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Breng77

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  1. To me that is you out playing your opponent more than straight crew choice. It would be just as easy to predict that you might try to take it prisoner and kill it off/ move it up after a few turns so you need to use a different model etc.. Not saying there is a definite correct choice, but you taking advantage of poor play by your opponent doesn't equal the totem being an obvious difference. One should always plan for everything and the cherub may have used at times, but just as often it seems underwhelming
  2. Have rarely seen the cherub taken over the primordial magic. But it is true for the others though in those cases you are almost forced to take their specific totems. It is about the only Saving grace in neverborn if the primordial magic was in another faction you would see it even more.
  3. While you are right that the primordial magic took a hit in the new pools, I would say an activation and Rush is plenty for 2 stones. If you consider that rush of magic is essentially a half SS per turn (if you stone for cards) then in a 5 turn game you get 2.5 SS worth of cards. Plus activations, and anything that you can do as a marker. I mean in arcanists people pay 2 SS for arcane reservoir which is 2 SS for one card a turn and no activations.
  4. That is also true, if it could sit back at least there would be a consideration
  5. The Gorar seems to suffer the same problem as many other neverborn totems. It isn't the primordial magic. Primordial magic is so good for just one stone cheaper that it seems like taking the Gorar is purposefully playing with a handicap.
  6. I would actually say it is only maybe a bit easier. It helps if you have the right masks in hand otherwise not much at all.
  7. Yup, the malifaux child is nice if you have a as actions on your master that target your own models, or are not targeted, Pandora lacks both of these. The manipulative angle is good, especially if you bring say Barbaros, to throw up challange, so that you force 2 WP duals to hit him (obviously not from long range.). But the issue wit you manipulative is it gets less effective the more models you have with it. So if you bring say Candy, and a doppelgänger. Having a 3rd model is almost a negative.
  8. Breng77

    Dedication

    I have an extra mech rider box I could gift as well. I accidentally ended up with 2. PM me and I'll send it your way.
  9. I don't always play the masters I listed I just find them easiest.
  10. I actually don't mind the Ramos upgrade, it is not flashy, but having the brass arachnid give the emissary reactivate is really quite good. I find the emissary to be nice for Ramos because it is very hard to take down with df 6 with positive flips, it can cast into engagements which I find huge with a Ramos crew, and his discard to allow a 1 AP action from another model can be huge.
  11. Extraction - Ramos-good for holding ground, lots of significant, durable models. Interference -Ramos- similar reasons to extraction, easy to tie up opponent for arcanists in general, Ramos brings more models to hold your own quarters. Headhunter - Colette-ability to prompt to pick up heads, makes picking up heads a 0 for some models. Guard the stash - Ramos- see extraction Collect the bounty -Colette- hard to kill, prompt makes killing things easier. Turf war- Ramos-see extraction Reckoning - Colette- see collect the bounty. Reconnoiter - Ramos-see interference. Squatters rights - Colette or Ramos- both can claim markers easily,. Stake A claim - Marcus-lots of movement tricks in his crew.
  12. Meh I like that adrenaline does other things than just regeneration. Giving her regen, and not have adrenaline reduce each turn would be nice. I quite like our emissary, it works well with a number of masters and is a versitile attacker/support piece, but then I don't rate our typical beaters as highly as some others. I'm totally for Hoffman being dual faction arcanists/guild. He would make more sense in our faction than some of the other masters seem to at this point.
  13. I've used the ice golem a few times and found him best with Colette because prompt + the upgrade for a push and armor is a strong interaction. It gives mobility to the golem and can get him to armor 3 or 4 easily (push 12" and gain +2 armor) this lets him use smash fairly easily. Or push him up and bounce spells off him with a silent one. That said the blessed with the same upgrade is probably better with df 6, htw, and then armor 2.
  14. Why wouldn't you factions only matter when hiring.
  15. Yeah prompting a coryphee can move it 10". So you have a 19" charge threat with each coryphee, then the reactivating coryphee can swing one more time then merge for 2 more swings (or a new charge). So it is still 6-7 good attacks.
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