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Breng77

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Everything posted by Breng77

  1. To me that is you out playing your opponent more than straight crew choice. It would be just as easy to predict that you might try to take it prisoner and kill it off/ move it up after a few turns so you need to use a different model etc.. Not saying there is a definite correct choice, but you taking advantage of poor play by your opponent doesn't equal the totem being an obvious difference. One should always plan for everything and the cherub may have used at times, but just as often it seems underwhelming
  2. Have rarely seen the cherub taken over the primordial magic. But it is true for the others though in those cases you are almost forced to take their specific totems. It is about the only Saving grace in neverborn if the primordial magic was in another faction you would see it even more.
  3. While you are right that the primordial magic took a hit in the new pools, I would say an activation and Rush is plenty for 2 stones. If you consider that rush of magic is essentially a half SS per turn (if you stone for cards) then in a 5 turn game you get 2.5 SS worth of cards. Plus activations, and anything that you can do as a marker. I mean in arcanists people pay 2 SS for arcane reservoir which is 2 SS for one card a turn and no activations.
  4. That is also true, if it could sit back at least there would be a consideration
  5. The Gorar seems to suffer the same problem as many other neverborn totems. It isn't the primordial magic. Primordial magic is so good for just one stone cheaper that it seems like taking the Gorar is purposefully playing with a handicap.
  6. I would actually say it is only maybe a bit easier. It helps if you have the right masks in hand otherwise not much at all.
  7. Yup, the malifaux child is nice if you have a as actions on your master that target your own models, or are not targeted, Pandora lacks both of these. The manipulative angle is good, especially if you bring say Barbaros, to throw up challange, so that you force 2 WP duals to hit him (obviously not from long range.). But the issue wit you manipulative is it gets less effective the more models you have with it. So if you bring say Candy, and a doppelgänger. Having a 3rd model is almost a negative.
  8. Breng77

    Dedication

    I have an extra mech rider box I could gift as well. I accidentally ended up with 2. PM me and I'll send it your way.
  9. I don't always play the masters I listed I just find them easiest.
  10. I actually don't mind the Ramos upgrade, it is not flashy, but having the brass arachnid give the emissary reactivate is really quite good. I find the emissary to be nice for Ramos because it is very hard to take down with df 6 with positive flips, it can cast into engagements which I find huge with a Ramos crew, and his discard to allow a 1 AP action from another model can be huge.
  11. Extraction - Ramos-good for holding ground, lots of significant, durable models. Interference -Ramos- similar reasons to extraction, easy to tie up opponent for arcanists in general, Ramos brings more models to hold your own quarters. Headhunter - Colette-ability to prompt to pick up heads, makes picking up heads a 0 for some models. Guard the stash - Ramos- see extraction Collect the bounty -Colette- hard to kill, prompt makes killing things easier. Turf war- Ramos-see extraction Reckoning - Colette- see collect the bounty. Reconnoiter - Ramos-see interference. Squatters rights - Colette or Ramos- both can claim markers easily,. Stake A claim - Marcus-lots of movement tricks in his crew.
  12. Meh I like that adrenaline does other things than just regeneration. Giving her regen, and not have adrenaline reduce each turn would be nice. I quite like our emissary, it works well with a number of masters and is a versitile attacker/support piece, but then I don't rate our typical beaters as highly as some others. I'm totally for Hoffman being dual faction arcanists/guild. He would make more sense in our faction than some of the other masters seem to at this point.
  13. I've used the ice golem a few times and found him best with Colette because prompt + the upgrade for a push and armor is a strong interaction. It gives mobility to the golem and can get him to armor 3 or 4 easily (push 12" and gain +2 armor) this lets him use smash fairly easily. Or push him up and bounce spells off him with a silent one. That said the blessed with the same upgrade is probably better with df 6, htw, and then armor 2.
  14. Why wouldn't you factions only matter when hiring.
  15. Yeah prompting a coryphee can move it 10". So you have a 19" charge threat with each coryphee, then the reactivating coryphee can swing one more time then merge for 2 more swings (or a new charge). So it is still 6-7 good attacks.
  16. i also think we need to separate the ideas of unbeatable and NPE. You may well be able to beat the rat activation trick. However, if doing so is a boring game every time IMO it is a problem.
  17. Aha...good that I only just started trying out said list. It will still work pretty well with just one, as you can still likely get 2 charges and an extra swing prior to merging.
  18. I like them well enough I just generally think the duet is better. With it having higher WP and positive damage flips, and a self heal. I will often final act prompt both my coryphee turn 1 have them run in hit a few things then merger before they die and hit something else. Very little can withstand 2 charging coryphee, that reactivate then merge into a duet. Typically can get 7 regular coryphee attacks and 2 more from the duet. Then once the duet is engaging with the opponents crew it just causes havoc. In fact I often add Myranda to the reactivating mix, then becoming a Cerberus.
  19. I agree lots of ranged models end up hurting, quite a bit, and once they have taken any damage it becomes an issue. Are they the least survivable model, not at all. But for 7 stones they go down pretty quickly. To use stones you need a trigger. They have terrible willpower. I find people focus on them really quickly because the duet is so good. As such I usually merge turn 1.
  20. The issue for individual coryphee is that a lot of things Can kill them. I guess if your opponent has not hurt either, has no models that can chain activate, nothing that ignores armor, nothing that can reliably do 4 damage per swing etc.. Then you can keep them separate, but I find mostly I attack with one and the other merges.
  21. The issue there is what are you deactivating? With the right cards the arachnid can already reactivate 2 constructs, Hannah is expensive enough that you probably only have 2 constructs that are worth reqctivating. I feel she is just too pricey with Ramos to be worth it. For Ramos her sister is a significantly better buy.
  22. Is was going to say I think silent ones and acolytes work better for this than Oxfordian mages, and gunsmiths. The issue you have is furious casting to some extent. It is good, but likely you will kill some things that you shoot at so, there will be no burning to use with the gunsiths.
  23. With the Coryphee, I have found that you need to merge into the duet ASAP otherwise I usually find people will kill one Coryphee, as the individuals are not very durable. Beyond that if they face something that ignores armor, they can go down quickly, but the same is true of Howard, and he has a lower defense, and no self heal. They each have their own ups and downs, but I find the Coryphee to be more consistent in my games due to all the positive flips, and 3 general AP.
  24. Except it is usually both that win in the end. A skilled player with a strong list.
  25. Coryphee hit more often and are a good deal more durable (especially as the duet). I rarely take hank with Colette (but I rarely take him at all). But I also don't play particularly in theme either. But in theme the duet and Cassandra give you some decent offensive power. a list I just tried with devastating effect was the following. Colette 4 cache -practiced production -seize the day -cabaret choreography myranda -imbued energies 2x coryphee december acolyte performer malifaux raptor 3x mechanical dove. like I said not in theme but it was very effective, you could switch a few things up and have a similar effect with Cassandra and Angelica replacing Myranda, and the acolyte and replacing the raptor with a mannequin or performer. It would not be quite as good but it would still be pretty effective.
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