| Possess question | |
|
|
Author | Message |
---|
lastsurvivor00
Posts : 1 Trading Reputation : 0 Join date : 2013-06-17
| Subject: Possess question Mon 17 Jun 2013 - 21:13 | |
| My possessed warband started with 4 (magister, 2 mutants, brethern). Now I have about 500GC and looking for advice with Possess.
What mutations should I have for my Possess? They all seem useful except the one and cause fear. Should I take all the mutations or should I drop some?
Thanks | |
|
| |
Lord 0 Venerable Ancient
Posts : 927 Trading Reputation : 0 Join date : 2010-02-13 Location : Friendship, New York
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Possess question Mon 17 Jun 2013 - 23:33 | |
| 50 gold - Great Claw 80 gold - Cloven Hooves 160 gold - Extra Arm * 2 105 gold - Tentacles * 3 70 gold - Spines 40 gold - Daemon Soul
Total: 505 gold.
Great Claw: You get +1A with a +1S bonus. Cloven Hooves: You get +1M for the running and the catching and then the biting and the screaming. Extra Arm * 2: One of your arms ends in a claw now. That means you will need an extra two arms to support... Tentacles * 3. Most warriors max out at 4 so you can reduce most people one-on-one down to 1 attack. Only those that have either maxed out or are dual-wielding will get more than 1 attack. Spines: These babies will probably end up getting you more OOAs than your other mutations combined. They are only S1, but they will plink off everyone's lucky charms, void all parries (must parry first attack, can't roll higher than 'auto'), and auto-OOA everyone in bast-to-base with you that is stunned (most likely because you just hit them in the previous round). And who knows? Maybe you will get lucky and roll a 6 on someone knocked down. Daemon Soul: This is here mostly for flavour (how could you *not* get a posessed a Daemon Soul?), but a 4+ save vs spells is handy for someone that can't use armour.
Speaking of which, they can't use weapons, but they can use equipment so be sure to load them up with ropes and hooks, healing herbs, lanterns, nets, firebombs, flash powder, etc. as your budget allows. | |
|
| |
Spectre76 Venerable Ancient
Posts : 820 Trading Reputation : 4 Join date : 2012-04-22 Age : 47 Location : Springfield, MO
Personal Info Primary Warband played: Reiklanders Achievements earned: none
| Subject: Re: Possess question Tue 18 Jun 2013 - 3:45 | |
| Agree on everything Lord 0 said except for the Daemon Soul. It makes sense fluff-wise, but unless you have several opponents with spell-casters, that 40 gold could be better spent on said equipment (rope and hook, healing herbs, etc.) since you'll have a higher toughness model at your disposal. 500 gold will kit him out VERY nice! | |
|
| |
Phantasmal_fiend General
Posts : 166 Trading Reputation : 0 Join date : 2011-05-28 Location : Auckland
Personal Info Primary Warband played: Beastmen (EIF) Achievements earned: none
| Subject: Re: Possess question Wed 19 Jun 2013 - 1:08 | |
| if undivided Scaly Skin = 60 4 x Extra Arm = 320 Cloven hoofs = 80 Deamon Soul = 40 Total = 500 (decent speed , defense and a frightening number of attacks)
if Khorne Centaroid = 80 iron hard skin = 90 regeneration = 120 scaly skin =120 Cloven hoofs = 80 total= 490 (very fast and very hard to kill)
if Nurgle scaly skin = 60 Cloud of flies = 50 Cloven hoofs = 80 Black blood = 60 spines = 70 2 x extra arm = 160 deamon soul = 40 total = 520 (simple attack and defence, if your really evil get this possessed nurglish rot, i didn't get bloated foulness right away as it is better to take it later so you can go over max)
if tzeench great claw = 50 2nd great claw = 100 wings = 90 burning body = 90 deamon soul= 40 beak = 70 hulking brute = 100 total=540 (very high strength and fairly fast don't skimp on the deamon soul as hulking brute makes him a spell target)
if slaaneesh Vestigial twin = 60 cloven hoofs = 80 elastic limbs = 80 metallic growths = 90 alluring = 100 great claw = 100 total= 510 (remember to use you great claw on your elastic limb attacks and stay back until you have all the skills ) | |
|
| |
The Ultra-Mega Bob Veteran
Posts : 104 Trading Reputation : 0 Join date : 2010-03-07 Age : 38 Location : Bath, England
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Possess question Fri 28 Jun 2013 - 17:05 | |
| I've tried various Possessed builds across several campaigns, the most fun I've had has been with either:
1) Possessed - 90 Extra Arm x 2 - 120
Total: 230
Or surprisingly:
2) Possessed - 90 Blackblood - 30
Total: 120
------------------------
The bargain basement Possessed + Blackblood is golden for a starting/ cheap hero. For his first skill, give him resilient. Your opponent will need to send multiple people at him to grind him down (needing 6s to wound) which is the best situation for Blackblood to clear the floor for his remaining attacks.
This was how I started a new Warband recently and after only 2 games (I got Resilient as my first upgrade with him) he basically gets his pick of the battlefield as my opponents try to ignore him as much as possible. This is after one game where 4 people engaged him, only for them to get chewed through when they took off his first wound, knocked themselves down and got finished off with his actual attacks.
It's not flashy, but it sure does the trick.
| |
|
| |
The Ultra-Mega Bob Veteran
Posts : 104 Trading Reputation : 0 Join date : 2010-03-07 Age : 38 Location : Bath, England
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Possess question Fri 28 Jun 2013 - 17:10 | |
| One thing I notice, from Lord 0's post, is that people are only doubling the cost of mutations once after the first one; is it not the case that you double the cost of the second mutation, then quadruple the cost of the third, then octuple the cost of the fourth upgrade?
Possessed: 90 1st Great Claw: 50 2nd G.Claw: 100 3rd G. Claw: 200 etc.
I've never been in a position to buy a Possessed with more than two upgrades (usually near the start of a campaign) so this hasn't come up in our group before, and I don't have my rulebook in front of me, but I thought that was how it works.
I'd be happy if I was wrong though, so I can power-up a new Possessed when I inevitably lose one to concentrated Blessed Waters... -_-
Last edited by The Ultra-Mega Bob on Fri 28 Jun 2013 - 18:38; edited 1 time in total | |
|
| |
Citizen Sade Ancient
Posts : 404 Trading Reputation : 0 Join date : 2009-04-19 Location : Wiltshire, England
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Possess question Fri 28 Jun 2013 - 17:19 | |
| No, you just double the cost of all mutations after the first. - Rulebook wrote:
- Mutant or Possessed may have one or more mutations. The first mutation is bought at the price indicated, but second and subsequent mutations bought for the same model cost double
| |
|
| |
The Ultra-Mega Bob Veteran
Posts : 104 Trading Reputation : 0 Join date : 2010-03-07 Age : 38 Location : Bath, England
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Possess question Fri 28 Jun 2013 - 17:45 | |
| That's cool; I'm away from home and just got the rule confused when thinking about it. I like the idea of 3x Tentacles on something as tough as a Possessed :3 I hadn't ever thought much of tentacles until I converted a mutant to have one, for fluff reasons ostensibly, and had it absorb a lot of damage over several games; I can only imagine how frustrating multiple tentacles would be when you have a Resilient T4/ T5 guy with 2+ wounds | |
|
| |
Sponsored content
| Subject: Re: Possess question | |
| |
|
| |
| Possess question | |
|