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  1. INXVI

    Supply Wagons

    Wait, so you can't interact regardless of where you deploy if you have 'From The Shadows'? Damn, doesn't really make sense as the whole point was for the Nightmare keyword. Guess I won't be using that again.
  2. INXVI

    Supply Wagons

    For pushing my own Wagon, I've been using The Hooded Rider with The Cherub. 1st turn, the rider pushes (interacting as a 0) then walks and pushes again. The Wagon provides some cover for him and he is a pretty strong unit to protect the Wagon for a few turns and then potentially counter the enemies push, or complete other schemes. I also did a similar thing with The Dreamer (using Serena to give Warped Reality to him, then targetting the Rider and hoping to drop fast on him) In terms of denial, I had a really good game using Lilith, turn 1 I rooted both 50mm models my opponent had set up for the push, meaning he didn't pass over the centreline until turn 4 (as I continued to do this) then tangle shadowed in The Doppelganger (for recover evidence) so Lilith could remove McCabe from the situation. When I rooted the Mounted Guard on turn 1, it had been given reactive too, which made it even better.
  3. INXVI

    Unique Levi combos

    @Davos that's what I was thinking, the Bunraku is only 5ss now due to the errata, I've been trying to figure it out for a while in the hope something clicks, so thought I'd suggest it and see what happens, it's just too many resources. If only we could make it happen in a Collodi crew, giving him Reactivate would be a little too crazy though 😂
  4. INXVI

    Unique Levi combos

    Recently had another idea, but trying to make it efficient is difficult. What I have so far is, Levi hires in a Bunraku (construct) and Rusty Alyce uses Burnout to give it reactivate. You then proceed to kill the Bunraku, which triggers 'Retract', allowing the Reactivate to be passed onto a friendly puppet or minion within 6'. The Bunraku then drops a scrap marker, so an abomination can be summoned later, to try and add back to the activations. No idea if it is viable, just thought I'd share. If you hire in some Aboms, they could damage the Bunraku for cards too, that way it feels less of a waste, it helps for card cycling and you don't have to worry about healing the Bunraku up.
  5. INXVI

    Prospector in neverborn

    Just read their card, I like the sound of them. "I've struck Soulstone!" sounds great, dropping a scheme marker and causing the enemy model to get pushed and triggering Pounce on a Rougarou for example will be cool. Combining Talking About Shafts with Titania's auras would be cool, 2/3/4 from the Tactical Action, then a WP from Titania's card or suffer damage could double up nicely. Worth dropping Tooth and trying her out, or keeping them both in and see how they size up.
  6. INXVI

    Wave 5 models

    Released: Cyclops, Grootslang, Serena Bowman Not Released: Adze (Originally April I think, but potentially May) Bultingun (No News) Hinamatsu (No News) I guess it is just a hit or miss if the products are released on time. Can't wait for the Hinamatsu, and hopefully Gwyneth Maddox drops this month for the Lynch players in here 😊
  7. INXVI

    Neverborn hand manipulation

    The Conflux Of Fate. 0 Action - Lets you discard a card to look at the top 4 cards of your deck, draw one, then placed the cards onto either the top, or bottom of your deck.
  8. INXVI

    Nightmares and Teddy Bears - The Dreamer Tactica

    If you find room to drop in Serena, the Rider can become a nightmare, so dropping fast on him and giving it access to even more pushes, the threat range gets even better. I've also used him to tank a few hits for the Dreamer, as he is durable and thr healing only adds to the potential survivability of the pair. Using his 0 to carry the Dreamer about too is cool, that way he can save his AP for other actions. I've been using him throughout a lot of my crews recently, he seems to grab me late VP, especially in symbols. Teddy isn't a bad hire, however I've always found that he attracts a lot of fire he can't withstand, this was a while back when I was just starting Pandora, so maybe it works out differently taken with the Dreamer.
  9. INXVI

    Getting Into Neverborn

    Lilith is amazing, I started with Lynch and grabbed a bundle early on, Lilith went has quickly become my go to master and has stole the top spot from Lynch as my favourite 😂 Angelshard has given some good examples so far, I definitely second the Waldgeist, they are solid minions who provide cover, whats not to love? Also, maybe grab the Hooded Rider, turn 3, he is Min damage 4 and virtually has Armor +2, many games he's managed to rush for a marker, or drop a model, far away for Shed Blood, he is great. I used to use Doppelganger + Graves, double push combo a lot, it's really good and I enjoy the movement style shenanigans we have as a faction. On that note, Lilitu is also a great addition, an 18' lure at CA 7, means you're at the advantage, and luring a model closer to your beaters, or into the Null Zone for Ours, away from a marker, or if you simply wish to get some extra movement from slow models, like Waldgeist. The Primordial Magic is well valued in Neverborn, ability to pass out Insignificant and that nice +1 card draw (followed by a discard) but the Cherub is equally as amazing, Sh 5, 1/3/4 with a built in Slow and trigger to push the model 5' in any direction is insane, especially for a 3 stone model, and that's before considering the interact bubble. Nekima is an awesome beater, insane damage, high ML, flight, melee expert, she does attract a lot of fire at times, but she is pretty good at tanking hits. The Tooth is also a model I've come to value a lot, she isn't essential, but I like the built in scheme marker placement, and Armor +1, HtW she can take hits and the push on her melee attack is another thing I love about Neverborn. The Emmissary works for a lot of master too, built in condition removal for Ply and Public executions, whilst a trigger to remove all scheme, corpse and scrap markers is great, especially when the opponent has Set Up, Search The Ruins etc. The Effigy is also good, solid stats for a 4ss model, she gives out 'Rapid Acceleration' to give a 3' push after resolving and enemy attack action, whilst helps reduce the chance of getting Flurried or charged. There's a lot more models she works with and new combinations we've probably not tried out, hope you enjoy playing Neverborn mate 😊
  10. INXVI

    Unique Levi combos

    @Davos He'll probably have to trial the statue a few times, I'm sure we can find a work around, maybe a lure of some sort, or push, sadly they aren't as common as they are in my faction. Maybe the Rider could carry the Obsidian Statue about, it's only a 6, but that is only from turn 3 onwards. I second the use of the Rider though, I've been taking him a lot in Neverborn recently, and he's only died once (Levi bomb Killjoy), but other than that, he gets the job done. I'll get my brother to try him more often, as long as I'm not using him first 😂😂
  11. INXVI

    Unique Levi combos

    Me and my brother have been thinking of some tactics recently (he's the Outcast player so I have no idea if it would work), but I was thinking about the Obsidian Statue. When he takes damage, it drops a scrap marker, for Ashes and Dust's 0, Rusty's summoning, decent damage spread of 3/4/5 and ML 6, and the markers it drops provide a +1 damage to CA actions, to enemies within 3' aura. This boosts Levi's Unmaking CA 7, with a 3/4/5 damage spread, which is pretty nice. Decent durability, but a Low DF, could work. The guardian is also pretty good, a long melee range, great durability with 'Grind To A Halt' and a support action in the form of dishing out DF +2 and a potential push is pretty good. The watcher's 3' aura of 'Always Watching' would allow Rusty to drop a rapid fire into an awkwardly positioned, or hiding model, and cause some potential damage. Peacekeeper, Oath Keeper, Flurry, Min Damage 4, potential Min 5, Armor 2+, Harpoon for potential displacement.
  12. INXVI

    How to deal with Sandeep

    I second the Tangle Shadows, I used the action against Myranda on a tournament on Sunday, sure Myranda is now next to Lilith, but DF 7, a potential nearby beater and ML 7 on Lilith herself is she needs to put on some damage is great. Needing the masks really put me off for a while, but I was still learning about card and stone efficiency, now I use it a lot. It also helps that Sandeep is quite card hungry as a crew, so even hitting the 9 of masks TN isn't impossible. I'm not familiar with how Mages work, like the upgrades for example, but dropping Aeslin in, with Malifaux Provides or FGF could work, drop the 0 to cause a Neg to CA actions and cause a bit of damage where neccessary.
  13. INXVI

    How to deal with Sandeep

    I think you're being too critical mate, the other two have raised some really good points. Firstly, who's to say Collodi needs to kill the crew? Built in slow, ability to steal AP, turn his crew against him, dictate his crews efficiency. Plus, doing damage overtime is still effective, just because Collodi might not outright kill 2 models or even 1 model a turn, he can still cause a lot of damage. It seems like dropping Sandeep is strong, if summoning is the problem, remove them from the equation. Sure Nekima will die, but it will take a dedicated attack, save a high card and a stone to help out. As you say, killing the Gamin will use up AP, but so will killing Nekima, apply early pressure and soak up his hand, a good hand can only get you so far, it's how you spend those cards that counts. In terms of Pandora, CA6/7 against WP 5/4, means that even something like a 10 of crows could lead to a paralyzed enemy model. If Pandora needs a model paralyzed, she can stone, shutting a key model down for a turn is worth it.
  14. INXVI

    Pandora Tactica

    Just thought I'd do a quick overview of a tournament game I had today. So, the tournament rules restricted us to Wave 1 models only, but any upgrades from any Wave could be used. It was great, without Nekima, Lilitu, Hooded Rider etc, to see how other models faired up. I decided to run summoning Pandora (with the stratergy of Ply) and it was crazy! Bad Juju had already tied up a good few models, before Pandora dropped 2 sorrows and a poltergeist just before, into a mass of models. At that point, my opponents crew had lost a lot, passing a WP 7 VS WP duel on a negative, or suffer 3 damage, is difficult to take. It was surprising how little the reliance on conditions is, when Ply is in the pool. Even Baby Kade pulled his weight, dropping Fingers from full wounds, to just 1 left (he was the entourage target too) and even though his lure is only CA 5, the added WP Duel and placement shenanigans, it went pretty well. I guess the experience, not only made me value Wave 1 models a lot more, Silurids and Beckoners are great in the right scenario, but Pandora's summoning engine doesn't even need a WP based or condition based crew, to get started.
  15. INXVI

    Pandora Tactica

    The issue most people have with Depression, is that although you can help get the trigger (drawing no crows for Voices Pandora is always a possibility though) Incite is such a strong action, that losing a potential 2 moodswings a turn isn't as effective. If you can or need to paralyse 3 models a turn, it's great, but how often is that guarenteed to be possible? If you have the option for, say, Kade to carry it, it gives a good CA 5 action to help with extra control, and Misery damage, but Pandora can happily carry 3 upgrades, so throwing Depression into the mix can complicate things. It's not to say you shouldn't take it, your experiences and value for the upgrade may be more positive than others. I like the idea of summoning dora, dropping a mask, but that may be too card intensive, with 1 mask dropped, and a potential 3 10+ cards if your flips don't work out.