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dominus nox

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Everything posted by dominus nox

  1. A trigger to make an enemy take it's burning damage would make their 3 attack charge more appealing as you could use the first 2 hits doing min damage to stack up some Burning then have the last attack be the big hit. Really give them a feeling of combo punches leading up to a finishing strike. Though 10T don't really lack for that sort of trigger, I think it could really help the Monks damage problem.
  2. I'll always take Pact whenever I'm running Dreamer. With Dreams of Pain I'm never trying to summon anything unless I have the card in hand for it so the only thing that stalls the summoning engine is the Black Joker, and with Restless Dreams having the Black Joker show up on the turns when you really need Chompy out can leave the Dreamer in a very bad position. With A Thousand Faces available now I doubt I'll ever attach Pact directly to any other model.
  3. Read this on the bus home from work and completely agree. My housemate must have agreedas well, because he made this today as his Emmisary
  4. Yea, Torakage and Akaname are the 2 that immediately sprung to mind. Sensai Yu can copy One for The Road as well for another ranged Poison.
  5. In the spirit of the Brewmaster I'd be taking as many ranged Poison dealers as I could and try to kill my opponent with alchohol poisoning turn 1 or 2
  6. What are people's thoughts on Wisps plus Student of Conflict? Handing out Fast could be pretty good, but it would be a fair Stone investment for something a few of our Masters do easier themselves. Plus it would mean not taking the Primordial
  7. For kill heavy scheme pools Chompy Dreamer is usually always my go to Master. The crew generally starts with Dreamer:Restless Dreams, Tantrum, Pact Nekima: Mimics Blessing Hooded Rider:Retributions Eye Then gets flavoured with other models to suit.
  8. I've liked them as alternatives to Coryphee in Scheme pools where I feel less need for the Coryphee's speed and more of a need for some good old fashioned shanking
  9. I think I'd rate the Weaver Widow over Nekima.
  10. I think it's meant have the effect of the fairy in the forest when surrounded by her crew. That's kinda how I see it anyway.
  11. Titania and the Weaver seem like a really good match in an area denial game. Really keen to see how good the Minions in her box might work with Lucius.
  12. Hadn't really noticed this either as I dont usually summon the twins in close enough to an enemy for it to matter. However you could use it quite aggressively in the right circumstances. Dreamer summons Lelu, then Lilitu in range for Black Blood to go off. Then cast Empty Night for the heal. Accomplice into Black Blood Shaman and Pustule away.
  13. I'll always take Pact with summoning Dreamer as I'll generally only try to summon models that I have the card in hand for.
  14. I really liked the little nod to the Sandman story but understand why they got rid of it. As Hoffman's card is so full of text already a nifty alternative could've be to give Coppelius something small like: Unexplained Connection: This models Shadow Stalker(can't remember the exact name atm) ability deals 1 less damage to C. Hoffman.
  15. Really want to try something similar with Bad Juju using a Gupp's "Juvenile's Wail" now
  16. Insidious Madnesses are also pretty good little flanking scheme runners for both Dreamer and Collodi. Most of the things you'll want for Collodi will be hard to get though as they haven't been done in plastics yet.
  17. I'll sometimes run 1 or 2, though they're rarely ever invented to live to the end of the game. I most often use them to sneak around and use "over the needle" and Defensive to quickly throw themselves in the way of a model I need to stall for a turn or two. Most of the time though I'll run mainly Marionettes and Effigies.
  18. Played a game with a mate the other day, Ophelia vs Hamelin, and a question came up whether gaining a to Attack Actions (In this case Ophelia's "With My Eyes Closed!" ability) gave the model a to both the Attack Flip and Damage Flip. He claimed it did as step 3 under Actions is Resolve Results "The most common effects are dealing damage and movement, but other things can occur." so the Damage flip is part of the Action., I didn't think it did, but couldn't really find anything to say otherwise so we rolled it that way. Though it does make the Addict upgrade pretty damn good. Just thought I'd ask here to see if we did it right or not.
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