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Twg

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  1. Twg

    UK Nationals 2017

    Can you add Zak Foote to the reserve list. Thanks
  2. As a Lilith player I rarely use her to attack and many Lilith players don't take the sword upgrade at all. Lilith's main weakness as stated is her will power so that's what you need to try to exploit. She is a tricksy proposition to take down though as she has many ways to play. I also think your opponent got very lucky with the red jokers.
  3. Top 3 masters..... This is always going to be a tricky one and very subjective. Pandora, Lillith and either/or Dreamer and Collodi. Personally I place dreamer above Collodi. In relation to our henchman. I agree that this isn't NB's strongest area, which probably accounts for the ever popular Nekima. Love the Rougarou. Another great NB minion.
  4. Like Joel said, I don't think much released in 2016 has had a massive effect upon the models used and the power base for Neverborn. Some useful upgrades, but apart from that we were pretty strong with the wave 1 and 2 books. I don't think Titania has been used enough to make a dent upon the top 3 NB masters.
  5. I think it started with Epic 40k back in the late eighties and I have been with GW since. I got into Malifaux whilst playing in a gaming group where someone in our group was really pushing Faux. Didn't like 1.5 and resisted until 2 edition and purchased the Jakob box. From there I tried to restrict myself to just NB....didn't last long!
  6. I have also found the Shaman to be a bit of a disappointment. I think it's main issue is the SS cost and that it competes with some of the best models in the NB range (illuminated and the doppel). I just find that it never really buffs my models sufficiently that it justify its cost and dies to a stiff breeze. I find Lelu, even after his buff, to still be a poor choice unless I'm playing dreamer. I hope to use the Shaman more with a much more BB/Nephilim orientated crew and see how that works. I just find the Nephilim to be a tad to fragile for my personal playstyle. EDIT - Sorry, also love your channel. Glad someone else also makes those type of mistakes and then face palms afterwards!
  7. I suppose it makes sense to reduce the box to 2 models. Shame they grabbed that one, but I suppose it makes business sense to take out the one most people would want. Would any of you have purchased the really ugly one as a LE model?
  8. For me it's a Silurid every time. Although they cost 3ss extra they are too reliable not to take. Even 2 gupps won't get the reiability that a Silurid gives you and the Gupps are very susceptible to the one hit, only having 4 wounds. If the scenario is scheme heavy I will often take one of each.
  9. This is all down to personal preference, but I have never found the Silurid to be an expensive model. The fact that you can leap with a 5 of any suit is massive as you can almost gaurantee this. Whereas the Gupps always need a which is far more difficult to achieve. I have often used both, but Gupps just have never impressed. I'm really looking forward to using the Wisps as I think they will make both Z and Spawn Mother much better and as stated before it does free up Z to do more shenanigans with obey and bewitched. The first mate really does look like an awesome scheme runner and anti-scheme runner.
  10. When I first started to play dreamer I would often over stretch myself in trying to hire the best models I could. On the 1st turn this is certainly possible as you don't often need your high cards for other things (I usually hire in the twins and a daydream to replace the one I sacrificied). In later turns I often go hiring stitched and insidious madness as you only need moderates (9-10) to hire. Insidious' are great scheme runners and stitches are great for summoning as you can summon a stitched and heal it above the hard to kill and then gamble away and hopefully get reactivate. This on 2 stitched is nasty, but will have varying effects dependent upon your opponent. Don't over extend the dreamer and keep atleast 2 nightmares within 3". Another thing is don't let dreamer stay on high waking. Get Chompy out, hit something, and then back to dreamer and heal and summon some more when your back down to zero waking.
  11. The new henchman for Osami looks as though it should present Zipp with a few issues, in that she can charge ignoring LOS and doesn't allow DF triggers. Also a pain for a fair few other masters too! Thanks for the advice.
  12. Can you advise me where the weak points are for this master. I have Zipp, but have not used him or faced him. Joel, you lost once at the Nationals. Was this due to your errors or someone found a weakness in the crew? At present Zipp does look like a very flexible master.
  13. The Rougarou is great with the Knights. Their ability to pull stuff in, combined with the pounce from Rougarou, is death for anything that's activated. I still like McTavish for some great shooting/melee and free AP and then Silurids for scheme running. Leap is too good to pass up and can often result in 2 markers in one turn.
  14. Thanks to Mike and his team of helpers for making this a really successful and smooth event. I echo the above statement....give Mike a break, about 18 hours wasn't too long to wait. The noise was loud in the hall, and in my opinion no louder in the mezzanine than the main hall, but it was hot. Fans may cause more issues than they solve, due to the lack of space and counters and paperwork flying away! Overall a great event with a lot of great people.
  15. Silurids and gupps are great all round models, especially for marker heavy schemes. The mysterious effigy is also a good addition as it's a hardy little minion that gives Lillith a little extra protection just in case. Apart from these you appear to have a good crew to start off.
  16. I think it's an excellent idea. Most people are booking 3 days for this year's nationals in anycase. Your organizational skills have been exemplary and for me if we go even bigger next year it's a lot to ask for someone to take on, as atleast you have been able to scale this up over a number of years. To go 150+ on first attempt is a massive task.
  17. Thanks Dave for a great event. A massive amount raised for a good charity!
  18. Misunderstood the term 'cuddle'. Sorry. @Math MathonwyI honestly thought that the SRM wasn't bad at all and I saw it used a fair bit. I now sometimes see 2. My personal opinion is that this now needs cuddling
  19. Thanks guys. Been looking for the GG2016 cards and now should have them in a few weeks....hopefully.
  20. I find some of the so called cuddles strange. I didn't think either Iggy for Neverborn or The Slate Ridge Mauler for the Arcanists were that bad they needed a helping hand. Also sometimes by fixing a model you make it too good, which in my opinion, the mauler has gone from par to very good and I now see them a lot. The extra movement (including the push ability) and melee really makes it a good choice in the 8ss slot (Ml7 on the hug is nasty). As for balance. I think it becomes increasingly difficult to keep everything balanced as you introduce more and more meodels amd masters. Overall, I think Wyrd have done a decent job with a few slips (Lucius) On a side note I'm not a big fan of the (0) upgrades. It just makes the table untidt and very difficult to keep a track of. I would prefer a new print card in the packs (and online)....they did it for Barbaros, albeit for base size.
  21. I see a lot of Marcus and most of the other Aracanist masters apart from Ironsides. Ressers - Seamus, Ten t's - Brewie, Neverborn/Guild - Lucius, Gremlins - Brewie Outcast - probably Von Schill.
  22. The current system, whilst flawed is fairly simple no matter what the numbers. A 24-30 player tournament would really push your system to the limits. The 128 players at the nationals would make it impossible.
  23. In the UK the book is not yet out for general release. My persoanl opinion is they shouldn't be legel until it is on general release. However, some TO's have said yes others no. It has caused a little friction with some refusing to attend tournaments that have wave 4 allowed.
  24. Not that I'm aware of. Its prefered, but not a must. I'm sure Dave will confirm in the morning.
  25. I saw the Rougarou in a recent game, strangely with Marcus, where it was even better with Alpha. The above scenario did indeed occurr. 2 models failed and each were attacked and then he placed next to the model that didn't. It specifically states after completing all pushes, you then place the model. This was a really great ability and the 4" range means that it really can get a good few models into combat with a decent ml and damage track. Not bad for a (0) action. I was hoping that the BEAST characteristic wouldn't be there. Marcus already has enough options.
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