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HPN

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  1. It's a walking6 model (so can reinvent herself as a scheme runner, in late game), that can copy Lure, Lorelei and a crapload of other useful abilities, and easily get 3 actions/activation (by copying a ranged attack/ability with mask). Can actively contribute in Hunting Party. Can pick up "engaged" heads in headhunter. Can "tank" a big model for a bit going defensive and activating to MI. I don't think it's all about Ill Omens. It's about being one of the most complete and versatile models in the game (and for one time, this sentence could end without the "for her stone cost" part), that also happens to have a game-changing ability very well fitting in a faction that is mainly made of glasscannons melee models that rarely gets the chance to swing again after they have been delivered. And she is not into a 50$ box filled of debatable models (like, think if she would have been in the Lucius Box instead of Dashel). She is in a budget-friendly one model box. All IMHO obviously, ad except for this detail, i LOVE your articles and i thank you for the work you are doing with this. I will extensively reference tio your article about guild soon
  2. Dreamer is at the moment my most played master, and i think i took around couple of games with him as Summoner in total. While i recognize that the Summoner build is a much more solid and versatile one, i had plenty of fun (and some successes too in tourneys) playing him with the other build. At the moment i usually polay something along this line: Dreamer - Restless Dreams and shootign expert (i suck at remember upgrade names) Teddy - Retribution Eye (easily swappable Upgrade, but i feel he's not at full power without it) Doppleganger Widow Weaver Waldgeist Illuminated Illuminated 3 stones Sometimes i swap an illuminated for something else cheaper + stones/upgrades. Like a stitched or a bloodwretch. Usually turn one is a walk an two daydream summoning, to compensate for the somewhat low model count. And then you play with the support Dreamer can give to your crew with Empty night and the menace of long range teddy-slinging due to the large amout of pushes you have available. When the good chance arise, pop chompym kill something, then summon back the child. The list LOVES hunting party, since your minions are somehwta tanky (and daydream can hang away from most menaces) and you have 4 henchmen/enforcers to score. Long-range wandering scenarios are usually also quite easy, since a dreamer can easily reach opponent deplyment zone, especially because without having to continously back up your army with fresh summons, you can take a couple more walks during the game with the child. Also, even during your last turn, if you piled Waking +3during the game, after you did 3 actions during your turn, you can shoot at enemy with shooting expert (especially with surrounded by nightmare, that skips the damage flip, saving you from the black joker), wake up, summon chompy 6" away + base size (so 8") walk 2 times and then summon back the Dreamer, for a total of 17" inches of reposition. Not bad for a "free" shooting expert action. And you can add some Daydream push on Chompy too. As said, this is probably not the strongest or "perfect" way to play the Dreamer, but allow yourself to try it sometimes, i can assure you that is a very fun one to try, if you want somethign different from just summoning way. FOrgive my english, not my natural language and I was on the hurry on the last part.
  3. Take LCB dreamer (not summoning dreamer) and use minions that are not easy to take out (waldgeist, illuminated). Also, since the Strategy is often paired with hunting party, having Teddy, widowweaver, doppleganger and LCB himself gives you a very solid base of attackers to work on the scheme while you do the strategy.
  4. So much this! I have always seen her played as a countercharge menace and to tie up in melee enemy models keeping them busy for some turns, due to her being quite tanky. And then abusing her buffing aura, leaving to other models the heavy lifting. I was quite suprised when on the forum i read that she's considered a low-tier master!
  5. HPN

    How to Lucius

    I recently got a Lucius box in a trade, so I’m planning to try out something on the line of this: Lucius – Surprisingly Loyal+ Sniper Primordial Magic Doppleganger Nekima Guild Lawyer Austringer Austringer Pathfinder +1 spare SS The idea is to diverge a bit from my melee focused neverborn crews (Dreamer mainly, and I’m also preparing Pandora), so I will have Austringers for some shooting options, even if they can’t receive Lucius’s command to do additional actions. Pathfinder is for more shooting and scheming, other than maybe pop a couple of traps. The Lawyer is intended to work as a baby-sitter, providing bonus to horror duels and/or giving out hard to wound to Nekima. Also, if the nephilim girl have to face something really tough, or many clumped enemies, he can provide the Fees condition for the combo with Black Blood to increase damage output. Nekima is just Nekima. The doppleganger, other than Ill Omens, gives a bit more versatility, copying the rifle of someone or Nekima’s sword if more beating is needed. And with good walk, she has proven to be a decent scheme runner for me, in the past. 8 models doesn’t seems a too low starting model-count, and maybe in a tournament, with less chances to reach later turns, might worth to play more aggressive and suicide style, trying to gather points, without having to face fully the consequence of have suffered too many causalities in doing that. One big weakness I can see is the vulnerability to a long-range Killjoy bomb focused on Nekima (Hamelin, Tara, Leveticus). With the Dreamer I could trade my Teddy for their Killjoy and still have a good beater at disposition (Chompy), but here it seems to me that Losing Nekima early would be a very big punch to suffer, leaving me without anything able to retaliate properly. The idea I had about this is to maybe swap as below, if I feel there will be a Killjoy ready to strike: Lucius – Surprisingly Loyal Primordial Magic Doppleganger Guild Lawyer Austringer Pathfinder Mr Graves Illuminated Illuminated Mr Graves with Fees+ Black Blood is still a decent beater, and if killed I have two Illuminati that with additional actions should be able to dispatch the big one. These are just ideas, I’m open to any Opinion and suggestion
  6. You cannot push the dreamer with ride nightmare. I think best solution is then to hire the 3 DD and get the wake up to 3 summoning alps or through Sh damage on the previous turn!
  7. For distance, don't know if it's the longest, but this can lead you quite far: Dreamer with Tantrum, dreaming wings and the 1 pt upgrade that makes you wake on SH damage done. Dreamer summons 3 daydreams, getting Wake condition to 3. Next turn: Mr Graves Show you the door on Dreamer for 6" Dreamer moves 3 times for 24" Dreamer shoot an enemy with shooting expert, triggering Wake 4 and waking up. Summoning a Chompy at 6" + base size (around 2") Chompy got pushed 3 times by daydreams Ride Nightmare and a 4th time with a doppleganger copying Ride nightmare, for 16" of push Chompy moves 2 times for 10" and then sacrifice himself to pop back again the Dreamer in Btb, gaining the basesize (around 1"). For a grand total of a couple of millimeters short of 65", if i have not messed up something. Adding Lust's Proper position, you can add 4" more if you want!
  8. I have to quote this in a "literal" way. Many times i found that if you know that first and second turn have gone long and will be hard to reach turn 4 in a toruney, a teddy on turn two could be pushed deep in the enemy lines (like with daydreams) and then he can further advance using gobble up and his peckaboo trigger to reach safely the enemy deployment zone (hopefully, smashing something troublesome in the meantime), to maybe advance more and then drop a marker on turn3. Not all crews have easy ways (like Fingers, or Rat Kings) to go back and remove that scheme, and since you are not going to play turn 4 and 5, the bad positioning of teddy will be less relevant. Even on a game played without clock, a teddy pushing deep on turn 3-4 forces your opponent to divert some attention to him, or allow the fluffy giant to easily score breakthroug or power ritual.
  9. HPN

    "Net Lists"

    At the moment, especially due to my noobness, i have to admit my broblem about writing a neverborn list without the Doppleganger. 50 stones are really 43+"the girl" for me. Flipping initiative shifts from a thrilling moment that needs to be carefully planned one turn in advance to a mere formality, and there's always atleast a turn each game were i would have happily paid half my stones for her, to be able to go first, so i never regretted taking her. Even if the list has nothing interesting to copy (and well, this also means no heavy hitters and no ranged/tool models, so what is the list supposed to be made of, Alps?), she is a decent scheme runner on the flanks, and might happens to get some interesting enemy ability to lend for a turn. Recently i played a game against a friend who was using Trixiebelle, so the two Ill Omens were almost "neutering" each others. I had forgot how painful was to flip initiative without having control on it! XD
  10. I Still have to properly try this, but it seems awesome! Any chance for a 20mm version? Or a selectable size one. I find 30mm for conditions markers to be a bit too invasive... Really thanks for this anyway!
  11. Since i'm both a lazy and an impatient person, looking for a proxy and wait for the plastic stitched to be released were both unreasonable options. So i sat at my desk and sculpted my own stitched and made a resin multi part kit out of it. Ok, i have to admit that it proved to be more fatiguing than just find a proxy or wait for the release, but atleast i'm happy with the result. And now the amount of stitched i can summon is limited only by the number of 10+ in my control hand. XD At the time of the pic i was still working on their bases.
  12. Hello all! I recently started to play Malifaux, and the Dreamer is my master of choice (even if i'm also practicing Linch and soon Pandora). I'm curious about this concept of list, but i also have to admit my complete noobness, and have to humbly ask, what i'm missing? I really don't get what such a list is supposed to do... Bunch of models that are completely irrelevant in melee, peon+insignificant for scenarios, easily killed and with an aura that MAYBE will give you Slow. Where is the finesse my noob mind can't see? This is really because i want to learn and understand, i'm not trying to be a jerk! Till now, i have always seen the alps as a +1 Waking counter if i need to pop out Lord Chompy Bits in a given turn and i already have 3 Daydreams on the table (and no enemy in reach of shooting attack with the Dreamer, that also, being an opposed duel, is less secure than cheat a 7+ mask from your hand to summon an alp).
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