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Meliondor

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Posts posted by Meliondor

  1. 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 you in the back.

  2. 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?

  3. 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 normally?

    6. If Perdita is killed by a ranged attack and flipped a mask on defense - does she till counterhoot for the damage flio?

  4. 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

  5. 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 just needs 2 Focus, then 2 Riflemen could work to their full potential. But 3?

     

    And where do you get the card draw from? Executioners can "kill" a marker and his summoning produce cards. But I see no other effect?

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  6. 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 🙂 

  7. 36 minutes ago, Fetid Strumpet said:

    Depends on the master. There are masters that will each her for lunch, wipe their chins and go on the eat others without regarding her as any particular challenge.

    Who can kill her with LL and spending soul Stones to prevent damage that easily?

  8. 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). 

  9. 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?

  10. 13 hours ago, SEV said:

    I'm looking at Sonia as my first Guild crew (mostly because I like the keywords models). I read this thread, but I would like to know a little bit more about the play style (beside burning things at distance). Could someone enlighten me? Also what are the most important models to have to start this crew? 

    Thank.

    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.

  11. 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?

  12. 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 🙂

     

  13. 50 minutes ago, Legislat said:

    Already tried some games with Dashel. His new totem rocks. 2 executioners are now totally valid in core and still very good summons. They can actually catch up to stuff now. 

    No more clanky preparation, you can just go for it and draw a card as a compensation. He is now tied with Lucius as a really good main option for most strat/scheme pools for me.

    What do you use as dispatcher here? Still no model out for it

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