Welcome to Wyrd Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

LulleK

M2e Colette

344 posts in this topic

I almost have 1 performer and will take Mannequins if I really need the markers to be tossed at range (Set up comes to mind). It would take a pretty interesting scheme pool to run 2 performers and 2 mannequins. Not to say it can't be done but very unusual.  Maybe in Squatters where I will need to interact often and probably while engaged I could see taking 2 performers. 

1 person likes this

Share this post


Link to post
Share on other sites

I almost have 1 performer and will take Mannequins if I really need the markers to be tossed at range (Set up comes to mind). It would take a pretty interesting scheme pool to run 2 performers and 2 mannequins. Not to say it can't be done but very unusual.  Maybe in Squatters where I will need to interact often and probably while engaged I could see taking 2 performers. 

1 person likes this

Share this post


Link to post
Share on other sites

I generally run one performer and a union minerror as my schemes unless I'm leaning more ice heavy, then the performer becomes an ice dancer. 1 mannequin is usually all I need when I take one,  they can get pretty much anywhere by following showgirls around. 

Share this post


Link to post
Share on other sites

Last time I ran two Performers and Mannequins was when I first had Colette's box assembled and I wanted to see what her crew could do. If I were to restrict my crew selection down again, I could see running a pair of Performers with a pair of Mannequins in an interact-heavy scheme pool that's under a Strategy like Collect the Bounty--mainly because they would be limiting Bounty Points while scheming, and if they die, that Precious ability will allow me to get more work done. The downside is that the Show on Ice thing I described on page 13 of this thread is much more killy and is mostly Minions, meaning it works better into Collect the Bounty than a more passive control crew would.

That being said, with Kudra and the Scorpius, A Sip of Wine becomes more interesting. Carlos and Cassandra would both benefit strongly from Precious (so would the Coryphee Duet, but that's getting far too top heavy for Collect the Bounty). Colette using Death Defying to a Performer to gain Reactivate and heal is cold-blooded, but it lets Colette get a lot more work done while living to see another day.

1 person likes this

Share this post


Link to post
Share on other sites

Looks like I'll start with all the doves but only 1 of the mannequins and performers and only add more if I see a need. I have all of the M&SU and Foundry and some other random pieces so it sounds like that should be enough to start with. Thanks for all the responses, I really appreciate it.

1 person likes this

Share this post


Link to post
Share on other sites

Yeah IMO one performer is an auto take, one mannequin is a niche take to help you toss out some scheme markers will guarding a point like a stash marker. I will say that with a mannequin a performer can easily get you claim jump every turn, which is a thing. Also mannequins can be surprisingly aggressive and hard to remove if you need to jam something up. Armor +3 makes them more obnoxious than anything and people often undervalue their threat 

1 person likes this

Share this post


Link to post
Share on other sites

Performers also make good mercenaries apparently, though I'm not sure who needs them - Guild McMourning? Lure and Poison is right up his alley of needs. Brewmaster could be fun. What do Outcasts have with a lure effect? For my Widow Weaver HH list I used one, but that's more a function of my limited model supply than anything else - no Beckoner. You might save one of them to be painted up in more of a 'mercenary' scheme.

Share this post


Link to post
Share on other sites

I am using 2 performers + one mannequin. That helps me set up markers perimeter on 1st turn - activate mannequin, activate Magician's Assistant, activate 1st performer move + grab mannequin with Mechanical adorations, throw markers(s), activate 2nd performer, move, push mannequin into base contact again, throw marker(s). Also Angelica can use Give Them an Encore to position mannequin in position to assist another model with placing markers. When base contacting mannequin I am (if enemy models nearby) placing him to cover fragile showgirls.

Share this post


Link to post
Share on other sites
3 hours ago, iamfanboy said:

Performers also make good mercenaries apparently, though I'm not sure who needs them

Performers combine Don't Mind Me, scheme marker removal and lure effects into one reasonably priced model. Great to have in certain strategy & scheme pools.

1 person likes this

Share this post


Link to post
Share on other sites

Came here again for some advices, thanks everyone who answered me previous time! I already participated in two 35ss tournaments with some success (won one of them but a lot of luck was involved) and have some thoughts and questions.

First of all, I found myself liking to pick only 1 Coryphee in my crew but I am not sure if this is a good idea. Two Coryphees are expensive, sort of fragile and I found myself using duet very rarely. Only 1 Coryphee is a good beater and make some Showgirl synergy. Is it only my thing or picking only 1 Coryphee is a solid option?

I also realised that I almost never want to pick manequin, it is peon and 4ss with not impressuve stats and attack. The aura is useful but I usully don't have problemes with scheme running anyway. And the worst thing it is peon and most of strategies/schemes requires non-peon models. I found this especially frustrating because other crews has 3-4ss models that are minions and can do strats/schemes.

I also have a feeling that including performer+angelica or double performer to the team is very weak. It's a support-heavy models and when I had more that one perormer/angelica my crew was wiped out  in a couple of turns. Again, maybe I do sime mistakes here.

For aggressive format on 35ss (for instance, collect the bounty strat) I picked colette+cass+emissary+double coryphee or coryphee+gunsmith but I felt very uncomfortable with only 5 activations and limited upgrades. Is Emissary even suitable for 35ss format? And is it okay to play with only 5 models (everyone I played against had 6+ models).

The crew I enjoyed the most is: Colette (P. Prod, Shell Game for prompt trigger and Nothing up my sleeve for extra generation)+Cass+1 Coryphee + Gunsmith + Performer + Ice Dancer. Some killing power with cass-coryphee-gunsmith and nice scheme running at the same time.

So I would be glad to hear some commentaries about my thoughts because my expirence is very limited and my line of thought mught be wrong somewhere.

Share this post


Link to post
Share on other sites

I would say a big part of the trouble you're having with certain miniatures is that you're playing at 35ss. The game is balanced and tested around 50ss and models are costed accordingly. This is especially evident with support pieces like the Mannequins - they are infinitely more worthwhile with a bunch of showgirls around to push to, and other models to benefit from their aura. Their attacks aren't bad, especially for a 4ss model, I believe they swing at Ml5 vs Wp with a decent damage track and built in Slow?

The Coryphee Duet also absolutely has a home in your 50ss crew, the Duet is much harder to kill than two individual Coryphee, it's highly mobile, and it does a ton of damage, but I can see it being too much of an investment at 35ss.

1 person likes this

Share this post


Link to post
Share on other sites

I do realize that the game is about 50ss but our local community is young and most of ppl own models only for 35ss format, so I have to adapt =(
I hope we will have 50ss tournaments soon

Share this post


Link to post
Share on other sites

Agreed about the 50ss, but we all have to start somewhere.

Personally, at 35ss I would leave the coryphee at home. Not only is one too fragile, it also misses out on the best tricks Colette can pull with two of them. In the 7ss slot I would bring either a gunsmith, since you mentioned having them, or a December Acolyte. Both make pretty good prompt targets and are versatile models. Some would say the gunsmith will do better at the lower Soulstone game than they will at 50ss, but I say it's all matter of crew composition in relation to the strat, schemes, and table.

One reason I'd recommend the acolyte over the gunsmith is if you find yourself bringing a Silent One as well, which is great with Cassandra for her Understudy trigger to get more damage out there. The Silent One also can take advantage of a lot of Frozen Heart synergies between her, the Acolyte, and your Ice Dancer.

Here's my idea of a 35ss Colette list with a fair bit of versatility (though in general I prefer building to the objective pool than having a set list, like I said, we all start somewhere) :

35 SS Arcanists Crew
Colette Du Bois + 3 Pool
 - Cabaret Choreography (2)
 - Shell Game (1)
Mechanical Dove (2)
Cassandra (8)
 - Practiced Production (1)
 - Recharge Soulstone (1)
December Acolyte (7)
Silent One (6)
Ice Dancer (6)

 Wow, been a while since I made a 35ss list, thought I'd fit one more model in there.

So basically you have a lot of Frozen Heart synergy, with the Acolyte and the Ice Dancer doubling as forward firing nodes for the Silent One.

I personally haven't gotten what I want out of shell game in the past and prefer Arcane Reservoir for the guarenteed card every turn, especially as I've gotten more away from Prompting with almost every AP, but I think it will work well in this sized game. 

You don't *have* to hire a dove, but I've found having one in your opening list can help if you have a truly bad hand. Just pop it to give Colette + flips on Ca actions and she can get you a few more for more activations and future + flips while it's turn one and everyone is just focused on moving up the board. 

One thing I'll say about putting practiced production on Cassandra is make sure towards the end over every turn you're thinking about where you want to drop the extra marker the following turn, since you'll generally want Cassandra going first to put up Southern Hospitality.

1 person likes this

Share this post


Link to post
Share on other sites

On the other hand, if you want to get away from the Colette On Ice show or want something truly top heavy, something like this could be fun:

35 SS Arcanists Crew
Colette Du Bois + 3 Pool
 - Cabaret Choreography (2)
 - Arcane Reservoir (2)
Mechanical Dove (2)
Carlos Vasquez (9)
 - Stunt Double (0)
 - Practiced Production (1)
Cassandra (8)
Union Miner (5)
Performer (5)

 Carlos and Cassandra each holding a stash marker or the center in general is pretty tough to deal with, especially with the Union Miner there to pop out scheme markers with false claim to make All Together Now deliciously easy to do while also pumping Carlos up with extra burning for some Flaming Fists of the Great Carlos Vasquez (it's just so fun to say!). Plus, when the Performer dies, so long as she's nearby one of your bigger models, they get to reactivate. And with three of them, it's much easier to keep our her close to somebody.

In short: Carlos is awesome.

1 person likes this

Share this post


Link to post
Share on other sites

I think Carlos is going to see more table time from me. Cassandra's good at what she does, but I feel like that Southern Hospitality forces you to activate her early to make it harder to stop her from getting work done, and I'm steadily becoming less and less a fan of having my order of activations dictated to me (which is why I'm not a huge fan of Ramos' Spider Factory).

At 10 Stones, Carlos with Stunt Double and Practiced Production comes in at the same stone cost as Cassandra with Recharge Soulstone and Practiced Production, with the added bonus that his defensive tech doesn't care about activation sequence (get armor +1 from burning on initiative flip). The Union Miner can, in a pinch, turn that up to Armor +2 if needed, or Carlos can do it himself as a (0). Just don't do this into Sonnia. Or an Arcanist player running Rail Workers. Of course, I'm not necessarily reaching for Colette into those match ups.

1 person likes this

Share this post


Link to post
Share on other sites

Thanks everyone, but more questions are coming (sry)
So I started playing at 50ss and the build I was playing:
-Colette (Cabaret, Shell Game, Nothing up my sleeve)
-Cass (P. Prod, Smoke and Mirrors)
-2x Coryphee
-Ice Dancer
-Angelica 
-Emissary or Mech Rider (with mech rider - Performer instead of Angelica and no Smoke and Mirrors on Cass)

So, I really not sure about Angelica, is it worthwile to ever pick her in competetive play? The ability to push friendly model is good but I really doubt about attack actions. The paralyze trigger requires mask and I usually keep any masks for dove summon or Colette/Cass df triggers. So I basically never Paralyze anyone with her. Maybe it is better to pick performer or some damaging model like Silent One?

About 2 Coryphees - is there a schemes/strats where I shouldn't pick them and go for some other models? And I really can't get how to play them into a duet correctly. Usually I'm too greedy with two activations from them and I end up with 1 Coryphee killed on the end of t2- beginning of t3, so I lose tons of value. Is it okay to go for duet from prompt on t2 already after both Coryphee activated?

Not sure about the big guy slot (Emissary/Mech Rider). Emissary sometimes feels too squishy, I really like Mech Rider but It's too lategame heavy. Do you even pick Emissary for Colette? I sometimes feel he is too squishy for his cost 10 (only 1 armor and that's all for defense, his heal is very lategame, good df and wp though). I don't have access to Carlos but I can pick Langston, maybe should try him or even 2 cheap models instead?

And if you pick some frozen heart models like acolyte or silent one, what do you replace in my generic list?
In general with this list I feel that it's too easy to wipe all of my crew by t4 if I am playing against aggressive crews
Thanks!

Share this post


Link to post
Share on other sites

I play Angelica more outside of Colette than in a showgirls crew. Her push is so good for other crews that have less mobility. 

My Colette Frozen Heart list is normally:

Colette (Nothing Up My Sleeve, Coreography, Seize)

Cassandra (PP)

Envy (energies)

2 Silent Ones

1 Acolyte

Ice Gamin

Is my standard crew for frozen heart Colette. 

1 person likes this

Share this post


Link to post
Share on other sites
9 hours ago, FunkyCape said:

So, I really not sure about Angelica, is it worthwile to ever pick her in competetive play? The ability to push friendly model is good but I really doubt about attack actions. The paralyze trigger requires mask and I usually keep any masks for dove summon or Colette/Cass df triggers. So I basically never Paralyze anyone with her. Maybe it is better to pick performer or some damaging model like Silent One?

About 2 Coryphees - is there a schemes/strats where I shouldn't pick them and go for some other models? And I really can't get how to play them into a duet correctly. Usually I'm too greedy with two activations from them and I end up with 1 Coryphee killed on the end of t2- beginning of t3, so I lose tons of value. Is it okay to go for duet from prompt on t2 already after both Coryphee activated?

Not sure about the big guy slot (Emissary/Mech Rider). Emissary sometimes feels too squishy, I really like Mech Rider but It's too lategame heavy. Do you even pick Emissary for Colette? I sometimes feel he is too squishy for his cost 10 (only 1 armor and that's all for defense, his heal is very lategame, good df and wp though). I don't have access to Carlos but I can pick Langston, maybe should try him or even 2 cheap models instead?

And if you pick some frozen heart models like acolyte or silent one, what do you replace in my generic list?
In general with this list I feel that it's too easy to wipe all of my crew by t4 if I am playing against aggressive crews
Thanks!

Angelica is useful for positioning and being a relatively cheap Practiced Production caddy. As such, similar to @Mrbedlam, I get more mileage out of her in other crews. If you're using things that are as fast as Coryphee and Ice Dancers, it's already extremely easy to over-extend. So for a crew as mobile as the one you've got listed there, she's not filling in any missing roles in your force and using her strengths might actually trap you into making mistakes. If you put together a less mobile crew for Colette, Angelica can become very helpful. She may have attack actions on her card, but in my experience she's hardly ever using them.

A pair of Coryphee presents an interesting puzzle for you and your opponent. The longer they live, the more dangerous they are to your opponent--but they're still relatively fragile and the pair is a 14 stone investment. Every time I've ever held off on merging them into a Duet I've regretted it, so I'm in the habit of having a Duet by the end of the first activation of Turn 2. One of the other things I look at if I'm considering a pair of Coryphee is whether or not I'm bringing another pricey model, and whether or not my opponent is incentivized by the strat/schemes to kill them faster than they would normally.

If I'm bringing a pair of Coryphee, I'm leaving behind other high-cost models. I know I'll always be out-activated by some lists, but I prefer to make sure that I'm not out-activated by everyone. I've found that being out-activated actually hurts my ability to score on schemes (and positioning strategies) because my opponent gets a handful of activations after I can no longer influence the board state to finalize their turn. So if I swap out the Coryphee for something slightly cheaper that won't be merging into a single activation or otherwise forcing me to conduct my turn(s) in a specific way or lose out on stone-to-work value, I'll think about bringing something else that's big. The Emissary is a solid piece for all of our masters, and can provide Colette & Company with a reusable ability buffer.
With how scheme-savvy Colette can run, the Mech Rider might not find itself in the same role in her crew that she has in other crews. She can still drop scheme markers all over the place as a trigger on her attack, which lets you go other directions with Colette & Company. I find that if I'm using the Rider with Colette, I'm playing close to the rest of the crew in order to set up abilities or disrupt my opponent with her summons. Being able to summon in Arachnids, Fire Gamin, Metal Gamin, etc. (4 stone constructs) in response to what my opponent is doing or has on the table can be very useful.
Whether it's the Emissary, Mech Rider, Coryphee Duet, or Howard Langston, one of the worst things that can happen when you put a lot of stones into one basket is Paralyze--so if you bring a big beater/utility, you might also want to bring along the Arcane Effigy or another form of condition removal.

Due to my experiences with activation counts, I'm more inclined to bring a couple utility/beater models over a single expensive one. I've messed around with using Rail Workers, Large Steam Arachnids and other similar minion because they've got mechanics that enable them to spike their attacks and damage, allowing them to punch outside of their weight class (5/6 stone minions killing 8 stone enforcers in a single activation), and Union Miners block triggers when attacking. When I go this direction with my crew, Angelica finds her way into the crew because her start of game walk puts her where she needs to be, and her pushes mitigate the inherent slowness of the minions that will be doing the actual work.

1 person likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now