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Drazosh

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  • Birthday 06/07/1986

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  1. Okay, I love the strings. A lot. I may buy Collodi just because of the sheer awesome. I blame you for this.
  2. Brilliant so far; I look forward to seeing your results. I find that the Book 1 Rezzers are often excessively maligned and poorly understood (Surprise! It's occasionally beneficial to START the game with good models on the table!), so perhaps you can repair some misconceptions.
  3. One of my regular opponents plays both, so I will try to explain them some. Hoffman is focused on synergy; his crew defines his abilities, and he makes them better at theirs. He can be surprisingly nimble thanks to Drawn to Metal pulling him along behind his constructs, and Assimilate tricks can make him astonishingly difficult to kill until his constructs - who are usually loaded with Armor - are cleared from the table. He tends to lead from the middle or near-back of his crew in a sort of turtle so he can use his tricks - such as Machine Puppet - to handle problems as they come up. The Watcher(s) and the Hunter, if included, may range out a bit, though. Constructs are his thing and, while some non-constructs may occasionally come in handy, the core of his crews will most probably revolve around them. He can hire a few of the Arcanist constructs, though, so he does not lack options. Ramos, on the other hand, tends to lead from the extreme back; many Ramos players never bother to move him much from the deployment area, largely due to a low Df, relatively low speed, and generally having better things to do with his AP than walk around. Mostly, he sits back and summons Steampunk Arachnids and Electrical Creations - the latter being more of a floating bomb - to wear his opponents down. Electrical Fire, his ranged blast, can be a surprisingly effective deterrent for keeping enemies away while he continues his summoning. His crews tend to depend less on Ramos directly save maybe the little spiders, so there may not be as much of a driving need to primarily use constructs if another model would be more effective for the situation. Avatar Ramos bears mentioning, as well. It changes his style from the back-line summoner and blaster into a hopping melee beatstick that largely dashes around the table at an absurd speed and bludgeons enemies into insensibility. His summoning remains, and in fact expands to cover slightly larger constructs such as the Large Steampunk Arachnid. Overall, I'd recommend Hoffman if you want to be more focused on enhancing and controlling your crew, or Ramos if you want to be more of a back-line caster and summoner with the capacity to manifest, jump in, and do some damage up close.
  4. At the risk of a spoiler, I must admit... After Book 3, a floating, tortured, nearly-naked man with a crystal protruding from a hole in his chest fits Rasputina and the Cult of December more than one might initially assume.
  5. Certainly. In fact, I assume Zoraida is the reason Aetheric Demands is worded the way it is: the creator of the Effigies should probably be able to have as many as she wants and still keep her Voodoo Doll.
  6. They all (except Mysterious; that'd be redundant) have Other Allegiances [Neverborn], which states that they can be hired by Neverborn crews at no additional cost. That'd cover Lilith. Of course, without a special rule like Collodi's for Special Forces, a Neverborn master would only be able to hire 2. Perhaps that's the confusion? And yes, Aetheric Demands specifies "Non-Neverborn," so totems should be fine.
  7. That is pure awesome. Something about Ramos just inspires this sort of thing. I must admit, when I first saw the art for aRamos, my first thought was... It haunts me. Edit: Dead picture! To resolve, it is Invader Zim, with spider-legged backpack. Yes, I am ashamed.
  8. For me, I would have to say Dr. McMourning was the model that initially caught my attention. Just looking at the model, I can always hear the quirky voice he's developed in my mind saying "It's time to operate!" Of course, I've developed a lot of love for pretty much the whole line since then, but he was definitely the one to grab me first.
  9. Hmm. I would definitely say the Essence of Power is a must. I love the Wendigo thematically, truly I do; something about a vicious, fuzzy little ankle-biter running around will always make me smile. The EoP actually boosts Tina's spell damage, though, which is so utterly perfect for her that it is hard to pass up. Beyond that, Snow is a great boon for her and is definitely a worthwhile purchase for any Tina crew, though their high SS cost may make them hard to fit in for the smaller games that invariably make up the earlier learning process. Still, the mobility and utility they provide can make a good crew great! Otherwise, you may want to look outside Tina's theme for extra models. I have seen people use the SS Miners and Gunsmiths to great effect, and Kaeris, though she may fight Tina for soulstones, can certainly provide a little extra firepower (pardon the pun).
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