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Passenty

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Posts posted by Passenty

  1. Sure, but that means dreamer started the turn about 7" from enemy crew. I usually summon, decrease my waking with 0 and maybe walk turn one and then walk+charge on the second turn then your chompy needs to survive if you want to double chompy on third. The problem with summoning alps then is that you cant sac the daydream for M because then you wont be able to chain into chompy - unless you can afford to wait but that didnt come up for me yet.  New Dreamer has a lot of options for what he can do and Iam definetly just starting to explore him. Its tough to balance summoning, support with empty and melee and you can still do some tricks like use the old accomplice upg to swap with teddy and flurry. Pact also looks good on him as bj really scres you up when you fail to transform. There is so much you can do I just dont have enough time in life to try everything:(

    I just want to emphasis that even with 5ap his damage is not that high unless you put a lot of afford to set it up.

  2. I played with Melee Dreamer a bit - he is fun to play, but double chompy is difficult to achive as a lot can go wrong(you need to hit 4 times and damage 4 times with ml6 and weak is only 2 so cant target ss users). More over after you use all your cards on transformation chompy is rather unimpressive.

    As for tantrum it sounds cool but melee dreamer will often by afar ahead of your alps and daydreams so tantrum attack is rather mediocre and you are paying 2ss for it on top of 3ss for limited and chain activation upgrade.  All in All  Aether works far better for me as now Dreamer is more often in the thick of things and has only 4 df. Also aether is awesome with incoporeal.

     

  3. Second league at StrefaMtg

     Armii Ludowej 15 Warsaw

    Format: Fixed Master 50SS 
    first round 04.09-11.09
    second round 11.09-18.09
    third round 18.09-25.09
    fourth round 25.09-02.10

    You can sign up till 03.09, entry fee 15zł


    Round 1
    Deployment: Flank
    Strategy: Stake a Claim
    Schemes:
    Claim Jump
    Dig their Graves
    Eliminate the Leadership
    Hunting Party
    Quick Murder

     

    Round 2
    Deployment: Standard

    Strategy: Headhunter
    Schemes:
    Claim Jump
    Covert Breakthrough
    Leave your Mark
    Recover Evidence
    Power Ritual

    Round 3

    Deployment: Corner
    Strategy: Squatter's Rights
    Schemes:
    Claim Jump
    Dig their Graves
    Undercover Entourage
    Show of Force
    Search the Ruins

    Round 4

    Deployment: Close
    Strategy: Collect the Bounty
    Schemes:
    Claim Jump
    Distract
    Bodyguard
    Take Prisoner
    Vendetta

    Link to Facebook event: https://tinyurl.com/y9oty3rz
     

  4. Pigapult even when sh5 with  3-4 shots per turn can wreck a lot of things and tiying it up with garbage aint so easy when they generally have 3-6 more activations then you. Personally what I have most problem with is Francois with Iron Skeeter in Sommer's crew. I'am outactivated all the time due to Sommer's summoning and large starting crew and Francois has ~30" threat range with ~3-4 attacks when he wins initiative next turn it can wreck halve my crew(I have doppel but they have Trixy) and they still have Roosters which while fragile have huge damage output and are really easy to spam. Any advice on that?

  5. I play against Reva quite often. I dont think Lilith is such a good counter to her. She has the los blocking forest but Reva can strike from many difreny angles and Lilith\Nekima with wp5/df5 folds like paper against ca6 with decaying aura. Personally I was most succesful with Pandora either voices or box.

  6. Generally good picks against nb in my opinion- Valedictorian- resillent beater who can catch up to usually fast nb models, Yin with my little helper-no nb master wants to be hit with its 0 as all of them have powerful Ca actions and usually nb have good att stats but lack +flips and with the upg you have two goes to try to set an ambush , Johan-condition removal is always handy against paralyze, rooted and over nasty stuff.

    Against Pandora everything that debuffs WP is gold mainly Yin, Crooligans and Seamus with sinister reputation. This needs some set up with lures and\or blocking push lanes particullary if they bring the effigy. Of course you need some beater to finish the job(Decaying Aura recommended as without stones and with Wp reduced Pandora has zero defences). Anna Lovelace also works to block the pushes and then you can shoot with everything you have. If you dont focus on Pandora dont attack her at all and just try to ignore her then kill the squishy support force multiplyers-> widow weaver->sorrows->iggy\insidious madness, if you can always kill the doppelganger.  If they dont have Graves you need to watch out for incite and try to block it as if that fails Pandora only has walk 4 and no mobility- try to avoid incite with crappy models as that limits your options even if you win the initiave and that is rare as they will always bring doppel.

  7. I often play against a similiar crew, and its really not that simple to engage Crid with all the pushes(Frank and x2 austingers, so one or even two guys in the face are not enough and they need to survive frank with no ss prevention). Spreading out is not so easy either as her blasts have up to 8" range from the original target. And everybody seems to underestimate Papa Loco. DM can walk him up in the box then charge something to release him and he has companion so can chain to blow up and that can really hurt.

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