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Posts posted by dominus nox
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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.
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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.
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41 minutes ago, D_acolyte said:
Hi I wanted peoples opinion on this list and what it is for. This December I am playing a Ten Thunder Brewmaster vs Gremlin Brewmaster where neither of us can take running tab and each time a model suffers poison damage you have to take a shot of whisky.
This is my first crack at the list, I have also only ever played vs the Brewmaster and not with him:
The Brewmaster -- 6ss
+Binge - 1ss
+Hold Their Hair Back - 1ss
Ama No Zako - 9ss
+Smoke Grenades - 1ssFermented River Monk - 5ss
Fermented River Monk - 5ss
Jorogumo - 9ss
Samurai - 8ss
+Favor Of Jigoku - 0ssYin The Penangalan - 8ss
That leaves me 6 stones I think.
What I am un sure of is Yin or should I go with Lust or a Performer. I am also trying to keep the number of models which are immune to poison low because of the spirit of the game. I am also debating a Dawn Serpent instead of the Jorogumo, as this guy gave me one 2 years ago and I like the irony. I could see loosing Ama except vs Gremlins she is a great threat.
I know he will be using the whisky golem.
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
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15 minutes ago, EnternalVoid said:
Sadly will not work as it is Target Friendly Neverborn model, and the Student is an Outcast model even when hired as a Merc.
Ah, wasn't aware of the 'Neverborn only' thing
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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
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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.
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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
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3 hours ago, orkdork said:
NBorn have one particularly awesome Henchwoman: Nekima. Bad Juju works fine with Lilith, but isn't "tier 1".
Meanwhile, we have quite a few less than exciting Henchmen:
Angel Eyes, Spawn Mother, Candy, Barbaros
I think I'd rate the Weaver Widow over Nekima.
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6 hours ago, santaclaws01 said:
Last I checked none of the Tyrants were actually dead.
No one said it was a good deal
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1 hour ago, Clockwork_Fish said:
But also, I find her a bit incongruous next to the rest of her crew. They're all wood elf-y and here's Titania looking like she woke up in a coma ward during the zombie apocalypse.
"We are here to serve you my Queen! Might I suggest we find you some pants? No? Just going to fly around wearing a discarded pillow case? Alright then."
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.
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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.
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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.
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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.
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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.
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That said I have also played Zoraida plenty of times with out a true beatstick and instead a fair share of 7-8ss models. I have had her Obey a Beckoner to use her promises against a target, Obey a Illuminated into the target, and obeyed a Nurse to give a Illuminated +2 to melee damage near the end of a turn where my opponent was almost out of activations and could not stop it. Illuminated's first attack missed as it brought out a desperate 13 from their hand but the second landed with moderate damage of 8.
Really want to try something similar with Bad Juju using a Gupp's "Juvenile's Wail" now
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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.
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I'll always run 3 Marionettes.
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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.
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Thanks guys.
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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.
How to Fix High River Monks
in The Ten Thunders
Posted
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.