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ddot

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Everything posted by ddot

  1. The scribe is pretty decent.Condition removal on a 5 (built in Mask) and a tight bubble with a Def buff for Mimics... Not too shabby. Still, if you can bring Primordial Magic, that's a good option as well. I guess it's a matter of how many mimics you are(n't) bringing.
  2. Hoping you can get the audio fixed. One aspect of the hobby I've always liked is the post-mortem where we sit around and discuss what went right/wrong/good/bad/ugly, and the summary was good but needed a bit more of the conversational tone. Looking forward to more either way; the format is pretty good.
  3. I wonder if there will be any special guest(s) from the top 3 on the S&S podcast...
  4. ddot

    Lucius

    Thanks, that's what I was thinking, but, new master, new first-world problems...
  5. Picked up Lucius' crew box recently. One question I need clarification on regards the Issue Command TAction. The Subterfuge trigger states that after succeeding, the target may take a (1) Interact Action. Is this Interact above and beyond the (1) Action gained by successfully casting? Or Instead of the other (1) Action options?
  6. ddot

    Sorrows?

    I rather like them. With all the Wp NB can put out, why not get a little extra damage out there. I like the combo of insidious madness + sorrow. If you can cheat in Misery Loves COmpany, the IM's faster Wk can get the sorrow up the board fairly quickly. Be careful of magic spam; incorpreal can be misleading. Try them with Lilith, things can get silly.
  7. Lilitu is pretty cool. On top of her vaunted Lure, 4" reach on her whip is useful for tying up shooters, and her base stats are just good enough to go tow-to-toe with mobs of light mooks. Lelu... I still haven't figured out a use for him, so not sure, but lilito on her own has a lot of utility.
  8. I'll second switching out a sorrow for insidious madness. Best of all, you can use IM for sorrow-delivery system... IM moves, does something, sorrow moves (maybe) and uses Misery Loves Company to place against IM. If you do it correctly, you may be able to use MLC without moving, as both models are incorpreal, thus leaving an action for the sorrow. Also, IM brings its own Wp shenanigans to the table, so why not.
  9. Starting to feel this way about Dirty Cheater on gremlin models that can take it. Also taking Pandora without Fugue State seems kinda wrong to me.
  10. Listening to a bit of Wintersun lately. Black metal + folk + prog, and even cooler than that might sound.
  11. Pandirty She's not all that filthy on her own... but the natural instinct is to bring a crew that throws out a lot of Wp duels... that's what makes her filthy. Especially if you use a lot of Lure, which not only forces a Wp duel, but if done right, will bring a model into the Bubble o' DOOOOOOM!!! if they werent already there... or does the damage if they were.
  12. I wouldn't call 6 belles gimped at all. Pounce, for that juicy attack when they lure you into them. Sure, they're not beatsticks, but they're not terrible, and they do have Hard to Wound for when someone gets stuck in with them. Seems okay so far. They also have a way to give out Slow- in the same activation as luring you out of position. Dirty. Playtesting with Nicodem has been encouraging. He makes them a little better when he's nearby. Don't think I'd run 6, although they are high on my list of summonables when it comes down to that... oh, and they have Companion as well, so there's the chance at a chain activation going on.
  13. The question becomes: How useful does all this make her outsode of a Collodi crew> I like her in theory with Pandora. The Wp debuff aura is nice, but the fact she has her own move ment shenanigans is huge as well; without them, she would never get close enough to the action for Pandora and Co. to take advantage of the debuff. In this case, cheap scheme runners would be at a premium, although these aren't always conductive to Pandora's playstyle. Definitely one to think about twice or thrice before taking her out, but she does bring a lot of things I like, so there you have it.
  14. Lure spam of any kind can be effective at pulling an opposing crew closer to where you want them to be as opposed to them going where they really should be going... if that makes any sense.It's application is both universal and limited in its usefulness. In Turf War, it might be useful for pulling models away from the turf marker, then it might not. If your opponent already has 10 models near the turf marker, it won't be as effective as if they had 2 or 3. I did a Pandora crew with Lilitu, beckoner (built-in Lure) and doppelganger (can mimic the Lure). Somewhat effective in this context as the Lure is a Wp resist. Evil.
  15. That is some good advice. As a Pandora player, my advice is : Don't Panic, and always carry a towel. Because people freak when I drop her on them for the first time, so here are three things to watch out for: 1. Fading Memory. It works when she wins a Wp duel. She has one attack action that uses Wp, Incite, which is a (0) with a "cast again" trigget, so she won't be pushing around the board during her activation. If you try to kill her, she will be pushing all over the place during your activations. Unless you really have to kill her... 2. Don't. Assassinate in the scheme pool? Pass on it for something else. Or have a really good plan and a really good hand with which to do it. Best is to pass on Pandora herself and kill her crew... dead models generate no Wp duels, lesseing the Misery index. 3. Beware the Inflict bomb. It's a (1) Action with a 4 of doom and no restrictions on use. Your already in her Misery aura; if any sorrows are around, you could be in a world of hurt. Especially your low-Wd models with hard to wound, Armor +x, etc, as each point of damage is separate. 4 is larger than it sounds, especially if you're in a Turf War game.Oh, and all she does is decalre its use; no cards needed. Dirty. Most importantly, play through it no matter how bad it gets. Because a bad day of gaming is still better than a good day of working.
  16. Pandora works well with most Neverborn models. Many put out Wp duels, which she loves, and others fill out roles that her crew may need for a scheme. Terror Tots come to mind; they have no Wp duels, but are great scheme runners with Sprint. As an added bonus, Sprint doesn't need a monster card to get off. Almost all of the NB henchmen should work well with her, and the Spawn Mother could add some unexpected whackiness if you're into that sort of thing. Most enforcers should work well. Many-to-most of the minions work well with her. So many shenanigans possible, I would definitely rate Pandora as a two-thumbs-up master as far as "playing well with others". For fun, try out Pandora with a Doppelganger, Lilitu, and beckoner. That's a lot of Lure!
  17. In principle, yes; in practice, not even close. But you also have to consider the pre-game in Malifaux being much more in-depth. You may have theoryfaux'd Somerteeth Jones to death- and I think he is a very cool master- but you may get an encounter where you look at Ophelia being a bit stronger, even though you haven't given her the same attention. For example, when I play Legion, I tend to play lists where I could switch out my warlocks and they would otherwise be very similar; the warlock is the fulcrum in my list. I'll play Rhyas a lot more aggressively than I would with eLylyth, whom I would play much more aggressively than pThagrosh. You could try something similar in Malifaux, but it's usually the wrong way to go about it. I like sorrows, but they really shine with a crew that dishes out loads of Wp duels; while that's not really a problem with Neverborn in general, Pandora and Zoraida would be the top guns in this respect, with Lucius maybe taking the third spot. Either way, if I'm playing Reckoning, sorrows aren't my first choice of minion due to the fact they're not as resilient as Incorpreal should make them; low Df is their primary stumbling block. Now, If I get Turf War, I'm likely to pull Pandora out and try to run her up aggressively so that her 6" bubble of doom coincides with the 6" bubble of Turf, and try to have at least one sorrow in the area to stack Misery auras and really ramp up the damage. In this case, I'd probably bring 2 for a 35 SS encounter, and 3 for a 50 SS encounter, and send them in waves using Misery Loves Company. Will I lose them? Probably, but not before they've stacked damage on the plethora of Wp I'll be pushing out. If you're in it for fun, gremlins will probably be a great place to start. They do have a bit of unpredictability; I'd compare them to greenskins from WHFB. They were fun to play as well. Best bet is to get some minis, paint them up, and get in a bunch of games to get a feel for what works and what doesn't. And always take the Dirty Cheater upgrade, because it is dirty.
  18. I'll have to try it out later, but thank you for the work you put into this project.
  19. My friend and I still play multiple seraphs in our Legion (WMH) armies. Gets really fun when we get 6 or 7 jammed up in a small area. Lots of butt-charges, which don't always work as planned. Small wings should not be looked upon as a problem.
  20. Given Pandora's push shenanigans, she enjoys a mobile force to keep up with her. Misery Loves Company is a nice place shenanigan and doesn't require a monster card to pull off. Also, if Frame For Murder is available, well, there you go. Your opponent will probably want to kill it anyway, may as well get the easy VPs... and hope to get some extra damage output before its demise.
  21. More bayou gremlins would be useful, but not imminently necessary. Somer can play without Family Tree, and in a way can play aggressively without it- summoning costs AP, as well as AP to heal (slop haulers, High Quality Mash upgrade). Bigger Hat Than You + Bayou Two-Card is a game-changer, but if you're spending all that AP to summon/heal, you may not give yourself too many shots at this. Could you bring 8 BGs at 50 pts without summoning? Easily. Sometimes being able to out-activate your opponent and hopefully burn through a few of their cards and/or stones before you bring out your big guns (Somer, Francois, enforcers).
  22. One habit would definitely be "getting tied down to a list set in stone." You could approach Malifaux that way, but you really shouldn't. I mean, early on, you'll likely be tied down to one or two leaders and a limited assortment of mooks. Most people at my LGS picked up one box; I picked up two. There are pros and cons to both approaches; one Master lets you focus on learning the subtleties of said master, two allows you to explore the subtleties of the game. As I added a few extra models to my collection, I found that each model brings its own specialties to a given game. Once I moved on to a second faction, I felt I had a good grip on the overall game, even if I still had a lot to unlearn. (Reminder to self: get Ressers arsenal decks)
  23. I like youe blog in general, and this article in particular. It goes over several things I have been rethinking about having an even more enjoyable experience with Malifaux. Then again, playing Neverborn, sometimes you just feel the need to kill stuff to "get it out of the way of marker runners." *wink wink nudge nudge*
  24. How specific do you need the reciepts to be? One local store is just an old-school cash register that only lists a dept. no. and price, then adds up tax... The other one doesn't list SKUs or PLUs on their reciepts... again, just a dept and price. Is this an issue?
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