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Smokey616

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About Smokey616

  • Birthday 10/10/1982

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  1. Whoah!! Easy tiger! I'm sorry if my comments insulted you but I assure you that was not the intention and nothing written was to be taken so personally... While we are on the subject of first posts you might consider that the final line was something along the lines of "nice write up dude!" or words to that effect... And if I was trying to be personal I would have said something along the lines of "what a cack article full of untruths"... I kinda liked the article and said so... Nothing personal intended... As for "missing the stitched" thing, although a reference to future contributions was made... It is however difficult to make allowances for this when it is as yet non existent... Just because you say you're going to do it... Does not mean I'm going to be patient about it or take it into consideration when putting forward an opinion that you say is the same as yours In summary sorry for upsetting you Peace out
  2. Maybe so... Although simple maths points out that same cards divided by more models equals less card per model, therefore less chance of having the cards to help your newly summoned models... Perhaps fair was an incorrect selection of word and I maybe should have opted for 'balanced', when the matter summarised was "spent too many high cards summoning, having problems supporting summoned horde"... And I'm afraid I disagree... I believe the reason the dreamer mechanic changed was to provide more balance to a massively broken master... And I also believe that resource management is a hugely vital "skill to learn", given the subject both the quoted articles centre on, and that these posts are taken as read and not in anticipation of some enlightening "shenanigans" that will be processed in the future... Yes there is more than six cards vs six cards in a game of malifaux... And perhaps after the dreamers activation you are faced with say 3 cards against the opponents 6 with more to protect... In that case it's nothing to do with 6 card vs 6 cards... It's now more to do with "half of my cards gone on summoning, half left to help everything else"... Working with really simple probability here, and not much else. And that was the point I was trying to make... The more you summon the less help with twisting fate they are going to receive... Which as you've already said the opposite is a valid point for "LCB dreamer"... Why is the antithesis not relevant for summoning dreamer?
  3. True... But then if you play any crew your resource management is an important part of victory/failure/effectiveness... Bare in mind that once you've got round to summoning your awesome 15ss summoned boost to your crew, the crew is still working off the same hand size and to that extent, can still only cheat the same number of times. So of course a lot of your summoned horde isn't going to get the support... Seems fair to me considering how effective a master he can be when used effectively... Serious crew boostage from turn 1
  4. That said I can see his point... It is rather abusive. These days, for me anyway, chompy is no longer the be all and end all of the dreamer crew. With the added stipulations to bringing out chompy, it kinda forces a more strategic standpoint when bringing him out and when to leave him/dreamer exposed out of activation order. Which I believe is both a detriment and a blessing in that it brings all kind of new feinting and baiting ideas while at first appearing to just limit them.
  5. Didn't night terrors used to be nightmare spirits?
  6. But then again, I suppose that kinda fits his flavour... A nightmare that none of the neverborn can hire... Except the cute blonde kid from earthside... Some kids have strange dreams
  7. Tht said the slow makes no difference in this case because the dreamer would have already activated and wouldn't get another activation anyway... And if brought out with (0) sleep my child, he doesn't get slow anyway... Just no activation the second time round
  8. Ah right! I see... You are going off chompy being the first (out of dreamer and chompy) to activate that round? Can see how it would work that way round, although I don't like the idea of leaving dreamer unburied with slow (If no student), with the opponent to take his activation, right where you have just needed chompy... Viable tactic, and because of the scope of a complete tactica, well worth a mention. Although for me, a very scary thing to attempt. Really don't like leaving the dreamer exposed out of activation order anywhere never mind somewhere where chompy has jus needed to be... Unless of course he solved the problem Has anyone spotted anything that hands out the nightmare ability?
  9. That's exactly what I figured, but then I didn't notice why Adran pointed out about it being a new chompy... One activation per seperate chompy summon
  10. awesome write up dude! just one thing that i could be very wrong about anyway... You wrote: Restless Dreams As a sharp counterpoint to the expensive alternative, for only 1SS you give Lord Chompy Bits a quite useful ability: Melee Expert. Since the Tyrant is only a Henchman, this gives him 3 AP to work with on his turn and you'll be surprised how far it goes. Restless Dreams also adds the stipulation onto his shooting attacks, either from his printed card or his upgrade Toss and Turn, that they all now grant Waking +1 (provided that Lord Chompy Bits hasn't activated already this round, as to inhibit the shenanigans of activating with him, burying him after 3 attacks, bringing back the Dreamer who shoots 4 times and brings him back out for a second activation.) im pretty sure that unless he gains reactivate then chompy has already has his activation and cannot have second one
  11. Yep that's true... Unless the card/ability states; "completely within" then only a small part needs to be in there... "Completely" means that no part of the model in question can be outside the radius
  12. Wow! I've been searching for a way to summon a teddy with the dreamer but it is my understanding that he can't without somehow gettin a bonus to his casting... How do you do it?
  13. Nice though... I'm gonna give Lazarus a run out with the dreamer this weekend
  14. And I use the twins more like an offensive edge... The ability to just pluck them from thin air for a spell can be a game throwing edge at times... Not saying you can't drum them up to take some flak... But sprung in the right situation those two can cause serious problems
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