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Raising

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Everything posted by Raising

  1. i disagree. some masters arent able for imitiates. unless is a hardcore game that enjoy studying the rules more than the game itself. one thing is understand how to play and other "see" the implication of the actions. some are straight forward other are to fit in a strategy being X inches away for a reason or watever. any master that manipulate the deck is a bad start. because you can play a lot of other masters without aunderstanding deck / hand optimization. just an example
  2. double bss and vasilia gets you a mature on turn one and the second on turn two before its activation. thats 20ss and a lot of focus on the crew ( layers like it)
  3. cyclops also are enhanced by hepatomancy. incresse greatly the chance for not using a card from hand for a pilar and for the second pilar you old ways and recover the used token. also keeping them close to kaldweist means instant healing that damage and. add the pushes from them. leaving no need for a walk and just pilar spam
  4. will absolute zero generate a ice pilar from a strategy marker? I think it does since you can target those markers to be removed anyway. is just that it doesnt happen
  5. one extra thing to apreciate is the the bonus action "move" ice pilars in area. is not much but can be extremely usefull sometimes
  6. one thing about the heal, is that it heal any savage at 4¨ of any dropped ice pilar, so those pilar created by the trigger when removing markers will also create a healing aura, increasing considerably the range of the heal. any model that is 5¨away of a marker will get healed if you place the initial ie pilar 2¨away o the marker ( 5¨because you can place the new pilar a 30mm base closer). In the ideal situation (and ounting only 3mm makers) the heal could have a efective radius of 2¨ + marker base( 30mm) + new pilar base ( 30mm) + 4¨ = 7.6¨ thats really big
  7. for what you said your marcus es was 6" + 40mm +6"(13.6") away from the target. In order to push harder that range myranda could acomplice into him after moving him into that range (given you use other model to get mutations close to the target) and placing a 3rd mutation on him. since acomplice is. 6" having marcus close enought to myranda you could add 6"+40mm(7.6") to the previous range landing in 7.6+13.6= 21.2" measured from myranda having any model with at least one mutation in position for chimera strike. (Grootslang. with armor maybe in neverborn). thats a stupidly big murder area, even without severe damage you ae looking a 4min damage 3 attacks. and you cant really mimic it with marcus1
  8. sorry. by less hand requeriments is that I aim for a weak +2 damage instead of a severe+2. good point about doing acomplice from myranda if the distance is right. I didnt intent to undermine your performance. Just started wondering when can a Marcus1 to deliver somecing similar to what you did
  9. I see . he could just step away from myranda to prevent such insane damage. thanks you for the insight. on normal marcus I do a buch of min 4 damage attacks with initiates with dire consecuences. and way less hand requeriments. Is part of what I like from it. also I play more in neverborn. so a lot of diferences
  10. can you get in more detail about the turn 2 marcus almost killing parker? did you have a exceptional hand for it? what list did you use? how much efort did you place on placing mutations?
  11. i've been thinking about Anya 2 disabling capabilities. lock down is a brutal given some setup. for example. obey in to corvis to charge and drop a scheme marker with his trigger n the oposite side of the enemy model(at least further than 1" of corvis and if posible at 1" of any other enemy model) the summon a drudge right on top of it. then lock down that scheme marker. since the model got staggered from corvis attack a 5mv model wont disengage with a weak on damage from the dredge(5-staggered-2 =1) with winston is mostly the same but slow instead of staggered then try to push more enemy model inside the no attack zone
  12. good for me. some interesting interactions could come from that but both hace pros and cons
  13. true. and with melee attacks? if the elemental charge . does the generated melee attack comes from the elemental or the academic?
  14. and also make banasuva charge first to reposition Edit: maybe the attack generated by the charge isnt from the academic but the elemental...
  15. take notice flurry isnt as atractive as usual. blizzard from the ice golem casted from an academic ... does it create the area arround the academic? using concentration by. an ice gaming in range of banasuva. will the range for the demise be calculated from the academic?
  16. also islike havig a 4 actions master also banasuva can obey sandeep. and its toss can be brutal
  17. Agree with the kaltgeist interest. they also sinergize with euripides in that when you do damage to them to get more heal and ice pilars you get also rune tokens. Enabling a really agresive use of them. also they can move your crew a lot saving a lot of activations. For example , start with 3 tokens (easy having people use the old ways) aetheric gaze spend 2 tokens triger aetheric gaze spend 1 token Heal and damage 2 kaltgeists, get 2 tokens aetheric gaze spend 2 tokens triger aetheric gaze aetheric gaze spend 2 tokens triger aetheric gaze Youll probably get 1 or 2 extra by using oldway with himself ( and getting it healed afterwards) mess with enemy deck at least once. Avalanche: I see this skill extremely powerfull with the right setup. Means you can create a defensive wall close to the action area from where to hide a model, then you can throw that model forward for plenty of damage. placing staggered on you enemies enhance this a lot.
  18. Absolute zero next to two kalgeists means healing them for the same damage they get, placing 2 extra pillars and ofcourse healing every one arround. This healing skill is really relevant as the crew use health as a resource itself. If you pay atention to the skill, the heal is not at 4¨of the dropped market but any dropped market, does that include the markers "created" by the trigger? since per the rules creates is like dropped but with extra restrictions (in fact you "create" an ice pillar so no doubt)? the healing area could be in the best scenario 8" arround the origial marker. for a really big amount of health since there is no limit.
  19. why whould the new desth marshal keep the upgrade?
  20. thats not as clear as id like it to be. is one per activation for all or one per activation and model(as a lot of effects are)
  21. but is not as easy to build up poison vs burning. any way i think it should be limited to max 3 damage
  22. if kaeris skill whould be "always" , you could target her with immolate in order to deal 5 damage without oposition
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