Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/05/2021 in all areas

  1. Well, I've managed to get some games in with Neverborn Marcus, and I regret ever betraying the faction. It is one of the most fun crews I've played, and it feels extremely potent. It is early days, of course, but I'm in love. Here's the list I'm running so far: Marcus & Jackalope Cojo w/ inhuman reflexes Myranda w/ inhuman reflexes Cerberus Order initiate w/ ancient pact Order initiate w/ ancient pact Feels extremely solid, but I feel like Cojo and both IRs are optional, freeing up 14 stones (probably two of Scorpius, Bandersnatch, and Adze, though I don't like hiring Bandersnatch as much because it removes an option for Myranda). Here's some of my thoughts on why the crew is so awesome, focusing on the advantages of Neverborn. Order Initiates & Ancient Pact This is probably one of the biggest ones to me. I often rate Ancient Pact as one of the best upgrades in the game. Granted, as a card-draw + activation control master, the upgrade seems basically custom made for me, but getting a crew where you can fit two ancient pacts is major upside. It is even more powerful in a Marcus crew, where winning initiative can mean TWO full activations before your opponent responds. And the crew doesn't suffer for it - on the contrary, having a reason to fit in two order initiates is just fantastic. Cerberus really has places to be, and I'm not sure I want Ancient Pact on it as badly since it dies more often. But the Initiates with Camoflage are the perfect carriers for the upgrade, drawing two cards during their turn. This card draw + hanging around Marcus ensures Marcus is powerful at every stage of the game. Initiates are devastating in combat, so having some around that Marcus can reposition, charge with, or even accomplice into is just wild. And to top it all off, they can have a built in heal on their attack. Just super, super solid models and I'm glad the crew has an excuse to run the full two. I imagine it is a bit harder to justify 2 in an Arcanist build. Myranda and the Neverborn beasts. Myranda is my favourite thing about the crew, to be honest. I never have an activation with her that feels trivial. On the contrary, I often wish I could transfer AP to her, as she is so impactful with everything she does. She is a super mobile healer (that can accomplice into others to ensure they live to make use of the healing). But I rarely pull this off as she is so busy. She's an excellent scheme runner, since she cannot be engaged thanks to her wild shape (technically you can do it in some situations, but if she has inhuman reflexes she can shift into a Rougarou and just charge out of combat). If I want to do burst damage with an enormous threat range, doing 6 damage with Rougarou is pretty trivial. Horns on a Rougarou is just so good! Also a good form defensively if you know you're going to get hit but need to rely on hard to wound to prevent them from hitting too hard (such as when you're in butterfly jump mode and they only get one hit). If I want to do gatling gun fire at close range, transforming into Bandersnatch delivers that. Which is the big reason I'm hesitant to hire the Bandersnatch, since it closes out an option for Myranda. Adze offers some utility I haven't quite figured out how to use as a transform yet (although hiring it seems very appealing). I've also not used a Grootslang yet, but it offers some clear advantages in some situations. Same goes for the smaller stuff like Nekima's totem or even Wisps, potentially. Razorspine Rattler is one of my favourites, though. Constriction is a niche ability, but super good when you need it, which is exactly what you want for a shape-shifting option. Unimpeded + deadly pursuit also means it gives good mobility options for Myranda. And of course, there's a million lists you could build with these models. So far I'm limiting myself to transforming Myranda into them at the right time, and it is absolutely wild. Inhuman reflexes I forget about Scamper every time, so I'm not sure what I think of this upgrade yet. I think it is good, because it essentially gets you one turn ahead on your upgrades and getting Butterfly Jump from Wings is no longer an absolute must... The ping damage is also... Okay, but I prefer single big charges that wipe people out (hitting for 6 in Rougarou form or with Cojo). Cojo can of course charge multiple times in an activation, so once I get the hang of him, it may pay off extremely well. Just waiting until I know what I'm doing to judge this one. Small Cache A lot of Arcanist lists I see run with a cache of even 10 stones! They just have to feed an endless amount of stones into their cerberus to keep them alive and useful. One thing I love about Neverborn Marcus is that you can get so much done with so few stones. I love that the Cerberus is so useful, yet so expendable. Well, that's it for now! I just wanted to share some of my enthusiasm and why I think the crew is awesome. I'm nowhere close to playing the crew at a high level, but I imagine in a hundred games or so I'll be a force to be reckoned with 😜 What do you think? Do you think I've got Neverborn Marcus all wrong, and there's some better way to play him?
    1 point
  2. Sammy LaCroix is now done. Painting her was a lot harder as it seemed. Lots of details and different textures.
    1 point
  3. I like OI since they are quite flexible and I always hire one. If I don’t need killing they can also use their call of the wild to safe Myranda or Marcus AP and move up the big ones like cojo, mauler, rougarou...the OI mostly stays in the middle of the board to act where needed. as to all the 7-8ss minions: I consider em to be a Toolbox for strat and schemes and opponent. For several games I considered cojo, Myranda, one Cerberus one OI and one WotW my core... right now I am moving away from that and trying new ways.
    1 point
  4. My finished Empire Dragoons, it really makes me want to finish up the army. I would love to play a fully painted two Master battle against @Strangleloveand his Cult of the Burning Man. Thanks again to him for the pictures.
    1 point
  5. Ticket purchased for Alan Badger
    1 point
  6. I don't like it. I'd have to start another ToS army. 🤣
    1 point
  7. This may also be helpful:
    1 point
  8. This bad boy is now finished. This spirit took a lot of time.
    1 point
  9. Finally all 3 painted! No OSL is on purpose!
    1 point
  10. the thing with the initiates is thst they can eat two upgrades a turn and recover one(a defensive one preferibly) if paired one with the other they can double chimera strike or healing. this atacks are hand wise cheap(positive flip.stst6. only looking for weak damage) having the jakalope (armor is best upgrade for him) arround help with the mutation count and preventing charge lines to your initiates(that should survive with wings armor and having miranda to heal them). A titania model can be taken down in one turn even burning thru stones. also since you aren't using much of your hand you have it to defend.
    0 points
  11. It appears to miss the steps to determine the winner, such as reaching the target number. Overall it makes it look very complex by including every single possible thing. I think only a certain type of new player would want something that detailed.
    0 points
  12. Hmm... nice attempt, but if I was new to a game and saw this, I'd probably give up. It looks quite overwhelming, as it is!
    0 points
×
×
  • Create New...

Important Information