Jump to content

DoctorWhat

Vote Enabled
  • Posts

    120
  • Joined

  • Last visited

Everything posted by DoctorWhat

  1. Hello, I'm US based, but willing to ship internationally. I'm looking for Nellie's box. Condition doesn't really matter, let me know and we'll discuss it. Also interested in a Death Marshal Recruiter and a Witchling Thrall (not sure if they were even on sale at Black Friday though). I have money (Paypal preferred), but also: An assembled/stripped Dreamer Crew (his box, metal Lillitu, and possibly metal Stitched Together (2) and a metal Widow Weaver) An assembled/stripped Misaki crew (her box and Yamaziko) An assembled/stripped Shenlong crew (just his box) An assembled/stripped Lilith crew (also 2 plastic Young Nephilim, 1 assembled/stripped plastic Black Blood Shaman, and 1 metal Mature Nephilim). Also have original Metal Lilith and 3 metal Terror Tots. As assembled/stripped Lynch crew (Lynch, Huggy D, 2 Illuminated, 2 Depleted, 1 Beckoner, possibly metal Stitched Together(2)) An assembled/stripped Mei Feng crew (just her box) An assembled/mixed Leveticus crew (Metal and Plastic Levi, 1 metal Waif, 3 plastic Waifs, both versions of Rusty Alyce, a variety of Abominations, resin/metal Ashes and Dust). 1 assembled/stripped Miss Ery. 3 Metal Molemen 1 Metal Hans 1 Metal Mechanical Rider 1 Metal Jack Daw (can throw in cards/upgrades)
  2. While I would love to see a Belle Enforcer (or that Belle Flesh Construct from a Chronicles story), Seamus is quite fine. He does his own thing, dishes out damage, and can retreat/pressure more. Jack Daw does a very similar thing and he doesn't need more support models (I know he got Dead Outlaws in Wave 4). However, Reva is absolutely a top tier master. A 21" threat range with Ca 6 and incredibly good, consistent damage that cannot be reduced or prevented is as bad as pre-cuddle Levi. Combine that with summons (which you can cycle with Sebastian to get your card back, on top of a corpse marker and a stone) and models like the Carrion Emissary results and it creates a problematic crew. She needs a corpse marker to see through, but that's quite easy to do. At the very least, she should get the Kirai treatment (require LoS from both Reva and the corpse marker to the target) and Decaying Aura should be tweaked/go back to being centered around the holder instead of any of their attacks.
  3. Papa Box was problematic, especially with Sonnia. If I recall correctly, it swept adepticon with a player doing nothing but Sonnia (and one round of Perdita to deal with armor).
  4. Probably not for awhile. We just got Wave 3. I'm really glad this is how Wyrd is going over all of the 0SS upgrades. I don't agree with all of the changes, but it's certainly a step in a great direction.
  5. Spirits tend to be more fragile, but also have the bonus of the Adversary condition. There are also more spirits to summon and Datsue Ba is an incredible henchman. Horrors tend to be sturdier and more consistent, but don't have ways to do more. Molly's Emissary Conflux also favors horrors slightly, but really just bridges both sides. Belles and Sybelle are always great. Philip is wonderful if you have the resources to back him up (even if that's just a Necropunk dancing around while Philip gives you cards). Both have great beaters (Archie, Rogue Necromancies, Killjoy, Izamu) that are usually overkill. A very fun thing to do is take Killjoy (start buried), activate Molly last, summon the Necrotic Machine at max range but not within 2 inches of an enemy, let it immediately die, pop out killjoy, hand him an AP if you're in range, and go to town. It's not as good as what Hamelin/Nix can do, but you get more powerful backup. Feel free to use Sybelle to add another 9 inches to the slingshot and be able to recall Molly if she gets pressured.
  6. On top of Yin, the Carrion Emissary, and other suggestions, I'm going to suggest Sebastian. Half of the stuff you're taking has the infect trigger and it will come up. Seb is consistently able to put out 3-6 damage per turn and with Those Our Not Ours! it gets more fun. Once per turn (or more with My Little Helper for a single turn), pitch a card to summon a Corpse Candle, then grind it or a Mindless Zombie (you'll have plenty thanks to the Emissary) to get another card, a soulstone, and a corpse marker. He can even summon Canine Remains off of those markers if you have the resources to spare.
  7. I'm expecting this to be a bonus for backing The Other Side, like TTB Hannah. It it does look great though.
  8. Gaki are more of a passive summon for Kirai and Datsue Ba, like Canine Remains for McMourning. You don't actively try to crank them out, but they pop up as a bonus for getting damage out. You don't absolutely need them, but having one for when Kirai or Datsue kills somebody is nice.
  9. Tara and Kirai can get a lot of mileage out of the Hannah/Anna combo. Tara also gets a lot of mileage out of Killjoy, Taelor, or Bishop if you want a different beater instead of Izamu. Molly can get Killjoy quite far up the board turn 1. Johan is always fine. Chiaki is great as well. Sue is great, especially if you're up against Lynch or Levi. Performers work very well with McMourning and Reva. Take a Nurse, Reva (Decaying Aura and the trigger to prevent damage reduction), a Performer, and Yin. Enjoy deleting models and keeping everybody on double negatives.
  10. She'zuul seems to be the one guiding the Viks for their coming battle with Titania. I personally think that one of the Dragons perished at some point or is so weak that he's not relevant. I think Shenlong is needed in order to balance out/ascend as the other half of the pair. Now that it's been established that anybody can become a Tyrant through soulstone use and such, I think we could see various masters attempt to ascend. Yan Lo could attempt to ascend to merge with/take down Lingxuzi . Lilith could try to ascend to prove stronger than Titania, only to fail/become what the Neverborn hate. Lynch/Huggy could try to ascend only to run out of brilliance and start back at square one.
  11. I'll start with the two best things you can do: 1. Stick to the strats and schemes! If you can take 3 AP and complete a quick protect territory, do it instead of running around for cover. You don't need all of your models alive to win. 2. Know the rules/cards of both crews. Read through them and be comfortable knowing what to expect from each model. Know that your opponent needs a card, line of sight, and to be near Kirai or the Lost Love to bring Ikyrio out. Know the ranges on enemy attacks and any defensive abilities. Use your Ca actions against Incorporeal models (unless the Emissary is near, then just do whatever) and if you can ignore armor, use that against Izamu mostly. When Kirai is on the table, the game can shift to feel much more like a cold war that's more about positioning and objectives. It's always an option to just run around and do your two schemes and be set up for the strategy without firing a single shot. As for Ikyrio: - Lots of Kirai players seem pretty eager to get her out (it's a great cheap summon, why not?), but have a plan for attacking that includes "what would I do if Ikyrio pops out" or make sure that your attack can't bring her out. - Forcing your opponent to discard cards is a great option. Austringers, Acolytes, and a handful of other models can just empty an opponent's hand. Force your opponent to decide if that high card is going to summon a Hanged, Ikyrio, secure an attack, or prevent one. - Use chain activations (Companion/Accomplice) to deal with Ikyrio before she activates. There's nothing more satisfying than two Rotten Belles pulling her 4-6 inches and then ripping her apart with pounce. As for Manipulative/Kirai: - Manipulative goes away as soon as that model activates, leaving Kirai with nothing but a defensive trigger, a very low defense/wound count, and Ikyrio. Models with the Ruthless ability can just ignore Manipulative out right or just attack her after she's activated, which can be tricky. The best ways to deal with that are to either have more models than your opponent (which is difficult with Kirai's summoning), force Kirai to activate early by putting a threat near her and force your opponent to react, or just have some high cards to burn for Manipulative and brute-force your way through. - If you can get her away from her crew, she melts very easily. Lures, Mr. Graves, Lilith's pushes/places, and such are all ways to take the heart of a Kirai crew and rip it out. Once she's isolated, your opponent will have to react in some way, as losing Kirai can shutdown the crew entirely
  12. Kirai isn't overly overpowered, but the biggest gripes that seem to pop up are: 1. Multiple reliable sources of very good damage that ignores armor, doesn't randomize, and/or has a minimum damage of 3. Take Unforgiven on Kirai, Anna Lovelace, the Emissary, and summon Ikyrio and the damage is just gross. Crews that rely on hard to wound or armor have a very tough time against most of her crew's attacks. 2. Amazing positioning. You're not going to tie Kirai or her crew down if the Kirai player doesn't want you to. Swirling is incredibly easy and there's never an issue of getting form point A to point B. 3. Summoning/high activation control. It's the same gripe about Levy, Hamelin, or any other heavy summoner. You're going to get out-activated by chaff, but it's definitely not the end of the world. Beating her is all about understanding the crew, like any other master. Learn how to avoid/bait Ikyrio and manipulative and you won't have much trouble taking things apart.
  13. I use him almost as much as I use Anna Lovelace in my Ressur games, notably with Kirai, Yan Lo, and Seamus. He just does so much that complements them, hits like a truck, and handles some extra activation/board control. However, I do not feel that Wave 3 was power creep at all, I felt that it was balancing. Emissaries provided some new tools to masters that needed it. What did you think was super strong in Wave 3? Anna and Ice Dancers were definitely, but they provided a lot of perks to Tara and Raspy, who feel much more complete with them. I highly doubt Wave 4 will do any creep as well (especially looking at Aionus)
  14. I thought this was clear from my post, but I meant the Avatar upgrade in Shifting loyalties. My apologies. I assumed you were talking about the model and only knew of the Avatar upgrades and not the Emissary proxy rules (it comes up from time to time on A Wyrd Place).
  15. It's a legal proxy for the Mysterious Emissary. You get more summoning for the Dreamer (Changelings), a buff to Lord Chompy Bits, and you get to have another awesome Chompy sculpt.
  16. Aionus is really nice looking (I'm glad he wasn't Krampus like people were suspecting awhile ago), but I was really hoping it'd be a buy $X amount, pick 1 or 2 of the LE sculpts deal, especially without Wave 3 stuff, as I know a lot of the people in my playgroup have the metals and don't want/need to splurge on more plastics. Any chance we'll get a peek at Aironus's rules before he's out too? Edit: Those Coryphee are gorgeous too. I wish I hadn't picked up the regular ones with the Carnival purchase online over Gencon.
  17. Turf Wars is the one strat I have a real problem with. It's not that I can't pick a master to do it well with, it's that almost all of them do it well and I can't decide. Brewy is for if I'm against Ressurs. Shenlong is for when the table is great for long-ranges, marker-based schemes, and/or . Mei is my go to if I have a lot of marker based schemes (after Shenlong), as I tend to summon and the Shadow Effigy becomes even better. Lynch is for killy schemes. Yan Lo is for killy/location based schemes (he's so fast for an old man) or if I know my opponent drinks the kool-aid that he apparently sucks. McCabe is great when Deliver the Message (a near-guaranteed success with Luna and the FAQ, and Sidir can just prevent it) or any marker schemes are in the pool. Sidir makes an amazing-counter scheme man, who can just shut down DtM. Misaki is the only one I don't like with Turf War, but that's mainly because I don't really like playing her.
  18. I've been hoping that doctor would be made into a model since her first art came out (and for a way to get Barbaros)! Thanks Wyrd! Now hopefully it will be a spend X, pick 2 of the 4. Spend Y, get all 4 deal.
  19. A proxy/conversion. I just use Karina on a 40 or Sidir and make it clear to my opponent. Talk it over with your group. As for the card, photocopy the book. You own it and you can legally make a photocopy of text you own. Just don't sell/distribute the photocopies/violate copyright law.
  20. She's got nearly the same durability as Sidir. Treat her the same way. You can attack her just fine. If she can't see you (hiding for safety), you can't be debuffed or shot by her without AP going towards walking her somewhere. I actually had Ototo thrown at Anna in 3 games. She can't push him off and Belles can't lure him, but then I just punched him a bunch (Misaki players never keep the stones around to save him, apparently).
  21. I know this quote is a bit in the past, but I just want to reply to the very last part of this, where DocWut says "People aren't prioritizing her." I'm curious what you mean in a sense (Do/did you feel that people simply aren't trying her out/playing her enough?), and or did you mean this in a specific sense of the game (Competitive vs otherwise)? I'm really only curious because honestly, after I picked up the Shifting, and saw Anna, I absolutely knew she terrified me. I don't normally play Ressers (Though I have a few), but Anna's existence is on the boarder of sane to me. The one "balancing" factor I see for her really is that she was granted the Merc type so technically all the factions can make use of her incredible power; Which both makes her a threat to all crews, it does potentially offer the chance of failing a bit if she doesn't offer too much against a certain crew. Although I don't know what crew style trumps her, or exactly what weakness she exhibits, as I don't know the whole of the game that well. But her abilities seem quite game altering in general (Being able to lock down over 16" of the board from pushes is nuts, although I guess it's an aura, so LoS does effect it, and she is only Ht 2) plus she is certainly not lacking in the attack area, with her primary Ca being good enough that I don't even know when someone would want to use her Ml (Unless the opponent's Wp was that much lower than their Df and you were already engaged). Off hand, have you had any exceptionally hard times using her, or any match ups where she seemed to offer less? I mean, aside for someone potentially realizing the threat she presents and focusing her down, which is not exactly a deep "tactical" answer to her. Also, do you feel outside of the Tara list, that the Hanna/Anna combo (Which they are both Mercs, so theoretically they can pair up in any crew for a few extra ss) is worth taking? Or is it based on a conditional boon it grants in a certain crew? It seems like you are of the mindset that taking Anna and Hanna is simply a no-brainer, but I can't determine if that is simply the pair or if they are being "enabled" by something. Not including the beta, I've had 30 some games using Anna Lovelace across all 7 Ressur masters, Outcast Tara, and 2 with Von Schill (I just don't care for him) to try and find a place for her. When Shifting Loyalties came in the mail, only 2 things really made me super excited; Yan Lo's upgrade for the Carrion Emissary and Anna Lovelace. People seem to look at her like some Cross of Datsue Ba and Sidir (Squishy if you focus, but versatile). They don't gun for her, they go after Tara/Izamu/Hannah/The Dead Rider/any other beater or master, and that is the mistake. She has solid 6's for stats,9 wounds, and armor +1 (which is eh, but Nurses are always an option), as well as access to stoning for prevention. Her Rush of Magic is always great. While Izamu or anyone is tying you up, Anna can still beat the crap out of you and she's making summoning fuel on tomes or spamming horror duels against models (a great way to shut down the Mech Rider or Gremlins). In melee? Anna trades 1 point of damage for healing and being more of a nuisance. Got Belles? Anna can push models into them like dropping chum to piranhas. Her 8 inches of "basically, you can't do anything but walk or charge" is an absolute pain for a lot of players I've come across. No Hunpo Assault, close Back Alleys, Misaki/Pandora/Colette escapes, or anything if Anna's nearby (and she almost always is). You've locked a model down and Anna can beat it from afar/prevent its escape unless they burn AP from walking or kill the model holding them (often someone big like Izamu). She fits into any crew that likes to keep things in melee or away from squishy models (Notably Molly and Kirai, who work well with summoning into combat). Some additional notes: Corpse Bloat is amazing as always and Anna is a great carrier for it. She's a good bodyguard model as well (or a fake bodyguard). As for Hannah: Hannah can copy Anna's push 0 and her amazing casting gun (or corpse bloat!). Throw in Oathkeeper and you can have Anna activate, pump 2-3 shots into a model that's locked in with Hannah, push the model away (if it's not dead yet), Activate Hannah, copy the Ca shot and fire again, then charge something else because you've probably put 12 points of damage from Ca 6 goodness into them. Is she game breaking? No, not at all. She's a versatile Henchwoman that has an awesome theme, model, and thematically works with Ressurectionists and her sister (Hannah). Is she strong? Absolutely. She's right up there with Sidir, Francisco, and Francois.
  22. It has nothign to do with shenanigans really. Tara pulses out fast and has 6 ap. Use that to your advantage. More AP = more hits. You can unbury beaters like Izamu without ever having to walk them. As for without Wave 3? The only difference is Anna. Sub Anna for whatever you'd like (Bete Noire and Izamu are two popular choices) and have at it.
  23. Datsue Ba is a solid Henchman and can work well with Molly, Kirai, and Yan Lo. I myself went with Anna Lovelace for the higher durability/damage, but may pick up Datsue soon.
  24. Hello, I'm very inexperienced against Pandora and after asking around, I'm very confused on an incident that came up in a game today. If a model attacks Pandora and Pandora subs with her Willpower, but the attack fails, does Misery go off and ping the attacker for 1 damage?
  25. Lol, I did as well. 1 game with Kirai and 2 with Tara. Anna killed Bishop, Luna, 3 Terror Tots, 1 Young Nephilim, a Teddy, a Stitched, Candy, half of Pandora, and kept Lilith away for 4 turns.
×
×
  • Create New...

Important Information