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Zahmet

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  • Birthday 05/20/1983

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  1. Ok, so let me get this straight The Dreamer and the Duet share AP with the other versions (LCB and the dancers). If you unbury a model that has been out of play from the start (for the Dreamer) they get to use all their AP. A Summoned model gets slowed when summoned. Does that sum it up? Another question then I heard that if you use a spell that last until the end of the turn and then you bury then the effect becomes permanent since the end of turn step never happened. Is this true? Example, Stitched Together uses the aura that gives obstruction, and then the Dreamer buries him, he comes back with the help of the Dreamer next turn and then he has that aura permanent? Sounds like silly use of the rules, but is this true?
  2. I have a question about the duet but also general switching of models. If I have a duet, can I then use all of its actions but one, split it up to two Cory and then later in the round activate them one at a time to get many actions out of them? I recall reading something about that they remeber things like if you have granted then Use Soulstone that it will last when you merge them et.c. is this true for actions also or can you do as I wrote to get many actions. The same question about The Dreamer and LCB, can the dreamer fly over my army cast a spell then turn to LCB and after I have activated one figure can he then activate LCB? How many actions does something get when they come back from being buried? The Dreamer can get his nightmares into play, do they get their full 2 actions? Same with Colette's spell, when they come back in the have their normal 2 actions right? I bet I can find these in the rulebook if I look very close, but as I said I'm a very new player so any help would be nice.
  3. [url=http://wyrd-games.net/forum/member.php?u=3321]@Buhallin That's more or less what I was expecting that's why I put it up here also. I could see how her units could move around a lot and how that could be a good thing. Me and my friend just wanted to test out the system get a feeling for the rules and such. We are going to look into the whole terrain, scheams and similar things soon, we just need to read up on it, at first glance it looks complicated or at least like it would take time and such. But we will work on that. Thanks for all the help.
  4. Would you recommend going with: Coryphee 7 Coryphee 7 Cassandra 9 = 23 ss (so +2 start) for a 25 crew? And simply play a bunch of games to get the hang of it? I've been reading the Tactica for Colette and I realise some things that I havn't been useing or things I've done wrong. Normaly I learn best from simply getting beaten a couple of times and try to learn from my misstakes. the 2/3/4 dmg from the dancers feels very low, but I understand that I must use my spells better and use my doves a lot more.
  5. Guess I need to cheat fate more
  6. @Scurry I have to check up on that, sounds solid, but if I don't seem to recall that the sublime performace was hard to cast, and I guess I need to cheat that also. @NeverEnding Yes, he is playing The Dreamer the first game we had I played Rasp and then i Pointed and Shot and it worked fine I won the game (was very close) but after that I wanted to test Colette and he just ate my Performers/Cassandra when i tried that, then when I tried the duet, before I could get my duet to dance together one was already dead (yes I did misstake of not useing a bird I had close to prevent the dmg and I'm a total new player makeing misstakes). But even after the horrible start I just couldn't handle them at all. They do tons of damage and they make me discard cards to the 0 cost action, and its often that I either discard a card and he gets to draw 2 cards or I have to cheat (and that is more or less like discarding, but I need to discard high) if I want him to not draw cards like mad. So he gets many cards I go low on cards and he just WP duels me to death. I could point out that we played on a 36x36 totaly open board, with no terrain at all, we had no objectives or anything we just wanted to bash each other in this new shiny game. I do realise that maybe the Dreamer or LCB and his crew might be better than the fast dancers and that my crew might be better once we get some terrain and some objectives, but still despite this I want to have a minor chance todo something, right now I get completely destroyed. Thanks for your answers. I shall try come back with more questions, btw. about rule question shall I post that somewhere else? or does it work to post it here?
  7. Hello all! I just started to play this game this weekend and me and my friend might still do some misstakes or rule misses, ill do another post about rules we wounder about but now onto my real problem. How do I deal with Stitched Together? I've picked up Rasputina and Colette starters and have the duet + doves for Colette also, but I have such a hard time with the Stiched Together, they do 3/4/7 dmg from 6 range, with 7 wounds, and even if I kill them they still get to act, and if they have acted already they get to reactivate. Sure I can win the wp duels and thus make my opponent take the damage instead, but the problem is that they have 6wp, and they win if we get the same, so he always have a upperhand. Most of the times he simply wins the duels and do atleast 3 damage, sometimes when im not even close and cant cheat then he can cheat in a 7dmg and just kill something. The problem here is that they "hit" so very very hard and they can do it twice a turn, and if I start spend soulstone to save all my guys, vs 2 stitched I need to pump out about 2-4 soulstones to live, since when I start to cheat fate he just does the same and I still get that big attack on me. Sure Collecte helps pump up the wp, but the showgirls only have around 4 base, so if he wins init then he can kill them before they can do the wpdance. I do know that I do many playmisstakes on the whole, and I don't play my showgirls very good yet, only played 2 games with them. But still we both agree that the stiched are very strong and we don't really see thier weakness, sure they can take the dmg themself but as stated even if they would die they dont die right away they get another action, so they will drain my controlcards and soulshards very fast.
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