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Smokey616

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Posts posted by Smokey616

  1. Phew here's me thinkin I missed an unnecessary stitched cuddle!

    If a model is tall enough it doesn't need to provide cover because it will block Los ( like I dunno... Stashing a nurse behind 2 fleshies)

    But I was more kinda referring to models with obscuring effects... The only ones I can think of for neverborn are stitched an lilith... Crooligan kinda effect

  2. As Adran quite rightly says chompy can actually claim cover from a height one wall... Or say even friendly model in front of him... But I do agree hiding Chompy from LoS is an almost impossibility aside from huge buildings... One method I have used is the stitched right up close to the opposition... This can block a wide angle if the enemy isn't above height 3 and they are again within the inch of the stitched aura

  3. To be honest... Out of the possibles you've suggested I would also recommend lilith as an awesome starting point, much like Dita. They are both pretty fun crews to start with... A few funky tricks, coupled with a massive possible damage output... And she is also a very forgiving master for a new player to come to terms with... When you make mistakes with lilith ( and Dita + others ) she is defensible and elusive enough to recover from it... I've been a neverborn player since 1st ed and although I've never actually played with lilith, I have seen her used a great deal and know exactly what it's like to be on the receiving end of her... Anyone who can pluck an enemy from 12" away without even needing LoS and stick them In front of a mature neph gets my vote. :)

    When my group first started playing, I remember a friend being most upset for buying pandora over lilith after he saw her used.... Same friend a few years later after a whole lot more experience of the game, hardly puts pandora down :)

    Purely based on what you have said though, I recommend lilith... The relationship between experience and performance becomes a lot less important with someone like her or Dita...

    Although that's only my opinion of course ;)

  4. Adran - Sadly, we cannot activate two Chompy's in a turn. In your example: summon Chompy turn 1, activate Chompy turn 1, then activate Chompy turn 2 and sacrifice him to bring Dreamer out. Now, when you use SH attacks from the dreamer, it will not increment Dreamer's waking, because the Restless Dreams upgrade states that he only has the ability as long as LCB has not already activated this turn.

    Smokey - It is always favorable to target an already activated model, because they won't be activating to strike back (unless obeyed, etc). I wouldn't hold back too much on Chompy, as has been said, he's not real easy to dispatch. Remember to keep a disposable nightmare nearby for dreamer to pass wounds off to if survivability is a primary concern....such as going against an assassinate scheme.

    As for Teddy delivery: I like to give him the On Dreaming Wings upgrade and push him with Daydreams/Dreamer. This gives one a flying teddy bear of doom that just wants to hug.

    I hear that! I think I prefer to go for unactivated models... Just to really take the jam out of the opponents doughnut.... In some cases I'd also argue that it's way more imperative to go for a model that hasn't activated, maybe to stop him scoring/attacking your models but then that is situational and if the model really needs to die

  5. To summon Chompy every turn you need to get to waking 4. There are several ways it could be done. He gets Waking by summoning models, and with his upgrades by shooting , and also from his defencive trigger.

    The easiest way is to summon 3 alps/daydreams in a turn, and then shoot something with his Ranged expert. If you give the Dreamer fast then he could just summon 4 times. Shooting 4 times will also work, but as you say he has got to damage 4 times.

    There is no way that I can think of to activate Chompy straight after the Dreamer, but I really wouldn't worry about it. He isn't that easy to kill. Its possible that he will die in the activation before he gets to go, but your oppownnt will need to use one of their best models to get that sort of damage in one activation. And you can just summon him again another go. Because everytime you are summonign lord Chompybits, every single time you get a brand new one regardless of what happened to the old one.

    Its possible because of this to summon Chompy in turn 1. Using him in turn 1. Use him again in turn 2, then sacrifice him to bring the dreamer out, and summon Chompy again in turn 2 and activate the new chompy. Repeat this every turn (if you can) and you get 9 activations of Chompy in a 5 turn game.

    Its not easy to ensure, but it can be done.

    Wow!! So it is! That is pretty goddam awesome to be fair! Thank you!

    I'm coming to terms with the fact that chompy probably will die a few times every game.. I suppose I'm just so used to trying to hit with him then get him away safely but I suppose the new summon thing just means he'll keep comin back again and again... Bouncing chompy :)

  6. Smokey - Dreamer has two primary play styles with more subtle intricacies within each.

    First; you can play Dreamer as a summoner with the Dreams of Pain upgrade, and use him to summon nightmares to throw at the other crew and schemes. Particularly good for strategies such as Reconnoiter. The nightmares come in with a single wound and slow, unless you get the trigger to remove slow. Dreamer has built in healing that corresponds to his waking condition.

    Second; you can play Dreamer as Chompy with the Restless Dreams upgrade, often taken with the Tantrum upgrade, which will allow Dreamer to transform into Chompy within a single activation.

    As dreamer, don't forget Dreamer's Empty Night ability to support his crew...specifically being able to remove a condition and cast it again for free. Imagine this: summoner dreamer: summon two nightmares, use Empty Night to remove the condition from both, then either push one, heal, or give one fast and then lower his waking condition. Now when those nightmares activate, they will heal two (and if you summoned the twins, additional healing takes place. Don't forget that you can use his Daydreams to do more movement shenanigans with their pushes.

    With regards playing dreamer as LCB? Am I right in thinking he's got to successfully damage 4 times with twist reality (once with the ranged expert upgrade, and the rest of his normal ap) then chompy is unleashed with the opponent to activate, most likely with chompy close enough to attack on his activation... Maybe even likely that if you are trying to take out an important model then your opponent will be given this breathing space with which to come up with a solution? Any ideas for keeping him safe for that activation before he gets to kick ass? Seems a little difficult to have chompy in front of an enemy with all his ap left rather than spending some to get there... Or is he best reserved for goin for an enemy that has already activated?

  7. I've done it 3 times in one game :lol:

    Like StaticVortex said, don't forget Empty Night. Aside from summoning that is the action I use the most with the Dreamer, it's an amazingly good buff.

    3 times!?!? That must have been absolutely soul destroying to be on the Recieving end of :) I like :)

    So I'm assuming the preffered method of cuddly toy delivery is now to stash him behind a stitches for a sprint to get him engaged as quickly as possible?

  8. Ratty - cheers for the heads up! I haven't seen tannens m2e card yet but I'll keep more of an eye out for him now. Lunch and friends never really interested me... But then I never knew Mr Tannen could spoil someone's day like that :)

    EternalVoid - So it's your fault I can't summon a teddy with dreamer!? You could have at least kept your luck with RJ's to yourself until the wave 2 beta was finalised ;)

    Although I can see why... No body likes being woken up by nightmare Rukspin :)

  9. Excellent thank you guys... Some awesome points and ideas.

    I suppose more than anyting the changes to him have made me think more about his approach at the start of crew creation... As opposed to turning up as the dreamer and being able to fulfil many roles and generally be a complete spanner in any crews works, just through sheer vicious versatility, you have to plan and hope to stick to it more closely... Just a shame he can't summon Teddy :)

  10. Ah ok... So what advice came you give for ensuring that LCB doesn't get eaten? 7 wd, df 5 and no H2W is an easy one activation kill for certain models and you know your opponent is going to be looking for it... I suppose you could to some extent use that to your advantage and leave chompy out in a questionable area just to get you opponent to commit and put models where you need to trap them... If we can just summon a new chompy every turn then losing a couple probably isn't such a bad thing :)

  11. With regards the burying thing... I just meant are there any models you can think may help with the burying or unburying of certain models... Namely Some kind of non LCB beat stick (maybe teddy)? I don't really like the idea of having LCB unburied somewhere and having to wait an activation to hurt someone... And I suppose with my limited dreamer experience I see him and LCB as being very similar to seamus on the offence these days.. The timing is crucial and steps need to be taken to make sure he doesn't die... (Like using him with lilitu to lure them away from safety before chompy starts) I've not really looked into Tara's crew properly. I know she does some funky things but are they dreamer relavent?

  12. Question!

    If you elect to tie a WP duel against a friendly model, does it still count as failed for the purposes of other models in your crew? For instance if you had a battered up seamus, could you back alley him to a safe bunch of say three belles and just spend their activations luring seamus around and healing off his own failed willpower duel?

  13. And if you have the upgrade that gives him accomplice does that mean that once you've summoned LCB, because its end of his activation choppy gets to go next? Or does that not effect because he's been burried rather than ended his activation in play?

  14. Hey guys... M2e newbie again.

    First crew I ever bought when I started playing first edition was the dreamer... Mainly due to the awesome LCB sculpt looking so cool.

    But after about three games it became quickly apparent that I wasn't going to get any enjoyment out of playing with him because it was so easy to just devour the whole opposing crew while being almost invulnerable... So he took a back seat for something less boring to play against for the game buddies...

    Now he's been rubbed with the cuddle end of a massive gnarled stick and it looks like he could be fun again.

    I realise this has probably been asked over and over but I can't seem to find previous threads, so I thought I'd just ask the dudes in the know.

    Any ideas on making the waking thing tick a bit quicker, or maybe more importantly, better timed?

    And any ideas for using other models with him that could possibly help with the burying side of stuff?

  15. Sweet Jesus!! I never spotted how that slap can be so cool!! And to be honest I've never really noticed the instant kill on the cck. But then I can't say I've ever had him within 1" of an enemy unless he's just been charged and about to get eaten... :)

    The only problem I see with the nurse seamus thing is the fact that the nurse would slow seamus down in the early stages (like scoring vps with him early), but if someone's close enough the nurse/accomplice/seamus thing could be quite nasty

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