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Alondir

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Everything posted by Alondir

  1. Hello everyone the forum looks a lot different since I was last here and I like the changes. I was hoping you could help me, I'm hoping to start with The Thunder Starter set and hopefully end up with around 50 points worth of stuff in the end to play with, my main question is how many models il need to pick up. But also id like to ask: How does the normal box come to in points and how does it play, How are the new plastics Wyrd are using, quality, detail and durability wise (honesty would be appreciated), Are the 10 thunders a fun faction, How is version 2 of the rules, A general estimation of cost for 50 points would be nice I'm not after anything competitive just 50 points would be nice, Thanks for reading and any help would be appreciated.
  2. good job , looks like i got here 2 late to compete gg ratty an placing it together
  3. Id take at least 1 librarian in ur list: removing the suits from daydreams stats is going to be worth it, having to use his very valuable cards, + he does blast damage take a specialist for his blast damage and he blows up when he dies which is enough to kill Alps. ur aim should be to kill daydreams even if u only kill 1 because it will stop the dreamer from doing what he wants. besides von giving everyone slow to die is like the bain of the dreamers glass cannon crew. a trapper may be handy to try and snipe off daydreams then repositioning back to safety or just put him in a very good shooty spot because of his range and damage the dreamer player cant afford to leave home alone Now as well when u got models like specialist that will tempt out LCB cos me wont wanna use his alps on you, things with slow to die really hurt him, he a bit ollldd squishy. Make sure u rember when the dreamer and his alp are up he can make em all terror, so keep hardass up If the dreamer ends up at the back of the combat remember that u can jump over everything and with ur 1inch range weapon its easy to egnore the other daydreams and get a kill if you can kill the daydreams off and pin dwn the dreamer it becomes a slogging match, this is very good as the dreamer struggles with them, oh and hit LCB at ever chance hes so squishy
  4. I have, and iv used it a few times, i was listing the things that make me weary when im playing the dreamer, But its not meant to be easy to pick apart, the group i play in have decided yes he is a very hard master to beat when played ''well'' but all masters when played well aren't easy to beat. If u take fast things that can kill off daydreams when they spawn it reduces the dreamers options, when he loses his movement options, problem solved. and if ur going to say ''i cant get to the daydreams'' well then there nowhere that's going to bug you atm and when i said that masters are less effected because chances are the ss will let them pass, if they do then pritty muc any master can take down the week models, and unless things have changed in the rules manual then the dreamers shadowy form can be ignored my careful placement on your part
  5. theres always something that every faction can take that would screw over a dreamer player, think of it this way; alps don't work on masters (unless ur really unlucky) and there about 12-15 points of his crew. think what you could take for 15 points that would screw alps, (In b4 u say my faction doesn't have anything that can) For ressers; punk zombies (slow to die with an AoE), Crooked men Shikome (not sure if she would take the damage but she is unaffected by the slows) Gaki would do a lot of damage b4 they die, Guild papa loco (going boom), witchling stalkers (going boom, and been solid on close combat), executioner, does it need saying Sonnia (inferno) Arca Electrical creations, gamin Arachnids Lol duet, Crescendo is a spell so just run in, or if they drop on u, ur slow, but deal 2 aoe's and thats dead alps Neverborn Lilith (whirling death to all within 2 inch, if ur careful u wont even suffer exhaust wounds) Outcasts Misaki her threat range or even just the 1 attack with thunder would cripple/kill all the alps Freikorps specialist, an im sure theres moar, i can understand why people thought the alp bomb was brutal when its 1st used, because ur not prepaired for it, but once you now what ur up against, u remeber there basically def 4 with 3 wounds.
  6. Yo sign me and my friend up for this, Matthew Fisher Tony Arnill
  7. it was still got it somewhere my other was a giant Clow n but didn't think ud want a picture on the forums
  8. wtb pdf version as the uk will be waiting about a month b4 we get our copies
  9. Wo puppet wars gotta love then, wonder if there will be any $$$$$$$$$$$$ in the puppet world
  10. standard activation order, can't see anywhere why it would be any different
  11. Normally its best to increase it so that theres the same distance between you and ur opponent as before, so 24 inch gap i think so ud have a 12 inch deployment zone
  12. just as a side note if ur playing on a 4x4 table u need to increase ur deployment , but sounds like u had a lot of fun
  13. Ok so this is the 35ss list iv come up with; The Dreamer/LCB 8ss Copilius Lelu Lilitu Stitched together daydreams x2 Opinion on how it will play?
  14. hello all, now iv played a few games with the dreamer now mainly alp bombs and tbh im sick of it even though I hardly use them to kill stuff in games I don't like people using them as the reason they lost :S I think you now what I mean, a tough game and there response at the end was: you only won cos you used alps, which upsets me Now iv come to these forums to ask about other lists that you have run in the past and had good success rates with and any strats that you felt wow this really works. I am very interested in finding out what kind of success people have been having with Lelu and the other nightmares; my gaming group mainly plays 30-35 point games, anyone any advice?
  15. im pritty sure the point of this thread was what things outside of family you would take in a perdita list; i now that the executioner with amazing with her, tubby loves been obey'ed around, her totem is an auto include for easier obeys, peacekeepers are meant to be amazing not easy to kill and fast, Samael has high damage but often requires babysitting because people now how high damage he has and how little survivability he has, witchlings are awesome, and so are deathmarshals depending on which roll you want them for, now family, i dislike ninos model but it does look a lot better if you base him as though he has a leg up on like a barrel or something and is well known and feared for his shooting. loco, i just see him as a liability that wp its just too easy to abuse. Fransco don't really like him, very fragile, Santiago, iv underestimated him b4 and it nearly lost me the game, very good damage output + leadstrom is amazing
  16. as a walking corpse they are amazing and tbh running lots of them just feels wrong, but the best way to use them would be with nurses and beles 1st turn hit him with the nurse 1pt of damage. 2/3rd turn 1. pump him full of drugs i.e. combat buff + reactivate (meaning he gets to activate twice) 2. try to waist activations 3. then use ur belees to lure something into his charge range 4. for my family (hes much better in combat) charge him in an go crazy with ur insane attacks 5. gettin the most from your dying friend. activate mcmourning and scalpel sling with minimum damage and push too him, then use dissection only needed 1 damage to kill our desperate friend, leaving you with 1ap(fast) to either run for cover or attack somat. 6. if you have more beles lure mcmourning back to safety. now rather hard to get right but if you do its pure profit, you would need idealy a nurse, 2 beles and some mercs. to some up though ud get 2 bpcounters from the Desporte kill, 1 from a piece for me trigger off the melee attack, then 3 from dissection. then bp counters from whatever died + what you did with the extra ap with mcmourning but the desporte merc would get 9inch charge 3 attacks at what are CB 11 (paired) with +++ to the damage flips with 2/3/4 (+ trigger) and probably about 8 bp counters (which is enough to summon a rogue necromancy)
  17. an im pritty sure the gollum has a def trigger that would stop ur peacekeeper attacks in there tracks. but apart from that nice report shame the masters seemed to have very little influence, i.e. rasp not blowing stuff up
  18. my 35 point list is as follows: LCB/Dreamer with 7ss cashe 1 stitched, copelius, 2 daydreams, 5 alps, its got a good amount of bodies on the field so doesn't have trouble with many strats and between controling the alps/LCB/Copelius theres not much that will take it down Copelius is just amazing he can control games with the para trigger, and hes very tough, (in comparison to other nightmares) + 2 healing flips for 1 eye counter its amazing and has saved his ass so many times. I find I hardly do any damage with the alps there more of a scare tactic, theres a high damage potential there so it enables your other nightmares to function better. Only thing I feel I struggle with are masters, but they cant be everywhere at once so just wittling away there ss through gambles/alps slow then let LCB tear into them when there low. Tbh iv had so much luck with this list so far my LGC would like me to change this list, and use something else
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