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santaclaws01

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Everything posted by santaclaws01

  1. Not as concerned about cheating the Wp duels, as they won't be able to cheat all of them. And the one you're thinking of is Sloth.
  2. I planned on summoning the last Daydream turn 1, moving up and summoning an alp. The Dreamers trigger Feed on Dreams is how I plan on moving most of the Alp horde out of activation.
  3. Have Coppelius go after you opponents scheme runners until he gets a couple Eyeballs. Save you rams and crows for him, because being able to attack again or just deal moderate damage without the flip is very good. He doesn't hit hard because he's a support piece more than a beater. And remember you can have more than 3 Eyeballs, you just only get to a max of +3 Df with them. My issue with him is that it just takes way too long for me to ramp him up and doesn't amount to much. He is 10ss, which at the least is an Ama no Zako or almost a Mature/Teddy which can do tons of damage. For those 10ss, first turn you tend to double walk to intercept a scheme runner, and then second turn you walk and get to make 1 attack (because they're not going to put their isolated scheme runner within 8" and LoS of you). Now its turn 3, and Coppelius has only accomplished tying up a model that is most likely half his cost, and gotten 0-2 eyes. So maybe turn 4 he will actually be able to do something, but up until then I feel like I'm just missing a heavy beater that can threaten my opponent's crew like mentioned above for the same or similar cost. Give him fast first turn. Also you can have Daydreams push him up to get him in better position. I can usually either get him in the fight by turn 3, or have him off alone somewhere tying up 3-4 models because they just can't get past his ~ Df 6(I try not to go below this once I get to it) Wp 6 with a 2/3/5 healing flip. Save a high ram and you can get 3 eyes turn 2.
  4. What do you guys think would be a good Alp Factory list for Dreamer?(Yes I know this is gimmicky and probably won't do well) Dreamer: Aether Connection. Otherworldly. Tantrum. 7ss Coppelius: On Dreaming Wings Doppleganger. Daydream x2 Alp x9. Otherworldy to give Playtime to Coppelius and/or Doppleganger for extra card draw and Accomplice if one of them needs the healing. Tantrum for Surrounded by Nightmares and Ranged Expert. I have 7ss and Aether Connection because The Dreamer is going to need to be fairly close to the action. Coppelius has On Wings of Darkness to speed up everyone, and his innate Alp synergy. Doppleganger because she'll serve the role of another Coppelius essentially. Obviously this list will do horribly with strats that require you to spread out non-peons, as well as with killy schemes. Any ideas how to improve this list?
  5. Have Coppelius go after you opponents scheme runners until he gets a couple Eyeballs. Save you rams and crows for him, because being able to attack again or just deal moderate damage without the flip is very good. He doesn't hit hard because he's a support piece more than a beater. And remember you can have more than 3 Eyeballs, you just only get to a max of +3 Df with them.
  6. The better question is why didn't he take Otherwordly and/or summon them outside of Inflict range? Or just wait for Pandora to activate.
  7. They only count as not in play for other rules which mention a model having to be in play. The rare restriction makes no mention of models needing to be in play or not for them to count against the number you can hire or summon.
  8. Aether Connection doesn't affect either joker. You need to prevent damage to prevent 1 extra, but the BJ prevents 0 damage.
  9. I would assume that when the Model is unburried, then Pine Box doesn't have to check for it anymore.
  10. For neverborn: Lynch and Lilith, with Doppelganger and Teddy 10T: Shenlong(gets you Sensei Yu) and Lynch. Katanaka Snipers and Tengu (black Friday sale, release Jan)
  11. I second this. She will fill whatever role you need filled. A personal favorite tactic of mine with her is if plant explosives is in the pool, to take her an a Tot, and have her sprint into a melee to drop your scheme maker and get 3 easy VP.
  12. Illuminated. Dreamer makes them even harder to kill, with the potential to completely heal from just 1 wd, and being able to buff them withe his tactical action
  13. Similarly, you can only hire models into your arsenal that your leader would normally be able to hire.
  14. "Gains this condition until the end of the game", so... the model gains spiraling oblivion +1 until the end of the game.
  15. Katanaka Snipers. If you don't mind paying the customs and shipping, I would also pick up Tengu.
  16. So why won't you be getting scrip your next game against that opponent if they got so much from you? Are they not buying skills? If not then why does it matter if they're getting their 16 weekly scrip faster than you are?
  17. Yes, because each skill and equipment is essentially an upgrade, and with most of them having an SS cost of 0, you are attaching them to your crew for free in the actual game. I would still rather give my Hooded Rider the ability to Flurry and have all my models within 10 be finished of on an 11 or higher than not give my opponent 2SS.
  18. The difference being that both of those actions existed before the Sniper was released, and Wyrd doesn't like changing action text for the same actions across models. So it's the same situation with Nether Flux and Counterspell. Because Counterspell is on eight cards (checking the core rulebook and Crossroads), and Netherflux is on two cards. The same wording is used for Netherflux on Hannah and for Nether Fluxuation on the Friekorps Librarian: Except Katanaka Sniper is Wave 2, and Hannah is Wave 1.
  19. The difference being that both of those actions existed before the Sniper was released, and Wyrd doesn't like changing action text for the same actions across models.
  20. Technically he's tournament legal as of right now, because his Stat card is released. You would just need a conversion for him that satisfies a TO. If you order him though you can play him as soon as you want in a tournament.
  21. Oh, thank you. That would be an excellent explanation, and would justify the different wording. Now, since you're writing "I think" I understand it's not an official ruling, isn't it? Anyway, I'll adopt your interpretation until/if further and/or more official explanations are given. Thank you! Correct, it's not official and there's nothing in the rules one way or the other. My interpretation pretty much entirely hinges on both of them being on the same model, so it's harder for me to pass it off as just inconsistent wording due to different editors.
  22. This has come up before and I still do think there's a difference. Inconsistencies in wording aren't easy to ignore when both abilities in question are on the same model also. I think Associated is any suit printed as well as ones they gain from abilities, so for example Oxfordian Mages get s for being near other Academics. They would still have those s for Counterspell, but not with Nether Flux.
  23. If they're not buying campaign upgrades then your crew is getting stronger while all they get is scrip that they apparently aren't even using and soulstones in the game which can only help so many models.
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