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About Meliondor

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  • Birthday 01/23/1985

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  1. Would you say the game is less balanced at 35 points then at 50? I feel like especially summoning masters become much stronger in smaller games...
  2. If the stichted fail the TN, but the opponent does not beat them - how is the damage flipped against them? Or no damage taken?
  3. What happens the first turn? There is no end of turn here. Do I still discard and redraw or not?
  4. A friend of mine is playing the dreamer - always. But this is not a bad choice. Teleporting Chompy, pushing and shielding everything around, summoning stitches and so having fast sheme runners and great hitting power is really strong. So what is our perfect counter here? I won the last game by just shooting everything to bits with my perdita crew...but in the end it was decided by a red joker on a very important attack. Nothing I want to rely on to win ;-). I am sturrling to find something, that can deal with the strong beaters and still deal with the stiched that shoot
  5. Thank you, added a number 6 6. If Perdita is killed by a ranged attack and flipped a mask on defense - does she till counterhoot for the damage flip 7. It goes on - Alps have an ability to draw cards at the end of their activatoin. Also at the end of the activation chain activaiton can start - what comes first? 8. I was actually sure here, but my opponent wasn't: First turn you draw 6 cards. Then you discard what you do not like and redraw?
  6. 1. Does Terrify now work on every damn singel attack? 2. Let them Bleed Sheme: If there is a 8 point model and 2 6 point models on the enemy side and the 2 6 point models are below half life - does the sheme score? Or do I need to hurt the 8 point and one of the 6 point models? 3. Do the stiched together from the dreamer really join the game without slow and can then 2 times use their crazy ranged attack with 3-4-5, that perhaps damages themself? 4. What happens if the stiched together fail the treshhold of their attack? 5. Can the attack of stiched together now be cheated
  7. Exactly this. I see him as 9 point model for Dashel Guard spam 😉
  8. Ok, I missed Queggs ability. But it all depends on the totem (that can be quite resilent). I still do not get the value of more than 2 Riflemen. I think 1 is a really nice addition, he really profits from much Focus first turn. But I still think 6 SS for a riflemen is a huge investment
  9. I really do not understand what you are talking about with the Riflemen and all the concentration... A model can get concenctration "free" from 3 sources: once form dashels free action, once from the steward and once for its own free action. But the Executioners for example want their free action for trail of Gore. So you could give them either fast (Quegg) or fokus. On the other hand Riflemen: A Riflemen can use 4 Focus per turn: 2 Actions, 2 Focus for each. But he gets only 3. No idea how you think you could use 2-3 Riflemen. If he is in range already he j
  10. It is without points. Just starterbox with no equipment. So yeah, Perdita Box wth 36 points seems a llegt option here 🙂
  11. If you had to play a Crew Box only tournament for beginners - which guild crew would you take?
  12. I am a bit surprised on the answers so far: 1. Sonnia? She dan do some fire - but her key word just does not seem that killy. The whole theme for example seems to have a problem with armor or other defensive mechanics 2. Marshalls? They all have too low attack stats. Who is the damage dealer here except Lady J? 3. Hoffmann. Ok, Joss, Peacekeeper, hoard, Fiona -> all hitting hard. Handing out fast and tokens. That seems like fun 🙂
  13. I really love a quite empty board after a few turns so that I can concentrate on sheming later. So what is your preferred keyword / master to just kill as much enemies as possible?
  14. Who can kill her with LL and spending soul Stones to prevent damage that easily?
  15. What do you take in her crew? It seems to be really lacking a punch
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