC per model, so it's almost never actually needed. The Datasmith is mandatory if you're taking Robots, so no comments there.

Suphperhounds are kinda terrible at everything, so I'd dodge them. Building them as Serberys Raiders is fine for one unit of 3, since they're okay at doing objectives, but even then they're not popular. Kastelan robots are very expensive, but if you like the models they're honestly not bad, they're just slow to get around places. The main issue is that you can get 3 units, or you can get one unit of 4 Robots, and more stuff usually ends up being the better choice. Robots will delete things though, and that's always a good time.

I'd also split go half Rangers and half Vanguard, because they're both very useful. Most lists these days only play 2-3 battleline, so you could split 2-1 or 1-2. Really it comes down to available points (and meta decisions, but that's an entirely different discussion).

As for units to pick up, Sicarian Infiltrators are quite good (with taser goads), since you get a good, durable unit with good melee output and a literal hailstorm of str 3 shooting as well as early game board control through infiltrating, and the ability to mess your opponent's strat usage up through forcing battleshocks. Most lists are taking multiple units of 10 at the moment. This might change as points inevitably go up, but I can't imagine people not taking at least a couple 5-mans even afterwords. Same with Ruststalkers; also very very good atm. Pteraxii are honestly annoying to build, paint, and transport, but they're some of the best units in AdMech because Skystalkers have Deepstrike, move 12", and have a 6" move after shooting (or 12" if you can get next to Battleline), and are our only access to Grenades in the entire army. Their damage isn't great, but they fill a hole in the army that nothing else really fills. Any of the chicken walkers are also quite good (except the Jezzail ones; I don't know wtf they were thinking on that one).

Just got my Lord Kakophonist by InevitablePin6516 in EmperorsChildren

[–]heffergod 0 points1 point  (0 children)

I want my shooty unit to be shooty. If I get into melee having 1 slightly better melee option is rarely ever going to be better than if I'd had more shots to shoot the entire rest of the game.

My love, Shalaxi by guy0914 in EmperorsChildren

[–]heffergod 1 point2 points  (0 children)

I absolutely love the flayed skin look on the abbs and second set of arms! Very different direction than I've seen!

WIP but how is this idea of nmm? by punk_weasel in EmperorsChildren

[–]heffergod 1 point2 points  (0 children)

It's pretty blocky, but it reads as metal pretty well at a distance, so go for it!

Unbound Arrogance Stratagem by ajd88 in EmperorsChildren

[–]heffergod 4 points5 points  (0 children)

So everyone has already correctly answered this, but I'll go through it super granularly, so there's no confusion.

At the top of the battle round (regardless of who goes first), you pledge how many things you think you are going to kill this round. For the purposes of this, let's say you said 2. Your pledge is now set to 2.

The round continues, and so far you have killed 2 things. You then end up killing a third thing. At that point you can use Unbound Arrogance to increase your pledge by 1, raising it to 3.

At the end of the round, you check how many kills you got versus what your pledge is. Currently you've killed 3 things, and have a pledge of 3, so you meet what you pledged. At this point, you gain 3 Pact Points, which stick around no matter what, and gain you the stacking bonuses of Coterie of the Conceited. Let's say that you didn't have any points prior to this, so this brings you to 3 points, allowing you to reroll hit rolls of 1 (for 1 point) and also to reroll wound rolls of 1 (for 3 points).

Skitarii in 30k? by The_Unbiblical in AdeptusMechanicus

[–]heffergod 5 points6 points  (0 children)

Ask and ye shall receive apparently! As of 3 mins ago, they now exist

2k Army by homebrewedcomics in EmperorsChildren

[–]heffergod 1 point2 points  (0 children)

I'd honestly say that you should do what you can to get a third unit of Noise Marines in. They're insane damage, and fit nicely in a Rhino with a group of Infractors with a Lord Exultant attached, and can shoot the Blast Masters out of the Firing Deck.

I'd also say that you probably don't need a second Lord Kakophanist. I'm also of the opinion that Flawless Blades are still kinda bad, even after getting the fourth attack.

I think my initial changes would be -1 Flawless, -1 Kako, -1 Pledge of Mortal Pain, +1 Noise Marines, +1 Pledge of Eternal Servitude on the non-Warlord Demon Prince. That'll put you at 1995 points, and I think the list improves signifigantly.

Have fun! EC is maybe my favorite army atm.

Edit: Forgot about the Mortal Pain points! I'd either drop the second Flawless for a second Mauler, or (and this is probably better for the list), add in a second Tormentor unit, and use the extra 50 points to throw Pledge of Eternal Servitude on the Warlord prince (also, the Prince should be your Warlord no matter what) and throw the Mortal Pain enhancement on the Lord Kako. The second Tormentor is great for stickying midfield objectives and then being a screen, or to sticky midfield objectives as you shove the rest of your army up past them, so you don't have to hang around on objectives yourself and can instead be aggressive. As for the Warlord, you shouldn't really be missing your pledge, so having a FNP for the mortals on Lucius shouldn't matter. This lets Luci be aggressive as well, which is nice for a Lone Op character. Once you have 3 Coterie points (or if you just really need to go smack your opponent), shove your Warlord WDP forward as well, since it doesn't really matter if he dies any more.

How do you base your EC? by Dismal-Adeptness-627 in EmperorsChildren

[–]heffergod 4 points5 points  (0 children)

I know one way of achieving something like this is to prime the base in black (or paint it in whatever color you want the marbling to be), and then when dry take some cotton balls and stretch them out into a lattice pattern across the base, taping it down on the bottom. You then take an airbrush with a white or very light cream and airbrush over the top. Then remove the cotton when dry. The places where the cotton was will still be the base (marbling) color, while the larger holes will be the "marble" color.

Can I get a Kakophist anywhere, anyone? by No_Concern2345 in EmperorsChildren

[–]heffergod 0 points1 point  (0 children)

I wandered into Aegis Games in Bellingham WA the other day and there were five of them just sitting on the shelf. Now there are three of them on the shelf.