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Hermitpermit

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Everything posted by Hermitpermit

  1. Only when it ends do you decide who goes next.
  2. They all get to go at the same time and act in concert if you choose. You have room for some more stuff if your running more then 25. Its a durable crew thanks to object and if you play to each of their strengths, they are a workhorse. An example Coloddi gives them all fast and gives Mysterious And Brutal melee expert and nominate one of them to go after him and the marionettes. They melee stuff and the effigy of your choice goes next an let's them all go thanks to Aetheric Connection. They clean up what the marionettes start.
  3. The best thing about those dolls is their wicked intentions triggers if you body lock them from even moving an then beating them to death. Even if you get them there at the end of the turn and it comes back to your initiative, you can use the malice trigger, slow them and do 2 non preventable wounds. If you have a factory of those boogers, they can keep you goin forever. Oh yeah and they are medics
  4. You get a larger benefit taking the weaver with 2 effigies and 2 wicked dolls and summoning more wicked dolls.
  5. I use the widow weaver in my Collodi list since she can actually get stuff done and survive. She is a great janitor after stuff starts dying and you don't even to thread into nightmares since Marrionette and Stitched smash do the job for you. She also makes kill protege for yor opponent impossible because she doesn't have to be in the thick of it to be effective. She could even be a troll and dump wicked dolls every turn thanks to Hags Toys and throw them up with the big man and start usin Wicked Intentions. Also don't forget we breathe life. Tldr She adds variety to a list where it's desperately needed. Also for 35 as games what else are you going to hire
  6. Neverborn Crew - 25 - Scrap Pandora -- 6 Pool Primordial Magic [2ss] Baby Kade [6ss] Candy [8ss] Doppelganger [8ss] My usual Pandora list.
  7. List A because Jack Daw is a Cave Troll and so is Dreamer/LCB
  8. It has a magic blade, a gun, and lets people make a healing flip.
  9. The problem with the list you have there is that linking the sorrows to the rider costs him 3 wounds that you can't heal back. Just link them to Pandora, have the totem dump Dementia on herself and go go gadget move speed. I have yet to play with Iggy but he seems like a good unit. Rider is solid cause he can put on Night and murderface the guild or anyone with a gun. I prefer Teddy but that is my opinion.
  10. Game is a blast and the books are quite expensive. I have both Necropolis and Metropolis and played a game of it. Game was most fun I played in a while.
  11. The second bioshock was a good playthrough. Other then those mentioned, I don't know much more on the PC.
  12. As far as the effigies go, the Arcane one looks fantastic for him as it gets him more AP to cast stuff and more cards. He isn't a slouch and the ressers effigy ain't bad to take away those pesky immunity's. Other then that, the guild one seems lackluster unless you want a gun, the neverborn one masks fate flips which is cool, and outcasts like making jokers go back into your deck. For collodi, this is how I would rank them. 1. Arcane 2. Res. 3. Neverborn 4. Guild 5. Outcast
  13. I have recently started Collodi and have some words of wisdom. I have used Wicked Dolls twice and not once and regretted not fielding them that one time as Collodi almost died. Field at least 3 of them because their healing being 0 and with them having fast mean they are like lightning support. They can also sac each other to kill that one unit the marionettes and stitched can't quite kill. Here is what I run for a 30 point game Collodi Marionette 4 Stitched 3 Wicked 5. Everyone else is rare and I filled it up with them as they make fantastic meat shields for the stitched and wicked. Fill your most up front minions with stones. Collodi don't need no soulstones so fill up your army with wicked and never look back. Especially when everyone else has a rare cap and they all fit together like a massive puzzle with the wicked as their glue.
  14. Keep in mind Collodi can really help out a Stitched to make them a monster. Consider the stitched with Fast can run up to you and help his master with gambler + gamble your life if your within 8 inches. For more nightmarish effect, he can give those little buggers filled with stones and if he is smart +2 willpower for being in his aura. Thats a gamble your life at a start pool of 8 and a gambler that does the same. If you see that 4 armed man running around, you want to kill it with holy fire, then worry bout the stitched. Unless he himself is filled with stones, then kill him anyway.
  15. Even though that may not be how the game was designed to be played, it is still very fun to play at those amounts of models. A bunch of us play 2v2 100ss per team and it's a blast. You just gotta understand that you are throwing out any sense the game makes and playing it to have fun. I would highly recommend it though if you haven't done so before.
  16. I only recently started to use Stitches and mother of god they are a pain to understand. This thread does clarify a lot though, thank god for rule wranglers.
  17. I had the option to get one of those Nightmare Teddys, I am personally not a fan of skinny Teddy. I enjoy the bigger beefier one with the heart. Just a personal preference I suppose, but I like the fact that Teddy stands there like a bouncer that won't let you into anything but inside it's teeth. I like your paintjob though, especially that glow coming from the eyes.
  18. Deliver a message is really one of those Strategies that are a pain because you have to plan out your one unit with high defense and movement right next to their master, let the turn end, and win activation which can be pretty impossible and you may as well soulstone it away. I dare anyone to have anyone stand next to Criid and let her activate next or frankly any other time before that. If their team has any kind of activation before you can, your hosed.
  19. Tried the twins, they seem to be solid but they really need to be working as a team. If you lose one, the other is almost certain to follow and for strategies that involve keeping one or both alive will be hard. A Kill scheme against either one means they will be hosed and with them totaling 14 points, you can almost do better with anyone else. I wouldn't doubt they would do well with Lilith and other Nephilims, but as a Woe, they almost seem lackluster.
  20. We have a Dreamer player and he doesn't currently play the alp bomb list although he is considering it. It's just so unreasonable to consider that all he does is literally sit on top of your units and let you die. Alps can be stopped with AOE or the fact you just keep them busy by dropping JuJu on their head. Also Copellius seems to be kind of ridiculous and used like some kind of sledgehammer for living units. To be honest though, every faction has some kind of silver hammer beat stick. If The Dreamer's hammer is Copellius, it ain't too bad. The fact that he makes Alps can be a pain in the ass too so you have to watch out for it. You can put bait in front of Copellius and kill him with other units and accept the Paralyze he gives you. Baby Kade has a pretty good chance to kill him. LCB is very strong but he has his issues which make him balanced. He can burn through his soulstones quite fast if you use him as a beaten stick which makes him have problems. I am usually pleased when LCB gets in my face because when he gets pulled back by the Daydreams, they get to sit there for beating. Keep the faith against the Dreamer and don't forget they bleed like anything else Neverborn do. As this is the Neverborn Forum, I like to keep around Juju, Kade, and Doppleganger for the Dreamer cause it keeps them on their toes.
  21. I was looking into Pandora's Unhealthy Relationship and was wondering what people's favorite Woes were for this Unhealthy Relationship. I personally enjoy keeping Candy's and Doppleganger's company but I am pretty sure I can do better then that. Whats your favorite?
  22. This is possible because Wyrd loves doing literary references in their stuff around the 1900 era. Believe it or not, Copellius was a reference to a book character who took eyes.
  23. JD can do the trick as you can put him in front of everyone when you deploy and have him just take the damage and discard a card. If you really want to win initiative, you can Doppleganger for the initiative ability. I have found that when you play against that little child is that they always have a Copellius. Get Lady Z in there to voodoo Copellius and do awful awful things with it with a doppleganger for 3 obeys when he gets in your face. If you guys want some list examples, here is my neverborn crew against that annoying little child. Zoraida/Voodoo Bad Juju (Forget you alp bombs, I have landslide) Doppleganger (Juju punch along with neg initiative) Killjoy (Heavier punches and pretty much doesn't die) 30 Points of Neverborn Face Beating that will have him on the run turn 3 or turn 2 if you devote yourself to the cause.
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