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Divergent Paths: Rezzer Edition


Parker Barrows

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2 hours ago, Fetid Strumpet said:

I'm still pushing dressers for the trickster. Maybe one week or other they will potentially allow us to slap the belle trait on her. Hopefully we will win this week, but given that this is the second week they've given a story link to the dreamer, one of the most popular masters in NB if not the game, we have our work cut out for us.

I agree. Personally i find The Dreamer boring and am now fully aligned to the Trickster for the Ancestor trait and the fluff for her as written so far. Hopefully, the realization that if attention is given to her to win her for The Dreamer we could actually lose her out as a model completely will deter some of those that are conflicted.

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So, do you guys have any advice on playing this weeks trickster strategy?

I was thinking on playing molly, because she is an agressive summoner and i think summoning should be a strong ability this week. But what else should we pick? Nothing over 5 points because it could get removed before the game starts? Or maybe only bigger pieces so the opponent cant remove all big threats?

 

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Dunno. Seems like, just like the second week played to resser strengths, this one seems to play to the Dreamer's. Summoning seems to be a good option, though I'm not sure Molly would be the way to go given how easy her summons are to kill. Much as I'm not a huge fan of the list itself, I'm probably going to try a massive Belle Bomb with Nurses, Rotten Belles, and Dead Doxies, and hope I can make up for the lack of killing power with massed strikes from Pounce and AP stealing from using their Undress action. Only other other list I see working well is to go all midrange models. Bringing any big beefy models is just asking for them to not show up I feel.

Reva also might be a good idea. She can't really summon without Spare Parts, but she can kill well and doesn't tend to need big beefy models with her.

Possibly something like:

Seamus: Sinister Reputation, Red Chapel Killer, Mad Haberdasher

CCK

Rotten Belle x3

Dead Doxy x4

Nurse x2

 

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Hmm.. what do you think about kirai? She can summon and kill if she needs to and ikyro cant be removed before the game. Probably play her with lost love cause of blind deployment and some belles and doxies. The rest of the crew could focus on schemes, so necropunks or crooligans..

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As a quick note--Neverborn were leading on the Inquisitive Child until the most recent results came out. They ended up winning the Trickster this reporting period.

While the evidence is not conclusive, Neverborn may have more total points for the Trickster than Ressers, despite only winning one reporting period. Still having a win after losing on the child would indicate either a large movement of Neverborn players to the Trickster or that there were already a lot of Neverborn points, but since Neverborn were already winning on the child, they couldn't win on the Trickster.

With that, if anyone can play two games, you should actually try to play the Trickster game as Ressers and then play the child's as Neverborn. Neverborn can only win one character, so giving them points on a character you like less could be useful.

Also as a thought, if these victories will have great effects on design direction, such as only having abilities/actions/keywords relevant to the masters that interacted with the character, I'll be quite sad, especially since we so far only have influences from dual faction masters. 

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I played the new Trickster scenario last night against Outcasts and actually had a lot of fun with it. My 60 points were:

Quote

Nicodem (Undertaker, LTM)
Graveyard Spirit
3x Punk Zombies 
3x Guild Autopsies
2x Necropunks
2x Canine Remains

My opponent brought a Von Schill crew that I can't remember the exact composition of, but he took away two of my Punk Zombies and I took away a couple of Enforcers (Bishop and... Hans, maybe?), leaving him with, IIRC, the trunk, a Librarian, a Trapper, two Freikorpsmen, and I believe a Specialist. There was something else in there as well, but I can't remember what it was offhand.

I'll admit that the blind deployment worked out well for me, but playing an attrition game with Nicodem against that kind of crew was perfect for the scenario. I lucked into his deployment putting Von Schill into the middle of my three Autopsies and within Reanimation range of Nicodem once one of the Autopsies dropped. One summoned Punk Zombie, a huge stack of Poison, and two Flurries later (one at the end of turn one, one to start turn two) and Von Schill was dead, I had a VP, and promptly summoned a Rotten Belle out of his corpse and right next to the Trickster to start pulling things in to the blender. When things started hurting I had Nico switch to tossing around Decay and triggering the blasts and mass-heal to bring everyone back up, and slowly turned the center area into a churning pit of luring death. I ended the game with no soulstones because of popping them to guarantee all the Crows I needed, but playing that kind of attrition and board control game worked out better than I'd thought it would. I was afraid going in that I wouldn't have the firepower to hang with what I was facing, but dragging in and demolishing one thing at a time was the perfect answer to the scenario. 

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20 hours ago, benjoewoo said:

As a quick note--Neverborn were leading on the Inquisitive Child until the most recent results came out. They ended up winning the Trickster this reporting period.

While the evidence is not conclusive, Neverborn may have more total points for the Trickster than Ressers, despite only winning one reporting period. Still having a win after losing on the child would indicate either a large movement of Neverborn players to the Trickster or that there were already a lot of Neverborn points, but since Neverborn were already winning on the child, they couldn't win on the Trickster.

With that, if anyone can play two games, you should actually try to play the Trickster game as Ressers and then play the child's as Neverborn. Neverborn can only win one character, so giving them points on a character you like less could be useful.

Also as a thought, if these victories will have great effects on design direction, such as only having abilities/actions/keywords relevant to the masters that interacted with the character, I'll be quite sad, especially since we so far only have influences from dual faction masters. 

I think this is a great breakdown on the state of the characters. I am going to play as Yan Lo for Ressers tomorrow and win (calling it now, knock on wood) and hopefully i will win for the child next week as Neverborn. 

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For the Kid?  It really depends on what else you have in your collection.  I am leaning towards McMourning myself as I plan to be taking a lot of cheaper guys.  That way having 2 removed does not hamper my plans *which is to have numbers*.  But a big part of that is because my collection is to limited right now.  I am not going to put any cards down for blind deployment within the 6" of the Trickster initially though my opponent might.  That way I either belles to pull people into 6" of the center marker to kill.  I am suspecting my opponent will likely take more cheaper models *or one where everyone is 6-7ss* so alot of them will not have more than 4-6wds.  Because of that it should not be to hard for McMourning to wrack up poison on a target and kill them with Expunge and get the trigger for a Flesh Construct.  Of course that all might change a tad depending on what schemes are available.

I am suspect your opponent will take Parker.  The reason being is that while you cannot remove the leader from the Scenario you can remove henchmen, technically even ones with a cost of 0.  So you can remove Vik of Blood if he goes with the Viks which cuts down their tricks a lot.  Part of me leans towards Molly if you have the model pool as you can get more Belles and Dead Doxies easily enough to get his models within 6" of the trickster to get VP if they die but at the same time he might be scattered enough summons might only have 1wd when they pop out.  If you put Reva down late in Blind Deployment and leave a few good spots to place her for the end you might be safe from to many jumping her early on but it would not be hard for your opponent to tie her up forcing you to use your corpse candles to leap away to keep your range traits.  So part of my says McMourning as he likes the enemy all broken up so he is hard to gang up on.  But again this all depends on your hiring pool as a bunch of cheaper models I feel is better than a varied cost crew.

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On 10/29/2016 at 8:21 AM, Hargrave said:

After way too much flip flopping, I finally  signed on fully to ressers. My collection's a bit limited right now, but I'll be playing Viks or Parker for the child sometime soon for that gravity bear. Out of Molly, Reva and McMourning, who'd be best for that strategy?

Since it's blind deployment, I would probably go Reva, McM, then Molly without seeing any sort of lay out. If you have limited options, Reva's box is the strongest of the three initially and can scavenge the other two better. Molly is unplayable if you don't have blisters or other crew boxes to mention. McM isn't terrible, but he lacks a lot of oomph and literally cannot summon.

Be careful about choosing which limited upgrade you want with Reva--in blind deployment you'll often be engaged with Reva's 50mm base and 3" reach, so Guises of Death may be tempting, but it may literally be impossible to summon your corpse candle. I'd actually recommend the upgrade that lets you charge on a tome, so that you have a trigger for every suit on your first flips, and so you can generate extra AP. 

The trickster requires hiring 60 SS of models, so again I recommend Reva first because you'll have 34 SS from her box alone, and you can hire more by scavenging your other boxes and adding upgrades if you have them.

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We were almost certain to lose this week as we were almost certain to win the second week. The tie to the Dreamer was just too powerful considering he is potentially one of if not THE most popular master in the game. Give anything to the legions of NB fans, and there are a lot of them, I'm one, that has a tie to the Dreamer and they will come out in droves. I hope we still win her. We really need to step it up this week to be in with a chance.

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1 hour ago, benjoewoo said:

There's always the chance Neverborn win the child regardless--they've lost as many weeks on that character as Ressers have on the trickster. However, the winners both times for the child have been different, so NB may still be winning the child in terms of total points.

Well, it depends more on what they have than who else has won.

If Neverborn have 10 for The Trickster and 7 for The Inquisitive Child, they'll take the Trickster even if the Rezzers have 9.9 and the next closest faction for the Inquisitive Child has 3.

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4 hours ago, Fetid Strumpet said:

We were almost certain to lose this week as we were almost certain to win the second week. The tie to the Dreamer was just too powerful considering he is potentially one of if not THE most popular master in the game. Give anything to the legions of NB fans, and there are a lot of them, I'm one, that has a tie to the Dreamer and they will come out in droves. I hope we still win her. We really need to step it up this week to be in with a chance.

I went in knowing we lost last round. If just a brief association with The Dreamer caused them to focus on the trickster then what would Nytemare marking her do? We can still pull through however, especially since the ending week isn't directly tied with The Dreamer. Sad to see Yan Lo lose out on an Ancestor though...

Win to report for the trickster tonight already! Wife surprised me with a game after work. I also got to try Yan Lo with Vincent, Izamu, and Philip. Those three support each other well. Probably the most fun game i've ever had. She spoils me. 

:lol::+fate:+fate:+fate

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So after your supergreat idea to go feed wins to the Neverborn on the child, totally against what I was recommending, in order to secure a win, you didn't get anything.

Serves you right! :P

And the truce is off!

*drops a peacekeeper claw with a CLANG*

I challenge Resurrectionists for the child! Because she's got to get her necromantic gift at last to become a complete little mechromancer, and GUILD is going to be the one to give it to her! (Believe me, I did not see that one coming. What's next, a little mechromancer in Amalgamation Control & Enforcement? ((pleasepleaseplease)) )

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Out of interest, does Anna Lovelace's clockwork dress aura prevent enemy models pushing/moving markers (e.g. the inquisitive child)?

Clockwork dress: "enemy models may not end push or movement effects within aura 8... models that would be illegally pushed or moved into the aura stop at the edge"

This seems intended to apply to models, as most abilities with these effects only target models. However the wording suggests it is the effect itself, not the target, that is the subject of the ruling, implying that this would effect a pushed/moved marker. The last sentence clearly states 'models' so presumably an affected marker would not be forced to stop at the aura edge.

Does clockwork dress prevent something like Aionus' midnight ability (or gravity well prevent time changes all)? That would be helpful for clarifying this I think

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8 hours ago, Gnomezilla said:

So after your supergreat idea to go feed wins to the Neverborn on the child, totally against what I was recommending, in order to secure a win, you didn't get anything.

Serves you right! :P

And the truce is off!

*drops a peacekeeper claw with a CLANG*

I challenge Resurrectionists for the child! Because she's got to get her necromantic gift at last to become a complete little mechromancer, and GUILD is going to be the one to give it to her! (Believe me, I did not see that one coming. What's next, a little mechromancer in Amalgamation Control & Enforcement? ((pleasepleaseplease)) )

You don't know... it could've worked... We may end up with the trickster yet.

And was this Wyrd's plan? To blow the event wide open by pitting the two leading factions against one another?

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6 hours ago, mo11usq said:

Out of interest, does Anna Lovelace's clockwork dress aura prevent enemy models pushing/moving markers (e.g. the inquisitive child)?

Clockwork dress: "enemy models may not end push or movement effects within aura 8... models that would be illegally pushed or moved into the aura stop at the edge"

This seems intended to apply to models, as most abilities with these effects only target models. However the wording suggests it is the effect itself, not the target, that is the subject of the ruling, implying that this would effect a pushed/moved marker. The last sentence clearly states 'models' so presumably an affected marker would not be forced to stop at the aura edge.

Does clockwork dress prevent something like Aionus' midnight ability (or gravity well prevent time changes all)? That would be helpful for clarifying this I think

Pretty sure it is just models. If the marker is moved, the first line of the statement ("enemy models") isn't applicable. Even if the movement effect originates from an enemy model, it is the marker that is ending a movement effect within the aura. In the same way that if the enemy used a push on your own models, the Dress doesn't stop them - it is your model that is ending a push effect within the aura, even if that effect was caused by the enemy.

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My only Master so far is Seamus.

So he will be there. But maybe if he stands with the upgrade besides the trickster and that monster shows up. A double focused shot with 8 dmg could end it immediatly... well... could.

So another defensive characters might be good. Yin who cureses the Monster and he fails his terrifying tests (with Seamus -2 Aura)

 

I hope that this will work... Man, I wish I had Izamu already...

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