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About feagaur

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  • Birthday 01/30/1975

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  • Location
    High Wycombe, UK
  • Interests
    Current Masters owned/played. Lilith, Zoraida, Titania, Dreamer, Pandora, Yan Lo, Molly, Kirai

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  1. I'd say if you're looking for models to cover all of those then grab Mr Graves. He will fit into jsut about any crew really. Waldergeist would also be a good bet and will certainly fit in with Lilith and Zoraida. Then maybe a Teddy and some Stitched Together. Insiduous Madness could come in useful for Pandora and Zoraida and help out in Lynch and Lilith crews to some extent. You would probably also want the Primordial Magic. Always a good fallback totem. The Widow Weaver is a nice model that fits in a few crews as is McTavish. And then theres Iggy to go with Pandora and Zoraida. For individual masters, the Nephilim box would be a good buy for Lilith. Gives you a mature and two young. Becokenrs for Lynch and possibly some use in other crews. Spawn Mother and Wisps for Zoraida. And I'd suggest changelings for Pandora. If I'm going on a bit its because I'm basically saying buy anything/everything! In the end you'll end up with all the models anyway and they can all find a place in those 4 crews.
  2. I'd say if you're looking to build slowly then go for Zoraida, Titania or Lynch as they have more models you can use with each Lilith. If you're looking to grow quick then go for Dreamer. He will need much more input model wise but many of them will go with Lilith (especially the twins). Of course in the end you will end up with all of them. Theres no escaping!
  3. Quick question about the little Gasser. Does it's 'floating along' ability (If this model is pushed add +1" to the push distance) mean that pseudo lures that push a model it's charge distance, would push the gasser? Even though it has a CG -?
  4. I've experimented a bit with what the wisps can do with Zoraida and found that copying animal shape only usually leads to bad things. Unless you just cast 'wisps call' on a model and then animal shape 15" towards your table edge. For Fickle winds, you're only really going to use this to deny certain schemes and it would require the wisps being close to the markers. Which generally means theyre going to be close to your opponents models that placed the markers. So again, this will either require lots of setup or luck to get to the ideal situation. Then again, moving just 1 scheme marker can be a killer for some schemes. I guess what I'm trying to say is that although wisps are only 3ss, I really want them to be doing something each turn that adds to the crew. Having one in there on the off chance it might be able to deny schemes by moving some markers as a last activation is a bit too much of a gamble. If I had the stones spare I may take one. If I'm running a doll/teddy factory or a gupp spawning list I'll take 2. Otherwise theres usually something better to take. I mean, gupps are only 1ss more.
  5. I don't think I'd bother with the wisps. They might help bring things towards our crew with wisps call. But I don't think I'd use them for getting the voodoo doll out. Killing things through conditions won't give you the credit for the kill for either Hunting Party or Collect the bounty. As to the gators, I'd say that as you're up against neverborn you're more likely going to be looking at glass cannons so I'd take the gators who can get more hits and hopefully do more damage. Stick Frame on one of them too so you can almost guarantee getting some points. Waldergiests might be good for FFM too but they wont be doing much killing, just slowing people down. And all you need is retributions eye on something (which it will be) and they'll go down quickly. For the tooth and the Rogarou, I'd stick them behind a hungry land marker. That way anything wanting to get to them will have to take damage, hopefully making it easier for you to finish them off. The only thing to watch out for with the land markers is that any models that are killed by them won't give any points for the strat or schemes. (but that works both ways). Remember too that the pseudo pounce works for and model that walks into the range the attack they have can be taken. So that kinda gives them a 14" pounce from McT's gun.
  6. This may be personal preference, but I would go with Zoraida and probably go with McT, Rogarou, The Tooth, a couple of gators and some changelings. The tooth and rogarou will be pulling things in and doing some killing whilst McT and the changelings will be killing from distance. I'd be half tempted as well to drop the changelings to begin with and take the emissary for the land markers and trying to pump out changelings that way. Its unlikely that you are going to be doing too much shooting in the first turn or so. Zoraida will be obeying things to get more shots off, or getting out the doll to paralyze the opposition. The gators can start from the shadows and just start chomping things.
  7. To be honest, I'd take neither and take a Doppleganger instead. Cheating initiative in a Pandora Crew, especially with Candy in it, will be pretty much a requirement. it also means you can either copy lure or Candy's attacks. And manipulative 14 will cause youre opponent a lot of problems. Especially if you drop a sorrow and take an Insidious Madness.
  8. I usually take 2. Theres rarely a more than two models you can copy actions from and you'll probably not copy actions using both wisps in a turn. Their wisps call is also quite powerful and can cause some real issues for your opponent if run properly. Especially if you're running schemes like Claim Jump and Leave your Mark were you're trying to keep enemy models away from your scheme markers. Or just want to make something walk towards the wisp you've just sat behind Nekima! Though if you find you're coming up against a lot of ranged casting then you might want to take 3 just in case. After all theyre only 3 ss.
  9. The nurse can be used both as an offensive piece, paralysing opponents or forcing them to take only actions they don't want to (forcing a big hitter that's just charged into your crew to only take walk or interact actions is great). Or can help your own crew. giving your crew +2 walk in the first turn to get up the board quicker, or +2 melee on a pouncing baby made can put his min damage up to 7! Stick Lilitu and a doppelgänger behind him and lure things in! The nurse is so versatile. and she brings healing which is pretty sparse in Neverborn.
  10. depends what sort of crew you are looking at. For a swampfiend crew then McTavish is a great addition, as are the Spawn Mother and Bad Juju. You can then look through all the minions like silurids, waldergiests, gupps and wild boars. If you're looking at Build-a-bear or a doll, centric list then you'll need the Widow Weaver and possible some Stitched together. For both of the above you will need Will-o-the-Wisps, which are fantastic models with Zoraida. She can also run quite a good Lure list, with Lelu, Lilitu, Baby Kade and Doppleganger. Obeying Lilitu to do Wispers in darkness giving her and Lelu positives on ALL duels is awesome. As you can see, Zoraida can do pretty much whatever you want her to so there isn't really a list of models you need to take with her. Anything will do. Though I, personally, take Nurse and Wisps in practically all my Zoraida lists.
  11. I'm in pretty much the same position myself. Just stepping into the Ressers and have decided to give Kirai a go. Looking at it Izamu and Datsu Ba seem the main choices, but I was also looking at getting Shikome and some Goryo. Oh and a flesh construct to eat the wounds of. I also have the Molly and Yan Lo box sets so will probably use Philip and the Nanny and Chiaki at some point. Looking forward to reading other suggestions though.
  12. Hi @Red? could you change Sean Wheeliker to Russell Shea please. Ta very much
  13. Quick question. Is there any parking nearby?
  14. Ticket bought for Sean Wheeliker (33009)
  15. I love Zoraida and run her both in Neverborn (mostly) and Gremlins. If I'm running her with a swampfiend crew I tend to take Zoraida with Tarot reaading and Animal shape, McTavish with cute critters, Spawn mother, two wisps a nurse and then fill with other things I need based on schemes and strat etc. Though its usually Wild Boars, Gupps, Silurids, Waldergeists or occasionally Rooster Riders. I've found the spawn mother to be great. Creating a gupp a turn makes your opponent want to kill her, so then your gupps run off and do the schemes. If you're opponent decides to go for wisps to shut it down then you keep them within 6" of the spawn mother and get a free charge if/when they kill the wisp. Just remember that the wisps copying of a (2) ap is for Neverborn models only.