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Thread: Minutemaaaaaan

  1. #41
    Destroyer of Worlds Alzer's Avatar
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    Minuteman alone kinda makes me want to start a little Cygnar army. The thing is awesome. Also very solid conversion.
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  2. #42
    Warrior LaunchPad's Avatar
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    Quote Originally Posted by ZeeWulf View Post
    One more note on the Kraye movement shenanigans: for positioning movement it is much wiser to just run in most situations since Kraye lets lights run for free. You would still get cav movement and would get an inch further.
    I don't think you get a Light cav move if you run.
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  3. #43
    Conqueror MollyHatchet's Avatar
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    No, you cant Light Cav after you run... You have to give up your action to run, and you get your Light Cav after your action. No action, no light cav.

    See how hard it is to remember alot of stuff about Cavalry with Kraye?
    Im starting to get rather tired of PP making things that I have to buy. Seriously, cant they just start putting less cool stuff out for me to throw cash at?

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  4. #44
    Destroyer of Worlds hmk17's Avatar
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    The 5" is more for the surprise factor in my book. Allow me to do the silly things like jump behind and in B2B with a small based model before Flakking, then doing a two-handed throw.
    So play like you've got a pair, or put down the metal and go find something made of plastic.
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  5. #45
    Annihilator ZeeWulf's Avatar
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    Quote Originally Posted by MollyHatchet View Post
    No, you cant Light Cav after you run... You have to give up your action to run, and you get your Light Cav after your action. No action, no light cav.

    See how hard it is to remember alot of stuff about Cavalry with Kraye?
    Mk II Page 82, Second Column, Second Paragraph:
    Immediately after and independent light cavalry model ....complete[s] their activation the model/unit can advance up to 5".
    Trust me. I've had enough of the 'can't keep Kraye straight' BS I would cause by not fully understanding his rules. I've studied the crap out of the cavalry section...and there's no way on earth I'm getting on this board and posting something without checking the rulebooks first! Been burned too many times already!
    Last edited by ZeeWulf; 04-10-2012 at 05:50 AM.
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  6. #46
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    Quote Originally Posted by ZeeWulf View Post
    Mk II Page 82, Second Column, Second Paragraph:


    Trust me. I've had enough of the 'can't keep Kraye straight' BS I would cause by not fully understanding his rules. I've studied the crap out of the cavalry section...and there's no way on earth I'm getting on this board and posting something without checking the rulebooks first! Been burned too many times already!
    Next time you need to check the errata as well:

    After an independent light cavalry model completes its action, the model can advance up to 5˝. After all the models in a light cavalry
    unit have completed their actions, each can advance up to 5˝.
    Last edited by Phantom; 04-10-2012 at 05:57 AM.
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  7. #47
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    @ZeeWulf: From the Errata:

    p. 82. Light Cavalry.
    Replace the first sentence of the second paragraph withthe following:
    After an independent light cavalry model completes its action, themodel can advance up to 5
    ˝. After all the models in a light cavalry
    unit have completed their actions, each can advance up to 5˝.

  8. #48
    Annihilator ZeeWulf's Avatar
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    ......

    Oh you have got to be kidding me.

    I give up. Every bloody time I'm proud I get a rule right, I am informed "Sorry, there's this nifty errata/infernal post/clarification that changed that forever ago."

    I'm going back to my damn rock now.
    Last edited by ZeeWulf; 04-10-2012 at 06:02 AM.
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  9. #49
    Conqueror MollyHatchet's Avatar
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    Quote Originally Posted by ZeeWulf View Post
    ......

    Oh you have got to be kidding me.

    I give up. Every bloody time I'm proud I get a rule right, I am informed "Sorry, there's this nifty errata/infernal post/clarification that changed that forever ago."

    I'm going back to my damn rock now.
    I feel your pain man, I really do. Dont be discouraged though, and keep plugging away. Yes getting smashed in the face with a Rule or Eratta can be annoying, but sometimes thats the best way to learn. Dont tend to forget those woopsies.
    Im starting to get rather tired of PP making things that I have to buy. Seriously, cant they just start putting less cool stuff out for me to throw cash at?

    Currently Playing: Sorscha1 (6/3)

  10. #50
    Destroyer of Worlds Agamemnon's Avatar
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    Quote Originally Posted by ZeeWulf View Post
    ......

    Oh you have got to be kidding me.

    I give up. Every bloody time I'm proud I get a rule right, I am informed "Sorry, there's this nifty errata/infernal post/clarification that changed that forever ago."

    I'm going back to my damn rock now.

    Same thing happens to me. At least people are nice about the corrections.
    Most people say that what some people say is pretty stupid.
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  11. #51
    Annihilator ZeeWulf's Avatar
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    @Molly: The kicker is that two weeks ago I just explained that to a guy as I proceeded to dance the Kraye dance around Gorten. But you're right, you don't forget corrections like that!

    @Ag:
    Truth. They are nice, though I picture much head-shaking and tsking at the poor, uniformed guy (me).
    Also to answer your question about numbers, if I recall your pictures properly you have something close to at least a 3:1 ratio of models to me. As I'm buying 3-4 minutemen, this means you'll need upwards of 12.
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  12. #52
    Destroyer of Worlds Agamemnon's Avatar
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    I am so torn on Minutemen. I really want to have 11 or 12... but I just cant see me ever fielding more than 4 in a single list. I might, might get 6. May need to proxy the list to see if they are worth it.

    I do have a lot of stuff but there is also a pride factor that every model is there for a specific list that is deemed playable. I would love to have 11 for a full out spam along the lines of my charger list. But I just cant justify that many. 4 seems a stretch but doable... 6 feels kind out there but maybe. More than that and they just loose efficiency. It has two major drawbacks to being spammed.

    1. FOC efficiency. Minuteman has one on its own. You can toss it 3 FOC max. Meaning you get two shots with either attack or damage boosted with a jump.

    2. Short range gun. I feel that Kray can overcome the short range some with light cav move. Guided fire will boost all the ranged shots for 3 FOC. But now you dont have much for boosting damage and that is what you will want me thinks. I would rather put that extra FOC on hunters. Sloan can help with the range some +2 range to the entire battle group is nice but now they are 6" advance with a 6" range gun. That will leave you 4 FOC for boosting over the entire list. Her feat turn will be nice as they all get 3 shots with boosted attack rolls but no real damage threat increase. Nemo 2 Charger spam works because he fully loads out all the jacks with 3 FOC. He then advances them all 3", they they activates walk 6" and shoot 12" with two fully boosted to hit and damage shots (21" very mean threat range). If weapon locks, Jump and throws didnt cost a FOC he would be a little more viable.

    Am I missing something someone else sees. If so please tell me how to effectively spam the little guy and be a viable list. (as if 4 or 6 is not spamming it enough)
    Last edited by Agamemnon; 04-10-2012 at 10:18 AM.
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  13. #53
    Annihilator ZeeWulf's Avatar
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    Quote Originally Posted by Agamemnon View Post
    I do have a lot of stuff but there is also a pride factor that every model is there for a specific list that is deemed playable.
    And that right there is why I will always be in awe/reverence of you.

    I think the only list that could get away with the true madness spam would be an eNemo list. eNemo's feat is the only one that would give us the sheer focus needed to pull it off. Unless we get a caster with Karchev's feat....But even that wouldn't do the trick entirely.
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  14. #54
    Conqueror Bubblybrew's Avatar
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    eNemo's locomotion + feat turn? Seems hard to stop 6+ minute men from getting in range of the warlock/warcaster with two boosted slug gun shots each.

  15. #55
    Destroyer of Worlds Agamemnon's Avatar
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    I may wait to see what Nemo3 does before my final decision on how many of these guys to paint up. I want to set a number then sit down and paint all of them at once. My new goal is also to paint models as they are released then paint the older stuff in between (currently Constance and Storm Striders are all that I have painted from Wrath).

    This little dude has been a huge question mark since I first saw him. Looks like the answer is going to be 4 though.
    Most people say that what some people say is pretty stupid.
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  16. #56
    Destroyer of Worlds Agamemnon's Avatar
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    Quote Originally Posted by Bubblybrew View Post
    eNemo's locomotion + feat turn? Seems hard to stop 6+ minute men from getting in range of the warlock/warcaster with two boosted slug gun shots each.
    Well that gives the little guy a 18" threat... the only problem is that most casters/locks need you to boost the hit and damage. You also have to account for the fact that your little guy has to be unengaged at the 4" away from their caster mark. That is going to be a mini feat in and of itself with multiple minutemen. It works with the charger because you are 12" away from the caster/lock/other target when you end movement not 4".
    Most people say that what some people say is pretty stupid.
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  17. #57
    Annihilator ZeeWulf's Avatar
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    Hrm...it might work well if you keep them held back some, use 3 focus to bring them forward with Energizer, and Feat...and then let them do their magic. They'll have the speed and the power. Or you could just get a couple close enough, hold the rest back, and then use the couple to grab the caster and toss him in the middle...and proceed to perform a massive beat-down with all of them.

    Or there's running them in two waves.....
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  18. #58
    Annihilator Rochr's Avatar
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    Im kinda interested in Flak Field during Siege's FEAT

    Not 100% if it is an auto-hit since I don't own the Basher but if it is... well... Kayazy, WGI and Satyxis just got a harder life.

    Forget Satyxis lol, damn Sea Witch.
    Last edited by Rochr; 04-10-2012 at 11:26 AM.

  19. #59
    Destroyer of Worlds Agamemnon's Avatar
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    Waves means the feat is useless for Nemo2...

    Throwing a model forward also feels a little awkward to me.

    1. 3 FOC for the first thrown. 1 to jump, 1 power attack, 1 to hit.
    2. You can not throw over any bases since most casters are small based and will stop. This will limit distance significantly.
    3. Strength 7 means you are throwing the caster 3.5 inches. Yet another
    4. Multiple throws mean you have invested all your FOC into two or three throws and now have no damage boosting ability.
    Most people say that what some people say is pretty stupid.
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  20. #60
    Destroyer of Worlds Agamemnon's Avatar
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    Flack Field is an auto hit. POW 12 to anything in base to base and Pow 6 to everything else within 2".

    Siege's Feat turn is certain death to a lot of stuff. I think low ARM infantry are going to avoid him like the plague.
    Most people say that what some people say is pretty stupid.
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  21. #61

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    i really aint sure about it, but isnt the flack field blast damage? if positive the horny chicks will smile and eat your face.

    battle college seems to approve this
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  22. #62
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    Flak field isn't blast damage. Things just take a autohitting power 12 or 6 attack depending how far they are from the Minuteman.
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  23. #63
    Destroyer of Worlds captainspud's Avatar
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    Quote Originally Posted by Kuren View Post
    Flak field isn't blast damage. Things just take a autohitting power 12 or 6 attack depending how far they are from the Minuteman.
    Incorrect. Go check Wrath-- both the POW12 and the POW6 are tagged as blast damage rolls.
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  24. #64
    Annihilator ZeeWulf's Avatar
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    Bwhahahahaaa!! I now hold two Minutemen in my hands! I won't reveal my sources, but, there will be shenanigans tonight!
    Speed is life. You go slow, you die.
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  25. #65
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    Quote Originally Posted by ZeeWulf View Post
    Bwhahahahaaa!! I now hold two Minutemen in my hands! I won't reveal my sources, but, there will be shenanigans tonight!
    /jealous!
    (10char)
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  26. #66
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    I've got two on order but I won't be able to pick them up on Thursday. Looking forward to running them with Sloan.

  27. #67
    Conqueror MollyHatchet's Avatar
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    Thank you Agamemnon for letting the rest of us get some of these before you deplete the stock on them. I have 3 on order, and MIGHT get a 4th.

    Personally I think the Caster Kill with these guys is a bit of a trap. I would much rather use them to remove alot of their models from the board instead. I think they would work better in an attrition list then a Assassination list... again with eNemo or Kraye. Might even try them out with Siege or a few others just to see what they can do there.
    Im starting to get rather tired of PP making things that I have to buy. Seriously, cant they just start putting less cool stuff out for me to throw cash at?

    Currently Playing: Sorscha1 (6/3)

  28. #68
    Destroyer of Worlds Agamemnon's Avatar
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    Guys just want to draw your attention to this thread.....
    Most people say that what some people say is pretty stupid.
    Painted/Total points (5 points per caster per Steamroller) Cygnar 872

  29. #69
    Destroyer of Worlds Griffin839's Avatar
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    I got a 35 pt game in using a pair of minutemen, and I loved them. They are my new favorite anti-infantry unit.
    The arguement that X only worked because Y was a terrible player, or any form of this assertion, is never a valid point in forum discussion and should thus be ignored.

  30. #70
    Annihilator ZeeWulf's Avatar
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    I just got to run that pair tonight in two different games (Kraye as caster). The first game, I went with an attempt at casterball with Aphyxious, but I whiffed it by one on the throw..so no dice there. It ended up that both Minutemen were destroyed without firing a single shot/making a peep. (Thankfully, the Hunters picked up the slack for my stupidity and proceeded to nuke him next turn when he made the mistake of stepping into the open..) In hindsight, it was a cool idea, but in the end, was mostly a cool idea courtesy of the Good Idea Fairy. (ie, Bad Idea.)

    Second battle, they were the MVPs, I'd say. Three bonechickens died in the first two turns to those two Minutemen (with a little help from the hunters on two of them...not that they needed it. Both times the second slug gun was left unused.)

    Their defense makes them rough to hit, their armor helps some, and their mobility, especially with Kraye? Left quite an impression, let me tell you. Denny's crippling grasp is annoying, though: kills the jetpack. Is there any way to remove enemy upkeeps from my jacks? I can't think of it...
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  31. #71
    Destroyer of Worlds Halfhoot's Avatar
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    Quote Originally Posted by ZeeWulf View Post
    Is there any way to remove enemy upkeeps from my jacks? I can't think of it...
    Shoot them with eEiryss. Run them with Constance. That's all I can think of off the bat.

  32. #72
    Annihilator Rochr's Avatar
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    Looking at the Gordson Basher's card, Flak Field is blast damage which is a shame.

  33. #73
    Conqueror Optimus Bryan's Avatar
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    Okay, I just picked up my Minuteman (released on my Birthday, can't be a coincidence). This thing is incredible.

    The detail on the sculpt includes small details- the Slug Guns have what appears to be threading inside their barrels and nozzles on the Rocket pack look like they are channeled, too. Great job with this one, PP!
    "Blame Cyril all you want, Burt Reynolds is still going to schtoop your mom!"

  34. #74
    Destroyer of Worlds Dark Fledgling's Avatar
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    Aaarrrggg!!! Must buy eight minutemen right naaaooowwww!!!!!

    -df
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  35. #75
    Destroyer of Worlds Dan from Chicago's Avatar
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    Quote Originally Posted by Halfhoot View Post
    Shoot them with eEiryss. Run them with Constance. That's all I can think of off the bat.
    Kill whatever put the upkeep on them

  36. #76
    Destroyer of Worlds hmk17's Avatar
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    Quote Originally Posted by Agamemnon View Post
    Throwing a model forward also feels a little awkward to me.

    1. 3 FOC for the first thrown. 1 to jump, 1 power attack, 1 to hit.
    2. You can not throw over any bases since most casters are small based and will stop. This will limit distance significantly.
    3. Strength 7 means you are throwing the caster 3.5 inches. Yet another
    4. Multiple throws mean you have invested all your FOC into two or three throws and now have no damage boosting ability.
    The throw is a nice little trick from deep in the bag and one reserved for proper moments, not something to spam. More than anything its a combo piece or part of a 1-2 punch.

    Clear a charge lane and knock down a model, yes please.
    Pull a model out of melee to open up better shooting.
    Push a model out of a control zone or off an objective.
    Reposition a model to lessen/negate Control Area effects OR to push them into your Control Area. (3.5 inches can make a world of difference when it comes to some feats and spells)

    With what I am suggesting for two-handed throwing, doing damage is not the intention.
    So play like you've got a pair, or put down the metal and go find something made of plastic.
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  37. #77

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    Nice angle, buddy.

  38. #78
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    Quote Originally Posted by Halfhoot View Post
    Shoot them with eEiryss. Run them with Constance. That's all I can think of off the bat.
    eHayley and eAlixa (with souls) can prevent the spells from going off in the first place if they are near the target models.

  39. #79
    Destroyer of Worlds Dan from Chicago's Avatar
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    Actually that's pHaley ... eHaley can steal the spell and cast it the next turn

  40. #80
    Destroyer of Worlds Dan from Chicago's Avatar
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    Anyone try running it with eStryker? Seems like it would allow more flexibility with Positive Charge ...

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