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Zethal

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  1. I have and did, and it would be nice if you to read before criticizing, so that it is constructive rather then aggressive. Not only did I mention the link that you brought this up in, I also referenced this strategy within my post. The only aspect not mentioned is linking the doppel, which would cost one of the 0 actions and has other downsides like putting the doppel in more danger and besides that there is not confirmation on this ruling yet. As it is taking so long it seems obvious it was not an intended aspect of the design and that Wyrd is deciding if it is to powerful to allow it or if they have already decided they want to remove it they are working on how the phrase the ability.
  2. While I'm not advocating d20 and am not a large fan of it. There is nothing within the system prohibiting or limiting roleplaying. You are choosing to do that yourself while using that system.
  3. If you are trying to use a Doppel as a fighter you are misunderstanding its potential. Ill Omens is amazing. Then the dopple is a Woe, allowing and suggesting synergy with Pandora. While other masters certainly find the doppel useful with Pandora the doppel creates a whole new level of possibilities. Within a her crew the doppel provides various uses: 1. She is likely to have many woes and this is a much needed non-insignificant model. 2. Despite neverborns general ability to have little problem with terrain, the Doppel is the only Woe with scout. 3. Being a Woe allows Pandora, Candy and Kade to use Martyr with it. 4. As discussed here. The dopple is capable of copying Emotional Trauma. Giving some nice extra damage if Sorrows have been killed or it is to dangerous for Pandora to Fade up to 3". 5. Also discussed within that thread is having the doppel copy Unhealthy Relationship. Thus in turns where you can hide out and wait with most of your activations you could copy unhealthy relationship (and Trauma if you expect the dopple to be within 12") move it up next to some sorrows. Have the Sorrows copy Trauma, then link them to Pandora if they are not already. Now you have 2-3 sorrows with trauma and stress making opponents take 2 wounds if within 3" per sorrow or 1 for 12". With a total of 3-5 per failed Wp duel at 12". 5. Unhealthy relationship can also be used to get Kade or sorrows to heal themselves, have candy or kade easily regain harmless, give Kade a better weapon. Give Woe's Leap, Sweets, chameleon, Drain Blood, Link, Smell Fear, Thing of Nightmares, etc. Due to the general lack of powerful stats the Doppel has even copying a good weapon with it is not going to turn it into a useful fighter. Instead there are a great many things it can do in the back lines supporting and assisting your crew, while at the same time allowing you to be a little reckless on later activations as you are almost certain to go get the first one next round. While the doppel really shines in a Pandora crew thanks to Trauma and Unhealthy relationship, it can also be quite useful in a Zoraida crew with copying obey or bewitch and cause I can't stress this enough Ill Omens is great in every list.
  4. None of the Constructs compare to the mNephilim, especially in Zoraida's crew as Immune to Influence leans toward a liability rather than a benefit. • Melee Expert > Flurry. • Armor > Regeneration • Black Blood > Hard to Wound • Mobility is > • Weak damage is > except Noon Rider • Two great Cb Triggers (one that even has synergy with Dora making the mNeph the better choice for her as well) • Synergy with other Neph's • Paired Attack • Plus two situational but amazing actions (carry is especially nice on the first turn with Zoraida to get her up the board a bit and give her vision if needed to have LoS to a opponent first turn for summon and Obey) The only Construct that really has anything of note compared to the mNeph with any of the Neverborn Masters is Teddy; toss, out of control and having 10 Severe damage with Teeth are all fun and potentially very useful although situational. But I'd still field two mNeph's over Teddy in any game I'm taking seriously. His only weakness is having a Ca of 6 while against Sonnia or Samuel JuJu just does to little for how slow he is (even if it is the mode for other crews), and saving 2 stones for Eternal is just annoying. If he could use that ability once per game for free or if he didn't count as killed - which I understand for slaughter but has to large an impact his usefulness in reconnoiter and claim jump- I might try fielding him again. He isn't really much better at Treasure Hunt than a mNeph either. His best bet there is to come out early on the first turn and defensive stance while trying to stop opponents from trying to take the treasure with disengaging strikes. Anyway, at first glace I was very happy with what I thought would be good variety in the Neverborn's pricey models but as it turns out the mNeph just outshines them all with every Master.
  5. Honestly, no. I'm kind of past the point of doing such things for free. Although for one thing I'd be worried about Weird; you should at least get him to stop failing to read, or maybe it is a failing to understand questions that are being proposed (or maybe he simply doesn't know how to properly handle these situations). His general tone relating to answering questions is poor and a new company that is interested in creating a good image of its self should not create frustration or irritation for customers; especially when they come to the community to ask questions. Here are just a some of his poor posts, most within the last couple days (humor is great as long as it does not come with a emotional cost to a questioner.) http://wyrd-games.net/forum/showpost.php?p=129497&postcount=19 http://wyrd-games.net/forum/showpost.php?p=129619&postcount=25 http://wyrd-games.net/forum/showpost.php?p=129193&postcount=2 http://wyrd-games.net/forum/showpost.php?p=129238&postcount=5 http://wyrd-games.net/forum/showpost.php?p=129525&postcount=21 http://wyrd-games.net/forum/showpost.php?p=129427&postcount=11 http://wyrd-games.net/forum/showpost.php?p=129405&postcount=8 http://wyrd-games.net/forum/showpost.php?p=129426&postcount=10 http://wyrd-games.net/forum/showpost.php?p=127769&postcount=2 http://wyrd-games.net/forum/showpost.php?p=127948&postcount=3
  6. Certainly not trying to take anything away from Wyrd, their involvement with the community is significantly greater than Privateer Press and especially GW, but AEG's Legend of the Five Rings team is something every gaming company should be trying to emulate. Granted the company has been around for a while.
  7. I designed it into an all-comers list, that I would be unable to modify based on terrain. I may drop 2 dogs and bring another Belle, as mentioned, if I find it to be a common problem. If it was not an all-comers list and I could modify the crew based on terrain; the list would likely change accordingly. This list should be able to pull off all strategies very successfully, the largest difficulty being assassinate. Which seems to be a consistently problematic strategy to flip for Resurrectionists due to their low movement, and weak ranged options.
  8. Haven't made a second editing pass yet, so sorry if this is difficult to read. 30 Nicodem 2 Crooked Men 1 Belle 1 pZombie Sebastian 3 Dogs Grave Spirit 3 Cache Unit by Unit initial intent, this is of course a base strategy that is largely adaptable within game play. Each of the models are generally diverse enough to function in multiple roles. The largest weakness I see within the list is the lack of units that can ignore severe ground. But this is a general problem that Resurrectionists face, the unfortunate necropucks, Belles the the Hanged being the only models that overcome this weakness. Belles and nPucks can be summoned as needed within games that are full of Rubble, Bog or lots of severe terrain pieces. Dropping a 2 dogs for another Belle is an option as well. Crooked Men: These units will generally lead the army. They get +2 Def against ranged attacks (at 6, 8 with Bolster if you activate Nicodem early) and are evasive so they are the lead likely to be hit by ranged and hardest to kill with Blasts. They can also use Slow to Die for a ranged attack which is fairly unique in this faction. Turn 1: They will likely Wk and Wk the first turn trying to get into position. They should be the only ones within LoS/Range of opponents this turn Turn 2: Likely either Wk and Wk or Wk and cast Cave In. Exceptions being Treasure Hunter, where they could drop a Shafted Marker to stop an opponent from taking it. (4" + 4" + 4" + 6" + 2" = 20, which should be enough to get a Marker in the middle on any board). Hopefully they are still the only models in LoS/Range of the opponent this turn. If they die this turn, use Cave In/Shafted/Attack to retaliate. Turn 3: If still alive they should be Charging or casting Cave In the rest of the game. pZombie: Could actually be maybe changed to another Crooked Man and add one SS to cache. But right now I'd try starting with one. His Job is to run up behind the Crooked Men and be a second wave Melee unit. He should stay out of 50mm or even 3" a lot of the time, as many opponents have Blasts or effects that bounce to models in 3". Probably not worth trying to out of 100mm (if it means lagging behind) against opponents who will be casting with 2 blasts like Tina or Sonnia. Turn 1: Walk up behind Crooked Men, or next to if he can stay out of harms way. Turn 2: Charge if able, if not stay out of harms way if he can till turn 3. Turn 3: Beat the shit out of shit. Belle: Primarily her job will be to lure things into range for the pZombie to charge on turn two. Activate should be Nicodem (if he doesn't need to do much besides Bolster and maybe cast decay to heal), Crooked Men, then Belle, then pZombie. After that she Lure's situationally, casts distract and enters melee. Her job is not to hang back, she does good enough melee damage and is slow to die. She can Lure allies to get them an extra Wk, just need to be careful that they don't end up within 2". Sebastian: He is Nicodem's body guard. He walks just a head of Nicodem so that they are almost right next to each other if Nicodem has to activate early for Bolster. That way Sebastian can charge or just melee anything that would try to kill him. Sebastian is the best melee fighter in this group with Melee expert and 3/4/6 Damage, although he does not get the bonus from Bolster. Maybe his most important role is the ability to lay out a couple healing flips on Nicodem, as well as be a threat if people want to engage Nico. He should never ever be summoning in a Nico crew unless Nico is dead. He probably shouldn't leave Nico's side till at least turn 3-4 if ever. Exceptions: you need his AoE of Bloody Harvest, at which point he should likely switch roles with the pZombie. He is in the list mostly because Bloody Harvest is significantly better than Slice and Dice, although the healing flips and base damage of 3 is nice too. Dogs: In general they should be not be running ahead, they should be close to Sebastian and Nico. Ideally within 6" as both For you Master and Here Boy! can then be used. Dogs can get a counter 6" away, move back and use For you Master. Giving Nico a 12" range for using Corpse Counters. If the first list is being played with 3 Dogs, two Dogs could run up the second round or later round together to decrease opponents defense, try to rabies or just try and do some damage then die and be corpse counters. Depending on strategy they could also just be a Model to help get some VPs. (I like the first list more). Nico: His primary Job is just to summon, Decay and Bolster, but he should still be moving forward each turn. He should be hoarding all 9+ Spades and they should probably only be used to Reanimate Corpses into pZombie's or the occasional Crooked Man, or if not drawing many needed spades he could make a flesh construct if lots of counters are laying around (exceptions being Crooked Men's Bury if paralyzing an opponent is super useful, but remember this means one less summon which is almost always better). But counters are useful to him as well as Zombies, and Sebastian can turn them into two healing flips. Pretty much dump everything that is not a 9+ spade each turn. Then Cast reanimator each time an a model dies if you can. Generally he wants to activate ASAP to get Bolster up, but on some rounds it may be worth activating late if you have spades. If models die and counters drop and Nico is within ~6" of the opponent each Summoned pZombie will get to attack, Crooked Men have a 2" range if that is needed to make the summon be able to attack. Grave Spirit: Attached to initial pZombie or Nico, if pZombie should likely cast Fog on turn 2 or 3 if you have a 7+ Diamond and are against shooting. But it is probably not worth keeping the diamond to do this if drawn on turn one. Dead models mean new models if you draw spades. He can reanimate on the King Spade or Red Joker.
  9. There is a certain chemistry between 4 suits and 4 factions (plus the frequently present Mercenary group). I guess I'd be a bit surprised if a new faction showed up any time soon. Each of these factions are diverse enough in overall theme that there is much to do within each of them before needing another faction and the game mechanics could get bit awkward with a 5th.
  10. Had my first couple games with Ramos. The first one I fielded 4 Gamin 4 Arachnids and a Brass Arachnid. Rubble was flipped, so the spiders arachnid proved to be very useful. It was difficult getting the Gamin into position but their ranged attacks were great. The spiders movement was all I really felt the had going for them in that game though. Well and Latch On. My second game was 7 Gamin with an Brass Arachnid. This list performed very well. Gamin have pretty decent damage for a 4 point model. I was also playing against a Resurrectionist group so their ranged capabilities were lacking. In this context Arcing Screen, Shatter and Controlled Detonate were just to much to handle. I ended up killing Seamus (which was the last model my opponent had and only lived that long as I was killing everything else so quickly that Necrotic Ministrations got him about 12 Wd's back) by just detonating a Gamin and a Spider. It was quite insulting to do so much damage without my opponent being able to do anything about it nor was there a flip required. As I'm fielding many low cost units with this force I usually had the last few activates which is incredibly dangerous. The opponent needs to stay out side of the 2() and double walk range of a couple Gamin or they can just walk up and have Ramos detonate them. Lady j, Ramos and Resurrectionists are the only masters that don't just die to 2 detonated Gamin. Also it is worth noting that in addition to controlled detonate Combat Mechanic kills a model, allowing the Gamin to Shatter. Overall I was frustrated with how difficult it was to summon, largely due to my card luck, and was very happy with Gamin, Defensive Screen, Latch On and the Brass Arachnid.
  11. I don't think it cheesy at all and in some cicumstances can be devastating but it also has significant weaknesses and it's up to the ingenuity of players to exploit those aspects of an oppoents crew. But I define fun as bringing my best, playing my best and playing against the best. Which seems to diverge from Chaos's definition of fun.
  12. I assume that Pandora just incited/pacified herself and sorrows within 3" of Tina and then made her fail a couple Wp tests. Cheat and soulstone a Project emotions then cast a self-loathing or incite/pacify her. If Tina fails I suppose Pandora can then also likely kill a couple more models as long as she can continue to win those Wp Duels. This seems to be largely luck dependent though, certainly not a reliable way to win. And Pandy can't ever win Reconnoiter. For example if it fails to kill Tina or even if it succeeds and there is an Ice Golem sitting around there is a nice cluster of 21 stones and a master that can easily be taken out. Or against Ramos if he lives he can just blow up one Gamin and wipe all the sorrows and nearly kill Pandora. Most armies should have some AoE so that they can deal with a situation like this, it is a very risky gambit to try against an experienced player.
  13. I suppose. +4 Wp (so a stat of 10) in defense just seems to good to pass up, considering the amount of power house models that rely frequently on opponents failing their Wp duels. And there aren't any Masters that can soulstone up a really high morale duel for you to fail and kill your self from.
  14. Wow, I want to be the Lord of Pants. How do I dispute your title?
  15. The model is one of my favorites within Wyrd.
  16. Neither Take Ya With Me! nor BOOM! are melee attacks so Black Blood would not have any effect there. I wouldn't field it. Wouldn't field Purifying Flame either. Governor's Proxy is to useful and neither of them impress me at all.
  17. I've just started looking at them. I don't know why the escaped my attention before, I currently think they are an amazing model. Good wounds, great defense against ranged attacks and AoE. Bury is an amazing trigger and their melee damage is above average for their cost. Cave In is pretty much the best minion ranged attack available to the entire faction. And how can you not love Slow to Die which I think is one of the best traits in the game. They can drop a shafted marker doing 3 damage or paralyzing the model that just killed them, as they are likely to end their activation within its range, or if you have a good card to cheat in for their attack you can do some damage and paralyze with their target. Or they can use Cave In if they die at range. Oh and the board control given by shafted markers is pretty great, especially Claim Jump, Hold Out or Stake a Claim. I'm not sure why I didn't consider them so badass earlier. I'm not a big fan of Sybelle though. I recently thought about fielding: 30 stone game Seamus 2x Belles 2x Crooked Men 2x Punk Zombies This whole list is Slow to Die! This gives either a Cache of 6 or I could add another crooked man, belle or a couple dogs.
  18. With Fresh Meat! he doesn't have to be to close to your forces, nor even really the target as the range is 15". The effect allows all friendly undead in play to move up to their wk toward the target. Which is quite amazing. If you are holding two high Masks he might even successfully get it off twice. Then with Zombie Companion he can activate a whole pack of Dogs which just got a bonus 6" or maybe 12" of movement, Nicodem, or a pZombie or even Killjoy. But yeah, he just doesn't seem worth it in Crews less than ~40-50+.
  19. I'm confused why your opponents would wait to use stones on the Electrical Fire defense instead of Expose Fears. One she already has a higher stat in, and if you fail it you take a wound. This seems like the obvious duel to use a defensive stone on between the two.
  20. There is no default rule that says we can always cheat a flip. The rule book tells us when we are allowed to cheat a flip, and the effect on Exhume it does not allow us to do so. Most rules questions have been asked by now it seems. So using forum search can often help you understand how things function more clearly if there is any ambiguity. Clarification by a Wyrd Rules Marshall can be found here. http://wyrd-games.net/forum/showthread.php?t=10159&highlight=exhume
  21. Then you are either playing the spell wrong are you have one lucky Resurrectionist player. Once Mortimer casts Exhume he flips a card, if that card is a Crow you get a counter, if not nothing happens. ~1/4 of the deck is Crows (13/54), you can not cheat this flip. This is where the 1/4 number comes from.
  22. While this type of luck can certainly happen, it is an extreme rarity. Expecting to happen would be silly and relying on it to happen foolish. You are talking about something that only happens 1/4 (assuming he casts the spell, which he fails nearly half the time, 25 of the 54 in the deck fail to cast, without cheating) of the time happening 6 times in a row. Then on top of that having Nicodem be able to use that corpse counter each turn to summon something is an extreme event in and of its self. He needs to flip or cheat one of 6 cards that are in the deck each round to summon. I'd rather build my lists around what I can reliably expect to happen instead of what potentially happens once every million games or so.
  23. I don't think we are. A Cb of four is the lowest ranged in the game, granted there is also more Ranged Cb 4 than anything else by a good margin. Two minor damage is pretty much standard, and the against an experienced opponent a single blast marker will only very rarely catch more than one model, especially if there is a threat of Decay. Of course single blasts seem to excel if fired into combat. Allowing you to hit your opponent even if you hit your own model, and not hit your model if you do hit your opponent (and maybe another one of the opponents). But with a Cb of 4 the extra Df can really matter. In context of the army he is one of few models with a ranged attack. But if I was really worried about my speed or ranged capability I would snag some Crooked Men or more dogs. His ranged attack is certainly not enough reason to take him, and the rest of his abilities and stats leave him sub-par until you can justify his point cost in large games where Fresh Meat! becomes down right scary.
  24. I'm not sure how limited you are by models; you mention you only have the box sex (I assume Nicodem's) but are playing with a dog so maybe you can proxy. The first thing I would do is drop Mortimer. The guy just doesn't cut it, the best things he has is Fresh Meat and Zombie Companion besides that something does he what does but better. Weak shooting, decent melee (but you can get better from many models all cheaper), horrid summoning. I'd add another pZombie in his place and you can add another vulture if you want or a second doggy as Pack Mentality and Hunting Dogscan be very nice and Nicodem has better things to be making than more dogs. Dogs can sac themselves for Killjoy as well and do nearly as good a job of getting in position. Another pZombie also gives you a spread of where Killjoy might come up if you expect to summon him through slow to die. Not a giant fan of fielding two vultures, they won't ever cast one of Nicodem's spells, either due to suit requirements or the CC being so high. Casting through them can be useful but takes one of their actions and requires a specific activation order (which is much more difficult to utilize if the vulture ended up out of 6" due to picking up counters or being Eyes and Ears from the last round, and spells getting -3 Ca limits this to pretty much to soulstoned or cheated decay's and fog. Hope this was helpful.
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