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bigbopper

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Posts posted by bigbopper

  1. On 3/10/2022 at 10:23 AM, Arlos896 said:

    I have tried Deacon several times and almost every single time I wished he was a lampad instead. Cool model but just doesn't fit with Reva 2. 

    I’ve only played reva 2 once( so please keep that in mind). I used Deacon in that game. Afterwards I though I’d only take him again for these reasons. 1) his flare up ability and 2) translocation ritual. 
    If I dont think I need them I won’t take him. 

  2. the Whisper upgrade in my experience isn’t enough to compensate for all the discard. It’s crazy the amount of discard you have to do In keyword if you want to get the  full value of their abilities.  Personally I find it the number 1 frustrating part of playing revenant. 
    She can already attack through pyres with her “unquiet Dead” tactical action. 

  3. The main problem I have with reva is that if you stay in keyword you have lots of card discard, with no card draw. 
    I’d like to see final veil allow card draw as well as the heal. 
    I personally don’t mind the burning management. I actually find it quite fun. However I can see why people don’t like it 

    • Like 1
    • Agree 2
  4. 3 hours ago, ShinChan said:

    I've played my 2nd game of Reva since we're not in beta anymore :P

    It was vs Asami. Strategy was Plant Explosives. I ended up winning 6-4 

    Asami's list:

    Soul Stone Cache: 7
    [Masters]
     - Asami Tanaka, Leader
    [Henchmen]
     - Ama No Zako
     - Ohaguro Bettari
    [Enforcers]
     - Amanjaku
    [Minions]
     - Tengu
     - Jorogumo
     - Yokai
     - Yokai

    My list:

    Soul Stone Cache: 2
    [Masters]
     - Reva Cortinas, Leader
    [Henchmen]
     - Sloth
    [Enforcers]
     - Restless Spirit
    [Minions]
     - Corpse Candle
     - Corpse Candle
     - Gravedigger
       + Killer Instinct
     - Lampad
     - Draugr
       + The Whisper
     - Shieldbearer
     - Shieldbearer
     

    The corpse were going to be a problem, that's why I brought 2 corpse generators (even tho, I usually bring 2 anyway). The deployment didn't favoured me much (Wedge deployment).

    The hero of the game was the graveddiger, that scored me 2 points of the Strategy, 1 point fro Dig their graves and 1 point for Deliver a message. He also got me 3ss and killed a Tengu (from whom he got a pack of explosives). His mobility with the Killer Instinct is really nice. He can move 5" + 2" from dropping a corpse marker with his free action + 4" at the end of the turn and still has 1 action left to interact/charge. Another 4" if the Restless Spirit is there to put another corpse marker for him.

    Since I didn't have enough power to kill the models that my opponent will be summoning, I just move him on a side with the restless spirit both working to get me the points for the Strategy, and making sure I could score the second part of Dig their graves at the end of the game :) (which I couldn't in the end since the last activation of my opponent was Ama no Zako to use the :ToS-Fast: action of Asami Tanaka to remove 2 corpse markers).

    The Lampad resurrected up to three times, keeping my enemy busy for 2 turns in order to kill him forever. There was a new Jorogumo on each turn for 4 turns 😕 The bad thing about that, is that since they die with the flicker tokens, it was extremely complicate for me to score the first part of Dig their Graves.

    Reva survived even more than I wanted too (allowing my opponent to score the second part of Dig their Graves).

    The Jorogumos, OMG, it was impossible to kill them and they were killing 1 of my models on each activation, so no possibility to heal.

    Sloth is horribly slow, he didn't have a great impact on the game, but at least wasted some activations trying to kill him. He got 2 sin tokens in enemy model and he died in turn 5.

     

    Good win well done. I’m surprised you didn’t bring Vincent. His crow trigger on his crossbow would have made dealing with those Jorogumos much easier. Lamp ads are card intensive but good. I’ll be running 2 in my next game to see if I have the resources to support them. 

  5. I have only played one game with this crew but I found the RN to be very useful. Its projectile vomit turn 2 was crucial in limiting Howard Langston to one action and that was after he was Given fast by Hoffman. Also handed out distracted and poison two on him and a few other models nearby due to it being focused(thanks to molly) on its first attack. Having a built blank stare trigger is great. It along with stalk got it up to poison six. 

    I would definitely take it into the crew again.  

  6. Hiring  versatile models that ignore armor would be a good idea imo. Hinamatsu and angel eyes have triggers on their attack actions that ignore armor. Serena bowmans twist reality attack actions damage cannot be reduced.

    Pandoras crew also has a answer to ruthless models in the form of the poltergeist. The trick will be to have it in the right position so its aura protects the target of the ruthless model.

  7. 5 hours ago, izikial said:

    As much as I would love some changes I don't think much will happen, they had last book were they could have upgrade patched Lucius and didnt, this makes me think they are either happy with wear he is, or they want to do a change and cant figure out how, the former is more likely. It is a shame, you hear about all these people who play 1 master at a tornie and do great, and sadly I cant ever see that happening with lucius

     

    maybe if we keep this thread going it may draw attention of the game developers? It would be nice to hear their thoughts on lucius. I remember hearing Justin on a podcast saying that not all masters were created equal. maybe lucius is meant to be at the bottom of the power curve, but he can be very frustrating to use. my early games with him almost made me put the master schemer in my minis case permanently. It was like I was trying to fight against Lucius and my opponent. he is hard work sometimes without a lot a reward. surely that is not what they intended.

  8. 4 hours ago, Eclipse said:

    Lucius does not need 'fixing', he's not broken. He needs planning, skill and a strong minion pool. What he brings to the table is unique hire options for his current faction, and this means he is practically more powerful here in Neverborn (imo).
    That being said I do agree that both his order abilities requiring 7+ is a bit too much. Even though Lucius is quite fun having to cheat his every order so that you would have to cheat the action generated by said order and fail is depressing. Like Ludvig said just lower the TN of Issue Command to 11 and the Horror Duel to 12 and things should be much better.

    I agree. If anything he needs a tweak.Wyrd makes those tweaks on upgrades rather than the cards though so I think all his target numbers ect won't change. He reeks of a model that wasn't playtested enough to be honest. I suspect that it was determined that his devils deal ability was more powerful than it has turned out to be. its a great ability but 3 damage that can not be reduced is nasty.

    so after some thought my suggestion is this:

    change his loop holes upgrade to 2ss. Remove the aura ability it is so situational I find I rarely ever get any use out of it.

    put in and ability called something like "that contracts not binding" at the beginning of this models activation it may remove one condition. Maybe he can discard a card to do this. 

    Give him a crow trigger on issue command that heals the targetmodel 2 wounds/ or removes a condition.

     Keeps the scheme marker stuff because as off gg 2016 it's not as good. 

    Again just my 2 cents. 

     

  9. 2 hours ago, -Loki- said:

    I haven't been game enough to send Pandora into a clump yet. I know people say she's super tough (and she is with 10 wounds, WP 7, the ability to use WP as DF and a built in Push trigger on defence) but I just always manage to flip terribly on defence with her. Last game (the game against Lucius) The Judge managed to hit her for 8 wounds because I had nothing to cheat defence with and flipped terribly. Luckily she made the second one and pushed out of engagement range of the rest of the crew.

    Neverborn masters are squishy and Pandora is no exception, but I think you should give it a go. Inflict and the fears given form upgrade could really cripple a Lucius crew. With her activation control you may be able to mitigate the retaliation.

  10. 49 minutes ago, -Loki- said:

    A Guild player in the league I'm in plays him and I've found him fairly hard to deal with. If you're not prepared for what he does all those extra minion actions can be very overwhelming. My last game I managed a draw with him by overwhelming him back with Horror duels with Pandora. He ended up cheating so many Horror duels at the start of his turns to get attacks off without Paralysing that he had nothing left to cheat his minion commands or their horror duels with those actions. Probably could have eeked out a win if I played better, but I definitely struggle against him.

    I'm thinking of trying Voices against him to get long range Paralyses off. Paralyse Lucius and his Condition Removal, and then deal with the rest of the crew.

    That's a good tactic.leaving Lucius with Little to no cards in hand pretty much shuts him down. I wont try commanding presence unless I know I can cheat it. issue command needs a 7 of anything and usually you want a specific suit as well, not to mention what lackeys are for and hidden sniper( if you have taken that upgrade). My most lackluster activations with him have been when he has has had no cards in hand. I know you could say that with any master, but with him I think it is worse. Pandora's inflict action could wreak havoc with his crew if he has them clumped as well. Maybe try that as well next time?

  11. Glad you are finding him competitive. I recently took him to a tourney and came out with 2 wins and one loss. I also found that he could get his points pretty quick, and that losing minions was a given. I would never think to use guild guard let alone 3. well done on making it work.

  12. the only other thing i would say is to get the retributions eye upgrade on a enforcer if you can. Ignoring armour against arcanists is very good. also being able to ignore DF triggers for a activation could be huge. considering that a lot of their masters have them not to mention the mech rider. When this upgrade came out I thought it was anti arcanist.a model to remove conditions might be nice as well.

     

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