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ShinChan

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Everything posted by ShinChan

  1. It's because Hans is more likely to stay out of trouble. The Wokou with the upgrade can also be a good candidate, as long as your enemy doesn't have easy access to Ruthless (he/she is not going to expect Terrifying anyways). Detonate charges, having the possibility of "Don't mind me" and easy access to fast is quite doable.
  2. My main complain is that with Df6, Armor +1, the healing and let's not forget the Poison +1 every time you hurt them in melee they're too resilient, specially when they're just gonna come back. Let's remember once again that the later in the game, the better your top-deck flipping, so the more difficult to actually hit them. Some of you said that they're easy to kill if an enemy beater (at least 2ss more expensive than them I imagine) can take them down in 2-3 actions with focus. So, if the beater is busy with that, who is taking care of all the other big beaters that the keyword has? And I would like to remember that, even if you don't have the card to use Fiendish Gamble, you're deck is always going to be better than your enemy's, you won with a tie (even if it's a 1), you don't necessary need a high card to win and you get to cycle a card even if you lost. So, as I said before, in my opinion there are some possible "solutions" (and I want to say again, that right now I think that a nerf shouldn't happen to any model): Make them easier to kill (-1 Df): There are going to come back, so at least you don't have to spend that much resources to kill them. They already going to have better flips anyway. Make the GYL more difficult to happen (TN +2 and no printed trigger): So at least not the 75% of the flipped card (more after some lucid dreams) are going to work and maybe the Dreamer will have to use a card from his hand. Reduce the damage to 2/3/4: Since the "attack" already avoids most of the defensive pieces and you have the option to "cheat" (your opponent doesn't), at least tune down the damage track. It could have critical strike, and even have it printed instead of the tome. So at least it could be toned down with stunned.
  3. That comparison doesn't make any sense, starting with the reason that @santaclaws01 said. You're using Molly to reactivate, and you're assuming that you're hitting 5 times with the specific suit, that is not even printed, and you also have to discard 2 cards to do so. Also, Rabble Risers are not that easy to summon and don't get around of any of the defensive tech that the Stitched could. Also, in terms of survivality, they're a bit inferior. You're going to "clean" Dreamer's deck, since it's the key ability of the crew, and it will benefit every single model of the crew, not only the Stitched Together. In addition to have better flips, you can use GYL in a super reliable way thanks to Fiendish Gamble. I'm not saying that they need huge nerf or that they're so OP that they're winning tournaments by themselves, we didn't even have 6 months of M3E, but for sure they're on the top of the minions across all factions, and some of the things that are said in this thread are just plain ridiculous (no offence), but saying that they're squishy or easy to kill, check the card again please... And Dreamer and Vasilisa can bring them back easily (10+ or a simple 10+ and 1ss). They're not hired OOK because they're not as reliable if there aren't any other models with lucid dream in order to take full advantage of the Fiendish Game.
  4. KmI think that that damage track is too good for a summonable 6ss model that is not easy to kill. Sory to disagree, but 6ss with 6Wd, Df 6 and Armor +1 and two different ways of healing is too good (plus all the healing in keyword). A 9ss beater that would need easily 3 attacks to take him down, and let's keep in mind that the Dreamer will always have (statistically) a better topdeck than the enemy. First if all, the sentence saying that Dreamer need summonable damage is completely wrong. He has access in keyword or versatile to all of these minimum 3 damage beaters: Carver Lord Chompybits Teddy Hooded Rider Plus some nice 2/4/6 damage tracks in models that bring a lot of utility. Do you want to leave the damage at it is? Increase the TN to 12 and remove the printed trigger. At least it won't be as reliable at the beginning of the game (after some lucid dreams it will become as good anyways) or it will put some pressure in the hand. Otherwise, just drop the damage to 2/3/4, and maybe, maybe, add another trigger (even if it's critical strike, I can live with that).
  5. The Emissary is usually my target to bring back. He's big and scary, so one of the main targets for my enemy. I play him a but aggressively in order to force my oponent to invest resources in killing it. Then bring it back to, heal with Serena and he's still rocking
  6. He has effective Mv5, since the aura applies to himself. I already detailed in another post how good he is fir a Tara crew, and I specially include him if I'm bringing Talos, in order to solve his Mv issues: Hit Talos with Aionus for Fast. Push him with the Emissary and drop a scheme for a prospector or Covetous Cravings. Mv, Mv, Chanrge for a total thread range of 19".
  7. I was missing Snow Storm there, so 7 models I've already edited the post. I was thinking about Since almost everyone can use them to deliver Slow and the Silent One to have the pulse in the trigger The rider also provides some situational card draw with her attack. Sadly I have to wait until the release of the new box to test her, for niw is just theorycrafting to prepare the buying list.
  8. Well the crew, and specially Rasputina can make use of those free and the Ride with me is going to be helpful to save some AP to the slowest models of the crew. Thanks you all for the advises, I won't plan to play her as a second master (or dual master at all), so here is what I think I'll buy (and use) for my first games: Rasputina Wendigo Snow Storm Ice Golem Mechanical Rider Silent One Soulstone Miner Magical training 6ss What do you guys think? Maybe too few activations?
  9. I'm considering start a Rasputina crew, but I feel like most of the crew really requires corpse markers in order to be stay in the game or generate more ice pillars. Since the crew doesn't have any alternatives to generate them (unless killing beast, living or undead) I think that the mechanical rider is a must in every list, while also improving the general mobility of the crew. Any ideas or suggestions of a standard 50ss crew, that will be adaptable depending on the enemy and schemes/strategy?
  10. He ignores cover, concealment and friendly fire, can shoot with stat 6 an doesn't need to gain extra range thanks to From the shadows and the reposition built-in. Squishy? 6 Wd and Armor +1. Are we looking at the same model? 😕
  11. Well, Df 5 ans Wp 4 without any other tech is not good. They're very situational in my opinion. I see their use when facing heavy condition crews, due to that "Toss in the Mud" I really like the Bultulgin, mainly because they can drop 2 scheme markers in a single turn and they are way more resilient and annoying for the enemy. However they're really slow unless you have bad cards to discard for them, but usually I fit one in my lists. I haven't tried the Rougarous, but they look too squishy for their cost. With Df 5 I will consider them for sure, but Df 4 means that against a focused attack, you're going to rely a lot in your flips, since is a crew without any card draw and some models are really card hungry.
  12. Awesome work guys, really good. I love the model and it really fits into the aesthetics of the Fae.
  13. This! ☝️ And this! ☝️ At least give us some War Pigs, the Sow or new models for Squealers (maybe this is too much to ask). Hog Whisperers and Slop Haulers fit the theme already, and I can live with the Piglets.
  14. Hans is your guy. Discard the card to get the crows and shoot once with each attack. I would assure the stunned first and then go for the slow. I bring him many times with Tara if I suspect that my enemy will bring the horse. I struggle to find him some place in Parker crews, but they have enough mobility to avoid a massive Revel in Secrets and enough fire power to kill him turn 3 if he exposes himself. On the other topics, I really agree with @Adran
  15. There are only 4 horsemen of apocalypse, so I don't think (or want) so. Riders just need a small adjustment, specially the pale rider. The others are easily countered. Stunned is your way to go.
  16. Vasilisa doesn't have 2" melee attack that can easily go to mininum 5 damage. Sybelle also has 5 wounds more and can attack with a . Regarding Scarlet Temptation, I totally agree that 1" doesn't make sense and Bump in the Night is too situational, which I think is the main problem with the keyword. I do like Undivided Attention, is like bumping her Df and Wp to 6, while having Terrifying and HtW makes her extremely tanky. I've seen her "get delivered" by the Rider, getting in melee a couple of models, followed by the Seamus activation and shooting with that . It's a different role than Archie, he is more "versatile" thanks to his high mobility, but he's also quite glass cannon, specially if the enemy has any form of ruthless.
  17. Congrat for your result, it's really, really good! Just wanted to point out that Sybelle (as it has been discussed here a couple of times) it's in a really good spot. Quite tanky, 2" range and minimum damage can easily be bumped to 5. I strongly recommend you to give her a chance I think that her main problem is that she has some very situational abilities, but a good pick. A different role than Archie, but a model that can easily score by herself Claim Jump. Archie is more a missile model, and quite fragile against models with ruthless. He's really good, but as I said, a different role than Sybelle.
  18. I'm not totally sold on those, but I haven't tried them 😕 For the lure I prefer the effigy (with the upgrade OFC). I've tried Serena with a lot of success, the healing is really good to maintain some key pieces alive and the trigger on the ranged attack to reposition an enemy model up to 6" is nuts, helping a lot to get people closer to the underbrush marker. Definitely a good support piece.
  19. If I don't bring Talos and the scheme pool has something that forces me to get quickly to places, I hired one with Servant of Dark Powers. Free 6" move in the first turn, +1 to terrifying and heal when he kills someone. It becomes pricey, but great mobility thanks to that extra 6" and incorporeal. I usually don't bring the Scion of the Void unless I'm facing crews that have work with conditions, but that's personal (I don't like her that much). I really like the Emissary, the model and all the utility that he brings.
  20. ShinChan

    Ulix

    I'm very dissapointed with the concept too... I can just hope for a horse/unicorn version in the future. Otherwise, I can rebase my unicorns and use them as squealers, but it's not my ideal solution. And answering the question: If you manage to have the cards in turn 1, do it, but don't rely on that, since there's only 9 cards of 54 that could work.
  21. Burt is Versatile, so 8ss I agree that he's not an easy fit, but at least you don't have to pay the tax
  22. I have plenty of experience in other masters and factions, but I just started to play a bit around with Titania because of a friend that has her The thing is that sometimes I can't really pick the fight and I have to go places. Killjoy and Rougarous are not a possibility (Killjoy I hate the model, so it's a no-go for me, and for Rougarous I don't want to use proxies for now). There are a bunch of models that can shoot me from far away and have a printed to the attack (Samurais, Fuhatsu, Convict Gunslingers...) or they just simply concentrate and shoot once. I'm not a big fan of wasting many actions on healing, but Serena's healing is her only free action and she also adds some anti-armor and anti-incorporeal range attack (another thing that the crew lacks). Also, healing a model that already has Armor+1 and HtW (Knights for example) means that the enemy will have to spend way more resources to kill it.
  23. I've been struggling a bit with the Fae crew, specially with the lack of healing, so I'm thinking about adding Serena Bowman to my lists. She will suffer a bit from not having unimpeded, but I can switch the Emissary for the Rider and it should be fine. What do you guys think? Also, how do you handle the lack of card draw in the crew? I usually go with 1-2 Ancient Pack, which are going to provide me with 4-10 extra cards during a game, but I'm not 100% sold on that.
  24. She costs the same as the Librarian, and she's better in every aspect except maybe resilience. Since Mercenary it's a keyword that really likes to be into melee, I've Got your Back is usually more useful. Consolidate Power is only a minion, and usually the two minions are going to be Ronins doing the schemes, so it will be trivial. The attacks are similar, but the librarian doesn't have engagement range, is way shorter, but it doesn't have . I guess that Vanessa needs to have a limitation, since she can shoot with stat 8 and draw a card. The healing part, you can easy heal 2-3 turns with a 4 of any suit with Vanessa and still get the trigger. Regarding the DM vs Ronins, you're forgetting that in many games, Ronins will be costing you the same as the DM due to their free action.
  25. Librarians are not in keyword and you have to pay extra. Johan healing is situational. But the Emissary is versatile, and brings more than healing to the crew. So any Outcast crew have the possibility of having a really nice healer without paying the tax of out of keyword.
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