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sinistercats

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  • Birthday 04/15/1966

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  1. Playing against Reva is a lot like playing Dreamer in 1st edition. People don't like the feeling that something is just gonna die and there's very little to be done about it. Which is the first part- get used to something just dying. I think a lot of folks are used to Soulstones, Armor, etc and just taking it on the chin. Can't really do that against her. The additional challenge with Reva is it's much harder to hide what you don't want to die. Against 1st ed Dreamer it was easier to "feed" him models due to the more direct range he could hit. Reva has multiple attack vectors and can pretty much put more down as needed. Blocking line of sight and access are way big deals. I've played her a few times now and I think a lot of the problem is the mental game. If the game isn't taken to her fast _something_dies every turn. Getting past that sick feeling is the first step to beating her.
  2. All my Gremlins are like this. I really prefer it to the green look.
  3. Agreed! There's still lots of spring in her step.
  4. So we feel like he'll be hiring more crew and summoning 1-2 models? That's kinda how I figured I'd just play him. Looking at the rest of his card I feel like there's a ton of support that's not really been looked at in the wonky "Chompy" vs "Summoning" divide we all seemed to talk about. Looking forward to it.
  5. Yeah in thinking the game through I should have gone after the Emissary first. Chompy and Teddy should be able to take care of that smartly!
  6. Title says it all. I played a game vs Reva last night with Chompy Dreamer. I was a tiny bit out of position and Dreamer was dead Turn 1. Wow! Totally my fault for being in the wrong place but it was still impressive. With being able to charge from downtown and then shift to a different charge target shes pretty cool. What's worked well for folks?
  7. Had another good game today and starting to see how the crew goes together. Molly puts someone on negative flips then does her (0) to have Izamu hit them and then chains right into Izamu again as needed, etc. The thing I want to try now is summoning an Onryo to get adversary on the target for the (+) flip for spirits. She's lots of fun- doesn't HAVE to summon something every turn. Plenty of times in our game today Molly was the one walking up to pick up the head in Headhunter. LOL
  8. Good write-up! Like I said- I'm trying to find what works for me and my meta. The other thing that didn't make your list is Molly can tank when she has to and doesn't mind being up in the front. Kirai tends to not want to be in the thick of things so that scheme/scenario aspect matters too. At any rate I think Molly has plenty of options to handle whatever she needs to do.
  9. I happen to have all the Spirit models and I'm kinda intending to use roughly the same crew with Molly and Kirai. Basically that's the question I want to answer for myself- When does it make sense to run Spirit Molly vs Kirai and when does it make sense to run Horror Molly. That's part of what me attracts me to her- she's got a wild amount of flexibility for what is needed. I've played Horror Molly off and on and I think that goes more with my play style. When I play Kirai it's more about the Spirit Shell game which Molly can't really do as well. So I'm already wondering what Molly brings to that. Obviously there's tons of synergy with the Spirits but that's there regardless who's the Master. Plus I really like that most of the Horrors are really hard to hit. Def 5 and 6 in Rezzers is awesome!
  10. Thanks! She's been loads of fun but the games have been more like "one great turn" than actual wins. But I see the potential for sure.
  11. Thanks hydranixx- I appreciate it. It's nowhere in the same league as Pandora as a brawler for sure. Molly's been a great lesson for me in having your Master do what you need rather than do what "she does". I've had a whopping' 2 games with her and she basically was a scheme runner in game one and a brawler in game two. Think I summoned 1 model in each game. Love her!
  12. " Although she wants to ensure that debuff succeeds and would normally be happy to burn a super high card for it, Spirit Molly also really wants whatever 13's she acquires to summon in Hanged." In fact in that game I did summon in the Hanged. They just don't do that much for me I guess. I get on paper how nasty they are- just can't seem to make them worth it for me. Against a high WP crew the Hanged don't do much ether, right?
  13. With all the recent interest in Brawler Pandora I've been wondering if we could almost do something similar with Molly? Granted her Paralyze is way harder than Voices but it's doable. Has anyone out here messed with this? Get the negative flip on the target then Paralyze it? Throw some Adversary on the target and let Izamu take it out? [Assumes Spirit Molly obviously]
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