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saerko

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About saerko

  • Birthday 06/26/1984

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  1. Important things to remember based on a new player's experience using Nicodem: 1) You can cheat Mortimer's Exhume flip (the one where if you get a :crows, you get a free corpse counter). 2) Download the new PDFs with the current rules--one of the big changes is that Nicodem's spell The Fog now grants Ht 5 Obscuring instead of just Soft Cover, and since it's 6 even models with Hunter can't get LOS to Nicodem while it's up--which is big against Perdita crews. 3) You can summon multiple times in a turn as long as you can get the :crows to make the casting--and when you have them, that's how you should use them. His summoning is what keeps his crew kicking. 4) DO NOT FORGET the Punk Zombie's ability Slow to Die. It's a 1 AP action that you take immediately when the Punk Zombie dies, and can really save your bacon. 5) Keep your crew close together--Nicodem works best when surrounded by undead to protect him. If you don't have Mindless Zombies, you need to either buy them or proxy them with something, because it's hard to play him unless you have them to use for Zombie Fodder.
  2. What are your opponents playing? Nicodem is far from overpowered--try taking him against the Dreamer dropping an Alp Bomb some time. One thing about Malifaux is that it's easy when you're first getting into the game to stumble upon a powerful combo before the rest of your group, and then wind up able to milk it for all it's worth. In my case, I started with the Dreamer and didn't lose a game until I switched to--of all masters--Nicodem. It's not that Nicodem is bad or the Dreamer is good, it's just that the tactics for the Dreamer were apparent early to me, while Nicodem will take some more time.
  3. What do people think of it? Does anyone use or summon this thing, and what do you think of it? I'm a new and curious Nicodem player looking for advice.
  4. I dunno, when I first heard about the bury/unbury tactic I thought it sounded pretty broken. A 5 SS model shouldn't be able to cheat death for an entire game just because the Dreamer has lots of bury/unbury in his armies. That said, I've played with these guys without using that tactic in two games so far, and they haven't failed to earn their points back yet. I mean, each one can spam Gamble Your Life 4 times in a single turn, doing a minimum of 3 damage with every hit. Given that Wp 6 is as high or higher than most other models, I've found you're pretty guaranteed to inflict at least 6-9 damage on the opponent before they pop. Given that those damage values tend to drop all but the toughest models in the game, they're still fantastic. Creepy Fog is nothing to shake a stick at either. There are plenty of nasty spells and ranged attacks that can kill the Dreamer, and 4" obscuring is enough to stop most dead in their tracks.
  5. Never mind, I just checked the rules forum and had this answered. I don't think I could bring myself to abuse the Bury/re-Bury tactic, ever. It's obviously something that no decent human being should do. However, the fact that the Stitched Together gets to stay around for the entire turn no matter what additional damage he takes is totally awesome. EDIT: And you replied while I was replying. I feel like a doofus.
  6. I don't understand the Does Not Die abuse...does it trigger more than once? That is, if a Stitched Together dies on a turn, if he takes more damage that turn does he stick around, or does he lose his last remaining wound and get aced? When I was reading it, it seemed like he would just die after taking 1 additional damage after the ability triggers, but perhaps I'm off on that assessment.
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