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newsun

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Posts posted by newsun

  1. Curious what you feel she is missing? This would help to point towards a master which might fit your taste. She was definitely toned down in how she played in M2E, though her recent update did make her a lot better and she can still hand out a beat down, just not quite as many long range different vectors now.

  2. 1 hour ago, Maniacal_cackle said:

    I don't think he is great in all crews. I think he is viable, but for example Von Schtook and Jack Daw have much better models (for them) in keyword.

    Unless you mean a consideration in all Reva lists!

    If you need a model who can scheme, kill, and is mobile with no support he fills this role just fine. Is he always the best pick, No...could he do this work, definitely. Most of the time direct synergy is only needed with 2-4 models in a crew unless you are planning to bubble in the middle for claim or something.

  3. I've run a bunch in Molly. He's part of the triad (Rider, Archie, Manos).

     

    I also plan to try him in trans once I get this crew. One issue I have with him is we have a lot of 9-10ss models who do much of what he can making it feel 1-2ss extra. I was considering a df6 list with Doc him and emissary as the base. Kirai does not really need him and she's got a lot of play by me. Yan, he's often got a solid in keyword base that mostly leaves room for smaller scheme runners etc.

  4. I like one crooligan and Marshall with whisper. Most of the time turn one will be summon second crooligan I'll even use a good crow for this. Then later can shoot and/or summon risers. Archie is destined to run off and likely eventually die. They can recover with heals. Not really that tanky. A dedicated beater can and will remove Archie. He's more of a pricey scheme runner who eats those other runners in his way.

    • Agree 1
  5. This is an interesting idea which strays some from standard Kirai into Dreamer

    New Kirai Ankoku Crew (Resurrectionist)
    Size: 50 - Pool: 8
    Leader:
      Kirai Ankoku
        The Whisper
    Totem(s):
      Ikiryo
    Hires:
      Seishin
      Seishin 2
      Seishin 3
      Shikome
      Toshiro, The Daimyo
      Shikome 2
      Lost Love
      Onryo

     

    T1 you should be able to shove both Shikome and Ikiryo into the enemy crew. All the corpses can turn into Ashigaru. Also with the fairly minion heavy nature Tosh can use his power to good effectiveness. I consider 2ss free to keep or as something else, though I'd save at least 6 for summons and prevention.

  6. Vincent is also a consideration into dreamer since he can remove summoned models as long as not ones from widow as she does not attach upgrades. 

     

    The suggestion to kill day dreams while can help is a somewhat fruitless effort most times as they are not significant, so cheap that you are wasting valuable ap and usually way behind the meat of the list. If you have any blasts put damage on them around dreamer can be good.

    Missile Ikiryo into something valuable t1 for sure. Either she is on the mix for t2 or she's summoned again t1. It's really hard to kill models dreamer's crew can summon until the summoners are gone, so priority needs to be dreamer, widow, chompy (not necessarily this order).

    • Agree 1
  7. 6 hours ago, Maniacal_cackle said:

    Initially I thought Turf war is still interact heavy, so I still find them quite useful (although I'm leaning more and more towards only one crooligan that I am careful with... Depends on what is in my list and if I have a spare four stones). I'm starting to find turf war is more about killing than interacting, in which case yes, skimp on the crooligans. One is probably the right number for scheme-light turf war (noting they can do things like hold up their forces really well).

    Forgotten Marshal gets mixed reviews. I suspect it is pretty good, but also most people take it with the Whisper... At that point I'd rather take Toshiro.

    Toshiro need corpses to summon. Marshall can bring in keyword models who can also get reactivated.

    • Agree 1
  8. 8 minutes ago, Graf said:

    Correct, that's the goal! The values on the models are (mostly) already set with the underpainting. I will use glazes, inks and similar mixtures for the "actual" colours and their saturation.

    Cool, looking forward to seeing finished results. I've tried airbrushing though could not get things well for fine detail work. Unsure if skill, device, or both were issue. Ended up going back to brushes.

  9. On 12/3/2019 at 8:54 PM, Graf said:

    Dear dead diary,

    Day #10: As announced, the underpainting is finished. Using the off-white "White Sands" colour again, the base got a light drybrush. Afterwards, all pronounced edges got a manual highlight. With this, they will pop out later, after applying their actual colours. Drybrushing the models with a veeery soft brush would have been an easier method, but I wanted the underpaint to be as smooth as possible.

    20191204_051358.jpg

    So you are using thin layers to allow the under shading to show through later?

  10. 1 hour ago, Maniacal_cackle said:

    Against Dreamer, there's two possibilites: minion Dreamer and elite Dreamer. I play elite, but will try to give advice for both:

    Elite Dreamer takes several beaters (for instance, lord chompy + Teddy + Serena), and only a handful of lucid dreams (about 4 on turn 1). This crew is strong from the get-go, and you can afford to play a bit more of a grind-y game against them as their deck doesn't get too powerful too quickly. And indeed, you don't want to dive in too hard against the crew as they will murder you hard. However, they are very squishy relative to your models (except Teddy), and you should take them down. Just be aware of their healing tricks - either focus fire each one down super fast, or use your anti-healing abilities. Don't discount the power of their deck, though. By turn 3, about half the weaks of the deck might be gone. Their biggest weakness is their overall card quantity - if you can kill their ancient pacts, they are really going to struggle when you start forcing lots of duels that do damage. They won't be able to cheat them all, and their deck won't be strong enough to stop them all. The minions with ancient pact are the number one priority if you can kill them safely (or since you have expendable models, if you can kill them with expendable models).

    Minion dreamer spams lucid dreams, but has less beaters (for instance, Lord Chompy + Serena, but 7 lucid dreams turn one). For this one, their deck powers up super fast. Here the number one priority is killing their beaters before their deck powers up, especially Lord Chompy Bits. They might try to play it safe with him, but you can dive in some nukes at him, since it is worth taking him down and you can summon back your reinforcements.

    Jaakuna is good, as Dreamer is not very action efficient, so having to take lots of actions to get things done around her is tricky. Beware Dreamer's aura that shuts down bonus actions, though. Also beware diving Dreamer thinking that he is a weak child - he can be a 3/4/5 beater when he wants to be. He'll happily murder things, and can teleport Lord Chompy Bits. I personally think that going after Dreamer is a mistake unless your opponent leaves him vulnerable. I've had opponents dive bomb him only to have their beaters murdered by the counter attack. That said, throw some attacks his way - him discarding to protected drains his resources (and if he is redirecting attacks to ancient pact minions, perfect!!) Just know killing him takes an enormous investment.

    If you're struggling to hit them (terrifying is mean, and so is a strong deck), don't forget that focus is your friend. Any time you're struggling to hit things, focus is a good option to consider. Also don't forget how good Ressers are at getting ruthless (you can have it as an upgrade!)

    Finally, don't forget what the game is about - scoring points. Dreamer is not very action efficient for interacting. You may be able to beat him with scheming efficiency (not that Kirai is exactly stellar at it either, but your Shikome summon means you can more easily turn summons into efficient interacts).

    Finally, abuse terrain. His key pieces can get bogged down by terrain. Your key pieces ignore terrain.

    I find it does not matter much on chompy as it's recursion on stitched that are the broken thing in dreamer regardless of initial crew.

  11. 48 minutes ago, Maniacal_cackle said:

    Possibly a good list if not playing with second masters, but at 13 stones you have to at least consider a master instead.

    Depends how badly you want Ride With Me.

    Also I wonder if Dead Rider is already fast 'enough' (can move what... 23 inches turn one, bringing two others along? Or one other a vast distance)

    I'm curious about revel. Are people doing it much, or are you spending all your fate on reaping and defense?

    Fast is another ap it's not always about speed. This may mean Rider rides then 3 attacks min 3.

    I don't think double Masters is balanced so currently don't consider it.

  12. 3 hours ago, thewrathchilde said:

    Albus can only make him Fast if he has an upgrade which makes him really expensive..... and Albus cannot put a summon upgrade on him since he isn’t Transmortis.

    Expensive yes, though it does give some survivability and speed... Check this fast all the things

     

    Fast Times At Schtook High (Resurrectionist)
    Size: 50 - Pool: 6
    Leader:
      Prof. Von Schtook
    Totem(s):
      Research Assistant
    Hires:
      The Valedictorian
      Dead Rider
        Grave Spirit's Touch
      The Forgotten Marshal
        The Whisper
      Undergraduate
      Undergraduate 2

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