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Pandora Tactica

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Hey guys, seeing as how there's already a Collodi and Dreamer Tactica, how about trying to get the other Masters up? In the Arcanist section, they already have 4 Masters' Tactica as stickies, we could certainly catch up to them. This is a good time too, since Wave 5 would add to every Master's repertoire, generating more interest and questions about each Master. 

I could start the ball rolling for Pandora and let the other more experienced players chip in. 

Pandora Quick Rundown:

The Good

  • High Wp
  • Excellent control through Paralyse and Activation order
  • Kills through death by a thousand cuts, getting around Armor, HtW, HtK
  • Can be deceptively mobile thanks to pushes on winning Wp duels from defending with Wp and attacking with Incite
  • Highly survivable against normal attack actions since she can use her high Wp to defend and push out of engagement

The Bad

  • Low Df
  • Moderate Wd, can fold quickly to beaters that get around her defensive tricks
  • Vulnerable to simple duels, pulses and blasts
  • Low Wk, has trouble getting to the middle of the board initially
  • Small cache
  • Can be rendered toothless by a Crew that ignores pulses and auras 

Main Builds by Limited Upgrades

  • The Box Opens - Commonly known as Melee Pandora, Box gives Pandora Terrifying 13 and makes targeting her even more dangerous. This allows her to sit in the middle of the field and tie down models with her 3" engagement. Fears Given Form and Aether Connection are often taken with this build, the former to give her more passive threat, the latter to increase her survivability. Best taken in a pool that has heavy bunching in the middle of the board. 
  • Voices - A more control oriented Pandora that hands out Paralyse and dictates Activation order, this is the Pandora that gives her the NPE rep. Upgrades that will go well with this are Depression to add a reliable suite and another way to dictate activation order, and Fugue State to limit interactions. I do not play this build, so any additional input will be appreciated. 
  • Woe is Me - The new Wave 5 upgrade that gives Pandora summoning and Woe Infiltration. As of now, the only out of faction Woe is the Guild Reporter, but she brings some decent utility and control for her price. Summoning allows Pandora to bring in Sorrows right in the thick of the action, circumventing issues of their squishiness and allowing for a more aggressive Misery aggro build. Coupled with the Poltergeist summon on death of a model via Misery, Pandora can bring a whole lot of Misery pain to the enemy Crew even when they don't want to move towards it. 

Pandora in detail:

Stats

Pandora has the characteristics of Living and Woe. That means she is affected by Terrifying (Living) and she benefits from Woe interactions such as Martyr (on Iggy) and Depression (when attached to another model).

She has 10 Wd, the average for the Neverborn faction. With a lowly Df 3, it seems like she’ll crumple to any heavy hitter targeting Df. Fortunately, this is negated in most cases with her ability Expose Fears, which allows her to use her respectable Wp 7:mask stat in place of her Df in an opposed duel. She is however, vulnerable to simple Df duels, so be careful not to park a model with Fears Given Form anywhere near her. The duel will require her to pitch a high card or take a likely 3 damage. She’s also on the slow side, with a Wk 4 and Cg 4, but she has some movement tricks up her sleeve to push her along.

Abilities

Misery:

Her signature ability, Pandora pings an enemy model for 1 damage whenever it fails a Wp duel within her 6” aura. Do note the phrasing and timing – the ability triggers when the model fails a duel, so it means that the damage still happens even if the model or Pandora pushes out of 6” due to other offensive or defensive triggers. However, the model suffers 1 damage after resolving the current Action, which means an attack action would deal all its damage first before the Misery damage kicks in. This is particularly relevant for getting around Hard to Kill.

Also, Misery auras stack and are considered separate sources of damage, so a model caught in between Pandora with a Sorrow will be hit by 2 separate sources of 1 damage, getting around Armor.

Finally, Misery only pings when an enemy model uses their Wp stat in a duel. If an enemy model attacks Pandora using a Ml, Sh or Ca action and Pandora defends with her Wp successfully, the enemy model would have failed the respective Ml, Sh or Ca duel, not a Wp duel.

Expose Fears:

This ability significantly increases Pandora’s survivability. Being able to resist every opposed duel with her high Wp means she should be able to successfully defend herself most of the time, barring some bad card flips. This combos well with her other ability, Fading Memory, allowing her to push 4” in any direction, which is practically out of almost every engagement range.

Do note that Expose Fears is not a defensive trigger, so models that ignore triggers cannot get around it. Also, in situations models can choose to target either Df or Wp (such as Bishop), they have to call which stat they are targeting first, so Pandora still has the final say of using Wp. This is confirmed in the FAQ.

Fading Memory:

With this ability, Pandora can push 4” in any direction whenever she wins an opposed Wp duel against an enemy model. A common misconception for beginning players is what constitutes a Wp duel. In this case, it refers to duels in which Pandora uses her Wp stat, regardless of what the enemy uses.

In practice, this translates to 2 scenarios only – when she’s attacked by an enemy (not friendly) model and uses her Wp stat to defend, or when she uses Incite, the only attack action she has that uses Wp as the attacking stat. In the former, she can use this defensively to push out of enemy engagement or into cover, and in the latter, she can use Incite offensively to push into engagement with more models, making it a movement trick for her as well.

Martyr:

This allows Pandora to take 1 damage to reduce 1 damage another Woe within 6” suffers. This allows her to keep her otherwise squishy Sorrows alive longer. This can also be combo-ed with Iggy who also has Martyr to either reduce 2 damage from a Sorrow, or extend its range by passing the damage down the line. E.g. Sorrow is 12” away from Pandora but Iggy is 6” between the two of them. Do weigh carefully when to use this ability though, as a typical Pandora crew has little options for healing unless you bring Candy.

Attack Actions

(1) Self Loathing:

Ca 7:mask attack action with engagement range of 3”, resisted by Wp. Attacking an enemy model with this will trigger Misery if the attack is successful, as the enemy model essentially failed a Wp duel. The 3” range is great for tying up models and affecting them with the Fears Given Form upgrade. Being a Ca attack, it gets around Incorporeal as well.

However, the attack uses the printed damage track of a 1 AP :melee attack action of the target model, so attacks are more effective against heavy hitters and less so against scheme runners. The new Wave 5 upgrade Rile Them Up now offers Pandora her own damage track when using this attack, letting her deal with weaker models more effectively.

Do note that even if the model has no damage track, both Self Loathing and Self Harm can still be used, dealing no damage but triggering Misery

(1) Self Harm:

Similar to Self Loathing, it is the  version with a range of 10” and Ca 6:mask using the target's 1 AP :ranged attack action damage track. 

(0) Incite:

The bread and butter of Pandora, this is something to be cast almost every turn. It sports a decent range 12” and is resisted by Wp. On success, it gives the target Mood Swings, a condition that allows you to force the opponent to activate this model instead of other models if it hasn’t gone yet.

The condition is important for setting up activation control, especially if Candy is around to Paralyse the first model to go in the Turn. It also allows you to compensate for losing Initiative if placed on an inconsequential model. With Wave 5, it is one way to setup for summoning Sorrows, since you need to target an enemy model with a condition to summon.

Also, important to note that it is Wp 7:mask and not Ca 7, meaning it triggers Fading Memory for a free 4” push. I usually try to keep a high :tome or stone for the suite to trigger Mass Hysteria on the first Turn, allowing this action to be taken twice and thus pushing Pandora into the thick of things faster.

The Rile Them Up upgrade allows Pandora to further capitalise on this action by discarding a card to take Incite as a (1) AP action once per turn. While that’s potentially 4 Incites in one turn, I think that’s a bit of an overkill. I find that there is a diminishing return for Incite. Beyond 2 models with Mood Swings, it becomes less useful for activation order control as the 3rd and 4th models are unlikely to be inconsequential chaff. In those cases, beating on them with Self Loathing or Self Harm would be more AP efficient.

Tactical Actions

(1) Inflict:

Pandora can force enemy models within pulse 4” to take a TN 14 Wp duel or suffer 1 damage. In reality, this translates to a minimum of 2 due to Pandora’s Misery aura, possibly even higher depending on whether there are Sorrows in range. It’s a great way to burn the opponent’s hand if models are too tightly bunched up in an area.

Upgrades:

This section will focus on relevant Pandora upgrades, starting from the non-limited ones to understand their role, followed by the Limited ones that will determine her play style. 

General Neverborn Upgrades

Aether Connection: A defensive upgrade for 1SS, this allows you to prevent 1 additional damage when stoning for damage prevention. Good when you anticipate a lot of beat down on Pandora and intend to use your stones heavily for keeping her alive. This is almost essential for Melee Dora. 

Fears Given Form: For 1 SS, this upgrade makes all models within engagement range take a Df 14 duel or suffer 3 damage. Given Pandora's 3" engagement range, she is a good option for FGF to tie down and threaten a lot of models at the same time. This ups her passive threat level to combo with Misery for increased damage output. Even if it doesn't actually deal any damage, it is good for draining cards if you throw her into the midst of 3+ models. However, it also paints a big red target on her, so be prepared for countermeasures.

Important note: FGF is crew agnostic - it affects your own models too! 

On Wings of Darkness: Nah.

Pact: Nah.

Stone of Tyrant Echoes:  Nah.

Pandora/Woe Upgrades

Cry For Me: This 2 SS upgrade gives Pandora a 1 AP Attack Action that can put the Pity condition on enemy models, making them suffer -flips on Wp duels till the end of the turn. The more important function is the double mask trigger, allowing a Blast Marker to be placed, triggering additional TN 14 Wp duels for all models except the target touched by it. On failure, they also gain the Pity condition.

For 2 SS though, this upgrade feels a little too expensive for me. In Melee and Summoning Dora, her AP is usually better used for other purposes. Moreover, there are other models than can generate similar Wp debuffs in a bubble such as Insidious Madness, Tannen and Poltergeist as passive abilities. This might see more use in Control Dora, where a successful blast will make it much harder to defend against subsequent attempts to Paralyse models. It also depends on models bunching up, so perhaps a strat like Guard the Stash would be an appropriate time to consider this.

Again, do note the phrasing. The blast affects ALL models, including friendly models and Pandora! So beware where you place the marker.

Fugue State: Another 2  SS upgrade, this one is great for controlling the game in Interact heavy scheme pools. It gives Pandora Monotony, forcing enemy models within 8" that declare an Interact Action to take a TN 15 Wp duel or suffer 1 damage. With Misery around, this is likely to be 2 points of damage, possibly even more if there are Sorrows. It also gives a 1 AP Attack Action to make models Insignificant till the end of the game or until Pandora is killed, further shutting down enemy models from Interacting. Great way to deny your opponent from playing the game (and losing friends). 

Given the competing upgrade slots and its cost, I'd consider this only if I'm really playing a full control Dora. 

Rile Them Up: A new Wave 5 upgrade that costs 2 SS, Pandora can now discard a card to take the Incite action as a 1 AP action once a turn. With the Mass Hysteria trigger, she can potentially Incite 4 times a turn now. 

It also gives her a 2/3/4 damage track to her Self Loathing and Self Harm attacks, making her better able to take out scheme runners and models with weak or no damage tracks. Within a Misery bubble, this is essentially a 3/4/5 damage track or higher. 

I find this upgrade to be a bit too situational for consistent use. Most times, one Incite + trigger is sufficient, especially if there's Iggy supporting with additional Incite. It competes for AP use, which I often need for other purposes. Similarly, I'd rather be using other beater models or Misery to take out weak models, as Pandora's Self Loathing is most efficiently used on big beater models, which should be her primary target for the Attack in the first place. The odd exception to this is when Pandora is taking on a Master with a weak damage track, but even then, there are other ways to deal with the Master. 

Depression: A Woe specific, Rare 1 upgrade for 1 SS, this can be taken by Pandora, Candy, Iggy or Baby Kade. It gives a 0 Action to discard a card to add the card's suit to all duels for the rest of the Activation. It also gives all other friendly Woes within LOS a 1 AP Attack Action, Melancholy, which can give enemy models the condition Nobody Likes Me, forcing the affected model to Activate last. Used in combination with Incite in the presence of Candy's Sweets and Sours auras, it can have a devastating effect of activation order control + Paralyse and damage. 

This upgrade is typically taken by Baby Kade in a Dreamer crew for his :crow trigger. In a Pandora crew where Kade is less often present, it can be taken by Candy to help with her healing action which requires a :ram to succeed, or give her a :tome on her Attack Action to trigger Mood Swings. It might also be worth taking on Summoning Dora if there are available slots. While the 0 Action for suits is unlikely to be taken because of the competing Incite action, it offers all the summoned Sorrows an attack that is resisted by the Wp to trigger Misery, something the Sorrows otherwise lack. Of course, this is dependent on how you play your other support models since a Candy in the middle of the action or an Iggy in the back field can play a similar role and free up Pandora's upgrade slots. 

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Limited Upgrades + Build

Melee Dora / The Box Opens: 

For 2 SS, Pandora now gains Terrifying (All) 13 and an Attack Action with triggers to force a TN 13 Horror Duel or give a condition that removes all immunity to Horror Duels and Paralyse until the end of the turn, including immunity gained from winning Horror Duels. On the surface, this looks like a great way to play Control Dora by Paralysing enemy models with Terrifying and Horror Duels. However, as these are all via simple duels, they are too indirect to give consistent results as opposed to the Voices build which pits Pandora's high Ca 7 against enemy Wp.

As such, Box is more commonly taken by Melee Dora as a defensive + situational control upgrade. In Melee Dora, the main aim of the build is to throw Pandora into the midst of the largest amount of enemies, tie them up, and inflict massive amounts of damage before she dies. While she's busy wreaking havoc, it frees up the rest of her crew to run Strats and Schemes. From this perspective, the primary function of Box in Melee Dora is to make it more difficult for opponents to take her down by making them pass a Terrifying 13 duel first. It helps to drain cards and act as a first layer of defence before the opponent can do anything.

In the same vein, a typical choice for the next upgrade is Fears Given Form. By forcing enemy models to take the Df 14 duel, it forces potential card drain or damage, making it harder to hit Pandora subsequently. The damage also nicely layers on with Pandora's passive Misery bubble, as well as offering an alternative way to hit High Wp Low Df models. 

For the third upgrade slot, Aether Connection is recommended to make Pandora more survivable. In most cases, a savvy opponent will avoid taking on Pandora and try to stall her by feeding a single model or two to tie up Pandora while spreading out the rest of the crew. However, some opponents can and will take out Pandora. While resource intensive, heavy hitters can take out Pandora in a turn or two if you are suffering a bad hand. Aether Connection helps to stall this demise and let Pandora survive into turn 3 or 4, by which her crew would have scored some VPs and denied or stalled the opponent's progress. Better yet, Aether Connection might deter some opponents from even trying to hit Pandora at all. So even if you end up not having to stone much for damage prevention, the cost invested just to make the opponent avoid Pandora is well worth it. 

A typical start for Melee Dora is to get up the field as quickly as possible, possibly spending the first 3 AP on walk actions. She can then Incite twice (with trigger) to push another 8" via Fading Memory, giving her a potential move range of 20". While not quite reaching the entire board, it should be sufficient to engage models that have moved up the board. The aim is to get engaged with as many models as possible in turn 1 to setup for Terrifying, FGF and Misery in turn 2. Also, Incite is used here primarily to move, not to control activation order. That means choosing models in range with low Wp that you are more likely to successfully Incite, over chaff models that you'd like to go first.  

Watch how your opponent deploys and position to hit the most number of models or the most critical models early. If deploying first, try to position her somewhere central to access most of the board easily. Sometimes, I like to bait shooting crews by moving her right into the middle of an open board as an easy target (make sure you have high cards in hand). The opponent might be tempted to shoot at her, allowing you to push forward even more. 

Turn 2 onwards, it is a combination of Incite to get to where you want and attacking with Self Loathing. Look at (re)positioning yourself to catch as many within your 3" bubble while moving out of engagement range with 2" melee beaters. Take out the big threats first if possible, but don't be afraid to throw Pandora into a different group of models if it stops them from achieving their Strat and Schemes. The key finesse to this build is knowing when and where to move Pandora. I have ever sent Pandora all the way to one corner to chase a single December Acolyte and deny Claim Jump. In this case, the opponent's remaining threats to my crew were too far to have an impact while none of my crew could reach there the Acolyte in time. Inflict is also a possible option if you just want to spread damage all around instead of focusing fire on a single model. It is a good way to ping damage and drain cards at the same time. 

Given the offensive nature of this build and how quickly she can take out key enemy models, opposing crews will either choose to beat on her or avoid her. In my experience, I prefer it when the opponent is running away - it forces them to play on the back foot as my single model is dictating and scattering 2-3 models, making it a worthy AP trade. It also frees up stones to do other things.
Things get a little more hairy when the opponent has 2 beaters wailing down on Pandora. Even with Aether Connection and Wp 7, she may not be able to hold for long. More so if you get caught by auras that deny SS use such as Resser's Decaying Aura or the new Wave 5 upgrade, Pact of the Grave Spirit, on Titania. In such cases, consider your approach more carefully. She will need another beater to support her and tag team the biggest threat. Alternatively, she can try to avoid the beaters altogether and chase the scheme runners (although this is less optimal). Don't be afraid to trade Pandora away if you can take out a chunk of the enemy crew!

For this build, almost any model is fair game. There is no need for a thematic crew as Pandora can play solo here. That said, I'd advice at least one heavy hitter to support Pandora or control a different flank, a few utility models that can double up as secondary beaters or scheme runners, and some cheap activation for the turns you need to wait out and position Pandora after the enemy crew. The typical Neverborn all stars team will work well in this regard - Nekima, Doppelganger, Primordial Magic, and Terror Tots. For some ranged control, a Freikorp Trapper with a Doppelganger to copy his gun can further shut down enemy movement lanes while threatening Guild gun lines. The rest of the crew can be filled out with either thematic or functional models depending on your play style and the Strat and Schemes. 

Do watch out for bad match-ups though. Von Schill and his Freikorps are largely immune to Pandora's Wp shenanigans (but not FGF), making it more challenging to deal death by Misery. Ten Thunders also tend to have high Wp (6-7) models, allowing them to better resist Pandora's advance. Ironically, Pandora's thematic crew models have a lower Wp (5), which makes them vulnerable to Obey crews or models such as Zoraida, Huggies and Yasunori. 

Melee Dora is a good place to start for a beginning Pandora player, simply because it is much more forgiving with mistakes and you only need to bother with Pandora herself when figuring out all the Wp shenanigans. The rest of the crew can be formed from a motley of non-thematic models that are best in their respective roles.

Control Dora / Voices:

Summoning Dora / Woe is Me:

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Misery Loves Company: Dora's friends to spread more sorrow!

Woes

Henchman

Candy

Enforcers

Baby Kade

Doppelganger

Iggy

Mr. Tannen

Minions

Insidious Madness

Poltergeist

Sorrow

Reporter (Guild)

 

Non-Woes

Barbaros

Aeslin

On 12/7/2017 at 2:16 AM, I'm a Teapot! said:

Well first of all aeslin has a claw atk targeting wp, so there is a lot of use for this in a pandora crew. She also has the passive wp duel on activation in her engagment. And I've loved Aeslin vs Tara because her (0) that discards a schememarker to generate an aura that gives enemies around her (-) to casts is brilliant vs the Nothing beast, the scion, void wretches and aionus. Also her Atks are casts and therefore ignore incorporeal.

I also like to bring her if I expect lures of any type in the enemy lines. Her other (0) just makes you immune to lures if you position carefully. Its more of a sideeffect but my opponents told me that they felt like spending stones on their belles/Lilithu/Beckoners felt pretty wasted in those games where turn 1 and 2 Aeslin protected my crew and in later turns they were already dead or lures didnt matter as much anymore. 

Aeslin does relatively weak dmg on her own, but she is phenomenal in a pandora crew in my opinion. I find myself charging a lot more with Aeslin than I use her range atk tho.

I've also started to try Vasilisa with Aeslin or Candy in a Pandora list. That trick with obeying people to disengage from pandora/aeslin/candy can wreck people so hard. Usually the enemy doesnt expect Candy or aeslin to charge you early and then I gladly stone for each obey and keep some high cards for vasilisa, because every obey is worth 3 or more wp fails for all misery auras in range. I'll even double walk aeslin into melee for this.

Pandora and Aeslin in melee with any model in the game (lets say they didnt charge, just got into melee somehow and didnt do dmg with their activations) Pandora usually summons 1-2 Sorrows early and the emissary tries to get into range and copy misery. So let's say 1 misery from pandora, 1 from a Sorrow, 1 from the emissary as a bad case scenario. Vasilisa Obeys the enemy = 3 dmg, makes the model try to walk out of engagement, you controll all flips and its pretty easy to fail them on purpose. This means 3 misery damage from Pandoras disengaging strike and 3 misery damage from Aeslins disengaging strike. 
9 times 1dmg from a single Vasilisa obey and she is free to do it a second time and normally I manage to get more then 1 Sorrow into the heat of the battle. Obviously this ignores armor, incorporeal and hard to kill.

If nothing has died to misery before, it now did and the poltergeist gets summoned. And whenever the poltergeist gets summoned in the frontline of the enemies, the pandora player has a good time.

Be aware of arcane shield and the new titania upgrade tho. =D

 

 

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Thanks a lot for "Fading Memory" clarification! Initially I thought that all opposed duels against wp are meant in the ability!

Hopefully I didn't use this rule during my activations and didn't cheat my opponent last Saturday. My poor friend tried Gamelin for the first time and was tabled by my Pandora:P

She is really tanky against direct attacks and can punish for that unsuccessful tries!

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10 hours ago, le_sphinx said:

Thanks a lot for "Fading Memory" clarification! Initially I thought that all opposed duels against wp are meant in the ability!

Hopefully I didn't use this rule during my activations and didn't cheat my opponent last Saturday. My poor friend tried Gamelin for the first time and was tabled by my Pandora:P

She is really tanky against direct attacks and can punish for that unsuccessful tries!

Glad it helped you! Welcome to the NB faction and Pandora! It's a common mistake, I had that issue initially as well.

The reverse is also true - if you defend an attack with your Wp successfully, it doesn't mean your opponent lost a Wp duel, as for them it was probably a Ml, Sh or Ca duel. I've added this clarification to the initial post too. 

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1 hour ago, Icarius said:

@Aaron Hi Aaron, who do we need to talk to to have this post pinned?

Judging from past experience (Dreamer tactica), you'll have to ask over and over again. And then some more ...

And in a couple of months, it might get pinned. ;)

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I'm not all that convinced by Aether Connections. You need to use a lot of Stones for prevention on that model for it to become useful.

If you don't have a full pool taking an extra Stone instead of Aether Connections seems like a better deal. That extra Stone likely deflects two damage so you need to make three prevention flips for Aether Connections to be worth if over an extra Stone. And when you take three damage, you might flip a Severe at which point Aether Connections was again useless.

Especially with Summon Pandy who is likely to stone for suits, I'm not sure that I would go for AE.

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6 hours ago, Math Mathonwy said:

I'm not all that convinced by Aether Connections. You need to use a lot of Stones for prevention on that model for it to become useful.

If you don't have a full pool taking an extra Stone instead of Aether Connections seems like a better deal. That extra Stone likely deflects two damage so you need to make three prevention flips for Aether Connections to be worth if over an extra Stone. And when you take three damage, you might flip a Severe at which point Aether Connections was again useless.

Especially with Summon Pandy who is likely to stone for suits, I'm not sure that I would go for AE.

True. I find summoning Dora under less threat in my games so far. I'm used to playing her In melee Dora, which does see a lot of stone use for damage prevention.

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On 10.10.2017 at 5:30 AM, spikes said:

The reverse is also true - if you defend an attack with your Wp successfully, it doesn't mean your opponent lost a Wp duel, as for them it was probably a Ml, Sh or Ca duel. I've added this clarification to the initial post too. 

Ooops.. Unfortunately I cheated that time. That is a very important fact about Pandora playstyle!

I think it worth to note about auras height as well. In our community players like to put some annoying snipers on to vantage points. Last time I/we did two mistakes in one time. Opponent's Trapper was 4-5' above the ground. He was killed after two failed shoots in Pandora, which was totally wrong. Firstly, he wasn't in range of 3 misery auras, because auras have same height as models imposing them. In our case it is 2' for Pandora and Sorrows. Secondly, he just simply didn't fail the wp duel! 

Thanks again!

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Might be a little out of place, but I feel this still could belong in a Pandora tactica. 

Can someone tell me if her mass hysteria trigger is on a mask+tome or mask+mask? The books says Tome, but my card says mask and I have friend whose card says tome. I can't see Wyrd having made any statement about it. 

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Same here. It only came up when I played against my friend who was using Pandora right after I had played her myself. I am pretty sure the double mask is the current version. 

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6 hours ago, le_sphinx said:

Ooops.. Unfortunately I cheated that time. That is a very important fact about Pandora playstyle!

I think it worth to note about auras height as well. In our community players like to put some annoying snipers on to vantage points. Last time I/we did two mistakes in one time. Opponent's Trapper was 4-5' above the ground. He was killed after two failed shoots in Pandora, which was totally wrong. Firstly, he wasn't in range of 3 misery auras, because auras have same height as models imposing them. In our case it is 2' for Pandora and Sorrows. Secondly, he just simply didn't fail the wp duel! 

Thanks again!

On auras thats false as auras are not effected by height. if you are within range from a top down 2D perspective and can see the model with the aura they are effected by it. Auras are all about LOS and range, not ht

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1 hour ago, katadder said:

On auras thats false as auras are not effected by height. if you are within range from a top down 2D perspective and can see the model with the aura they are effected by it. Auras are all about LOS and range, not ht

Seriosly? That could be really nice, but rulebook says: "An aura has the same Ht as the model it comes from, unless specified otherwise." (page 58)

Maybe that is old rulebook version? I will be happy, if auras have "unlimited" height^_^

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39 minutes ago, le_sphinx said:

Seriosly? That could be really nice, but rulebook says: "An aura has the same Ht as the model it comes from, unless specified otherwise." (page 58)

Maybe that is old rulebook version? I will be happy, if auras have "unlimited" height^_^

Auras have a limited height, as per rulebook. However, to be affected by an aura, it is not drawn from a vertical height but top-down horizontal range, so Ht becomes irrelevant. This is a quirk of Malifaux and the reason why elevation rules can be a bit confusing. There's probably a lengthier rules discussion about this in the forum elsewhere, but for now my search-fu eludes me.

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4 hours ago, Darkvenom said:

Even my card says mask.

I never noticed this difference with the book. There are no errata, and I always played assuming the card was right...

 

 

2 hours ago, esqulax said:

Same here. It only came up when I played against my friend who was using Pandora right after I had played her myself. I am pretty sure the double mask is the current version. 

Out of curiosity, what cards are those? I have the regular Pandora, the vintage Pandora, and the foil Pandora cards. All 3 of mine plus the book show Tomes. I also had a foil Pandora with the 'wrong' double mask trigger and was informed that it was an error. This might have came up in a forum thread, but again, I can't find it.

Anyway, without an errata, the book should be correct. So the cards are likely a misprint. 

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@katadder @spikes thanks a lot guys! Even some basic concepts need clarification.

On 10.10.2017 at 8:33 PM, spikes said:

My latest game with summoning Pandora here

How did you find reporters with Pandora? Did they do something really significant? 

Recently I was thinking of purchasing one of them.

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18 minutes ago, spikes said:

 

Out of curiosity, what cards are those? I have the regular Pandora, the vintage Pandora, and the foil Pandora cards. All 3 of mine plus the book show Tomes. I also had a foil Pandora with the 'wrong' double mask trigger and was informed that it was an error. This might have came up in a forum thread, but again, I can't find it.

Anyway, without an errata, the book should be correct. So the cards are likely a misprint. 

It is just from a regular Pandora box bought roughly a year ago

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9 minutes ago, le_sphinx said:

@katadder @spikes thanks a lot guys! Even some basic concepts need clarification.

How did you find reporters with Pandora? Did they do something really significant? 

Recently I was thinking of purchasing one of them.

To be honest, they haven't been doing much in my games. That's partially because I've been tying things down and clearing the board much faster than expected, so the reporters end up being scheme runners more than anything else. I might swap one or both out for Insidious Madness instead. Faster and more potent shutdown by making cheating Wp duels a 2 card endeavour.

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