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Post by ysthrall on Nov 6, 2017 10:26:45 GMT
To my annoyance, I'm off to a tournament with no real opportunity to test-play some of my models.
I've recently acquirred some Madcaps and a Trapperkin and intend to play them in a Heretic (bump in the night) list.
I mean, they look fairly self-explanatory, but I've made mistakes like that before...
Any general advice on how to use these guys?
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domo
Baby's First Wargame
Posts: 8
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Post by domo on Nov 6, 2017 15:36:03 GMT
I am still getting the hang of Trapperkin myself, but Madcaps are great (especially in pairs) at creating a small minefield that your opponent has to deal with.
My own pitfalls with Madcaps are making sure that I don't box them in too much so that when I roll for new Cask Imps I can place them all safely, so that should they explode on activation, they don't take out another Cask Imp or the MadCaps itself.
Don't forget that the Madcaps has a "Stumbling Drunk" bubble, and that when it explodes, it's initial placement is a point that is 2D6+3 inches away exactly - not "up to".
With my Trapperkin, I often run him his max distance on turn 1 with the intention of advance and trapdoor on turn 2, but he usually gets shot when I fail to get the threat ranges right, or misjudge what my opponent wants to focus fire on.
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Post by ysthrall on Nov 13, 2017 8:58:50 GMT
Having finished this....
Trapperkin seems to do fairly well with Turn1: run up and hide in/behind terrain. Turn2: move up and trapdoor. Turn3: pop out and charge/move to the back of some expensive solo/CA and disembowel them messily, then sprint to engage another model that your opponent wanted clear. And then get swatted with extreme predjudice.
Madcaps are hilarious and I need to buy more Cask Imps. Continuous fire on the AOEs from the crew is surprisingly useful, and the cruise missile from the distillery is hilarious. The cask Imps cause opponents to desperately shoot it. With, for example, lightly armoured troops from about 8" away....
Best result I got with it was vs Retribution. Battle mages moved up, shot Cask Imps, shot the distillery, which got me a corpse token, took off and landed in the middle of them (no, it's not blast damage) killed half the unit and triggered Shroud. Leaving the rest of his shooty army severely annoyed.
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Post by Voodoogk on Nov 15, 2017 17:55:47 GMT
Trapperkin is best with king of nothing or heretic. Being something around pow 13-14 5 dice has some serious potential to hurt even very tough things if you roll well.
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