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About Xekros

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  1. I must admit my surprise that The Claw wasn't mentioned, as I've never even heard him talked about, let alone taken in a list. With that said, I'd consider making the trigger on his challenge a , or just write it into the ability, since it's already very conditional, and can be prevented anyway if the opponent really wants to, so it's not very useful against the targets you actually want to use it on. Additionally, the range on the version of the spear is identical to his charge threat, which makes it unlikely to be used, due to the extra complications inherent in actions. Maybe give it a trigger to use the (0) immediately afterwards but only if you use the , but make it on a or written in again, due to the conditionality of it. @Da Git For Aeslin, I've always gotten the opposite feeling of what she's trying to be; specifically, ranged support for the minions who should be taking the charge for the Queen's advisor. Not to say you're wrong, but I feel that the rest of that thematic crew has enough in the way of melee disruption, and other than Candy, I can't think of any ranged support style henchmen in Neverborn. To wit I'd say make As Leaves on Wind apply a to all enemy Ca actions that target a model within 6, and remove the from Rot and Rend (and the Wild Magic ability, as it's no longer relevant). Side note: would there be a reason to keep the on it at that point, as both that and A Wicked Silence are Ca 6 vs Wp for disengaging? I do agree that the Gorar needs help, though, and those do look good. I do agree about the episode's thoughts on Candy as well. I haven't had enough experience with the others to make any sort of relevant comments.
  2. If you were to make the errata...

    Thinking on it further, my issue is not with the non-living models thing, but with the lack of altering summoned models. Secondly, I'd simply add Fae to the emissary on its own upgrade for Titania. These are less errata hopes, and more what I'd have liked to say had I access to the beta. @Luca 2.0 My concept for the change to the summon would disallow Will-O-Wisps from summoning the doll, as it would no longer be a (2) action, barring the ability within the action to allow Zoraida to take it as a (1), specifically. I do agree that allowing a heal per damage would be a bit much, as it's pretty much Regeneration +1 for each model which activates near it when healing a max of 1.
  3. If you were to make the errata...

    It's funny, I thought of making this same thread myself, but this works just as well. Without further ado, my thoughts: Change Legalese so that Purposeful Misinterpretation prevents the enemy from scoring with scheme markers within 4, instead of converting them to your own at the end of game. Perhaps a bit too powerful, but 4 does mean that Lucius has to be on the front lines himself, where he doesn't really want to be. Secret Assets' Hidden Sniper is justifiably costly, but it's incredibly rare to get the trigger (I don't think I've actually managed it yet), so perhaps add that onto the Sh? Might make it too powerful at that point, though, due to the cost reduction of Devil's Deal, though that can only give the action 1 suit. Allow Zoraida to summon the voodoo doll as a (1) action, once per activation. Whether that comes in the form of simply making it a (1) action and disallowing the Will-O-Wisps from taking it, or adding a bit to the end that says Zoraida herself can take it as a (1) would have to be tested. Related, to an extent, is that Alpha from Marcus needs to not be able to target Masters/Leaders (not sure which it is), and/or allow Obey (at least Zoraida's) to target Leaders as well. Personally, I find it very odd that the weaver of Fate cannot target masters, but some guy in the woods can take an entire activation for them because some bird scratched at their eyes and they're a bit angry now. Challenge of Winter on The Claw needs to be buffed somehow, either by building in the trigger (whether that's adding a crow, or simply putting the trigger text within the ability), or removing the ability to discard to prevent the condition. Other ideas welcome as well. Sorrows' Life Leech could do with healing them if it deals damage, just to allow them to stick around for a touch longer, either 1 if it deals damage at all, or 1 per damage dealt. I also agree with upping their defenses somehow, or make them 4 SS. Some minor changes I wish to see to the new upgrades: Royal Indignation: Allow non-living models to become Fae somehow, possibly by simply making all Minion and Enforcer models Fae, and the living ones undead. Also, add summoned models to the list of models affected by the ability, so as not to have hired in, undead, Fae Changelings running about next to their summoned, living, non-Fae changelings. Woe is Me: Change the available summons to Incorporeal, Woe minion(?) models, raise the cast some (maybe 6?), and make the TN 10 + SS cost, as with most other summons. Given my wishes, it would also function similarly to Molly's summoning, but that would probably be too powerful, due to the Wp shenanigans in a Pandora crew. Aeslin has been mentioned, but I think simply removing the from her attack, and, therefore, the related ability from the front of her card, would go a long way to reducing her in-game costs. Perhaps give her something to take hits on beyond her 9 Wds, or some way to heal, so that the to Ca actions is relevant. Thanks for reading, that got longer than I expected
  4. A bit of thread necro here (I think, what's necro time on this forum?), but the question seems to have gone largely unanswered, so I hope this'll help: I'm definitely in the minority in this opinion, but I'm not a fan of Teddy in Pandora crews, or Kade, for that matter. Insidious Madnesses are fantastic, both for their scheme running ability and their Wp shenanigans. Widow Weaver works well for a positionally anchored game, but will do fine even if you have to spread out, just keep her in cover. My Pandora build is the brawler style, with The Box Opens, Fears Given Form, and Aether Connection or Fugue State, based on Strat/Schemes. FGF is a Df duel, as well, so that can get around some of the Wp issues. The best advice I've heard for her, as well as her crew, is that most of the things she does don't require cards, they simply happen. Because of this, you can save nearly all of your cards for defense. Learning to use Incite properly will make or break Pandora's crews, since, as noted, they are incredibly fragile. For this reason, I recommend Iggy as a model to pick up as well. He brings another instance of Incite and some ranged burning, as well as another instance of Martyr. He's also an Enforcer, so can take an upgrade. His other (0) gives all unactivated enemy models within 6 to take -2 Wp, which pairs with Melancholy, below. Depression is still more activation control, which provides the Melancholy action to every other Woe is LoS. Melancholy applies a condition that, effectively, forces the model to go last. Needless to say, if you can tag a model with either Melancholy or Incite, then put Candy next to them, it will hurt, especially if you give her FGF as well. The Poltergeist is surprisingly good at tying up models, despite his Ml 4 attack stat. His Distraction Ability has the same range as his Ml attack (which is resisted by Wp), which makes him hard to get away from, paired with Incorporeal, Regeneration, and the ability to use Martyr to siphon off even more Wounds. Insidious Madnesses are a strange proposition at first glance: you simultaneously want them off on the edges running schemes, or right in the middle of the enemy crew. If they're outside of 2" of the enemy, they become much easier to hit. Returning to the cardless advantage (as I end up calling it) Induce Phobia's TN 10 Horror Duel doesn't look like much, until you realize that they're probably down 2-3 Wp from the Widow Weaver, and possibly on negative flips from the Poltergeist. If the poltergeist ins't there, they still have to discard a card to cheat in the first place due to the Madness' ability. As for the Sorrows, warp them into place then go defensive. If you're already in place, try for a Doldrums. Yes, it's Ca 5, yes, it's a (2) action, and yes, it probably will go off regardless, if your other models are set up. Remember Misery for every duel, as pretty much everything in this post targets Wp. One huge advantage is that it gets around Armor, because it's, for example, 3 instances of 1 damage each, as opposed to 1 instance of 3 damage. However, be careful of Black Blood, as that will trigger for each hit, dealing as much damage to you as you have to them.
  5. January 2017 Errata

    @Aaron The OP for Lucius' Elite Training says melee actions, but the card says . This is probably simply me getting hung up on terminology, but, as I recall, melee action means anything with Ml, as opposed to . Just a curiosity, and I'm very excited to try out Lucius (and the Scribe) after the buffs. Edit: I do think is better, as it's more versatile. Additionally, the austringers' raptor attack still says it ignores cover, despite no longer having the .
  6. Pandora builds ideas

    I don't have the cards in front of me, but the place from the Sorrow's ability is more versatile than the walk of the IM. Additionally, they have an extra wound, so they're that tiny bit harder to kill. I'd say IM would be better if you're looking to simply be at a place and specifically not near other models, otherwise the Sorrows will work better. Then again, I do main Pandora, so that undoubtedly skews my opinion somewhat.
  7. Mercenaries?

    I'm sure this has already been mentioned somewhere, but in one of the Kickstarter videos (I think), I saw a Abyssinia/King's Empire dual faction card. While I know this isn't actually a Merc type card, it has a similar effect to the side based mercs from @Manic Mouse.