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quotemyname

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  • Birthday 03/03/1988

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  1. I like this mindset. I think we should install a program that automatically moves all such posts to an external website with a flashing black, yellow, and green background that looks like it was the designed by a High School student doing his final project in 1998. Game mechanics wise, all of the above is correct. Pandora is a little tough to wrap your head around the first time. I myself couldn't run her effectively until I saw it done. Good luck in your translation quest!
  2. I believe Hoffman counts as a construct. The Dreamer is a Spirit, and Lord Chompy Bits is a Nightmare. Kirai can change into a spirit. The rest of the RP masters, are living, unless I misremember. I'm not sure about Hamelin.
  3. You have my express permission to use that simile whenever possible It comes from an inside joke with my friends. Whenever someone is late to a party or hangout session the conversation usually proceeds thus: "Where's Joe?" "I have no clue. I hope he's not trapped under something heavy." "Like a burning couch?" "Yea, that would really suck." The idea is that you're trapped under something too heavy to crawl out from under. Thus you are helpless. Also, that couch is on fire. So, goodie gumdrops. You get to watch yourself slowly burn to death while not being able to do anything about it! And yea, that's Pandora. It's gotten to the point that I almost refuse to play her in friendly games. Though her learning curve is high, once you get her down, there is little an opponent can do to beat her, besides maybe avoiding direct engagement as much as possible. I wouldn't subject my friends to that as I know how much I hate it. Tournament play, however, is a different story
  4. I really would not recommend that. I've tried it. It did not end well at all. Modesty be damned, I consider myself good at this game. I took on two very inexperienced players, AND I was running Pandora. They destroyed me. Quickly. The problem arises when you consider that the other side has (potentially) twice the soul stones, and twice the control hand that you do. There really is no way (by the game's default rules) to increase/account for that. You could draw twice the cards, and start with twice the stones, but honestly that screws with the probability so bad it probably still doesn't work. The only other way to do a 2v1 brawl would be to give the solo player two decks, and at that point, what's the point? EDIT: I agree with the above statement. Do what Ratty says. It's simple and easy and there's enough room for players to seriously screw each other over There are plenty of strategies that involve eliminating your opponent's models especially in the expanded strategies. I really am going to have to try this.
  5. My top three pics of crews that I like playing: The Dreamer (Good mix of power, mobility, and fluff) Nicodem (The slow and steady Wall O' Undead tactic appeals to me) Collette (Amazing Mobility, Amazing fluff, and a fun challenge to actually run properly) My favorite crews to play against: Seamus (Because he always produces a fun, unpredictable match) Perdita (Being able to survive that hail of gunfire is always epic) My least favorite crews to play against: Pandora (Win or lose, playing against her always feels like being trapped under a burning couch) Sonia Criid (One lucky damage flip, and half you're crew is roasted. Not fun) Viktorias (They've never posed enough of a challenge to be much fun)
  6. Yes. However, you should remember that your zombies will gain better benefit from you paralyzing nearby enemy models with Nic than they will from you simply popping a heal on them. After all, they can only heal 2wd per Decay. 9/10 times most models have a weak damage stat of 2. So you're really only protecting your minions from one attack. However, if you Paralyze an adjacent enemy model, you're really protecting them from two! At least! If not worse! I'll say it as many times as necessary. When running Nic, if you want offense, use Rigor Mortis. If you want Defense/Support use Decay.
  7. The better question would be, "Why are you running Big Z and NOT connecting the Voodoo doll?"
  8. I would submit that grids and fixed boards really are not a concern in the first place in terms of measuring distances. Any player that is thoughtful enough to start thinking about things like, "That doorway is exactly 10 inches from here," is probably already good enough that he doesn't need the measuring help.
  9. I am cautiously anticipating these two. Idea: Great Potential: High Probability of Tanking-as-Hard-as-Superman-Returns: High But if they pull it off... Man!
  10. It isn't. It also isn't a gamble. When I trigger All Done, I'm planning on doing regardless of whether or not the defending model is killed. This is because if I'm considering pulling the trigger off at all it's because it is the last possible way I can get him off the field and replace him with an untargetable dreamer. But that's off topic. I think the question here has been answered. The damage still happens.
  11. That's what I thought. It seemed like I was over thinking it. I just wanted to make sure.
  12. Every time I use the All Done trigger that Chompy Bits has, I see him whipping out a toothpick, picking his teeth, patting his stomach, and exploding in a cloud of smoke, leaving The Dreamer behind. Okay, enough silliness. My question: The trigger states that you must bury chompy and replace him with The Dreamer. Triggers activate after totals are determined and before the damage flip. If the attack misses, the trigger still goes off (it just requires a suit, not hitting and not damage). No problems there. If the attack hits, however, Chompy bits technically gets burried before the damage flip. Since the model that did the hitting and caused the damage flip to happen is no longer in play does the damage still happen? The trigger says nothing about nullifying the attack, etc. Thoughts?
  13. Except that that would not work. The only way the daydream can actually bury nightmares (with the exception of chompy) IIRC is if it uses magical extension. And it cannot, since the dreamer is not in play. I'm telling you. It's just way too hard to actually reliably get anything good out of this. The only way I would be tempted to use Abduction is offensively. Possibly on a totem or something. And only if I had the high :crows to cheat. Gamble Your Life is so much better in terms of possible actions for the stitched. And it's not like you lose any maneuverability when not using Abduction... because it doesn't get you any!
  14. Yea, but not really a good one. I can't see myself using this ever. Unless, I have no more daydreams to activate, Dreamer is in a heap of trouble, and is for some reason not within 3" of a Nightmare AND I have failed to get off a chompy bits activation this turn. With any reasonable amount of effort on the part of a Dreamer crew, I can't see that situation ever coming about.
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