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Ikvar

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Posts posted by Ikvar

  1. And yet another questions about vantage point, or the lack of it from a hill:

     

    Last night I played on a board where all the cliffs and hills was only HT2, so we were unsure if the people on the cliff would ever be able to shoot down from it, as he would not get the vantage point, and unless the model stands on the very edge of the cliff, the lines from his base would pass through the cliff... But the question is if even the model were to stand on the very edge, would he be able to shoot?

    and if yes, would he only be able to shoot things that are right in front of him, as the lines from the base would yet again pass through the cliff if he was to shoot at anything from the sides...

  2. Got a new question about the Dreamer:

     

    When you use his DF trigger safe in bed, how exactly does it work?

     

    1. The Dreamer makes the duel as normal, but then fails the duel.

    2. The dreamer discards a card to use his DF trigger.

    3. a new duel will now occur with the enemy and new friendly nightmare model within 3, and if the friendly nightmare model have terrifying the enemy will also have to pass the horror duel.

     

    or is it like this:

     

    1. The Dreamer makes the duel as normal, but then fails the duel.

    2. The dreamer discards a card to use his DF trigger.

    3. The friendly nightmare model within 3 will simply take the damage the Dreamer would have taken, no horrors duels or anything else from the friendly nightmare model will be taken.

     

    And will I have to discard a card for every attack the Dreamer wants to avoid?

  3. So just to be clear, he can indeed use it in melee? (I killed lady justice in 3actions doing this, so it's very important that I am 100% sure, as my opponent thought it was very odd)

    Would he even have to randomize if he uses this ability to shoot into engagement then? Or would this have something to do with the sh in the ability and not the pistol icon?

  4. Quick question - the dreamer gets an sh action on one of his upgrades, which makes the enemy model take 1dmg for each nightmare model within 3. However even though it is an sh action, it does not have the pistol icon... Is this a miss print, or can he indeed use this ability even when he is in melee, like if it was a ca action?

  5. Just to make it even more clear- the general rule is if you can see the enemy, the enemy can see you and reverse.

    Furthermore, just one of the models needs to be higher then the wall between you and the enemy for both of you to see each other. This means that no matter how much a small HT1 gremling tries to hide behind a HT2 wall, if the enemy is HT3 you will both be able to shoot each other.

  6. This time I have a question about horror duels- we all know that you only need to do one terrifying duel for each model, so when you have won one, you do not have to do it again from the same model and in the same turn.

     

    But how exactly does this work with abilities?

     

    Widow weaver fx have an attack action that makes the model damaged by the ability, take a TN12 horror duel. But would this then not work if they had already taken the terrifying duel when trying to attack her?

     

    Insidiouse madness also have this ability:

    "(1) Induce Phobia: All enemy models within p2 must take a TN 10 Horror Duel."

     

    Will it only be able to use that ability one time on the same target, as he will be immune to it afterwards?

     

    Or does the fact that they are named two different things matter?

    the passive on the models are called terrifying, which then causes a horror duel. While the other ones are different abilities which then causes horror duels- in other words, is it only the passive ability "terrifying" that enemy models only need to take one time each turn, while I can spam other abilities causing horror duels multiple times?

  7. This will also take away the damage the tot siffers to get summoned by nekima.

    I dont deny its probably not meant to work this way but going after how its worded and the rule book its allow to grow the tot after its summoned with nekimas upgrade: the true mother.

    But it need the rapid growth upgrade model to be in range to for this to work.

    Why would the young not have the 2dmg?

    - wouldn't you summon the tot first, take 2dmg, and then summon the young whom would still have the 2dmg from summoning the tot?

  8. Just to check, because this comes up from time to time, are you allowing Pandora to do her push whenever she wins a Willpower duel, or whenever the opponent fails a Willpower duel caused by one of her attacks?  If it's the latter, then I can see your concern, because she's not supposed to function like that and it will certainly make her more powerful than she's supposed to be.

     

    Can I get you to elaborate a bit on this?

    - I have seen it been said about how she deals out damage aswell, but I am not sure if me and Zkotte have been playing it the right way.

  9. I know there are already another thread asking for help with the Dreamer, but seeing as that was directed at one type of build with him, and my question is more generel, I thought it would be okay to start a new one :)

     

    So I just had my first game with the Dreamer... and I got absolutely destroyed ^^

     

    I took this crew seeing as we were playing Reckoning:

     

    Neverborn Crew - 50 - Scrap
     
    The Dreamer -- 2 Pool
     +Restless Dreams [1]
     +Tantrum [2]
     
    Daydream [2]
    Coppelius [8]
     +On Dreaming Wings [2]
    Insidious Madness [5]
    Teddy [11]
    Teddy [11]
    Widow Weaver [8]
     
    And I think this was his crew(cant remember all his upgrades for Pandora):
     
    Neverborn Crew - 50 - Scrap
     
    Pandora -- 7 Pool
     +Fears Given Form [1]
     
    Poltergeist [5]
    Baby Kade [7]
    Candy [9]
     +Fears Given Form [1]
    Teddy [11]
    Teddy [11]
     
    Coppelius was pretty much useless, and I get a feeling you should only take him if you know your enemy were to bring some smaller and more fragile models for him to backstab. I also had a lot of problems with how I should position Widow Weaver... and the Alps I had summoned got completely destroyed as soon as Pandora got close to them.
     
    Sooo what would you guys have done in my situation?
    - was it simply a bad crew I had taken against her?
    and how would you move your figures etc in the first couple of rounds?
     
     
  10. Yeah, Hem is pretty potent. On the other hand, keep in mind that it is just about Zoraida's only way to really harm enemy models.

     

    I did recently have some pretty good success using Zoraida in a list with Wicked Dolls and some Merc Performers. Being able to really stack up Poison on enemies, and then convert it directly into damage via the Performer's Siren Call, was quite effective. And Siren Call also has an easy paralyze trigger for use with the Voodoo Doll.

     

    But even while successfully, it does require some careful positioning and timing to get it all working. Even with Hem, I consider most other Neverborn Masters to bring a lot more lethality to the table. And keep in mind that Hem can't target Leaders - if a battle comes down to Zoraida vs an enemy Master, she's going to have a rough time of it.

     

    I have played Lilith quite a lot, and even though she has a huge damage potential, this damage can also be prevented in many ways. However with the vodoo doll the enemy will only get one chance to defend themself, and after that you have more or less sealed their fate. With the fire trick you will be able to do 12dmg just by using Iggy on the Doll, and you can use the nurse to paralyze the enemy without them having a chance to defend themself against it. 

     

    Another trick is to simply walk the Vodoo doll over to an enemy model after you have cast Hem on another model, and forcing the enemy model to take a disengaging strike or kill the doll and doing 6dmg to his own model without me using a single AP... and remember you can very easily just summon a new one ^^

     

    And remember that all of this can be done without putting yourself at danger- normally there will almost always be a chance for the enemy to retaliate, but this way you can use Hem 10 away from the enemy, and have Iggy stand 12 behind the Vodoo Doll and still do 12dmg... very few models can do anyhting about an enemy 22inches away :)

  11. I have the exact same problem, and if you look a bit down the page you can even see a thread I made with the exact same thoughts ;)

     

    I have still not tried her, but atm I plan to use her with Bad Juju, as a good way to insure some cheap minions Bad Juju can come out of.

     

    This is the list I am thinking of taking;

     

    Neverborn Crew - 50 - Scrap
     
    Zoraida -- 4 Pool
     +Animal Shape [2]
     +Hex Bag [1]
     +Hexed Among You [1]
     
    Bad Juju [8]
     +Eternal Fiend [2]
     +Fears Given Form [1]
    Nurse [6]
    Silurid [7]
    Spawn Mother [9]
     +Fears Given Form [1]
    Waldgeist [6]
    Waldgeist [6]
     
    Or as an alternative with Mctavish and burning for the voodoo doll instead:
     
    Neverborn Crew - 50 - Scrap
     
    Zoraida -- 6 Pool
     +Animal Shape [2]
     +Hex Bag [1]
     +Tarot Reading [2]
     
    Bad Juju [8]
     +Eternal Fiend [2]
     +Fears Given Form [1]
    Iggy [5]
     +Depression [1]
    McTavish [10]
    Spawn Mother [9]
     +Fears Given Form [1]
    Waldgeist [6]
     
  12. I thought the question was how many cards you discarded when you took the defensive stance general action. Which is always one regardless of how many AP you spend.

     

    Ah sorry I misunderstood the question- yes you do indeed only discard one card even when you use 2AP for :+fate  :+fate  :)

  13. So, I have a 8" charge and Leap.

     

    I want to leap over a Ht 10 wall that's in my way......no problem because I ignore intervening terrain.

     

    I want to leap from the ground to the roof of a Ht 6 building.....no problem.

     

    I want to leap from the roof of a Ht 6 building to the ground..........I take falling damage.

     

    No problem jumping up 10" and gracefully dropping 10" to land safely on the other side........but somehow can't drop off the roof of a much shorter building without hurting myself........

     

     

    Abstractions are fun.

    I have never thought of it like that... but I truly hope you are wrong, as that would be very silly :/

  14. The example on P39 is clear that it's one card even if you spend two AP.

     

    You have to activate all models, "... she must choose and activate..." P35.

     

    Edit: Ninjad!

     

    "It gains the following condition until the start of its next acivation a number of times equal to the AP spent on this action"

     

    ... I would say that it is very clear that you get  :+fate for each AP spent, which means if you use 2AP you do indeed get two  :+fate  :+fate .

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