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asrian

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Everything posted by asrian

  1. Seems to be a general consensus from what I'm seeing with Protect Territory on one end of the spectrum and Outflank on the other.
  2. I played a game vs a Wong crew the other day. First time running Yamiziko. Misaki died horribly, Yamiziko chased down and killed Wong on her own. Her 3" melee, Nible, and + Flips vs masters cannot be underestimated. Just protect her until she gets within striking distance with Dense and Blocking terrain.
  3. Coryphee are immune to disengaging striked.
  4. I'd drop a crooligan and a punk zombie (summon the punk) and put sybelle in
  5. Sniper (hard hitting ranged support) or Archers (able to fire into melee) are both good. I'm finding I really like Yamiziko as well.
  6. I play Neverborn Zoraida, but take a Nurse with her there for quick heals on Zoraida if I need them, among other things. Same for Jack Daw. Activate Zoraida, do your first two AP and Zero AP actions, then if you need a heal spend your last AP to Obey the Nurse to heal/paralyze yourself (requires a crow in hand to ensure it goes off). As it's already Zoraida's activation she will full heal, gain paralyze, auto-end activation as a result, and then lose paralyze.
  7. I'm with you Eternal. Pandora was my first master and the one I played the most. I much prefer Voices for the control vs Box. It's won me far more games. Actually I didn't start winning until I took Voices rather than Box. It just fits my preferred playstyle far better.
  8. Having played Hannah and librarians a lot (in relation to the original question) I find the counterspell most useful against: Neverborn, Ressers, and Outcast (Daw, Levi, Tara, and Hamelin crews all have potentially multiple cast spells, not to mention any that have their own Hannah or Librarians). Other factions have at least one cast master per (Sonnia, Marcus, Raspy. Wong, etc). Overall I find it a very useful ability to have, but wouldn't add it to a crew specifically unless one of the 3 factions I mentioned above were announced.
  9. But that's picking out one specific counter in the whole game which wont usually be there. That's like saying, "oh, cursed object and distract are easy for you? Here's Hamelin & Nix. Have fun."
  10. Sharp_GT, as an aside, I'm also primarily an NB player. For Distract & Deliver the Message might I suggest Silurids and/or Gupps (if you can find them). They make it silly easy to pull off both.
  11. That could be it too, though the majority of my games are on Vassal with people from various metas. Still, different players/metas experience different trends which is why I enjoy this game so much.
  12. I like your thought on these. My only difference is I consider Plant Explosives and Take Prisoner as 1 as I find both very easy to obtain no matter the crew I use or face. It could just be a playstyle difference though.
  13. You do, however, have to take a terror test if the model you are trying to keep from disengaging is terrifying as you are targetting them.
  14. As an aside, Zoraida gets along with anyone you want to add in her crew. Her ability to Obey (use one of her actions to control another model to do something) gives her a high degree of flexibility and allows you to get more out of models in your crew. And yes, Beckoners would work well with her, or any Neverborn crew/master.
  15. Hardest - Outflank, as Psientologist stated, is just too much of a pain for the 3vp vs other schemes. If it were at least like Protect Territory in that the enemy had to outnumber you to deny, and the "flank" areas were a bit larger I could see it. As is...it's never an option to me. While not a "hard" one, a pain for time limits for me is Bodyguard. Personally I'd prefer if this started scoring on Turn 3. It would mean that even in drawn out tournament games there is at least hope of scoring 2 points by turn 3, or all 3 by turn 4 if your target is above half wounds. Or full points turn 5 if alive (but the opponent has now had 2 full turns to make said target a priority which means you actually ARE trying to guard like the scheme name suggests). All other schemes I find fall into the "Easy" category, just depending on what I take in my crew.
  16. True. I try to forget about Gremlins as a playable option 99% of the time.
  17. As Bengt said. Seperate actions taken for seperate curses, so only a fast master or maybe a fast Bishop (4AP) could negate both in one activation.
  18. I use Sue as a staple in my JD crew as well (ty Vanilla-Dice Mark for that). Two things I like to do with Jack: 1) Jack copies guilty's ability turn one and uses it to turn a friend (Sue) tormented. This means until Jack does the action again that model is perma-tormented during the game and frees up the guilty to use their ability on the enemy. Same can be done with the Mali Child, but just takes higher cards. 2) I full heal my Jack with my nurse using his 0AP to control her to heal/paralyze as his last action, so he heals but then his activation ends instead of paralyzes. Not sure if you didn't have the chance or didn't have a crow in hand to do it. All in all keep at it. Jack takes a bit to get down, but is fun to play. Also, his 0AP to discard and drop scheme markers when people die around him (minions only I think...at work atm) works on nearby enemy deaths as well.
  19. As AoS said. That is the entire point of matyr...to syphon off damage
  20. I plan to try to run the crew against Da Git. I'll try to exploit the hell out of it. And Kalkis, you and I still need a game. General game or Cooper test game
  21. The crew is Neverborn, Crush, as the leader, Wrath, is Neverborn. Same as any other Master declaring a faction.
  22. Not sure if it applied, but keep in mind Jack can push and twist enemy tormented, nurse and hanged
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