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feagaur

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Everything posted by feagaur

  1. I've been using the mature Neph recently and have found that just moving him forward early lures the opponent into the trap that there stuff is safe. Then go with Titania and (if you have a good Ram in hand) use the ram trigger off Bloody Command to push the 'beater' up and let the beater get an attack. twice off that I've managed to get the trigger for Charge Through off the neph allowing him to charge a whole new victim. All off 1ap of the queen.
  2. Try him with Titania and give him Queens champion. Extra armour, +ve flips on attacks and placing a scheme marker adjacent to any model you damage with blasts!! I tried it with Hannah and it was dirty. Should be even better with Lazarus.
  3. I found that the lure + Pounce setup didn't work as well with Titania. She couldn't really add anything to it other than sitting behind and putting up behold my glory so the enemy model can't really attack the lurers. For that setup you'd be better taking them with Zoraida so you can use her obey to get the +ve's to all duels on Lilitu and Lelu leaving them to do the lures/attacking. With Titania you'd be looking to get more scheme markers down so she can do her thing with them and bring in models to help or increase that, such as Insidious Madness or Sorrows.
  4. Mature is a great choice for Queens champion. ++ve flips on attack and armour 2 make him excellent for laying down a beating and soaking it up (to an extent). I would give him Retributions Eye rather than Thousand Faces. It means you're more able to take out masters with dirty defensive triggers (Molly etc). Personally I'd drop Lelu and Lilitu and take either a couple of Insidious Madness or 1 Insidious Madness and a couple of Gupps. You already have 2 lures with the knights so don't really need a third and you don't really have any scheme runners. The gupps leap will be great for getting to heads leaving you with the AP to pick them up or attack. If you're going against ressers you might also want to think about getting Aeslin in there. Here ability to stop pushes/places will shut down any Rotten Belle nonsense. She'd also give you more ranged scheme marker dropping meaning you don't actually need to get up close to whatever your opponent throws at you.
  5. Another neat trick I've found is taking the mature nephilim (hopefully with Queens champion on giving him ++ve to attack and +2 armour and give him retributions eye), then getting the ram trigger on Titanias Bloody command to get the mature to push up to 8 and do a melee attack triggering his charge through and chomping his way through your opponents crew. It can come as quite a surprise that the model your opponent thought was safe at 16" away from the mature is suddenly dead.
  6. Tooth is good for hunting down scheme runners. Most usually have a charge of 6 and a 1" melee. If you get it right you can Challenge of summer from 7.5" away, they push to 1.5" away and can't take an attack, then Tooth gets to open that can off Whoop on their behinds. 3 attacks at min damage 2 with a built in trigger for placing scheme markers can usually mean your taking the critter down and getting 'dig their graves' at the same time. Claw is good for either pulling in bigger models and putting them on -ve DF. Or for hitting things from distance to place scheme markers. Thorn is useful for holding models up in her larger engagement or for taking down armoured foes. Though I've found she does tend to need a hand from scheme markers already placed to get some decent damage down.
  7. I've been running two different builds recently. A swampfiends with Zoraida +animal shape and Tarot reading, McTavish, spawn mother, Doppleganger, nurse and 2 wisps. Sometimes with a gupp or two to start. But pumps out a gupp a turn. Even got some silurids out of it once or twice. then there's build a bear which I've not perfected yet but generally run Zoraida with animal shape and fears given form, widow weaver with handbag and fears given form, Doppleganger, two wisps and two insidious madness. Plus a few upgrades. I've also tried this with Hannah in too. This works well for activation control at the start whilst you're pumping voodoo dolls out (well 2 anyway) both have scope for a little change depending on schemes and strats etc. am currently running at an even win/loss ratio whilst I fiddle.
  8. Dave, would you be able to confirm which 3 strats we will be doing please? Many thanks
  9. Tickets purchased for me (Sean Wheeliker) Russell Shea Lee Walstow Adam Perry Mathieu Lecoeuche Tom Benstead
  10. To reiterate what Adran said. Because the action says it can't be taken if THIS model (ie the Wisp in this case) has taken the lay eggs action this turn, it would be able to as the wisp can't lay eggs.
  11. I find it depends on the strat and scheme and what I'm up against. Outside of a Titania crew I generally take Claw the most, getting the trigger on his lure off is a great way of getting rid of models quickly. After that its probably the Tooth as I can get 3 attacks off from her lure (if done right), and not necessarily get any retribution. I will use Thorn more if theres armour or I need to get more scheme markers down. I usually find with the knights that you don't want to be laying a scheme marker down with every hit. Not unless you have a good way of removing the unwanted ones (so you can score Claim Jumpr etc.)
  12. Obeyed models are considered friendly to the obeying models crew so the second question would be a no. The model obeyed would be friendly to your own model so wouldn't score frame for murder. As to the other one, it says that the obeyed model is considered friendly to your crew but I believe its still part of the opponents crew (at least for dropping scheme markers anyway) so might count for denying Frame
  13. I would say it would say neither Juju or the silurid would get the +2 damage. Black blood would occur as the damage is dealt, then reducing the wounds to 0 (killing) and at this stage giving +2 damage, then placing Juju/Silurid. Of course I could be wrong but someone will correct me if so Interestingly and quite fun too is, when you 'grow' a gupp into a silurid the wording says that the Gupp is sacrificed which means Juju can unbury adjacent to it. Its always fun watching your opponents face when you kill one of his models with a Gupp and get both a silurid and Juju from it.
  14. If you are a podcast listener then listen to the Schemes and Stones Podcast about Lilith. That will answer all your questions and helps a lot. In summary though. I wouldn't say Lilith needs a bodygaurd, she can use Tangle Shadows to escape engagment if needed. Though she does like to have at least one beefy model near her. Mr Graves is quite good for this and relatively cheap. Personally, I rarely take Living Blade or Wicked Mistress. Living blade is too expensive for what it does and the pounce is only 1" so is extremely situational. Wicked Mistress requires quite a high card and a mask which is competing with tangle shadows which does a similar thing. And like you said, you could always use Lilitu or Beckoners.
  15. Starrius is correct. You you'd place the gupp, remove the egg counter then remove the spawn mother. So if you're unable to place it you would just have to remove the egg counter. To help with this get Will-o-the-wisps and let them do it for her! should mean that at the most you'd only be losing 1 gupp.
  16. Does an enemy relenting a WP duel mean they have failed said duel and trigger smell fear. eg, if the Rogue Necro is engaged with a terror tot and Lilith tangles shadows up to the tot (which relents) does that mean the Rogue can take a ML action against either the tot or Lilith?
  17. Queens champion is great if you can get it on Hannah, makes her even more durable and means she's pumping out scheme markers off the blasts. Other than that I like to run the Mysterious Emissary with her to start summoning changelings and drop hazardous terrain for all the pseudo-lure in the crew. Will have to give the black blood shaman thing a go. Might be dangerous though as I tend to have other models close to Titania to help out, like Insidious Madness.
  18. I ran Zoraida in a fixed master tournament this weekend and the Wisps were great. In my first game I ran a swampfiend crew and had gupps out every turn. I also found that Animal Shape and Call of the wisp is great. At one stage a shikome was running down one of my gupps who was placing markers for Leave your mark. The wisp 'called' it then animal shaped 15" in the opposite direction. Straight towards the spawn mother and McTavish. My second game I managed to get a couple of gupps out before my opponent killed the wisps. I also 'called' a few models who were in charge range, keeping most of my crew safe for a turn. One thing to note though is that 'calling' a model that can leap isn't always so good. My third game I went with build-a-bear which unfortunately was cut short when Seamus and his annoying little copycat wiped Zoraida off the board in turn 1. (decaying aura on Seamus is just nasty. 8 wounds and you can't stone for prevention!). Though the wisps performed admirably, moving things about with call and getting their attack off. Afterwards I realised that for a Zoraida crew Wisps have become something of a crutch. Their cost and ability just make them so good. I wouldn't say overpowered, but definitely an amazing piece.
  19. Wisps are amazing. I've been running them for the past month or so and they have either been or have been close to being the MVP for each game. Oddly though I've found that their 'Call of the wisp' gets more use than the 2ap copy. That being said I've tried the 'build-a-bear' crew for the last few games and had a teddy out on turn 2 in each. But casting 'Call of the wisp' on a model (even the crews fastest) and then copying Animal Shape to place 15" away is awesome. Especially if you place so that the enemy model has to walk into engagement with something they really don't want to be next to (I'm looking at you teddy).
  20. Damn @JarnabyBones I never thought of that one. Thanks. I'm going to a limited pool tournament at the weekend and have been wondering which 1SS upgrade to take to fill a gap. Now I know!
  21. So if a Willow the Wisp casts the Wisps call (add the following condition until the end of the game or until This model leaves play - condition - target model cannot charge and if it declares a walk action must finish the walk as close to the model That Applied this condition, then end the condition) on a voodoo doll that has another model hemmed (say a punk zombie). who Applies the condition to the hemmed model? and if it's the voodoo doll, what happens if the doll leaves play. Can the hemmed model walk anywhere it wants as there's no doll. Or it can't walk anywhere as there's no doll to end its walk close to?
  22. I've tried a few variations on a grow list and found that there are basically two ways of concentrating on growing. One is to start with lots of tots so run Lilith with beckon malifaux, rapid growth and summon the blood, nekima with true mother, a black blood shaman and 6 tots. This way you have multi ways of growing them and one way of making more. It also means you have lots of activation and all those sprints. With this I try and always produce any to replace any grown ones. so you're not loosing scheme runners. It also frees your 3 other models to be wherever theyre needed to help out the tots and grow them. The other way is to try and get young to mature as well as producing tots. So I'd run something like Lilith with Beckon Malifaux and summon the blood, Nekima with True mother and Rapid Growth, Black blood shaman and 4 young nephilim. With this I'd be running the young with Nekima so that when she killed something (and she will) the young get fast and if the target was large enough, will mature. You could always just concentrate on maturing 2 young whilst the others went off and did something else. Have any tots that grow producing markers and then growing. Or you can mix and match, adding in other models (Mr Graves is always a good choice) to suite.
  23. I thought the summons was to use a combination of Scrap, corpse or web markers. I'm afraid I'm away from my cards at the moment (and it hurts so). But will check when I get back unless someone with a card to hand can jump in?
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