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Stryder

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Everything posted by Stryder

  1. Actually, Kirai is Pandorra's worst nightmare. The mobility of Kirai's crew means Pandorra is unable to run (or push) far enough away, and ends up taking terrifying tests every turn, depleating her hand. Combine Jack Daw's Severed Ties with a Shikome (or a Madness) and watch her scamper 6" away. Then pounce while she's at negative flips and tear her to pieces. To date, I have never lost to a Pandorra crew. The real key thing to remember is that each of Kirai's spirits have a different use. Gaki are good against other Ressers because they eat corpse counters. Onryo are good against Guild because they're terrifying and have Immediate Revenge. Shikome are good against...well, everything. But don't expect them to last that long. They are great at destroying your opponent's soulstone cache, though. I would, however, advise against using Jack Daw against The Dreamer or Hamelin. The Dreamer will just play around him and you won't be able to use his abilities effectively. Hamelin will just stick a Blight Counter on him and spam Bleeding Disease at him. This is a typical 35ss crew for me: Kirai Lost Love Seishin x4 Jack Daw Datsuie-ba Gaki Desperate Mercenary (Nets you a Corpse, Seishin, Gaki/Onryo (if killed by Datsuie's 'Weigh Sins') and Healing Flip for Kirai...and all for just 2 stones. Awesome.) Cache: 7
  2. I must not be bitter. I must not be bitter. I must not be bitter. I must not be bitter. I must not be bitter. I must not be bitter. I must not be bitter. I must not be bitterrrrgghh... 1 more minute...just 1 more...:irked: Eh....I had three great games, so I can't complain too much. Cheers for a great tournament James. (Just living up to my nickname as usual...)
  3. Santiago has a likul pet bunny wabbit called Mr. Fuzzykinz. He wuvs him vewy vewy much...
  4. Come on, Fairy-wings...you've played me often enough to know what her strengths and weaknesses are.
  5. I would personally drop 2 Gaki for 2 Seishin. They cost 1 Stone less each and Kirai can turn them into Gaki on the first turn, while keeping another 2 stones in her Cache. If you have to use the stones to evolve the Gaki, so what? You would've paid for them anyway. Kirai isn't going to be doing much else on her first turn, so it's certainly worth doing.
  6. Kirai is your best hope. Remember Shikome are immune to Slow (that's Alps) and Paralysis (that's Coppelius) and have Wp 6 (equal to Stiched, better than being lower). They can also select Chompy as prey, so that when he does come up you can do lots of damage to him quickly, and while he's buried, I believe I am right in saying you can attack whatever you want since your selected 'Prey' isn't in play (can someone clear that up?). Apart from that...Seamus has a good chance. Lure the nightmares away from the Dreamer then attack him seems to be the order of things with that crew. But the thing to remember for anyone facing the Dreamer is that the things you need to get rid of as soon as possible are the Daydreams. They offer the crew a massive amount of manouverability. At the very least, you'll make your opponent burn soulstones to make more of them.
  7. Kirai typically only really has any real trouble against the following masters: 1. Rasputina - Most of her stuff are constructs or have frozen heart, meaning you can't terrify them away and they don't give you Seishin when they die. 2. Viktoria - NEVER let blademistress get near Kirai...she will whirlwind all your Seishin in just 1 round of attacks. 3. Pandora - Just like everyone else... But Kirai will stomp over pretty much everything else and usually come out on top. I have played against guild crews numerous times and never lost (had a few draws though), and against any other ressurectionist crew she just summons faster. Leveticus has no chance against Kirai (she just out-activates him then whips up an Ikiriyo to batter his Hollow Waif). Gremlins just run away screaming while Kirai vs Hamelin is the proverbial 'never-ending battle'. Arcanists and Neverborn are Kirai's main 'rivals', as they either have magic or are immune to scary stuff, though having Nekima run away from a Terrifying 10 Onryo (as I have done with a little help from that annoying **** Jack Daw as my opponents tend to call him) is just funny...
  8. Actually, you should really be throwing out Gaki...and lots of them to take advantage of the high number of Corpse Counters available to eat as a Slow to Die action. Also, remember you can have up to 10 Seishin in a Brawl. You can use up 3 Seishin per turn by simply summonning once, snackrificing another to regain wounds and draw 2 cards, then summonning again.
  9. Trust me to not be looking at the camera... Gotta say, I had agreat time. Looking forward to Feb.
  10. Jack is a weird model, to be sure. I've used him a few times (in a Kirai crew so he only costs me 9ss), and so far I like what he's done overall, despite the fact that he betrayed me twice in one game... Thanks to Jack, I managed to Kill Nicodem in 1 turn with just a Shikome (without single minded active, double severe damage with poison). The extra VP from killing something has saved me from a draw, and he's helped me to get out of a lot of sticky situations. I can see him working well with an Ortega crew (pity you can't shotgun him though) as he can go forwards and use Severed Ties to prevent opponents cheating their DEF, then companion everyone to shoot while out of Jack's range. The real key to using him seems to be timing. Not just for him, but for your other models as well. Get the things that you suspect you will have to cheat for out of the way first, then use Jack and place him wherever he'll be the biggest nuisance for your opponent. In all honesty, you'll just have to try him out and see if he suits your own play style.
  11. Dead Rider has a LOT of synergy. I've used him a few times. Turn him into a Spirit with Lost Love, Empower with a Seishin then cast Spiritual Combination on him. Move forward 18 inches (Since he's on 5 Wd after Regen, he gets fast) and he should be in melee range (preferably with your opponent's biggest beatstick). Reactivate then flurry and you should kill whatever it is your hitting. If you moved him right, he should be out of your opponent's melee range even if you don't kill it (unless it's that thrice-damned Nikima), so you either get an extra attack if you think you need it, or be able to dart back 6" into cover, ready to be 'empowered and combinationed' again next turn. Of course, you need to have that 11 of crows or higher in your hand on that first turn...But I have flipped a success for it...once. Maybe Jack Daw could help with the extra control card and the 'no-cheaty for you but I'm out of range of it!' ability.
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