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wolpertinger_press

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Posts posted by wolpertinger_press

  1. 1 hour ago, wolpertinger_press said:

    You play Arcanists, then? I have an extra Coryphee box, still on sprue, that I'd love to offer up to help you rebuild your team. :) 

    To be clear, as a gift, not a sale. Gotta take care of our own, I think. :)

    • Like 4
  2. I'm wildly behind at photographing my crews. It's on the list, which is...long.

    I've had some luck - but still ultimately lost - with combo'ing Shot in the Rear, Sooey, and another Shot in the Rear. Husbandry is pretty important. Aside from that, I'm still learning.

  3. I find his ability to strengthen his minions really useful, mostly. He's definitely not a strong model in and of himself, but he's built to maximize utility for his crew members. There's just a lot of options that work with him, so I don't feel as stuck as I might with other Masters like Ulix (Gremlin). Guild hounds are a fun addition to his crew, too, but I just sort of dig them. :)

  4. I have both decks, and have never really utilized them. The cards in your crew boxes and other models are the same, so unless you want doubles for some reason, or plan on playing with a proxy model for one you don't have, I'd say you can skip the arsenal decks. 

     

    That said, welcome to gremlins! It's fun here!

    • Like 1
  5. 2 minutes ago, Adran said:

    Likewise I can only see is as the old dreamers way of unburying nightmares, It was intergral to his playstyle then but he doesn't do that anymore. 

    I can probably tell you how it worked if you really want to know, but you'll have to play first edition to use it. 

    (Of course you'll have to specify if you want pre or post bury errata).

     

     

     

    Thank you for the offer! But nah, we play 2E, and I think he just read the wrong ruleset, which I totally should have checked out before I let him fly. :)

  6. 1 minute ago, solkan said:

    Just a quick follow up on the other half of your post...

    As far as I can tell, Frightening Dream is something that the previous edition of Dreamer had, the current M2E version of Dreamer doesn't work the same.  Or, at least, I can't find 'Frightening Dream' in any of the 2nd edition books.

    Which mechanic were you trying to ask about?

    That's exactly what I thought. He was incredibly concerned about using that ability because he'd read about it, but it's not on the 2E card, so I was kind of at a loss.

  7. 1 minute ago, solkan said:

    The only thing Chain Activation does is allow you to activate two models in a row.  It's still an activation subject to all of other game mechanics.  In other words, that chain activation is the model's normal activation, it's not giving you another one.

     

    FAN-tastic. That's what I thought! That's a huge help. 

  8. Hi everybody!

    Can anyone provide some real clarification on these two abilities? My new player chose The Dreamer against my Ulix (ugh) and had some big issues this week, and honestly, those abilities confuse me as well. 

    How exactly does Frightening Dream work? 

    Also:

    Chain activations can only affect one other model. However, if the other model that was activated BY that chain activation ends his activation within range of another model, does the new model then chain activate? And so on? It felt like there was a lot (a LOT) of long turns being taken on the NB side, and it didn't seem right. I have never played NB, which is probably where I'm running into issues explaining.

    Kind of n00b questions, I know, but clarification would really help me out. 

    Thank you!

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