Jump to content

D_acolyte

Vote Enabled
  • Posts

    1,386
  • Joined

  • Last visited

Everything posted by D_acolyte

  1. I agree. I feel she is more a mobility master between all the movement she can get and all the pushes towards her she can do. He attack though not as good as a more dedicated combat master is handy and can be useful if you drain the enemy of there hand first. I feel her summoning is interesting but an unreliable aspect to base her play soli around. I am currently taking a short break from her to focus on Titania more but I will be back to her.
  2. I like Pandora, another caster beater but more focused on will power duels plus you can take her control and she works with almost any model set in neverborn though more Wp duals would be better. She likes Barbaros, Nekima, and Mature Nephilims. As for her box: Candy is good if you need to add a medic or a control model but is really better as acontrol or mini Pandora. Kade is interesting as he is more about teamwork to get his damage done and he has a lure, not a good one but still one. Sorrow are always a good option if your hitting Wp and they can be control models with paralyze and misery loves company. I also have used them as deceptive scheme runners especially for things like distract. To grow her out you can pick up the twins, Lelu and Lilitu which are both Nephilim as well and are solid in there roles. Lelu is a missile and Lilitu is a lure with a 4 inch attack.
  3. It means putting him in danger but I agree. What is life with out a little danger.
  4. There really is not any focus on her with non swampfiends, does anyone have exp with her with a puppets theme.
  5. I will have to listen to it, I might run her one day.
  6. IT is October and I do not know about the rest of you but I love horror, except parasites those should be purged by fire. This month I will talk about TN duals that your enemy forces you to take and how I perceive them, what might be some counters and what factions can get more use out of using TN duals. Horror and manipulative tend to be the most common of these types of abilities and both are based around protecting your models or limiting what they want to do. I find that these abilities tend not to do this with any form of certainty, with an exception later on, but rather they give me an idea about my enemy’s hand. Excluding what is flipped to resist what matters is how your opponent cheats, it is like a checking the muscles of their hand. That sounds odd so let me explain. With TN duals your opponent suffers X if they fail, if it is horror it is losing an activation. To avoid this most people will cheat as low as possible or they might cheat a little higher to keep a card for a trigger but it gives a general idea of their hand especially if they do not cheat. If they cheat with a card higher then what is needed tells you that there hand is probably broken between that number and the one they played. For instance if I cheat what I needed an 8 but use a 10 then my hand probably has a black joker to a seven and a ten to a red joker. This leaves a lot of possibility but it has more towards the lower end. The more TN duals you have the more you can check there hand. I am currently running 2-3 with 1 being horror. Manipulative is sort of better as it lets one model check an opponent hand vs another model multiple times. The downside is it is really only effective with high value targets that are targeted early or if you activate them late. Of course there are a number of other abilities, especially in the Neverborn, that range from damage to slow. How do you counter this check on your hand? I have found 2 ways and I am not fond of either to be honest. First is to take one or two models that ignore it or allow others to ignore it. There are not many of those and if your enemy does not take things that cause “passive” WP duals then you are limiting yourself or your crew selection. So this is a gamble. The other way is play the mind game. What do I mean by mind game, if you fail the dual early with a good model then let it fail though you may lose that model. Generally the better the model the more convincing it is and you do this in the hope of your enemy over extending themselves as they go from a cautious approach to pushing the attack. Then when you counter attack them they will be off guard. The down side is that this leaves one or more models at risk especially the bait model. Finding a good bait model is hard, generally you want one that is based around close attacks, a little bit of armor or survivability but not supper survivable, at moderate cost (7-9) and one your opponent probably want dead, a good example might be Mr. Graves though there are plenty of others. Making these work for something other than diagnosing someone hand. Neverborn tend to have access to a good number of passive WP TN duals and ways of lowering or effecting a models WP as well as a few models that have abilities to trigger based off of the failing of duals. Four masters that tend to have a lot of these sorts of duals are Pandora, The Dreamer, Titania, and Lynch. Pandora just loves when models fail WP near here so she and sorrow tend to work better the more of them you take and the poltergeist put you at a negative flip so any model with a high (12+) WP TN is viable for her. The Dreamer has a penitent for teddy, alps, Widow Weavers and Coppelius being in his list which when combined with the daydreams lowering WP near them only increase their usefulness of such duals. Titania and Lynch do not have any direct synergy that effects passive WP duals but instead tend to have a good number of them in their list between there minions and other models, including herself with Titania. Resurectionist have a lot less in the way of masters messing with WP but more in the way of card robbing effects. Bells can lure you and have you drop a card. Hanged can make you take multiple horror checks to drain your hand. Guild Autopsies and Flesh Constructs can reactivate if you have no cards at the end of another friendly models activation. So when you get down to one card and you just failed your horror vs Yin do you cheat it and let possibly 2-4 models reactivate. The two masters that I can think of that like/effect WP duals are Seamus and Molly where McMorning likes poison and Flesh Constructs so if you think you’re playing them consider when you cheat horror carefully because you could lose your hand quickly. If any Resurectionist have more insight into this please feel free to share. For all other factions you want to drain your enemies hand to get more use out of TN duals. There are other sorts of duals this thought process apply to such as any static dual from Asami trigger to eat a model to Fear Given Form. I had Asami eat Von Schill in a game once because my enemy had no cards left and failed the HT 11 dual. Also If you did not see the Q and A post I did near the end of last month here is the link: I would like to do another for October and November so if you have a question for me do not hesitate to PM me.
  7. Agreed, nothing is gospel in this game because of so many factors change a lot. I also think that is important to remember as a player as well, nothing is ever one way even with my stuff; especially with my stuff that I post. As for Malifaux being a game that reward you for having a lot of models to draw from is something I go back and forth on my thought on it.
  8. I like the Chapters. I play Neverborn and I love show of force. Focusing on enforcers often I will take 3 upgrades on non leaders and here is the list: retribution's eye, mimic's blessing, and often Iggy with depression (he is only 6 stones with the upgrade. If I did not take Iggy then I would take pack or an extra mimic's blessing. The neverborn that have issues are those that go very minion heavy, I tend to be enforcer or henchmen heavy. Also note about show of force and Zipp, it is printed cost so the free upgrade he give which are normally 1 stone counts.
  9. I like the nephilim box, the young are solid and I prefer a retribution eye mature over Nekima. Then it is about filling wholes you might see, for instance stitched are always good or insidious madness. Graves can work as an ok beater for cheaper cost. If you are going the will power route the widow weaver is great. that should be a good start to the build.
  10. I find it really depends on the factions and master you are running. Some masters are very specific if they want models that will synergies with them, I feel this is really a defining characteristic of the archanists but other faction have masters with this as well. Also there are hard and soft limitations, for instance Pandora with no sorrows looses a little bit of ping damage but Rasputina with no frozen heart looses a large part of her card. So to answer your question more accurately I would need to know the faction or the master. In my opinion (tautology but it works because people might take issue with this statement) guild, ressur and gremlins tend to have the fewest masters that need X minion or model type to work well.
  11. I just associate the ht to be a rough estimation of meters. The reason why I say rough is because it is a discreet unit, so where you brake it with rounding is where you want the feel of the things ht to be. Can we say 10 foot teddy being ht 3, sure. I like monsters like teddy to be big and scary.
  12. I will continue to focus on the child, Dreamer needs another good nightmare henchmen then the widow weaver. I say focus but last week I got in all 3 games as neverborn and won them all.
  13. Most defiantly from a combat role though I would think you want her closer to the enemy then Aeslin or Angel Eye to get the most out of her auras, which I feel is the reason you take her over the other 2. Who have I used her with, no one yet but who would I consider it with: anyone. I feel you take her fully dependent on what you think you will see. She has some really ability to mess up other Neverborn like The Dreamer or Lilith because of the movement/placing tricks common in those crews.
  14. Not sure how this would be wrong to ask, sure the faction section might make more logic to it but it to a post that is made here. First notice that I said shooter not sniper, there is a difference and it is a small one to most people but it is huge. Angel Eye is not a sniper, she does not double her range because of focusing. Now it is a respectable 14 and 6 inches depending on the weapon. So it depends on what you are after for a shooter. I tend to be a very close combat heavy person that rushes models that I need/want dead and continue to apply pressure so the fact that Angel Eye does not randomize and can put out 3 shots a turn is nice but it also means I am playing her closer to the center of the board and my enemies then I would with a trapper who I would give a good vantage point to and take shots with. Once I get Anna I might not care about Angel Eyes because she does the same with one less possible shot but a little better weak damage. The question I find with any shooter is how they fit into you force and do you like them there, excellent example is samurai vs ten thunder archer vs katanaka snipers. Samurai are good at being a jack model capable of shooting and fighting up close. Ten thunder archer are a safe range damage model to help weaken or clean enemies off the field that are in combat. Katanaka snipers actually are not bad in close combat but the real reason to get them is there sniper rifle. All three have there place but who will want them is different and they will want them for different reasons. Best sniper in the game Rami with hide in the mud or dirty cheater.
  15. So I figured I will do this even though I got a few questions: 1)Is there any master you hate to see across the field or that ruins your play experience? No to me it is all about the players. 2)Are there any players? My father, 76 games and only tied him once….. I will not name names. I will say this we are responsible for the atmosphere of our gaming store and games. That being said some helpful tips: Do not get angry even as an experience player if someone corrects your rules and are right. Do not try to hold private conversations in public. Have some decorum and considerations for others at the store, we do not want to hear you insult people who are not there nor about inappropriate parts of your life. Do not rise get into a meaningless argument. I also tend to find such question as the first two to be negative and there is enough negativity in the world/my life, I rather not have more of it here. 3)How do you beat Reva? Though I have not played vs her but it like playing vs Rasputina you stay away from corpses or take things that remove them. I would recommend a strong range model if you think you are going to see her. Other than that some things to target excluding her: Anne Lovelace, she can mess up your logistics and also spawn mindless zombies on her gun. Mindless zombies, well they are walking corpses. Guild autopsies, they are actually rather good at shooting and can make mindless zombies. Also try to get the first kill on shield bearers. 4)What change has the new book done to your list? I am playing with at least 1 half way decent shooter now. Some good ones I would recommend looking at are Anne Lovelace, Angel Eye, Lazarus, FK trapper and specialists plus whatever is good in your faction. 5)Do you have your next topics planed? Yes, in October it is horror and harmless with what I tend to use them for. In November is the worth of a model by shaping the board. The “final” one in December is a retrospective on how I gained my insight which is sort of like what my exp been with this game I love. 6)Would you recommend other to do this? If by this you long wall of text articles that get your ideas out on paper for others to like or criticizes: Yes, do it. It is a frightening at times but "nothing worth doing is ever easy" a quote form the Acolyte's father and mother. 7)Will you do what you did for Zipp with the other masters? For those that do not know a friend asked me to make 2 lists for Zipp and I posted them in the gremlin faction: I would prefer not to, I tend to think lists by trial and error and exploration is better than the ones I can craft off of theory. Plus I would also recommend people try a lot of things to their list. If you like this Q and A then please send in more, I will answer most anything.
  16. That is a wild speculation and one I hope is not true, we just got are 8th masters do we really need to consider another one so soon after getting one. Some faction might have some wholes that need to be field in there master but let see how the meta goes with the new ones before we say "no, this whole is still there".
  17. So what you can do is decide if you want 6 stone or to loose an upgrade on Sparks or Rami, I would go with 6 stones. Then you replace the Rooster Rider with the Mecha Porkchop. I did not include the Mecha Porkchop because then it puts a small constraint on the logistical freedom this crew has as you want to plan out where the Mecha Porkchop scrap marker, Spark and what Sparks want to give armor to is. This also means Sparks is not giving fast though I can see where opening up this option is good in an attrition game or more combat oriented one. Average where I play is 8 with some players like myself being normally at 7. I tend to like hard hitting models and models that add to my mobility so that where I go in building a list and also when I start to kill my enemy models.
  18. I figured if no one else started it, I might as well. So we know that there are at least 3 personalities up for grab. We do not know how they will progress, why or what else they will gain. So I want wild and cool speculation here, just this shy of crazy enough not to happen. Example: The Trickster becoming an Ortega, specializing in derringers but is shot and killed by Hopkins only to be resurrected by Seamus to which she shot wounding him. Now she hides amongst the arcanists and works on a derringers armed constructs. So we have a female undead Ortega model that works with the arcanists with here own type of constructs. I also hope that these personalities become henchmen or enforcers and get a story encounter box like Amphibious Assault or Brotherhood of the Rat. I do not think they posted what the winning factions get at the end or did I miss that.
  19. Under Quarantine, a TTB source book, has that black blood is an infectious illness passed by blood contact so they would not be hybrid but rather actual nephilims. I think that is the point, if these people become models they will probably have some of the flavor of at least 2 factions. This means that we the players will have a larger effect something in the game which I think is great. I am going to focus on the kid, I want baby Teddies lol.
  20. Let me state that I am not a gremlin player and this is coming from another faction looking in. A friend of mine that I played this weekend asked me to make a full 50 stone list for Zipp. Of which I have thought of 2, one of which is just rounding out another list I helped him with about 3 weeks ago where I left 15 points out of 50 off as play room. I will only be using models that have at least had prereleases, so no swine-cursed. Also most of the cost calculations are from memory, so I might be off by a stone or 2, so I am aiming for a full catch to cover some errors and I am sure you all will find any I make. Also can we post the cost of each model, I can not remember if Wyrd has a problem with that or not, I think not but I will be carful and add them later. First one, a mobility and survival focus list which is for Claim Jump, Interference and scheming. Zipp with No Quarter and Rambling Diatribe with a catch of 7. Earl Burns Rami with Hide in the Mud Sparks with Hide in the Mud Iron Skeeter with Poorly Handled Explosives Iron Skeeter with Hovering Airship 2 Survivors Rooster Rider Model number: 9 In this list you devide your forces into multible 1 to 2 man teams and use the high mobility of the Iron Skeeter and push effects of Zipp to separate and claim what you need. Earl and Sparks can play supportive roles where one heals a construct and the other gives them fast. Rami is there to provide support sniping and shape how your enemies react. Survivors have great survivability for their points cost with even most 7 stone models needing 3 hits to kill them. The Rooster Rider is free to go reckless and act on his own, I could see replacing or using the Rooster Rider range model because you have so much blitzing down field already. The next one focus on getting in there and killing key models. Zipp with The Gift of Gab and Rambling Diatribe with a catch of 7 Burt Jebsen with Dirty Cheater Francois LaCroix with Dirty Cheater Iron Skeeter with Poorly Handled Explosives Iron Skeeter with Hovering Airship Bayou Gremlin Merris LaCroix Whiskey Golem with his new 0 stone upgrade Model number: 8 This is a hard hitting list uses the Iron Skeeter as a taxi system to deliver Burt and Francois into their effective ranges for charging or shooting. The Whiskey Golem can keep up with this at a speed of 6 and nimble but with his new upgrade he can keep healing himself. Zipp can fly into the center and because of the Gift of Gab really cost your enemy there hands if they want to do prevention flips. Merris and the Bayou Gremlin can run schemes while your enemy is reacting to this new 4 man death team. The key is getting there about the same time to support each other and focusing on one or two important models, preferably ones which can use stones. When your enemy runs out of card you can have the run of them for the turn. I could also see taking making room for Trixiebelle or replacing the Whiskey Golem with Gracie. I am not as much a fan of this list as I feel other gremlin masters can do this beater. In both list the Iron Skeeters start as a taxi system and then are free to do whatever you need if they live after dropping off there cargo. If I where to fues the to I take the first one and try to make room for the Whiskey Golem and possibly Merris LaCroix but that would look something like this: Zipp with No Quarter and Rambling Diatribe with a catch of 6. Rami with Hide in the Mud Sparks Iron Skeeter with Poorly Handled Explosives Iron Skeeter with Hovering Airship Survivors Whiskey Golem with his new 0 stone upgrade Merris LaCroix Model number: 8 Note a fast Whiskey Golem can be a thing, and it already has nimble.... Does this count as a third list, it is really just done on the fly lol.
  21. I got in a game with Titania yesterday. My list for a Head Hunter, Convict Labor and Leave your Mark Vs Zipp Titania with Behold My Glory, Audience with the Queen and Queen's Champion Gorar Aeslin with Mimics Blessing Mature Nephilim with Thousand Faces which became Retribution's Eye The Tooth The Claw Insidious Madness Quick Thoughts: Titania was resilient and is a Lilith mix when she has Audience with the Queen, just make sure she has back up. Though she does not need the Fae, having The Tooth around as a means to heal is a good idea. Queen's Champion: though I wanted it on the Mature Nephilim I did not care when it ended up on The Claw. It makes his spear really useful vs cover. Gorar: He was there, and he actually killed something. He is more of an insurance policy for minions but he is fast and a sort of reliable 2 point is great for his points. Aeslin: I feel that she and Angel Eye compete for the same sort of role and I am not sure which is better then the other. Both are range combatants that can fire into combats and that can have up to 3 shots. Angel Eye has further range where Aeslin has some more utility effects in her zero action. Mature Nephilim: Wrecks Face as always, no real other synergy with Titania but some times that is all you need. Thousand Faces: caught my enemy off guard when I replaced it which was worth it. The Tooth, The Claw: good durable minions. Do they match the durability of an Illuminated, no but I like them better and I find there triggers more useful. After a few more games I will give more then just my quick thoughts but the only model's I would think of changing in this are The Tooth for The Thorn and Aeslin for Angel Eye currently. Titania looks like she can work well with a verity of lists.
  22. What I mean is it is tough to do larger posts and it is always nice when someone said good job. It putting your neck out there on the chopping block and people should be commended for doing so. Or if you are like me you where thrown by the NP abbreviation, it means no problem. I tend to avoid abbreviations when I think about it but it slipped through. No, I not being sarcastic about that. My issue with the rider has always been sort of like a love hate affair, I want to love him but I just do not. He take to long to get rolling and tends to shine turn 4 sometimes turn 3 and I tend to go for a more reliable turn 2 model. Also I will probably try to avoid saying I want Queen Champion on a model and instead let it go where it may. For Asami thoughts look here. There are a few talking about there actual games with here, me included. My nutshell is she is along the same lines of The Dreamer and Molly but no where near as shining as they are in terms of support or control but has them beat on mobility. Outside of summoning I feel her actions are only ok or situational. I feel her biggest weakness is how temporary her summons are combine with how card hungry she can be. In most cases you are not summoning a model early game to be useful the next turn but rather more immediately and she does not do well with mitigating the opportunity cost of the cards she uses unlike Kirai, The Dreamer or Ramos. I am going to try playing her with Mr. Tannen to help with that. Asami's theory is easy, the execution is a bigger problem but she can mess with a persons mind a bit, that seems to be some of how the 10 Thunders are going. Crew wise she can go with just about anything, I am running her with more onis because i like the obsidian onis for scrap creation in case I ever do summon.
×
×
  • Create New...

Important Information