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 A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take

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BetrayTheWorld
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sun Mar 12 2017, 21:22

The Yncarne can't really tarpit Girlyman. The Yncarne has a 5+ save against attacks from Girlyman, and any D-hits from girlyman both cancel FnP, do d3 wounds, and MIGHT just instakill The Yncarne if he gets a 6.

On average, I'd say the Yncarne would die in round 2 of combat against Girlyman.

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Count Adhemar
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sun Mar 12 2017, 21:27

Yeah if you're gonna send an Eldar avatar to tarpit Girlyman there's only one choice for the job.

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WildCandy
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 04:40

Considering target priority, if all marines around guilliman use ld 10 of guilliman, which cannot be lowered; can I lower the surrounding units ld with spells and usr e.g. making room with aom, mos and deathjesters death is not enough by making them run off board or out of effective range with -6ld? Or do they keep the guillimans ld10 until he is dead?
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amorrowlyday
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 04:40

Until dead.
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WildCandy
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 04:58

That is beyond words...
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amorrowlyday
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 05:00

Well I'm directly responding to what you asked. If you were to use a power that doesn't care about leadership like corsairs warp blink to move them out of the bubble first it would go away, but yeah that's why I keep picking at this despite folks telling me I'm over reacting.
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WildCandy
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 05:29

Well brute forcing is always an option, but having tools for other kind of metagame is rewarding, except when they are stripped effectually away from our grasp.
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BetrayTheWorld
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 05:30

Adepticon specifically house ruled that if unit A is using Unit B's leadership for tests, but unit A has a leadership penalty, the penalty still applies to Unit A's test even if unit B's leadership isn't penalized.

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amorrowlyday
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 05:32

Too bad that's not feasible for me this year. Think Nova will do the same?
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BetrayTheWorld
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 06:02

No clue. Adepticon, ITC, and NOVA all tend to do their own thing regardless of what the other 2 do.

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Jimsolo
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Mon Mar 13 2017, 18:31

That seems like the only reasonable way to rule it.
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lament.config
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sat Mar 25 2017, 08:27

Today my Ynnari sunk the rowboat. Easily. He's a beast but, no more than any other monsterous creature.

Also, it was a couple days ago. I wouldn't get close to him with a unit you need to keep on the board but, I'd say Celestine is more difficult to remove from play.
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amishprn86
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sat Mar 25 2017, 10:16

@lament.config wrote:
Today my Ynnari sunk the rowboat. Easily. He's a beast but, no more than any other monsterous creature.

Also, it was a couple days ago. I wouldn't get close to him with a unit you need to keep on the board but, I'd say Celestine is more difficult to remove from play.

Celestine is easily the most cost efficient unit int he game. I'd rather have Robert on the table than her.

If she was a LoW then she be fine, the fast that she isn't a LoW is what breaks her.

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PsychicHobo
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sat Mar 25 2017, 11:08

@lament.config wrote:
Today my Ynnari sunk the rowboat. Easily. He's a beast but, no more than any other monsterous creature.

Also, it was a couple days ago. I wouldn't get close to him with a unit you need to keep on the board but, I'd say Celestine is more difficult to remove from play.

Any insight into how you killed the bugger?
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lament.config
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sat Mar 25 2017, 19:36

Posion and scatter lasers. Everyone hits on 3s and sounds on 4s. He will fail his saves in weight.
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amorrowlyday
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sat Mar 25 2017, 19:38

Eh, he's as tanky as a Wraithknight to that approach though. 250 poison shots isn't something I'm willing to commit to.
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Ikol
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PostSubject: Re: A 'Girly-Man' Mon-Keigh returns, a pleasurable prize to take   Sun Apr 16 2017, 20:07

One way I thought of getting around the issue of saves is as follows:
Seer Council casts Protect/ Jinx and Enhance/ Drain on Girly Man. Empower, Invisibility, Fortune, Ancestors Grace and Prescience on an Archon kitted out with Huskblade, Soul Trap and Shadowfield.
Archon charges into combat. Our resident grandpapa Smurf now only has a 3++ to hide behind, the Huskblade cancelling out FnP.
If the Archon is Deldar, not Ynnari. In the best case scenario, the Archon has caused at least 4 wounds in challenges before this point, difficult, but not impossible. This plus Empower will let us wound on 2+s. A post turn 4 charge will give us Furious Charge as well.

Net result if everything goes perfectly:
Initiative 8, Archon makes 7 Attacks, 5.25 hit and 4.375 wound and 1.45 stick after Girly man's Saves.
Initiative 6, Girly Man makes either 6 Attacks or 1 Sweep. Hitting the Archon once. Outright killing the Archon 1/6 times and causing 2 wounds 4/6 times. In the two wound scenario, refillable 2++ leaves Gulliman dealing a net of 0.046 wounds.

Combat continues with conditions worsening for the Archon next turn when the Warlocks can't get rid of the 2+ Armour Save.

If, however we got 2 Archons kitted out in this manner and added Jain Zar to lower Gullimans WS by 5, the potential for this armies worth of close combat and Warp trickery to one-charge wipe the big man becomes present.

14 AP3 Instant Death Attacks at Initiative 8, WS8 against Gulliman's newfound WS4 and 3++ save.
This gives an average of 4.15 wounds to Gulliman at Initiative 8.

This would require a minimum of 1030 points to pull off as well as everything going exactly as planned in regards to Archon challenges, psychic power rolls, Warp Charge Rolls, Perils, Gulliman failing his AW denies and charges, and still needs outlier dice rolls in order for Gulliman to fall over and doesn't account for him getting back up.

But hey, at least it would look cool if someone pulled it off.

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