Jump to content

Ludvig

Vote Enabled
  • Posts

    6,817
  • Joined

  • Last visited

  • Days Won

    46

Everything posted by Ludvig

  1. I have a Lynch crew and now I can't make a TT list without a beckoner. 😅 Mei Feng might do without one once metal gamin are available again.
  2. Go hard into the enemy crew and use shockwaves from Rafkin/Sebastian into the clump? Could poison your own, could draw out cards or poison enemies. A savvy opponent will focus on a single model at a time so there might not always be time to heal off poison anyway.
  3. With the glass cannon nature of a Perdita crew the pass tokens might actually outweigh the totem when I think about it. 😂
  4. Still haven't faced Schlong so I can't offer much except that not all terrain needs to hinder movement. Some could just be dense concealing stuff like fog banks or smoke.
  5. Compare it to Penelope who buffs all themed models near her and can give a keyword model any action you like for an unsuited seven. If the neph had that it could force a concentrate which would also push the friendly without needing to cheat a tome in a crew where each unused low card is a full action on another model. It's basically got anti synergy with the theme. The mech attendant can push all friendlies instead of one and ties into the power mechanic for Hoffman while having armour +2 and able to scheme. The scribe has an amazing cheat aura and can pop back up focusing everyone within 2 if the opponent doesn't one-shot him. The printing press gives you a larger hand. I could go on about good totems. I agree the neph is probably better than a pass token but compared to other totems it seems like a missed opportunity to offer so little to the crew.
  6. Thanks! I was thinking I'd pull McCabe up with a ninja Beckoner and if I get the time trigger that extra movement on the Jorogumo will make a difference to my action/card economy. Masked agent on McCabe should get him and the spider psycho pretty much into the enemy deployment zone turn one if someone won't come to me. Edit: I realised spiders can't ride horses so a kabuki warrior might be better. Their negative to willpower duels let's you blast off a relic with "Careful, it's cursed" and actually have a decent shot at injuring enemies with it. It also has a pretty good attack and decent defenses.
  7. Randomly browsing last night and was suddenly blinded by the bright cheerful white. I can't find where to switch themes back to black because I'm obviously tech illiterate. Please [INSERT USERNAME] you're my only hope!
  8. Any tips for out of keyword beaters? I want a melee beater but can't keep track of all the TT stuff. A couple of the more expensive minions seem like good canditates to ride with McCabe but maybe a good hench or enforcer will be worth the lost upgrade possibilities?
  9. He's been doing well for me in family crews but he's not at the level that I'd swap anything out from another crew. He barely needs to walk all game and can still put in a couple of markers towards a scheme if your other runners get taken out. His cost makes him able to grant actions to Papa or Nino or he can follow Francisco around to get more ap. I've got your back only requires a four(!) of masks. If someone engages him you can charge in another model and have him use it on them just for more attacks. 😍 People usually don't count on you shooting when engaged either, you can charge into an engagement where you friend is already and use it to shoot at their backlinje.
  10. I usually go first or very early with Hoffman turn one so I can give everyone a power token after painstakingly deploying everyone with a sight line and within 6". He slaps fast on two things and the guardian. Move around some small stuff to unblock lanes and waste activations before throwing Hoffman and two unactivated constructs up the board. A six inch radius is a pretty massive bubble so turn two I usually get most models in the bubble and go early with Hoffman. If your hunters aren't doing some far flung scheme you can use the end of turn push to get back into the bubble for next turn. After that I usually don't have a lot of models in the bubble depending on what I need to do, sometimes you want to hold the center anyway so you have more of a bubble. Hoffman usually doesn't need to be behind anyone, he has armour +2, protected and can use soulstones. I have tossed him at people to give the guardian a ranged attack of sorts and set Hoffman up for doing some more damage on backfield models. His weak isn't all that but his severe equals LJ hitting a crit strike so a point of focus suits him well. The totem heals and moves whoever needs it, usually not Hoffman for me, after the toss he barely needs to move unless he is charging. You're likely to have a few models within walking distance. The heal is a zero so it hardly matters if you start within 3" or 13", just go to where you need to go. Power tokens usually get used for positives to suck the enemy hand out and hopefully cheat last. If it's a bigger model that needs a suit and I have already dedicated myself to cheating a card of the wrong suit from my hand for a guaranteed hit I will use power for the suit.
  11. Each group usually has the most hated faction, often because the strongest local player plays that faction. I think the arcanist hate is a bit of an in joke for that podcast. Towards the end of m2e Sandeep was over the average curve in strength so some of that perception might persist but m3e hasn't really been out long enough for most players to even figure out the really sick combos.
  12. I think you underestimate how willing I would be to bleed my own crew to get ping damage on enemies. 😁 It's a pretty good trick for causing the last couple of wounds on a target with annoying defenses, especially if they have access to healing. Peacekeepers, riders and certain masters come to mind. The nephilim can't take a hit so I'd usually be dead in a single activation anyway, might as well go full glass cannon.
  13. Black blood happens after a model suffers damage. That seems to be immediately after the event causing it. If an attack does damage in multiple steps that means I could cause black blood damage several times in one attack action? For an example see Mei's little forgeling that applies damage and burning and can then trigger to remove a burning for one point of damage.
  14. As long as Juju is within range for her to draw the Los from it that should be fine. If you need someone else's eyes you're worse off.
  15. I tried the Myranda list but didn't have all my models so I modified it and played two games. Had Myranda, a magically trained cerberus, Crocket and an arachnid swarm. Left me with a 2ss cache as well for a significant card advantage. Crocket didn't do much because I stupidly built the board with a big building that my vendetta targets choose to hide behind while crossing the center line in both games. He goes down fast and lacks mobility so I might have to reevaluate him for an enforcer that can actually kill something and get bombs down. The cerberus performed pretty well although both the opposing crews had terrifying which was bothersome. Myranda lasted very well so I didn't give up any points on assassinate. The arachnid sauntered over and plonked a bomb down in both games. The star of the show was the cerberus. I had Myranda move it up and walk along to give it the defense buff turn one, she applied camouflage to herself and held of the shapechange. Then the cerb could walk, get a bomb out and leap+attack an exposed enemy runner in both games due to luck with crows and opponents forgetting Myranda could move it (the free leap attacks on isolated models might not work in the long run). Won against Aionius and lost against some big TT ghost Oni thing. Ama No Sako perhaps?
  16. I'm a bit condused about tokens on multi-replace effects (several models combining into one). If I have three models with tokens on them and combine them into one, would the new model gain a single token or do I combine them all? Conditions are specifically mentioned in the multi replace rules but tokens are not. Semms sort of strange if you lose tokens.
  17. Miners and arcane reservoir are strong incentives to go arc. You can get butterfly jump on two models from the mutation upgrades anyway and that seems like the tastiest upgrade in neverborn for me. Some people also swear by soulstone-using cerberus that give each other positives when they stone for onslaught and regain one SS each if anything dies near them.
  18. I keep forgetting m3e stuff like burning not going away and condition kills helping in reckoning. A savvy opponent would be bringing some condition removal so you need good target priority.
  19. My local Justice/Lucius player uses her a lot. Just the aura removing suits after cheating and mirroring any damage done to her has been a right hassle to deal with despite not having summons or buried models. Well worth 8ss and quite possibly nine ook. Pretty good against the dead rider as well in a guild-guild matchup.
  20. My opponents know I don't own the jury. 😅 I might have to make a proxy.
  21. An inch is 25,4 mm so I guess the two inch push + 50mm base is 8mm shy of clearing the 4" zone for another interact. 😭
  22. Not sure how familiar you are with everything. This may be old news to you: One random piece of advice is that claim jump with a guardian is amazing. You might need to make it fast turn one to get up there (I usually toss a couple of models to apply pressure to the opponent). Go to within 2" of the center point and use scatter as your very last ap of the last activation in the turn and all enemies push three inches away without a resist. You need to know if they have abilities that can negate this though so knowledge of the enemy helps. The guardian is also pretty tanky and can get some heals while bashing skulls in so you have a shot at the second point. You know constructs can target themselves with transfer power as well? Always keep a power token on anything that wants to run schemes so they can get out of an engagement (or push close if the enemy locks you in melee without you reaching). Perdita does not like arcanist Hoffman with diesel engine on a couple of models.
  23. You must truly be desperate to come to us for help. 😂 I'd recommend focusing on one master except Hoffman, you need a lot of games to become familiar and git gud. I think Hoff is pretty versatile but he struggles vs wp heavy crews so maybe complement him with a crew that has decent willpower. I believe he has killing covered pretty well so maybe Lucius or Nellie for scheme and control nastiness? Edit: I guess if you run Hoff as an arcanist every now and then you could use soulstone miners with him (although I would never recommend such a treasonous path).
  24. Against ranged crews or crews with aura actions that buff friendlies her smothering flame can be handy. Her blasts can punish crews that bunch up a lot. I'm not sure her keyword really excels at any strat compared to others, she's killy but the keyword isn't super tanky so reckoning and Turf war seem risky.
  25. I have Wardens and a peacekeeper as well so I guess I have one model at stat 5 except Hoffman. Riotbreakers are also wp 4 but I don't have them yet. I'm working on the stuff from my Ramos box but I haven't had much hobby time but many dumb projects I'm trying to finish. Joss will be a nice addition but the steam arachnids are also wp 4.
×
×
  • Create New...

Important Information