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spikes

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Everything posted by spikes

  1. Hey guys, We'll be having our next Enforcer Brawl on Saturday, 18 Nov! Details as follows: Location - The Card Geeks @ 195 Pearl Hill Terrace Time - 0900 hrs Feel free to PM me if you have any queries. See you there!
  2. Malifaux Night every Tuesday from 1800hrs onwards @ The Card Geeks, 195 Pearl Hill Terrace. Will be there to give you a demo and a whirl around Malifaux city. Hit me up on PM if you're curious to find out more!
  3. Hmm. I don't quite know how to rank the Masters since I haven't played all of them and I'm the only active NB player in my group, but I think Titania is now extremely flexible. Her new Limited upgrades add 2 very strong roles to her - one as a tank, the other as a Master/SS user hunter. She already can run scheme marker based schemes very well, so this just adds to her flexibility. So much so that now I am confident of running her reliably in a single Master tourney, and in a fixed faction tourney, I'm comfortable dropping Lilith and just bringing Titania and Pandora.
  4. I usually try to keep the tots in cover but within sufficient distance to sprint from one quarter to another. Activating them late in the turn will give you the chance to 'steal' a quarter by increasing your model count if the opponent isn't careful, or by running into a cluster of enemy models and engaging them if they positioned poorly. Both of these threats add another layer to the opponent's decisions. To deny Interference, you only need to hold 3 quarters. I see this sort of like an L shape. Pandora and Nekima will take the ends of each L, while the tots will wait in the quarter between, seeing where they need to go to swing things in your favour. I take a similar approach with Lilith, except that it's easier for her to move things around with Transfixing Gaze (lure models to you) and Tangle Shadows (teleport Lilith up).
  5. I'm starting to take a liking for Changelings. (0) for 5" place lets them have some added utility as scheme runners.
  6. @TeddyBear Not sure if you saw my reply previously, but I did suggest a non-thematic crew with Nekima and Tots supporting a melee Dora. That would be the Box + FGF configuration. Can't go wrong with Doppelganger too - copying Tot's Sprint can give her a potential 36" walk to hit the quarter you need. I'm not a big fan of lures, so Lelitu is not on my radar, but she could throw enemy positioning off depending on where she pulls them. Also, there are definitely other Masters who can do this better, like Lilith and Dreamer. On a separate note, I posted a quick bat rep on my encounter with Reva. Technically, it's not really a Pandora bat rep since she doesn't do much and dies in Turn 2. Still, maybe you can get some insights into my crew building process.
  7. I really think Rile Them Up isn't worth it for 2SS. If it were 1SS, I might consider it. I'll get to the models part eventually, but it'll take me some time. Alternatively, anyone's free to work on it and post it here. I'll edit it into the post and credit them accordingly. In the meantime, there's still PMF and blogs. The value of posting it in a forum is to me is for the discussion. Incidentally, I played summoning Dora against Reva yesterday and lost her in Turn 2. Bad play on my part, but it's also quite a bad matchup with Decaying Aura and Anna Lovelace. Total shutdown of Fading Memories and Aether Connection.
  8. Spawn Mama having a hard time reigning in the rascally Gupps!
  9. Lynch Crew Box is a pretty decent start with illuminated in them. You can flesh it out with Tots, Stitched, Doppleganger and Teddy. A little hodge podge for sure, but still very playable if you're not looking to get additional models. You could run Lilitu in place of a Beckoner for now. Lilith can run a similar Crew too, although you might want to expand to a more thematic crew in future. Both of these Crews start relatively straightforward, so are good as beginner Crews. Summoning Dreamer on the other hand, might require a bit more finesse, but you definitely have the models for it as mentioned by argentbadger
  10. It'll take me some time to flesh out the rest, but I've put up Melee Dora. The list is quite generic, but feel free to ask if you have specific concerns or goals.
  11. @ringsnake Hey man, great work in doing up the PMF post! That's certainly an option for everyone to check out! Thanks for adding on to this post as well, I'll digest them later when I have a bit more time. Between work and Iron Painter, I'm a little swamped right now. @TeddyBear You can choose a different master. But on a serious note, while it's not her best suite, she can do it with a non-thematic Crew. One way is melee Dora and send her in to tie up one quarter on her own (killing everything there), while the rest of her crew is a motley of beaters and runners. I typically bring tots for last-minute sprints into the quarters I want, as well as a strong beater to control a quarter. Depending on the schemes, you could hold your own quarters - no one is coming in with melee Dora and Nekima guarding each quarter, or you can throw them up and hope to off-balance things by taking out their key models or weaker minions to get a numbers advantage. I'm also thinking a summoning Dora can do some funky tricks with if you have a strong hand. I've had success with Dora Inciting and summoning on her turn. The fresh Sorrows can use Misery Loves Company to teleport to a different quarter for safety or contesting quarters. I've not tried this yet, but I suspect it can be quite viable.
  12. To be honest, they haven't been doing much in my games. That's partially because I've been tying things down and clearing the board much faster than expected, so the reporters end up being scheme runners more than anything else. I might swap one or both out for Insidious Madness instead. Faster and more potent shutdown by making cheating Wp duels a 2 card endeavour.
  13. Out of curiosity, what cards are those? I have the regular Pandora, the vintage Pandora, and the foil Pandora cards. All 3 of mine plus the book show Tomes. I also had a foil Pandora with the 'wrong' double mask trigger and was informed that it was an error. This might have came up in a forum thread, but again, I can't find it. Anyway, without an errata, the book should be correct. So the cards are likely a misprint.
  14. Auras have a limited height, as per rulebook. However, to be affected by an aura, it is not drawn from a vertical height but top-down horizontal range, so Ht becomes irrelevant. This is a quirk of Malifaux and the reason why elevation rules can be a bit confusing. There's probably a lengthier rules discussion about this in the forum elsewhere, but for now my search-fu eludes me.
  15. Thanks. I was informed of that subsequently by the Mei player. It certainly would have made a difference!
  16. Wheee! I was thinking it'd take some time as well!
  17. True. I find summoning Dora under less threat in my games so far. I'm used to playing her In melee Dora, which does see a lot of stone use for damage prevention.
  18. My latest game with summoning Pandora here. Will slowly add on to the thread as I get more games in and free up more time to write.
  19. Just to be sure, is your Ironsides post-errata? She now has in-built Tomes on her Df, which should automatically trigger Good Shot, My Turn. I forget if Viks can ignore Df triggers, but if they cannot, this should also soften them up somewhat, allowing you to finish them off even if they kill Ironsides. Pre-Wave 5, I believe most Ironsides players do expect her to die before the game is over, so just make sure she has done good work before that. Anyway, Viks are squishy, so what Jinn advises is very sound. Try to make them spend their alpha strike inefficiently, then counter attack. Or if you have a strong hand and stones, you can try to weather the storm with Ironsides. But with Wave 5 upgrades, Ironsides becomes much better.
  20. Glad it helped you! Welcome to the NB faction and Pandora! It's a common mistake, I had that issue initially as well. The reverse is also true - if you defend an attack with your Wp successfully, it doesn't mean your opponent lost a Wp duel, as for them it was probably a Ml, Sh or Ca duel. I've added this clarification to the initial post too.
  21. Misery Loves Company: Dora's friends to spread more sorrow! Woes Henchman Candy Enforcers Baby Kade Doppelganger Iggy Mr. Tannen Minions Insidious Madness Poltergeist Sorrow Reporter (Guild) Non-Woes Barbaros Aeslin
  22. Limited Upgrades + Build Melee Dora / The Box Opens: For 2 SS, Pandora now gains Terrifying (All) 13 and an Attack Action with triggers to force a TN 13 Horror Duel or give a condition that removes all immunity to Horror Duels and Paralyse until the end of the turn, including immunity gained from winning Horror Duels. On the surface, this looks like a great way to play Control Dora by Paralysing enemy models with Terrifying and Horror Duels. However, as these are all via simple duels, they are too indirect to give consistent results as opposed to the Voices build which pits Pandora's high Ca 7 against enemy Wp. As such, Box is more commonly taken by Melee Dora as a defensive + situational control upgrade. In Melee Dora, the main aim of the build is to throw Pandora into the midst of the largest amount of enemies, tie them up, and inflict massive amounts of damage before she dies. While she's busy wreaking havoc, it frees up the rest of her crew to run Strats and Schemes. From this perspective, the primary function of Box in Melee Dora is to make it more difficult for opponents to take her down by making them pass a Terrifying 13 duel first. It helps to drain cards and act as a first layer of defence before the opponent can do anything. In the same vein, a typical choice for the next upgrade is Fears Given Form. By forcing enemy models to take the Df 14 duel, it forces potential card drain or damage, making it harder to hit Pandora subsequently. The damage also nicely layers on with Pandora's passive Misery bubble, as well as offering an alternative way to hit High Wp Low Df models. For the third upgrade slot, Aether Connection is recommended to make Pandora more survivable. In most cases, a savvy opponent will avoid taking on Pandora and try to stall her by feeding a single model or two to tie up Pandora while spreading out the rest of the crew. However, some opponents can and will take out Pandora. While resource intensive, heavy hitters can take out Pandora in a turn or two if you are suffering a bad hand. Aether Connection helps to stall this demise and let Pandora survive into turn 3 or 4, by which her crew would have scored some VPs and denied or stalled the opponent's progress. Better yet, Aether Connection might deter some opponents from even trying to hit Pandora at all. So even if you end up not having to stone much for damage prevention, the cost invested just to make the opponent avoid Pandora is well worth it. A typical start for Melee Dora is to get up the field as quickly as possible, possibly spending the first 3 AP on walk actions. She can then Incite twice (with trigger) to push another 8" via Fading Memory, giving her a potential move range of 20". While not quite reaching the entire board, it should be sufficient to engage models that have moved up the board. The aim is to get engaged with as many models as possible in turn 1 to setup for Terrifying, FGF and Misery in turn 2. Also, Incite is used here primarily to move, not to control activation order. That means choosing models in range with low Wp that you are more likely to successfully Incite, over chaff models that you'd like to go first. Watch how your opponent deploys and position to hit the most number of models or the most critical models early. If deploying first, try to position her somewhere central to access most of the board easily. Sometimes, I like to bait shooting crews by moving her right into the middle of an open board as an easy target (make sure you have high cards in hand). The opponent might be tempted to shoot at her, allowing you to push forward even more. Turn 2 onwards, it is a combination of Incite to get to where you want and attacking with Self Loathing. Look at (re)positioning yourself to catch as many within your 3" bubble while moving out of engagement range with 2" melee beaters. Take out the big threats first if possible, but don't be afraid to throw Pandora into a different group of models if it stops them from achieving their Strat and Schemes. The key finesse to this build is knowing when and where to move Pandora. I have ever sent Pandora all the way to one corner to chase a single December Acolyte and deny Claim Jump. In this case, the opponent's remaining threats to my crew were too far to have an impact while none of my crew could reach there the Acolyte in time. Inflict is also a possible option if you just want to spread damage all around instead of focusing fire on a single model. It is a good way to ping damage and drain cards at the same time. Given the offensive nature of this build and how quickly she can take out key enemy models, opposing crews will either choose to beat on her or avoid her. In my experience, I prefer it when the opponent is running away - it forces them to play on the back foot as my single model is dictating and scattering 2-3 models, making it a worthy AP trade. It also frees up stones to do other things. Things get a little more hairy when the opponent has 2 beaters wailing down on Pandora. Even with Aether Connection and Wp 7, she may not be able to hold for long. More so if you get caught by auras that deny SS use such as Resser's Decaying Aura or the new Wave 5 upgrade, Pact of the Grave Spirit, on Titania. In such cases, consider your approach more carefully. She will need another beater to support her and tag team the biggest threat. Alternatively, she can try to avoid the beaters altogether and chase the scheme runners (although this is less optimal). Don't be afraid to trade Pandora away if you can take out a chunk of the enemy crew! For this build, almost any model is fair game. There is no need for a thematic crew as Pandora can play solo here. That said, I'd advice at least one heavy hitter to support Pandora or control a different flank, a few utility models that can double up as secondary beaters or scheme runners, and some cheap activation for the turns you need to wait out and position Pandora after the enemy crew. The typical Neverborn all stars team will work well in this regard - Nekima, Doppelganger, Primordial Magic, and Terror Tots. For some ranged control, a Freikorp Trapper with a Doppelganger to copy his gun can further shut down enemy movement lanes while threatening Guild gun lines. The rest of the crew can be filled out with either thematic or functional models depending on your play style and the Strat and Schemes. Do watch out for bad match-ups though. Von Schill and his Freikorps are largely immune to Pandora's Wp shenanigans (but not FGF), making it more challenging to deal death by Misery. Ten Thunders also tend to have high Wp (6-7) models, allowing them to better resist Pandora's advance. Ironically, Pandora's thematic crew models have a lower Wp (5), which makes them vulnerable to Obey crews or models such as Zoraida, Huggies and Yasunori. Melee Dora is a good place to start for a beginning Pandora player, simply because it is much more forgiving with mistakes and you only need to bother with Pandora herself when figuring out all the Wp shenanigans. The rest of the crew can be formed from a motley of non-thematic models that are best in their respective roles. Control Dora / Voices: Summoning Dora / Woe is Me:
  23. Hey guys, seeing as how there's already a Collodi and Dreamer Tactica, how about trying to get the other Masters up? In the Arcanist section, they already have 4 Masters' Tactica as stickies, we could certainly catch up to them. This is a good time too, since Wave 5 would add to every Master's repertoire, generating more interest and questions about each Master. I could start the ball rolling for Pandora and let the other more experienced players chip in. Pandora Quick Rundown: The Good High Wp Excellent control through Paralyse and Activation order Kills through death by a thousand cuts, getting around Armor, HtW, HtK Can be deceptively mobile thanks to pushes on winning Wp duels from defending with Wp and attacking with Incite Highly survivable against normal attack actions since she can use her high Wp to defend and push out of engagement The Bad Low Df Moderate Wd, can fold quickly to beaters that get around her defensive tricks Vulnerable to simple duels, pulses and blasts Low Wk, has trouble getting to the middle of the board initially Small cache Can be rendered toothless by a Crew that ignores pulses and auras Main Builds by Limited Upgrades The Box Opens - Commonly known as Melee Pandora, Box gives Pandora Terrifying 13 and makes targeting her even more dangerous. This allows her to sit in the middle of the field and tie down models with her 3" engagement. Fears Given Form and Aether Connection are often taken with this build, the former to give her more passive threat, the latter to increase her survivability. Best taken in a pool that has heavy bunching in the middle of the board. Voices - A more control oriented Pandora that hands out Paralyse and dictates Activation order, this is the Pandora that gives her the NPE rep. Upgrades that will go well with this are Depression to add a reliable suite and another way to dictate activation order, and Fugue State to limit interactions. I do not play this build, so any additional input will be appreciated. Woe is Me - The new Wave 5 upgrade that gives Pandora summoning and Woe Infiltration. As of now, the only out of faction Woe is the Guild Reporter, but she brings some decent utility and control for her price. Summoning allows Pandora to bring in Sorrows right in the thick of the action, circumventing issues of their squishiness and allowing for a more aggressive Misery aggro build. Coupled with the Poltergeist summon on death of a model via Misery, Pandora can bring a whole lot of Misery pain to the enemy Crew even when they don't want to move towards it. Pandora in detail: Stats Pandora has the characteristics of Living and Woe. That means she is affected by Terrifying (Living) and she benefits from Woe interactions such as Martyr (on Iggy) and Depression (when attached to another model). She has 10 Wd, the average for the Neverborn faction. With a lowly Df 3, it seems like she’ll crumple to any heavy hitter targeting Df. Fortunately, this is negated in most cases with her ability Expose Fears, which allows her to use her respectable Wp 7 stat in place of her Df in an opposed duel. She is however, vulnerable to simple Df duels, so be careful not to park a model with Fears Given Form anywhere near her. The duel will require her to pitch a high card or take a likely 3 damage. She’s also on the slow side, with a Wk 4 and Cg 4, but she has some movement tricks up her sleeve to push her along. Abilities Misery: Her signature ability, Pandora pings an enemy model for 1 damage whenever it fails a Wp duel within her 6” aura. Do note the phrasing and timing – the ability triggers when the model fails a duel, so it means that the damage still happens even if the model or Pandora pushes out of 6” due to other offensive or defensive triggers. However, the model suffers 1 damage after resolving the current Action, which means an attack action would deal all its damage first before the Misery damage kicks in. This is particularly relevant for getting around Hard to Kill. Also, Misery auras stack and are considered separate sources of damage, so a model caught in between Pandora with a Sorrow will be hit by 2 separate sources of 1 damage, getting around Armor. Finally, Misery only pings when an enemy model uses their Wp stat in a duel. If an enemy model attacks Pandora using a Ml, Sh or Ca action and Pandora defends with her Wp successfully, the enemy model would have failed the respective Ml, Sh or Ca duel, not a Wp duel. Expose Fears: This ability significantly increases Pandora’s survivability. Being able to resist every opposed duel with her high Wp means she should be able to successfully defend herself most of the time, barring some bad card flips. This combos well with her other ability, Fading Memory, allowing her to push 4” in any direction, which is practically out of almost every engagement range. Do note that Expose Fears is not a defensive trigger, so models that ignore triggers cannot get around it. Also, in situations models can choose to target either Df or Wp (such as Bishop), they have to call which stat they are targeting first, so Pandora still has the final say of using Wp. This is confirmed in the FAQ. Fading Memory: With this ability, Pandora can push 4” in any direction whenever she wins an opposed Wp duel against an enemy model. A common misconception for beginning players is what constitutes a Wp duel. In this case, it refers to duels in which Pandora uses her Wp stat, regardless of what the enemy uses. In practice, this translates to 2 scenarios only – when she’s attacked by an enemy (not friendly) model and uses her Wp stat to defend, or when she uses Incite, the only attack action she has that uses Wp as the attacking stat. In the former, she can use this defensively to push out of enemy engagement or into cover, and in the latter, she can use Incite offensively to push into engagement with more models, making it a movement trick for her as well. Martyr: This allows Pandora to take 1 damage to reduce 1 damage another Woe within 6” suffers. This allows her to keep her otherwise squishy Sorrows alive longer. This can also be combo-ed with Iggy who also has Martyr to either reduce 2 damage from a Sorrow, or extend its range by passing the damage down the line. E.g. Sorrow is 12” away from Pandora but Iggy is 6” between the two of them. Do weigh carefully when to use this ability though, as a typical Pandora crew has little options for healing unless you bring Candy. Attack Actions (1) Self Loathing: Ca 7 attack action with engagement range of 3”, resisted by Wp. Attacking an enemy model with this will trigger Misery if the attack is successful, as the enemy model essentially failed a Wp duel. The 3” range is great for tying up models and affecting them with the Fears Given Form upgrade. Being a Ca attack, it gets around Incorporeal as well. However, the attack uses the printed damage track of a 1 AP attack action of the target model, so attacks are more effective against heavy hitters and less so against scheme runners. The new Wave 5 upgrade Rile Them Up now offers Pandora her own damage track when using this attack, letting her deal with weaker models more effectively. Do note that even if the model has no damage track, both Self Loathing and Self Harm can still be used, dealing no damage but triggering Misery. (1) Self Harm: Similar to Self Loathing, it is the version with a range of 10” and Ca 6 using the target's 1 AP attack action damage track. (0) Incite: The bread and butter of Pandora, this is something to be cast almost every turn. It sports a decent range 12” and is resisted by Wp. On success, it gives the target Mood Swings, a condition that allows you to force the opponent to activate this model instead of other models if it hasn’t gone yet. The condition is important for setting up activation control, especially if Candy is around to Paralyse the first model to go in the Turn. It also allows you to compensate for losing Initiative if placed on an inconsequential model. With Wave 5, it is one way to setup for summoning Sorrows, since you need to target an enemy model with a condition to summon. Also, important to note that it is Wp 7 and not Ca 7, meaning it triggers Fading Memory for a free 4” push. I usually try to keep a high or stone for the suite to trigger Mass Hysteria on the first Turn, allowing this action to be taken twice and thus pushing Pandora into the thick of things faster. The Rile Them Up upgrade allows Pandora to further capitalise on this action by discarding a card to take Incite as a (1) AP action once per turn. While that’s potentially 4 Incites in one turn, I think that’s a bit of an overkill. I find that there is a diminishing return for Incite. Beyond 2 models with Mood Swings, it becomes less useful for activation order control as the 3rd and 4th models are unlikely to be inconsequential chaff. In those cases, beating on them with Self Loathing or Self Harm would be more AP efficient. Tactical Actions (1) Inflict: Pandora can force enemy models within pulse 4” to take a TN 14 Wp duel or suffer 1 damage. In reality, this translates to a minimum of 2 due to Pandora’s Misery aura, possibly even higher depending on whether there are Sorrows in range. It’s a great way to burn the opponent’s hand if models are too tightly bunched up in an area. Upgrades: This section will focus on relevant Pandora upgrades, starting from the non-limited ones to understand their role, followed by the Limited ones that will determine her play style. General Neverborn Upgrades Aether Connection: A defensive upgrade for 1SS, this allows you to prevent 1 additional damage when stoning for damage prevention. Good when you anticipate a lot of beat down on Pandora and intend to use your stones heavily for keeping her alive. This is almost essential for Melee Dora. Fears Given Form: For 1 SS, this upgrade makes all models within engagement range take a Df 14 duel or suffer 3 damage. Given Pandora's 3" engagement range, she is a good option for FGF to tie down and threaten a lot of models at the same time. This ups her passive threat level to combo with Misery for increased damage output. Even if it doesn't actually deal any damage, it is good for draining cards if you throw her into the midst of 3+ models. However, it also paints a big red target on her, so be prepared for countermeasures. Important note: FGF is crew agnostic - it affects your own models too! On Wings of Darkness: Nah. Pact: Nah. Stone of Tyrant Echoes: Nah. Pandora/Woe Upgrades Cry For Me: This 2 SS upgrade gives Pandora a 1 AP Attack Action that can put the Pity condition on enemy models, making them suffer -flips on Wp duels till the end of the turn. The more important function is the double mask trigger, allowing a Blast Marker to be placed, triggering additional TN 14 Wp duels for all models except the target touched by it. On failure, they also gain the Pity condition. For 2 SS though, this upgrade feels a little too expensive for me. In Melee and Summoning Dora, her AP is usually better used for other purposes. Moreover, there are other models than can generate similar Wp debuffs in a bubble such as Insidious Madness, Tannen and Poltergeist as passive abilities. This might see more use in Control Dora, where a successful blast will make it much harder to defend against subsequent attempts to Paralyse models. It also depends on models bunching up, so perhaps a strat like Guard the Stash would be an appropriate time to consider this. Again, do note the phrasing. The blast affects ALL models, including friendly models and Pandora! So beware where you place the marker. Fugue State: Another 2 SS upgrade, this one is great for controlling the game in Interact heavy scheme pools. It gives Pandora Monotony, forcing enemy models within 8" that declare an Interact Action to take a TN 15 Wp duel or suffer 1 damage. With Misery around, this is likely to be 2 points of damage, possibly even more if there are Sorrows. It also gives a 1 AP Attack Action to make models Insignificant till the end of the game or until Pandora is killed, further shutting down enemy models from Interacting. Great way to deny your opponent from playing the game (and losing friends). Given the competing upgrade slots and its cost, I'd consider this only if I'm really playing a full control Dora. Rile Them Up: A new Wave 5 upgrade that costs 2 SS, Pandora can now discard a card to take the Incite action as a 1 AP action once a turn. With the Mass Hysteria trigger, she can potentially Incite 4 times a turn now. It also gives her a 2/3/4 damage track to her Self Loathing and Self Harm attacks, making her better able to take out scheme runners and models with weak or no damage tracks. Within a Misery bubble, this is essentially a 3/4/5 damage track or higher. I find this upgrade to be a bit too situational for consistent use. Most times, one Incite + trigger is sufficient, especially if there's Iggy supporting with additional Incite. It competes for AP use, which I often need for other purposes. Similarly, I'd rather be using other beater models or Misery to take out weak models, as Pandora's Self Loathing is most efficiently used on big beater models, which should be her primary target for the Attack in the first place. The odd exception to this is when Pandora is taking on a Master with a weak damage track, but even then, there are other ways to deal with the Master. Depression: A Woe specific, Rare 1 upgrade for 1 SS, this can be taken by Pandora, Candy, Iggy or Baby Kade. It gives a 0 Action to discard a card to add the card's suit to all duels for the rest of the Activation. It also gives all other friendly Woes within LOS a 1 AP Attack Action, Melancholy, which can give enemy models the condition Nobody Likes Me, forcing the affected model to Activate last. Used in combination with Incite in the presence of Candy's Sweets and Sours auras, it can have a devastating effect of activation order control + Paralyse and damage. This upgrade is typically taken by Baby Kade in a Dreamer crew for his trigger. In a Pandora crew where Kade is less often present, it can be taken by Candy to help with her healing action which requires a to succeed, or give her a on her Attack Action to trigger Mood Swings. It might also be worth taking on Summoning Dora if there are available slots. While the 0 Action for suits is unlikely to be taken because of the competing Incite action, it offers all the summoned Sorrows an attack that is resisted by the Wp to trigger Misery, something the Sorrows otherwise lack. Of course, this is dependent on how you play your other support models since a Candy in the middle of the action or an Iggy in the back field can play a similar role and free up Pandora's upgrade slots.
  24. Hey all, We'll be having a 50SS GG2017 Tourney on 21 Oct! Details as follows: Location - The Card Geeks @ 195 Pearl Hill Terrace Time - 0900-1900 hrs - 3 rounds Swiss - Fixed faction + 2 declared Masters - Raffle prizes for painted crews Feel free to PM me if you have any queries. See you there!
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