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Meliondor

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About Meliondor

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  • Birthday 01/23/1985

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  1. 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 🙂
  2. 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?
  3. Who can kill her with LL and spending soul Stones to prevent damage that easily?
  4. What do you take in her crew? It seems to be really lacking a punch
  5. Do you use invetigators / false witnesses? I feel like it is just too complicated to build all this stuff. Agent, Mimic, pathfinder / Pale Rider, undercover reporter, Changeling...even an executioner seems more worth taking IMHO.
  6. Lucius wants to have as many pass tokens as possibe in the game. Also he wants Minions, Elite or Mimic Models for his extra actoin ability. Which route do you go? And now that the Agent was nerfed - is the Mimic the better choice because of 1 point higher stat? I really loved the sniper ability of the Agent (no cheating on shooting was just fun).
  7. What is Nellies "thing"? It seems to be something with interacting and shemes. For this abilities she needs to get close and with squeal she can try to avoid too much incoming attacks... But on the offensive? Her attack with onre more question does only damage if the oppponent is in melee, the damage and attack stat is on the low side. The opponent does an interact actoin - so it removes markers (even if there are none). She can deal damage depending on markers around the model. Markers that the model reduce. So is her best ability really to discard / draw cards?
  8. Actually all the information is here: She can either burn things or tank and spread damage around while standing still. Or Switch what she does. The important in name models are Thralls and a Witchling Handler. Then you have fast heavy beaters. The other option with her Henchmen and Spellcasters is IMHO less optimal. Pale Rider is also useful to move her around, so she can shoot one time more. Pathfinder is also an option to pull her out of melee, so she can shoot more. The Thralls I did not use, yet. Just ordered them. They just seem not very useful...until you count in the +2 movement from the Witchling Handler. That suddenly makes them very intersting.
  9. I have all Guild Constructs (I will use Ryle as Melissa) - but not arcanist constructs. Is htis enough to play Hoffman in 3e? I was thinking about Peacekeeper and Guardian for melee, Melissa for ranged support (with expert Marksmen). Hunter and Phiona also seem to be interesting. If I want cheap power tokens a Hunter summoning traps might be fun ;-). So do I even need Howard and Joss? Joss seems nice with this free obey on constructs (extra attacks are always good). But I also like Melsissa and Phiona....so the sport is crowded. And Howard lost so much coming from 2e. He does really not look too interesting. So are Howard and Joss still options for Hoffman or are they unimportant for list building?
  10. Ok, 2 Thralls and 1 Handler + Sonnia is something I will have to try. Completly in Keyword, you can shoot in melee and 2 with them with +2 spd and a ranged-nuke-master is something, that at least on paper seems killy. And medicore fast.
  11. I think she still works as ranged blaster. You play her with steward and Pale Rider. As one of your last activations you "ride" her forward. On her turn she walks and shoots twice (with concentration because of steward). Better she shoots three times. Turn 2 you actiate her early and blast again. Then puryifing flame runs forward and does stuff (like exploding). And yeah...then you should have done some damage around her and hopefully can kill 1-2 models for summons. My bigger problem with her is, that I do not like her minions. Thralls are ok beaters - but for this price tag we have better beaters IMHO (with different key words). Spellcasters are ok sheme runners....but they rely on a Henchman or Quellers near them for this. And I really do not like Quellers... Her Summons start too late in the game to have a huge impact on the game. And if the opponent can remove conditoins she has a huge problem. So perhaps I am playing her wrong and you should listen to the melee-tank-idea from above 🙂
  12. What do you use as dispatcher here? Still no model out for it
  13. How is the no prisoners update a buff? For the cost of 2 stones it is completly non existent for me.
  14. well...Pale Rider can use his ability for 2 damage now on turn 2 possibly (cheating a card). 2 damage fix is fine for me - but the slow part is really missing. I think that hitting more than 1 model with slow was just awesome and was much better than just a few damage points. Now he just became a better sniper. I think Lone Marshall will now see more play if I just want "ride with me". No more Pale Rider auto-take (which might actually be a good thing)
  15. The whole update looks like a giant punch in the face to me. It seems like Wyrd really does not want guild players to participate in any events. Guild - the weakest faction - got nerfs on its few nice models. Pale Rider nerf was expected - but not without significant buffs to other models. And not in this way - they completly removed his area slow effect. On the other hand Agent47 Nerf was completly unexpected for me - it was just so fitting to have a super-sniper in guild. On the other hand Sheng Long stayed unchanged. Sure. Nerf Pale rider, keep the dominating master intact...
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