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Tayne

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Everything posted by Tayne

  1. For Melee Pandy, you want Fears Given Form and The Box Opens, possibly with Aether Connection if you want her to last a little longer. With this build, she's aggressively charging into either a big beater to kill using it's own damage profile or a cluster of enemies to pulse out inflict and cause multiple WP duels. Paralyse-dora is fairly upgrade light. She needs crows to disrupt the enemy by shutting down their key models. You can add other upgrades to your flavour. Finally, there's Fugue State. For Squatters Rights/Stake a Claim/scheme heavy pools, this upgrade alone can make your opponent tear their hair out as Pandora looks at three models a turn and says "You're insignificant." Silurids/necropunks leaping to drop markers? Insignificant. Crooligans (sorry Dan) using from the shadows to start this turn two? Insignificant. It tends to work better with Voices I found, as Pandora is more likely to stand away from the action and annoy from a distance. They are the upgrades I look to for Pandora. For the crew, I'll generally have Retributions Eye on the Doppleganger or Johan and Mimic's Blessing on a beater for some defence.
  2. Wasn't saying she's unkillable by any means, I was disputing that she isn't quick. Looking at her card, she does not appear as a speedy master but she is deceptively quick. As for her not being supported. Your Izamu and Hanged aren't likely to act first, thanks to her mood swings controlling your activation (if Pandora is that far ahead, she'll activate early the next turn and pop at least one more incite out), giving her crew time to chase the madwoman down.
  3. Pandora can and often will cover 20" on the first turn between three walks and two incite actions (one due to her trigger). She'll normally be carrying Fears Given Form and The Box Opens, to force you to make tests for activating near her/targeting her and possibly Aether Connection, for survivability. And that's before any attacks miss her, giving her a 3" push. Pandora is deceptively swift.
  4. The Scion of Black Blood joined us in book 3 for some native removal. There's always Johan too, and Collodi can take the Arcane Effigy.
  5. It's a great model. Condition removal is a handy thing to have (admittedly less so for Ironsides thanks to Warding Runes) and for its points, it has a solid stat line. The 0 action is either extra damage or a discard, either way this is a bonus. I'd say it's a great choice for any Arcanist master, perhaps more useful for Mei and Kaeris due to synergies.
  6. It's fairly central in the UK but doesn't have a train station close by. Birmingham International and East Midlands Airports are pretty much equally close at a 50 minute drive. Getting to the actual venue may be an issue, it's out of town and Daventry does not have a train station any more (nearest is Long Buckby about 6 miles away). That being said, there's several local players and I reckon we can sort lifts out closer to the time. I'll be heading down from Coventry each day (30 minutes away) and will have space in my car for some people to jump in.
  7. Sorry, I should have been clearer. Hannah has Arcane Reservoir +1 as an ability, giving you an extra card in hand.
  8. Ama can stone for the devour trigger, but you need to get the paralysed off first. I'd recommend swapping her for either Hannah (Woot, more hand too) or Cassandra (woot, speeeeeeeed) as they can then copy an attack to paralyse someone, stoning for the trigger as needed. The Wendigo can paralyse too by copying Raspy. Just something to bear in mind. The silent one is a bad source of paralysis. Excellent model otherwise, but if you specifically want to paralyse people I'd look elsewhere.
  9. Yep. And she could use a soulstone to prevent that damage, if she really wanted.
  10. Unfortunately, it doesn't work for Convict Labour as the markers have to be over 2" apart. It was awesome for aLitS though, absolutely.
  11. Yes. She is dealing damage to them, rather than sacrificing them so they drop markers. As for your plan, it gets better if you use a drowned. Walk it forwards, drop a scheme marker. Put up the aura from the upgrade (spirit beacon/whispers? I can't remember which), then summon off the drowned enough to kill it. You can a second scheme marker from the aura and a third from Finish The Job, plus a seshin for discarding a card. That's set up/detonate the charges/plant explosives/spring the trap done, or a whole load of schemes for Philip to munch on.
  12. I've played against both of them... I can't deny your claim, sir!
  13. No worries, it's an honest mistake. Especially with two others at the event spelling their name the regular way.
  14. Thanks Joel for a very fun Saturday. Disappointed that I didn't buy a ticket for Sunday as well, but real life and all that. If you've not sent them already, could you update my name to Graeme Nicholls? Yes, I have the joy of forever having my name spelt wrong thanks to my parent's whim.
  15. Hey guys, pretty much as the title says really. Is it worth running Collodi without Stitched Together’s to make people cry? If so, what replaces them as the damaging power houses?
  16. Amusingly enough to come after Mike, but McMourning. I just cannot seem to get past the immense amount of poison/expunge/sip of wine/oh look, here's yet another flesh construct. And yes, that includes when I play as Pandora.
  17. I think your opening statement needs some more work. Namely, it needs Kirai. She has support tricks, namely movement and healing, that go a long way to resolving the issues you have stated with Izamu and you do the model a disservice by not mentioning them. Yes, he is slow but Kirai can swirl him 24" across the board if she wishes (and has set it up correctly, of course).
  18. Fine in theory. Kirai at least generally lurks at the back of her crew. The paralyse cast I believe only has a 6" range (please correct me if I'm wrong) and she'll have models/Seshin in the way. Plus, she can still pass the attack on to a friendly spirit within 2" using a mask. With all that said, any time you can devour a master you absolutely should!
  19. Yep, immune to paralyse and slow. With a 3/4/5 damage track, ignoring armour that can target WP or DF. Oh, and plus flips, as she gives out adversary to enemies in base contact when she's summoned. Lovely, ain't she?
  20. It's an aura, if a living/undead model with 6" of Kirai/Lost Love suffers damage from an attack action, then they can discard a card or soulstone to summon Ikiryo. So yes, placing pillars between the target and Kirai would block the aura. I can't remember the range on pillars, I know for Kaeris it's just 6" though, and neither can be placed on existing models, so that may not be feasible.
  21. Sadly (for Rasputina), that's incorrect. If you summon by an action then you need line of sight to summon. Ikiryo is summoned via an ability, so that restriction doesn't apply and she would appear.
  22. All true, but if Ikiryo pops out of attack number 1, then Raspy cannot shoot out attacks 2 and 3 like planned. And a Raspy that's not shooting is a sad Raspy.
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