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Possibly. I have found that not having to respect a possible seize allows the 1st actor to deploy super aggressive. Morty is hard to hide. Combine this and you may find he dies faster than before. If he can advance without eating an entire gunline worth of bullets he does work. Terrain dependent. Same as before I suppose. ITC usually its ok. Standard terrain rules and sensibilities? Dead duck

I think he is just as likely to be shot off the board turn one as he is now.  He needs something to help him survive - I like the new rules for Gaz only losing 4 wounds per phase...this would help him at least get some use for his 400+ points.

I was able to use him today, against GKs. I was the attacker and went first. First turn I flew forward cast Curse of the Lepper on a strike squad killing 2 and a smite got 1. I then cast warp time on him and flew him back. Morty took no damage during the GK turn. Second turn I flew him forward again got off warp time to move him within 4 of the same strike squad and 6 away from a unit of 10 Paladins. Morty cast smite (denied), failed to cast Curse, but did get off Blades. I shot the Lantern killing 1 from a second strike squad and killed a Paladin. Charged the unit of 2 (strike squad) and the Paladins. I took 2 damage from overwatch but killed off another Paladin and the 2 strike squaders with Host of Plagues. I then cut down the remaining 8 Paladins, who then got to attack back after death because of some stratagem he had. They killed Morty and I didn't explode, not that it would have mattered.

If I could have resisted and waited another turn before I charged I think I may have died to smites and the number of shots he could have had on Morty.

Had it been anyone but GKs I think Morty lives another turn as my 10 Blightlords, 3 Deathshroud, and 15 Possessed were in his face turn 3, which is a lot to deal with.

I am going to try a few more games, but it was definitely fun running him again.

Edited by McElMcNinja

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