Jump to content

cursingbulldog

Vote Enabled
  • Posts

    157
  • Joined

  • Last visited

Everything posted by cursingbulldog

  1. Glad to see this resurface and that you folks find it useful. If anyone sees any errors or updates that need made let me know and I'll get it updated.
  2. I've been running at least 1 and often two mercs in nearly every game lately. Alot of that is because I've been running changlings as well. Merc's I've used and liked Mctavish, Envy, and Trappers paired with changlings as they get the plus flips from trappers and envy and the non randomization from Mctavish. Ama No Zako in Lilith lists to really pump up that hazardous terrain. Lazarus works well with Collodi. Bishop goes pretty well with Pandora. I've used hannah but still trying to find a good place for her. I wanna try out the strong arm suit, I think it could work with Lilith or pandora farily well. Zoraida could also likely get some use out of him with obey's or hemming for the pushes to speed him up.
  3. Anyway to group those of us who want to put in the extra bit of painting or basing or whatever into a separate group from those that prefer not to so we can be better matched up?
  4. I my personal list she's the top neverborn hench for 1 reason, and that's because she scores points and you can't win without scoring points.
  5. I would think Silurids would be pretty good at countering other silurids, cheaper then nekima and hooded rider certainly. You can keep up with the speed obviously. If they leap walk and drop a marker you can leap and charge going for rams to chain attacks, and if they double walk you can reengage them so they have to repeat next turn. Most of the time I'll bring 2 gupps instead of a silurid if I'm going for heavy marker schemes for the bonus activations. Silurids usually come out if I'm only planning on 1 marker scheme and am planning on trying to deny my opponents marker schemes charging in to take out their runners then going for my points.
  6. Will back up that trapper changeling combo, it's just brutal. For line collodi would probably be the least likely master to go for it for me. Reason being is that our best model to accomplish line is spawn mother, but she needs mid-high crows and its to much of a competition for resources with collodi.
  7. Found a bug as well. Currently no mercenary drop down for Collodi.
  8. Joel gave me the basics of this before gencon and it's been long enough to give you guys some hints. Illuminated, depleted, strum. You guys figure out the rest.
  9. You could always PP the gupps and attack collodi yourself to sack the gupps and pop these guys out.
  10. For wrath it might be easier to work backwards. Make a cross roads 7 faction, fix stones to 50+, auto populate the list, and have the master field used to select the faction. And for a neverborn henchman lead games you can just add the rest of the band to his hiring list as you normally do.
  11. If you can find one of the old avatars and have the shifting loyalties book I'd recommend the mysterious emissary, it works very well with Lilith. They main thing I use it for is the hazardous terrain markers it can toss out which can cover a surprisingly large faction of the board. Both Lilith and the emissary are immune to hazardous terrain and as most people don't play with hazardous terrain you can gain a surprisingly large amount of board control as your opponents are to scared to enter it.
  12. We tried recording after the fauxmaha tournament and between being pretty well worn out and the horrible acoustics in the hotel room the audio just didn't turn out to a broadcast quality. Glad Kyle didn't release that bit, bad audio is my number 1 pet peeve with podcasts
  13. This guy might be a little better now with his cheat facedown aura with a changling/trapper gunline in the early rounds, especially against a summoning master. Tough part is finding the stones to bring him and having some way to draw extra cards into your hand.
  14. It was alot of fun, got to play alot of great games. Way to go neverborn for the sweep.
  15. I kinda agree. After playin Collodi so much I don't ever really feel I need zoraida anymore. Other then obeys on friendly enforcers and henchmen he can do pretty much everything she can do better.
  16. Used Recharge Soulstone on Wrath last night and it worked pretty well. He can kill well enough to keep getting free stones which you can use to prevent or for greeds healing flips. Also figured out that Gluttony's once per turn is much better than I thought. You use that first to put the condition down, then use the other lust's, greed's, or prides ranged attacks and place a marker for that extra ping of damage and the push. Great way to suck a model into the middle of the band and into multiple auras. Lets just say Pandora wasn't a fan. My favorite upgrade on lust has been the resser aura upgrade that deals damage if an enemy model starts and ends inside of 3 inches. Turns her into a damned if you do damned if you don't situation as they really need to move closer but don't want to get in to close. I also think you activate pride early in the turn. He helps draw out cards your opponents hand better then the other members of the crew and if you can get him up close to where lust and greed will be shooting into it makes it that much harder for your opponent with his 0 action aura disrupting their cheating.
  17. I've been playing the crossroads 7 lately and they have some new interactions that that make things interesting thats for sure. This has led to a bit of confusion in some instances. First with Sloth, his aura, 0 action, and Lullaby attack all state that the target can gain slow to avoid or gain other effects. If the target is already slow they can't choose to gain it again can they? For example Sloth uses Lullaby on an enemy they choose to gain slow and take 2 damage instead of being paralyzed, When they activate next inside Sloth's Aura they loose the ability to gain slow and instead can only choose between discarding a card or taking 2 damage correct? My understanding of this is you cannot gain non-stacking conditions more than once. Second I was going to use Lusts attack on Sensei Yu that places the target into base contact with a friendly model within 8. We were unsure if his laugh off ability stops place effects as a place is sort of but not really a move.
  18. Spawn Mother is my favorite Hench we have as she can fit any sort of roll well. She functions best in late game scheme marker dropping pools such as for breakthrough, plant evidence, Line, protect territory etc. or mixed pools due to the ease of her summoning. She can assist well enough in killy pools boosting charge ranges, and has an ok damage spread. You can also take her upgrade to get crit strike, something we don't have much of, and a discount to hiring Mctavish if you want to bring him in. All in all she's pretty balanced between support killing and scheming and she'd be my top choice if I had to commit to a leader before knowing schemes and strats.
  19. Looking at the new Engineer pursuit the step 0 talent gives extra construct points and cost reduction for construct construction per completed rank. However it looking at it, its unclear to me exactly what the cost reduction is. Is it ... A. +1 construct point -1 script worth of materials per rank, effectively making the extra CP require 9 Script of Scrap... ...or... B. +1 construct point -10 script worth of materials per rank. (The cost of scrap required per construct point), meaning the bonus CP are effectively free. or C something in the middle.
  20. I've played without marrionets before and you don't loose much if anything. Their main value is in activation control as their attacks are subpar unless you use Collodi's or vasilisa's ap to give them actions, which I feel is wasted as both of them still have higher attack values and have better triggers. You can also accomplish much of the same activation control by using Collodi's duel mask and crow triggers to keep the opponent out of position wasting an activation just to get back where they were or forcing them to become paralyzed if you have a terrifying model.
  21. Dont overlook shadow. His defensive noon can be good and his 1ap action that lets models drop a scheme marker at the end of turn can be invaluable with the right schemes. Single handedly saved a game I had vs pandora after she nullified my whole crew allowing me to to score line and plant explosives. Carrion is also good as its heal can be used immediately after strumming. Can be useful in a fated list as you are less likely to be attacking directly with collodi loosing the healing lucky and brutal give, and instead my willing minions and giving buffs which doesn't involve duels.
  22. The schemes and strategy also affect how good any model is going to be during that game. Depending on if you are flipping for schemes and strategy or just picking the pool try switching to the other method to mix it up a bit or pick things his crew will have an easier time with. I'd also suggest swapping crews for a couple of games, might just be lady J and the guild isn't his thing.
  23. Are these mainly backend performance upgrades or will there be any changes us users will see? Any improvements to the mobile site?
  24. For the effigies I personally prefer the metal models to the new renders. While the new models might have more interesting poses they don't have near as much character nor give off any sort of puppet/construct feel the metals do.
  25. I could see a legitimate use if used on a walk and your move would make you take a horror duel. Bonus points if you use the focus and pick the lower card on the horror duel to paralyze their model.
×
×
  • Create New...

Important Information