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vonevilstein

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Everything posted by vonevilstein

  1. They aren't there for fighting though. They can be used for a number of purposes - chief amongst those is messing with an opponents activation order using Life Leech, Doldrums or Melancholy (if you take Depression). I often break Pandora's crew up into small fire-teams - depending on the strat/schemes/opponents this is usually 3 teams, which I find never hampers me for board coverage (even when I use 2 teams) - and there is usually a sorrow in each of those teams. Admittedly against certain Arcanists I'd probably would only use them in Barbaros's team, since without his taunt they would certainly be easy prey. To be fair though, I guess this comes down to play-style/preference as much as anything else.
  2. I don't like the Poltergeist, Baby Cade and even Candy, sure. But the Sorrows I have had great fun with and with careful placement and crew selection they can be great. Don't underestimate them, even against Arcanists. Yup Barboros's taunt + IM will sort all that out. Ca is not something to worry about for Incorporeal if it can't hit.
  3. Yeah you can't really avoid getting a master without getting more minis that come with the box set. Without having to do too much with what comes in the box, Pandora is probably the best ft for what you have - Barbaros, Kade, Iggy and Teddy work well with her. Other options that might need a bit more work are Zoraida (Waldegeists) and The Dreamer (Teddy).
  4. Pandora with just one Sorrow will probably be enough. Misery (1x2)x3 + (3x1) = 9 dmg minimum. At Ca7 vs Df4 a moderate dmg result should be possible in 3 attempts which will give the extra wound needed to take it down (even against a Defensive stance). Take 2 sorrows to be absolutely sure though....;-P Edit: Sorry to be clear, that's a minimum 9 dmg in total from 3ap which is not reduced by armour. In addition if that Sorrow is sitting next to the Golem, the next time it activates it loses that last wound, so you may not even a moderate dmg result
  5. I would have thought that Pandora with a couple of Sorrows would make pretty short work of him - or something similar. They'll do everything you need - play with it's activation order to limit the build up of Burning via other models, put pressure on it's controllers hand (constant wp tests), and circumvent it's armour (multiple 1 damage sources). You could possibly mix in an armoured, SS capable model (for damage prevention flips) like Barbaros to hold it's attention long enough to set up Pandora and Sorrows up for the kill. Pandora also gives you options against out-activation since you can dictate the order of activation. Lastly, if you find the archanids bunching up, send in an Insidious madness to throw down some paralysis.
  6. Well the 24" bubble from the Archers give you a measure of board control, lessening the burden on mobility and really it's them that you would look to do the majority of your damage with so using Mei's AP for other purposes may not be a bad thing. However, I have to agree with you in the main, especially in protecting them. As you say 24ss is a heavy price for a set of models that need yet more investment in protecting - which won't leave you an awful lot left for scheme runners or utility options. Maybe I will try it then for amusement purposes...;).
  7. I would imagine that Yu + Wandering River Style + Blot the Sky + 2 TT Archers would be an unholy sh*t storm. 14AP (2 moves, 8 1ap sh, 2 2ap sh) from 6AP and 2 cards. I'd be inclined to add that little lot to Mei + Wings, with Mei using Vent Steam. I'm not sure I actually want to try this though as it might not be much fun to play against....
  8. I'm billy no mates..;). Apologies for the late reply, I've been out of the country with limited access to the internet. Unfortunately (and guttingly) I can't make this event now. Sorry for any inconvenience and I hope it goes well..;).
  9. Mr Tannen. He makes summoning Teddy possible - rare but still possible. Waldgeists will give his crew some backbone and if you got those then Bad Juju is always worth thinking about - Landslide gets ugly with a Insidious Madness in the vicinity. And to add to zFiends Nekima point above, if you take the True Mother upgrade and manage to summon some Tots with her, their summoning damage can be healed in his aura. As if The Dreamer's summoning wasn't enough...;)
  10. May I be added to the reserves please...;). I don't live too far away so I could probably even turn up for a drop out on the day if you let me know early enough. That's of course if the other reserves can't make it first...;).
  11. They can be summoned touching the base, which is all is required for the effect
  12. This has caught me out before as well. Your opponent is correct, Lilith's Illusionary Forest specifically says dense, the Waldegeists Germinate only mention soft and severe.
  13. As noted above, Waldegeists are probably the best solution for gun lines. They're slow but you can take all the time you want as your opponent can't see you. Add 4" engagement range, Armour +2 and Perfect Camouflage and you've pretty much got the perfect tool for the job.
  14. Yup I second that, Mei Feng is the master I always reach for, but I find myself almost always taking Sensei Yu as the second model - even against ressers. Together, with their flexibility, utility and Vent Steam as the icing on the cake, I find it difficult to look past them both. Must....put....down...the...crutches......
  15. No problem.... Thought I'd better have a proper look for the facts as my failing memory is no use to anyone....
  16. I've had a chance to look at this, immunity is indeed *not* removed if you charge the hanged. Here's the rule:- Unrelenting Terror: Enemy models in 4 which did not Charge this model during the current Activation lose all Immunities to Horror Duels, including Immunity gained by passing a Horror Duel. There is more discussion here:- http://wyrd-games.net/community/topic/94254-unrelenting-terror-the-hanged/ So as long as a model initially in Kang's aura charges The Hanged they will be immune to Terrifying that activation. Kang himself will always be immune in the activation that he charges. The next activation, however, is a different story - this is where you need Wings of Wind.....
  17. We had this come up and as I remember the wording is tricky, I don't have the cards to hand so I can't give you an accurate answer but I can tell you that I think we read it at the time that immunity is only removed in certain circumstances, such as charging I believe? The main point is that I think that Kang's immunity is no different from any other model's immunity therefore the Hanged's effect is treated the same.
  18. If you are looking for hitting power I would say Kang for undead and constructs, Lone Swordsman, Fuhatsu and Ototo. Also Samurai can be pretty nasty. All of these are a good deal nastier with Recalled Training, particularly Fuhatsu and the Lone Swordsman. Kang is nasty with the Hard Worker upgrade.
  19. Tosh + Willie is a great idea. That's made me wonder about Tosh + Dawn Serpent.... for melee only nasty all the same
  20. Whilst you are definitely right in that she has plenty of mobility, never underestimate the usefulness of a free push *after everything else has moved*. To me it's strategically priceless as it gets her out of engagement ranges and it can be used put other models in engagement range to stop them laying markers or shooting at the start of the next turn. On upgrades in general I most often take Misdirection, Wings definitely and then Seismic/Vapormancy depending on how I'm playing her and what I'm up against. If there are a lot of low def minions I'd definitely go with Seismic and if there are reasonably high def threats or I'm taking the golem I'll go Vapour. However, these are backup options as unless I'm against a lot of low def and I'm not taking many other hitters (golem, workers etc), I'll rarely go offensive with her. I tend to use her as a support/frustration/scheme runner in that order, so Wings and Misdirection are my choice for that. Whilst Leap Aside is awesome, it requires a failed attack where as Misdirection just requires a mask. But both of them together give you a frustration sum greater than the parts... .
  21. It has been ruled otherwise. Or at least an interpretation that was confirmed:- http://wyrd-games.net/community/topic/102148-aura-stacking/. Essentially stacking is default *unless* a mechanic matches the rulebook statements that prevent stacking. It doesn't, so it stacks. On another note Scalding Breath is excellent for use with the Rail Golem. Target the Golem, cheat down to medium blast, give the Golem +1 burning for one dmg and 2 dmg +1 burning to stuff around him. Obviously if you are playing Arcanists this will become +2 burning. Also (and I know it was only your opinion!) I would say that Ten Thunders have the stronger upgrades, especially now with wave 2. In wave 1, Misdirection in addition to Leap Aside make her virtually impossible to put down (although watch out for attacks that prevent defensive triggers). Wave 2 has the stupidly good On Wings of Wind and finally Blot the Sky + Vent Steam + Archers is a wall of total pain. Great article btw!
  22. Unfortunately the short range of that action makes it very difficult to use. However Mei Feng's Thunderous Smash or Seismic Claws are good for pushing models out of engagement which at least give you half a chance of using it. Other models that can help in that respect are Sensei Yu, Fuhatsu, Oiran (although that would probably be a waste of a lure). To answer your question, Mei Feng is the obvious master (especially with the Vapormancy upgrade) but Shenlong with wandering river style is also an option. As for models Sensei Yu with the same style upgrade, High River Monks and the Dawn Serpent all dish out burning relatively easily. Other options are Kang and specifically for Mei Feng are Willie, the Emberling and the Metal Gamin. That's all I can think of off the top of my head at the moment.
  23. Whilst I agree with this, I believe you need to know your own crew inside out first and then learn the opposition. If you have a thorough understanding of your own crew's capabilities you know what tools you have available to you to complete a given task. The next step is a better understanding of the task at hand and that's where knowing your opposition comes into play.
  24. Well I've near enough done that with Mei Feng and whilst I've almost certainly not played as many games as some the posters here I still feel I've got lots of things still to try with her. I personally think she has the widest variety of play styles and flexibility. I'm probably telling you to how suck eggs but here's how she can potentially fulfill various roles:- 1) Support role. Vent steam (tactical action) to completely shut down opponent shooting *and* casting. Hand out +1 armor (Intimidating pose trigger on Jackhammer kick - requires damage so good to use when intercepting threats in the back line) Marker clearer and great melee pushing abilities (Thunderous Smash, Seismic Claws upgrades). Burning condition spammer (Vapormancy upgrade - for use with Rail Golem and Sensei Yu) Dish out ignore armour and hard to wound to Foundry models (Hard Worker upgrade) 2) Scheme Runner Great mobility with Railwalk (tactical action - use with other fast constructs) Marker clearing (Thunderous smash upgrade) Killer - should normally dispatch opponent scheme runners with ease unless they are masters themselves (abilities and upgrades - tiger claws, scalding breath etc) Very large engagement range (3" with jackhammer kick) 3) Damage Dealer We all know she's capable of devastating damage against clusters of models but is vulnerable to true melee beast masters/models. However with judicious use of Scalding Breath from Vapormancy upgrade (MI 7 +burning)/Tiger claws (+dmg flip for burning models) and Hard Worker offensively and also Misdirection and Leap Aside defensively she can hold her own or at least be very, very annoying for the opposition master. Add to the above the vast array of models she can have interesting synergies with and I reckon you've got about two years of play let alone one! For example I've still yet to try Fuhatsu + Blot the Sky + Archers + Thunderous Smash upgrade. A horrible amount of firepower that thanks to vent steam can only be engaged and if enemy models do make it to them, Mei Feng and Fuhatsu push them away again! The Arcanists bring in yet more fun. I've used Mei + Joss on a couple of occasions and they made quite a nasty team.... . What I would say is that not all of these options are optimal in tournament circles. An issue with tournament play though is that only certain models for each faction (not masters) are considered optimal, which unfortunately limits your choices whatever master you choose. If you are looking to give yourself the best chance of winning at a tournament I wouldn't recommend Mei Feng or in fact any other single master for a year. If you are just looking to try stuff out and have fun, Mei Feng is the dudette! Although to be fair, you could probably say that of a fair few masters....
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