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Peanut Butter dude

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  1. To clarify yeah, 200 + games with other masters and faction but what I've learned is "oh that's an awesome ability or upgrade!" Is a trap and the models have an underlying much more powerful use of ap or ss. I will agree on the fact that interference is a total bitch with pandora but that's probably more of a user error then pandora I have no problems running against summoning crews. You use incite to push into range and start using her 1 ap tactical action to maximize effectiveness set up is key get the insidious madness near by and force them to discard cards to cheat this is a horrific drain on either cards or life seeing as a nine must be flipped most the time to pass a 14 wp dual. Spending 3 ap with 4 or 5 models around can add up to in best case scenario 30 damage if 5 models are around, in a summoning heavy crew wouldn't be much of a stretch...just make sure there's a push lane out and hold a high card to push away even if she gets hit once or twice you have stones in my build that make damage prevention so awesome! 2 damage is a normal min damage if you flip a low card with the upgrade then you still take none it's so much more resilient then a terrifying check and seeing as no other models can use stones with a 7 pool you've got a huge amount of damage reduction and that's assuming they hit... With the other upgrade you get to see 10 cards a draw .....thats a fifth of your deck... there's been multiple times for multiple turns a game i have nothing lower then a 10 in my hand. That's just gross and that makes nullify so easy to cast! If your a pandora player I highly suggest this just give it a couple runs and tell me what you think I would be happy to run someone who's played pandora a lot crew build to feel the difference and do a true comparison I just ask the same of this crew.
  2. It's almost an all encompassing list. I've found the damage to be high enough to kill off models quick enough when playing strategies that deal with table control and strong in denial. The ability to see 10 cards on a draw phase and managing them well gives the ability to get a lot done my play style is more aggressive then most and seeing that many cards on the draw phase allows me to tailor my hand to get a lot of what I need from my triggers to maximize my models I've played almost 200 games total to date and found This build to be extremely potent for nearly everything. I agree with your statement of selection of crew based on strategy and schemes but this crew is granted strange but very well rounded
  3. ok, just getting into pandy I wanna see what you guys think of my current build. I'm taking Pandora 2× insidious madness 2× stitched together 1× tucco 1× teddy 1× primordial magic Upgrades *on dreaming wings Used for extra cards mainly Sub note that's still in discussion + can she use flight while doing her push? *ather connection Used for damage reduction with +1 to all stone damage reduction *fuguee state Allows for control of enemies scheme runners *set up Use tucco to bully people turn one Teddy with insidious madness as scheme runners with a strong control of will power duals. Teddys hug becomes much more viable it seems when 2 cards would be needed to cheat or by using the madness attacks to drain wp. Two stitched to just do what stitched do lol great models...lots of fear and if close enough to pandora can allow you to draw cards while handing out damage Pandora- I mainly use her to deny scheme runners first turns and push around and incite so I can activate her again early in the proceeding turn to do the same and gain up to 4 models, generally half a crew, worth of my opponents choosing to activate. Primordial magic hangs back and get me cards till about turn 3 then rushes forward to be used as scheme marker. Any thoughts on things to change or models to switch out or anything would be a great help
  4. A lot of good information here, to throw in a little side note, don't forget that ressers are very good at creating tar pit situations for enemy models. most time ressers will have more models and depending on strategy and schemes tar pits will take out key models while ressers can summon more models to continue to achieve vp in my mind a model is worth it's stone cost if it burns enemy ap in a manner that allows me to achieve my vp in an easier manner.
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