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lilith-my thoughts.


Cacuin

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This is part one of the masters write ups by cacuin. These are not the end all be all of tactics for these master, but i will try to write as much useful info as I can and add whatever I can find on these masters as I can when able. So here is goes.

Lilith mother of monsters.

Overview: Lilith is a verstile melee combat master. Her spells are sometimes a secondary when compared to her presence in dishing out the melee hurt herself. She also has a strong connection with certain troops that lend well to her using her battle box well beyond the starting games.

Stats- She is the fastest movement master for our faction and she is the only master for our faction with a listed charge range. Her defense stat is also extremely note worthy as being tied for the highest master in the game.

Abilities:

Black blood is of some note due to the fact that a badly injured model can kill itself when attack her. Most of the time the one point of damage is not going to make a huge difference in the course of a game.

Rush of magic:This allows for tailoring of your hand to a minor extent. The only thing is I sometimes like low cards in my hand for discard fodder.

Master of malifuax: There is no hiding from this power master. This makes some people quite un-happy with her.

Great sword: standard ability which means she is going to lay down the hurt.

Wicked:This ability pretty much ensures that once you engage someone they are not going to be able to use standard moves to get out of combat with you.

Action:

Fast: this is the most prized +1 things in the game. It allows her to do more of whatever you may need to do in the round.

(0) Drain blood: this can be important since it is the main buff your able to provide to your battle box team. It does mean you have to choose between giving companion out or taking the tokens.

(0)companion for one nephilim. common type ability but being able to have your mature and her pound on something before your enemy can do anything can often spell doom for what ever they are beating on.

(2)whirling death-this is possibly better then flurry. Multi attacks in one action. I have yet to have this be better then normal attack action as of yet but I am dreaming of the day that this can happen.

(1) blood from stone. I see very few times where i would use this. I find the use of soul stones for other things being such a focus for the resource i can justify using it. Some other will disagree and it is very tempting but as of yet I have yet to have it work out in the long run.

Triggers:

Bloody fate: like rush of magic gives you some options for getting rid of cards you don't want or need. Sometimes tho it will just give you more card:) never a bad thing.

Disappear- the best thing about this trigger is it always works as long as they miss you. With that massive defense that we talked about earlier it will happen often. Once the first miss happens it just gets harder to hurt you.

Spells:

Alluring- this spell is something used as the first action before laying the beat down with lilith or making sure that your team can lay the beat down on their own. This is her second hardest spell to cast but thankfully there is no suit needed for this spell.

Earthquake: this pulse spell allows for a great deal of tricks weather it be extra move for charge or removing people from cover it will have a great deal of effect on the enemy. It can also cause enemy to lose objectives.

Illusionary terrain- this spell is by far her most useful. First it can block LOS for your models without hindering your box set team. It can also add a -1 draw to your enemy range and magic attacks. If nothing else the added difficulty of movement to the enemy may cause some problems as well. Good thing to note is while you can only have one forest out at a time it does not go away if lilith passes away.

Transportation- this spell is the hardest for her to cost. It can be done with a 9 or higher of masks. It trades two models for position. this can be used reposition for defensive proposes, to take objectives or to set up offensive options.

Battle box: This battle box has a great deal of movement options. All models are fast and can move out of activation in many ways. It has no range options for causing damage but it does have some small ways to protect itself from being attacked at range.

Totems:

Cherub- This guy is Lilith's own totem. It shares her disappear trigger and her casting stat. It has a range weapon allowing it to aid in offense without getting into the thick of combat.Being able to cast the same spell as the master with the same stat is very useful. Epically when you need that forest some place else now. He also has the power of love on his side. Love is an offensive de-buff. It lowers the effectiveness of attacks made by the model hit by it thusly making disappear far more likely to trigger.

Primordial magic: this totem is the general totem for the never born. It's special thing is that it allows for a bigger hand for the player owning him. He also has the same casting stat as Lilith:)

Expanding from battle box.

Waldgeist- this dude seems to have been made for a Lilith crew. He takes the forest she makes and allows them to be moved around the board as well as beating the crap out of who ever is silly enough to get close to them. With armor 2 and prefect camo he tends to stick around for awhile too.

Candy- Who doesnt love candy. I mean really. She has the ability to heal those little terror tots so they can stick around to grow big and strong. With transfer she can stay safely in the rear and have guys transported back to her for those tender mercies. Harmless can ensure she is not taken out to early from range too.

Hooded rider:this guy is billy badass in my mind. Give him midnight and suddenly he doesn't need your forest to protect himself from range and magic attacks. This makes him an ideal flanker for your force.

Doppelganger loves coping her weapon and her defense stats and fast. It is always nice to give the enemy a negative of taking the first go.

Adding from outcasts

Hans and the convict gunslinger both add a great deal of range support that could prove useful.

Hamlin also adds a great deal of board control to the battle group.

Edited by Cacuin
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