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Joona

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Everything posted by Joona

  1. It's really hard to grow the Tots to Mature with Lilith and many of them on the board, I think you'd be lucky to make it to Young if you bring a Tot to the table with Hamelin. When a Tot grows, it is replaced with a Young Nephilim and all wounds and effects on the original Tot still apply to the Young Nephilim. I think this includes growing influence too. Also, the model won't grow while it's attacking during obey. You could first charge something and kill it with the Tot, then obey it to grow, then obey it to charge again through the use of another spell and triggering to obey. The problem is that you're not gaining any blood tokens during obey as you can't use the (0) action to drain blood even if you kill something. In addition, for this to work, you'd pretty much have to have a hand full of :masks to pull it off. Grow needs one, Growing Command needs one, and you'd probably have to have a big one for Flay too.
  2. The models look rather great and I think I might even use them as extra Mindless Zombies if I need many of those and am not playing Crooked Men.
  3. I use good quality pliers in most cases. If the tab is too thick or in a strange position, I'll bring out my Dremel-copy and a small saw blade. A proper thin saw works wonders too. GF9 and GW sell those at least.
  4. I don't know if it's too much. It is extremely hard for most crews to beat her when she can zoom in even on first turn, do stuff and probably hide behind a forest about 16-20" away from any opposition. And if the first strike doesn't hit her, she's even further away again. She was a bit of an easy button against most crews especially if the opponent had a bit limited supply of options in the form of miniatures he has. Last game I played, on the first turn I killed one punk zombie, made another one fall back and the last one took two wounds. And that was with no Sorrows. Of course my opponent didn't think that could happen at all and had bunched up the Punks a bit but still that's too harsh. He had not realized how far a Terror Tot can move. At least this limits her movement capabilities and you can't just waltz in anywhere and anytime you like and still be safe. And it's not that risky to use Incite/Pacify on enemy models, you'll just have to have big cards/soulstones to do that, just like whenever you really want to hit something. Now we'll just have to be more careful when to strike and it can't be done every round. Now Candy has to wail at her to give her the extra movement or cast spells at her. (Could we get a Companion ability for all Woes, please? )
  5. True, he can't be obeyed. I should have looked at my book again. Or just remember that every Neverborn Construct is immune to influence.
  6. FFG has an extensive selection of different style of games. The worth of the games depends really heavily on how you define a good boardgame. If you prefer games like Agricola, Caylus, Puerto Rico etc. with little or no luck, you won't be too amazed by many of the FFG titles. These are usually defined as heavy games in the sense that you'll have to think a lot or lose and most of your actions will have a direct and heavy impact on the end results of the game. If you prefer a stronger theme and don't care about a lot of luck involved there's a lot of value for you in those big heavy boxes. Still these are considered light games in the sense that you might not have to think that much to win the game. Or you could lose just because you have a few unlucky cards or dice rolls. I haven't tried all of the latest games but at least most of the older ones are quite good. Doom and Descent are similar and they both are quite good, you'll probably just need an expansion or two for Descent or it might be a tad too easy for the adventurers. Doom on the other hand is harder for the adventurers but it has quite a nice feeling of despair. I've played a lot of both and they are probably the best games of the "more of a theme, less of a boardgame" style of games. Arkham Horror is okayish though it tends to drag on too long for my taste and there is not enough to play. That game really hangs on the theme a lot but it just seems a tad too random for me. Rune Wars is nice at times but it has a similar feeling to Arkham. Some times the Dragon Runes that are the objective of the game just come flying at you and there's nothing anyone else can do about it. Sometimes you won't get any unless you manage to beat an opposing player or two completely. Games like Cyclades, Blue Moon, Ingenious and Chaos in the Old World are more of the traditional boardgame type where the theme doesn't exist, or the game could be rethemed to something else. These are the types I prefer. Boardgame Geek is probably your best bet to find a game you like. Read a few reviews of the games you find interesting and decide after that. Or tell us more about what you like in a boardgame and at least I can give you some recommendations. Hunting down monsters in epic adventures might sound great but the actual game might be poop sometimes. edit. This geeklist doesn't actually list FFG games but it describes well what they are: A Primer to Enjoying Fantasy Flight Games
  7. A greenish brown ink is probably good to mix in the water. Also paint the bottom of the swamp with a similar colour. You can add a few drops of paint here and there and give them swirls with a toothpick. And I think there was a thread somewhere around here where BugKing described the board in more detail.
  8. Hi there. Zoraida is a strange master in the sense that none of the Neverborn models are really designed to be primarily used with her and she really doesn't do much of damage to the enemy. Compare for example to the Nephilim who have a lot of synergy with Lilith. Her crew will also vary a lot depending on the scenario you're playing, though Assasinate and Slaughter will be harder to pull off with her than masters that can do direct damage. Minions will always have it a bit tougher killing a master as they aren't allowed to use soulstones while the opposing master can (for a while). You should definetely start playing with small games, 20-25SS. It might not be the optimal size for every crew but you'll quickly learn to remember any rules for your minions the games will go fast. Still, it will allow you a lot of room to learn how the models interact together. Silurids will be great for Treasure Hunt and Reconnoiter, they move fast and have a toolbox of abilities to help on surviving enemy attacks. Waldgeist will probably be amazing for Claim Jump, if there isn't a forest in the middle of the table, move one there and he can hit anything that tries get in your way. He can also be a lot of help by providing cover for any low defense big hitters like Mature Nephilim. Hooded Rider should work well with pretty much any master. He's a versatile model who can wreak a lot of havoc, he's fast and if need be, your opponent won't be able to shoot him. With an obey or two he can move to good position or hit a little more when needed. All the Nephilim fit to this category too, fast and they hit hard. Terror Tots are also great for Reconnoiter and Treasure Hunt if you have any small :masks to give them for sprinting. Hamelin is something you don't want in smaller games but he will most likely have his uses in big games. He's not cheap and he dies if something gets too close but he will keep your enemies on their toes as they don't want to go near any board edges and Irresistible Dance can make low WP models that were supposed to do something evil, stop in their tracks. He's also able to cast Obey twice in a turn which could be big at some point. The worst thing about him is though that he'll likely want to use big :masks which Zoraida will usually like to keep for herself. Doppelganger is a strange model. It can do pretty much anything you want it to do. Doppelganger can change from a measly caster to a melee monster if need be. Copy for example Proper Manners from Zoraida and Mature Nephilims Paired Claws and she can hit hard and survive if someone attacks her after that. Or copy Bayou Two-Card and Obey from Zoraida and do nasty stuff. The problem is, she sounds almost too amazing on paper but in a game you might forget that she's not too survivable and get her killed because of low defense or something similar. Borrowing your opponents abilities can be fun though. And the she gives on your opponents initiative flips can win you games in the later turns. Bad Juju might not always be the most amazing model but he'll likely have his uses at times. He does hit hard and might pop up close to something your opponent wants to protect. Though he can't be obeyed and he can't summon close enough to hit anything, you might be able to obey something closer to him or just activate him last and with Doppelganger you'll probably have the initiative next turn anyway. He'll quickly kill models like Ninõ or any other annoying things hiding somewhere. Still a Mature Nephilim will probably be your best bet for a big hitter as it hits even harder and can ignore line of sight for charges and is quite fast anyways. Hans isn't necessarily an amazing shooter but with Obeys from both Zoraida and the Doppel/Voodoo Doll, he might be able to pull off an extra shot or two. And with the errata he might be able to do real damage too. Papa Loco could be good but he might also kill you if you're unlucky with your card flips. You can't always look at the Crystal Ball and it'd be sort of a waste to use it for activating Papa anyways when you could use it to mess around with your enemy. Nurses can be used to make Terror Tots or similar cheap models hit accurately and hard though they will die after that. I'd probably just leave the Gremlins and Pigs out as you'll have to waste a lot of actions to just keep them from killing each other/theirselves and paying 3SS for a Gremlin is a lot when you can't summon more. And if you don't get the mask for the Hex, your Warpig will Stampede over your own models unless there's a Gremlin to keep him in line. And even if you get one, you've just paid 12SS and used two actions for a Pig that probably won't be doing as much as a cheaper Mature Nephilim would. In a two master Brawl you could of course use Zoraida and Som'er Teeth Jones together and they should make an excellent tag team. You can use Som'er and his Mosquitoes to discard you opponents hand and after that the Obeys will do funny things and your opponent has no way to really defend himself against your Pigs and Gremlins. I'm still waiting for my chance to try them out together for fun times. So, go buy the Zoraida crew box, Lilith box, Voodoo Doll, Hans if you like him, maybe Hamelin and wait for the Hooded Rider and Waldgeists. Waldgeist should be available in two weeks. You'll survive for a while with just the Zoraida box but you'll be wanting more soon.
  9. Took me a bit longer than "tomorrow" to finish them. Not that the actual painting part was hard. My light seems to leaning a bit to the greener side, in daylight the pillars are pretty much colourless. A short description of how I did them can be found in the gallery. Quite simple though my picture could be better.
  10. I've had some minor problems finding real motivation to paint again. It might have something to do with the gazillion Resurrectionists and Outcasts I've assembled. Anyways, Cult of December, which definitely should have been finished a month or two ago already: All the models have been painted for a long time and the Ice Pillars have been waiting for some paint along the base for the crew. Finally finished them on one go today. The pillars are made of some form of quartz crystals. I glued them to the bases with epoxy, applied a lot of pumice to simulate mud and dirt and stuck some pieces of cork for rocks. The bases for models have been done in a similar way. I painted them with Smokey Ink, and applied a couple of layers of bluish grey and brown drybrushing for a cold and frozen look. After that I finished them with a mixture of PVA glue, water, a little white paint and GF9 snow flock. The nice thing about the flock is that it's actual flakes, not short white static grass. After the mixture was applied I sprinkled on some more flock to give the snow a fluffy frozen look. Here's another shot of the pillars: Another recent paint job, Zoraida and the Voodoo Doll: I seemed to have a lot of trouble painting her and I still don't exactly like how the colours turned out. I also have to finish the porch and the little voodoo dolls waiting in the box. And a closer shot of the saddlebag... fine old lady: I've also got Hamelin mostly finished though his base was a lot of work. I made a largish sewer base with a ruined archway... I'll post pictures when I've finished it. Leveticus should be the next one after that though I might have to paint a small group of dwarves for a campaign before that.
  11. In the fluff Leveticus told Alyce to follow Viktoria. And the little princess does what Leve tells her to do. Maybe that was just a one time special. Still, I don't know if Alyce would really be worth the 10SS for Viktorias.
  12. An iPhone here too. I'm a macfag all the way currently I've had Nokias for the last 15 years but they've been mostly going down hill the whole time. Symbian is just soooo sloooow.
  13. The Ressers aren't going to get any real ranged combat help any time soon. If you skim through the rulebook, there are pretty much zero real ranged weapons in the Ressers section. Maybe something will come in book two at fall this year, maybe not. The May releases are here. No pictures or anything fancy yet though.
  14. Or your friend could contact Nathan about the missing cards if your friend bought them from a store and they weren't the ancient blisters that came without cards.
  15. If it's the newish GW pin vice it probably won't last too long. It has the nice rubber parts so your hands wont hurt too much but atleast mine was a bit poopy otherwise. I bought mine maybe two years ago so they might have fixed it a little (yeah right). The rubber part in the middle came loose after maybe three miniatures. After that I had to take it off as it just slipped around and I couldn't drill anymore. The metal underneath isn't properly grooved and grippy and feels a bit strange on your finger tips. Also the thingy that's supposed to hold the drill bit is rounded a little from the corners inside so it would fit snuggly all around the drill bits. The problem is that the hole it leaves when tightened as much as possible is huge. At least mine could just barely hold the ~1mm drill bits that came along the pin vice. Anything smaller will just drop out. Even the 1mm drill bits sometimes stick to the miniature and the pin vice keeps turning around the bit. Their old one was more similar to the ones PP sells, probably similar to GF9. It's harder on the hands but at least it can hold a drill bit of any size you want. They should have just fixed the handle on the old one. The drill bits that came along the GW pin vice are quite good though. The PP ones aren't sharp enough or the angle is all wrong but they just don't seem to bore into the metal too well (at least the .50mm and .85mm). Solution: Buy an el-cheapo pin vice that can actually hold a drill bit properly. If your hands are soft like a babys buttock, glue/tape/attach some soft material to the end of the pin vice so your hands won't hurt. Buy some real drill bits from a hardware store. The ones they use for drilling PWBs are quite good quality and come in various sizes. This would probably give you the ultimate holy grail of pin vices. (Or just take the drill bit holder from a cheap proper pin vice, fit it in your GW one and if the rubber part comes loose, glue it place with epoxy.)
  16. Joona

    hamlin?

    The idea in using Hamelin isn't necessarily the measly damage output with the Wp duels, though they can help too. If that was the only point in using him, Pandora would be the only one to ever even consider hiring him. He's a utility model and his uses are situational but his effect on your opponent should be rather big. He's especially fun against Gremlins as then the only models that can target him are Warpig and Som'er. If you're playing against Ressers, he can destroy Corpse Counters lying around. He gives you extra board control, your opponent won't be able to leave his models where ever he would like. They might end up charging his own models. Or they could run off the field if they're trying to run around the edges off the playing field. It's not that hard to cast two Piper's Lures on a model. If you can force your opponent to move where you want him to be, it shouldn't be that hard for Pandora to zoom in and finish a few models per turn. And his Growing Command is a great use for high :masks, which your crew doens't need that often unless you're using Nephilims with Pandora. On the other hand, get a Pity off on some model with Pandora and Hamelin will make him do pretty much anything you want. With on Wp duels Growing Command should be easier to pull off. Two obeys on a big hitter will do a lot of damage. And if he hasn't activated yet, cast an Irresistible Dance on him (or someone else). You can also use him to Obey your own models and move them to better position, this can be quite devastating if you're doing it with a big hitter like Kade or Teddy (Teddy can be obeyd while he's within 12" of Pandora). Even one extra walk will help a lot with Teddys Thing of Nightmares making him able to fly etc. If you can Obey Teddy to charge, he can Flurry on his activation. This should kill off most things he might be standing next to and make even masters run through their soulstone cache and control cards rather fast. Or at least that should be along the lines what you could do with him in theory. In practice he might just end up shot, eaten, beaten to death and turned into an undead wench or anything.
  17. I'm not that fond of Candy. I tend to use Teddy and Kade as they are a nice combo. The damage output is rather amazing if someone decides to attack Kade and doesn't kill him. It might just be me liking the models though Of course Candy has her uses too if Teddy or Pandy need healing. It's just that people will usually know that you really have to beat Teddy down when you start beating him or he'll soon be back in perfect health again. With the current rules it's also quite hard to give Sours to the enemy models as she'll lose harmless unless she just walks around. No healing or running away home etc. allowed. Of course if you drop off one of you Sorrows you can have both the kids and the bear in 30SS and plenty of stones too. And Pandora likes to have a lot. Yesterday I was playing: Pandora Primordial Magic Teddy Kade Sorrow Sorrow Terror Tot Terror Tot 29SS/30SS, 6SS cache It worked quite well. I took the Terror Tots because my opponent had Claim Jump and Sorrows don't help much there as I'd rather not use the almost too cheesy Sorrow Train to kill everything (not that I had more than three Sorrows anyway). The Terror Tots can run around like no tomorrow if you have small unneeded masks in your hand. And there's always the potential of taking down something (a totem, another lone cheap model) and growing up. And generally, they can kill almost anything if they can pull off the Flay trigger. I also noticed that the Pandora crew is quite :crows intensive in the end. Kade wants them for Sweetbreads, Pandora wants them for Mental Anguish and Sorrows want them for Melancholy.
  18. Yup, the pictures are a bit misleading and it would be nice of them to fix it. I didn't buy the inserts, only the accessory set and it came with those two posts. A nice surprise for me, not for you though.
  19. No where does it say that they can be used only on models you are in melee with. FAQ says: "Ranged and melee attack spells are those spells that have a ranged () or melee () icon in their Range. These spells follow the rules for that type of attack and receive any bonuses or penalties associated with that type of attack (i.e. a model casting a spell with the icon that targets a model in soft cover would receive a on the Attack Flip). Spells without ranged or melee icons ignore any restrictions or benefits that would apply to those types of attacks (i.e. the spell above cast without the icon would not suffer the soft cover penalty) (p.62)." Also Weird Sketch has confirmed this earlier, for example here. (But I have to admit, you had me doubting it there for a while and I wanted to be sure).
  20. None of her spells have the ranged attack symbol so no luck there.
  21. More importantly, a fully healed skeeter can do that too. And if the opponent has already used some, you'll even be left with a skeeter that can do something next round too. Or your opponent will have to concentrate a lot of forces to kill a model with Df7 without hand cards. And anyways, keeping the Gremlins alive isn't necessarily what you want unless playing Reconnoiter (if so, don't use reckless, just swarm the board with Gremlins and Piglets, they can use that all action to become significant). If you can sacrifice a Gremlin with one or two wounds left to use Ya'll Watch this and possibly shoot something and ping the two damage on something else, go for it. It's also good against Ressers as you're not leaving corpse counters behind. On average you should be be able to summon one Gremlin every turn with Git Y'er Bro. And pretty much for every soulstone you don't use on your crew you can either get an extra Gremlin or save Som'er from something killing him during the actual game.
  22. Has anyone tried the Steampunk Abominations with Nicodem? Are they worth it? The SPA's aren't too good but Desolation Engine is. It's just useless to hire an Engine as he'll almost be dead when he reaches the opponent. Maybe hire all four of the needed SPA's at start or hire two or three and make more along the way. With a Necropunk they can move a lot as they can even follow the leap now. If you have a Nurse on the table the Necropunk is extremely fast. Stick a needle with Speed and Stimulants to the Necropunk. Then Leap away and stay hidden. A 9" leap and two 6" walks should get you quite far. And the SPA's will follow. And you have reactivate and Arachnid. You don't even have to activate the SPA's before so they can just continue walking after this and turn into the Engine when desired. They'll also be somewhat safe if they just stick close to Nicodem and are under the effects of Bolster Undead. And it'll make the Engine hit even harder.
  23. Yes, except that your opponent will be glad to remind you on your first activation of the Warpig that without any Gremlins on board, he will Stampede and Pig Charge any models close by. And 12 points for a Gremlin and a Warpig is probably not worth it, not even if you get him to do nasty things on your enemy. It's quite a feasible strategy in a Brawl though when playing Zoraida+Som'er. You won't be paying the extra stones and you'll even have the Mosquitoes to lead way for the Pig. Maybe even on first turn with an Obey on the pig and a skeeter. It should work well with Piglets too. They're cheaper, you can make more during the game and with :+fate on damage you can bring in a lot of hurt even if you only manage to scrath a model with Cb8. And it gets even crazier if you can do it with three piglets at the same time with Furious Casting. Just keep them hiding behind a building with the Nurse and Sooey them to your enemy after a few minor doses.
  24. Seamus doesn't activate when he charges with No Escape so it won't trigger Shafted either. The model who's activating would trigger it though and have to flip. The main reason behind people ignoring Crooked Men for now is probably because they haven't been released yet. I haven't tried proxying anything yet. Crooked Men are definitely a must buy when they are released though. They should work wonders with Nicodem and Leveticus. Leveticus can give them the :crows needed for an automatic Paralyzed when they hit something. With Nicodem they'll be Df8 against shooting and Cb7 for general fighting purposes. They also should definitely be worth their cheap price against any lists that use a lot of ranged attacks or blasts (Rasputina, Perdita etc.). It's not always necessary to get the Shafted marker to do damage/killing/Paralyzing, just the board control might be enough to save your models or strategies. And Shafted is probably at it's best if you can use it with Slow to Die. Even if the model that killed the Crooked Man doesn't end it's activation at that point you can either try to control where he can escape, or make sure that he has to move somewhere. Or you can even cast it near another unactivated model to make sure he'll move away. For example near something that would like to Flurry or Rapid Fire.
  25. I had not even considered that. Probably because I've played another steampunk themed game from a certain company where you can't cast spells with range self through certain things on some construct-like models that work surprisingly lot like Ice Mirror. Should work nicely with a Touched Joss.
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