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About Talthar

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  1. Good report and analysis of the models involved. Is that modular terrain? It looks good and would be very similar to what I would like to do.
  2. 35 ss battle between Arcanist Mei Feng and Guild Hoffman. Attacker: Arcanist Mei Feng, Kang, Forgeling, Metal Golem, Metal Gamin w/Magical Training, Arcane Effigy w/Effigy of Fate, 3ss Defender: Guild Charles Hoffman, Mechanical Attendant, Peacekeeper, Guardian, Hunter, Watcher, 4ss Deployment: Corner Strategy: Reckoning Schemes:Detonate Charges, Breakthrough (A), Assassinate, Deliver a Message (A & G), Vendetta (G, Hunter vs Metal Golem) Final Score: Guild 4 (1 on Strategy, 1 on Deliver a Message, 2 on Vendetta) Arcanists 3 (1 on Strategy, 1 on Deliver a Message, 1 on Breakthrough) Thoughts: Scrap. Scrap markers everywhere. The Giuild lost one model, the Watcher, while the Arcanists were left with Mei Feng and the Acane Emissary. This was the first time playing Hoffman, and there is seroous synergy in his crew. Careful positioning and the entire crew gets a power token every turn. The Arcanist crew did the best it could, but it felt splintered, with no models supporting each other. I would like to try Mei Feng again, maybe in a 10 Thunders crew.
  3. Aargh...another tie! We really need some way to break ties. I liked the M2E variable length games. so maybe playing one or two "sudden death" turns would solve the problem. I would suggest comparing crews and the player with the most points wins, but that seems to go against the spirit of the game. Maybe compare how the crews scored points, with the crew that scored points on more of the strategy and schemes winning the game?
  4. Strategy: Corrupted Idols Deployment: Standard Schemes: Deliver a Message, Vendetta, Seach the Ruins, Dig Their Graves, Power Ritual GUILD Lady Justice, Scales of Justice, The Judge, Brutal Effigy w/ Emissary of Fate, Guild Stewsrd, Domadore, Death Marshal Recruiter, Death Marshal x2 RESSERS Yan Lo, Soul Porter., Chiaki, w/ The whisper, Sun Qaing, Manos, Yin, Necropunk x2 Thoughts: Only got in thtee and a half turns before we had to stop playing, but it was am eventful game. The Guild is a hard nut to crack; Lady Justice killed Chiaki and Sun Qiang, and Manos was gunned down by the Judge and the DM Recruiter. When we called it the Ressers were down to Yan Lo, the Soul Porter, and a Necropunk but were up 3 VP to the Guild's 1 VP. If we had been able to play a complete game there was a good chance the Guild would have scored at least enough VP to tie; the were guaranteed a point by Vendetta. Nothing felt over powered or too weak. I tried the trick of choosing the Brutal Effigy for Vendetts, but the target was killed on turn 2, so when the Emissary showed up he had no obvious targets. My only concern or complaint would be the length of the game. It took nearly four hours to play, and that's too long. Other than that, the game went well.
  5. Good tip. Next time I play Yan Lo as a Resser I'm going to give it a try.
  6. The stealth preview of Misaki is incredible. Both it and her current sculpt make it look like she is a whirlwind in motion, which suits her style of play.
  7. LOL No, it was just good ol' Greatsword upside the head with on the damage flip since she never Charged.
  8. Attacker: Neverborn Defender: 10 Thunders Deployment: Flank Strategy: Reckoning Schemes: Detonate Charges, Breakthrough, Outflank, Deliver a Message, Vendetta NEVERBORN: Lilith, Cherub, Angel Eyes w/Ancient Pact, Mature Nephilim w/Inhuman Reflexes, Lilitu, Young Nephilim, 2x Terror Tot Schemes: Breakthrough, Deliver a Message 10 THUNDERS: Yan Lo, Soul Porter, Izamu, Chiaki, Misaki, Lone Swordsman w/Trained Ninja, Gokudo Schemes: Breakthrough, Deliver a Message FINAL SCORE: Neverborn 4 (2 on Strategy, 1 on both Schemes), 10 Thunders 3 (1 on Stategy, 1 on both Schemes) THOUGHTS This was a callback to the first few times I played M2E, when all we had was the Yan Lo and Lilith boxes. It was also the first time I used two Masters in the same crew since the closed Beta. Misaki did the best ninja killing she could...until she met Lilith. I foolishly did not Bury Misaki to escape the melee, and Lilith killed her. On turn 2. Next time I need to play her a little more cautious and also bring Shang for the free heals (I stoned twice to reduce damage, and then the 10T crew was out of soulstones). The rest of the 10T crew performed fairly well, with the exception of Chiaki. Her sole contribution was to Lure the Lone Swordsman out of melee with the Mature Nephilim. Izamu was the MVP; he killed Lilitu and the Young Nephilim, and after being brought back to life he scored the VP for Deliver a Message. Lilith is as deadly as ever. Her hiring pool is a bit limited but her crew stayed focused and did enough to win. They lost Lilitu and the Young Nephilim early, both to Izamu, and the Terror Tots were killed after scoring only 1 VP on Breathrough, but the remainder of the crew pulled out the victory. MVP would have to go to Lilith herself, for killing Misaki and Izamu. I'm doing to do a rematch with a few tweaks to both crews. and will post the results of that fight when it's done.
  9. The card reads: From Shadow: At the start of this model's Activation, if it is Buried, Unbury it in base contact with a friendly Shadow Marker, then remove that Marker. For every two Friendly models that have activated this Turn, this model has -1 Mv until the end of its Activation." So I'd say the penalty to Mv only affects Misaki if she begins her Activation Buried for whatever reason.
  10. When the Dreamer Summons a model, is the only way it can unbury the method described on Waking Dream, ie, when an enemy model fails a Wp test?
  11. Because I apparently left my brain somewhere when I made the crew...I forgot totems were free. D'oh!
  12. Just finished a game with Shenlong and I totally agree. There wasn't a lot of synergy between Shenlong and the monks. I didn't take any students, so I can't speak to that; I had a HRM and two WRM. Everyone sorr of went their own way and did their own thing.
  13. Steategy: Turf War Schemes: Detonate Charges, Hold Up Their Forces, Take Prisoner,, Outflank, Vendetta Time: 2 hours, 4 rounds Final Score: 10 Thunders 4, Ressurs 2 10 Thunders crew: Yan Lo, Soul Porter, Izamu, Chiaki, Gokudo, Konainu; Outflank, Take Prisoner 1 VP Ressur crew: McMourning w/The Whisper, Sebastian, Flesh Construct, Nurse, Kentauroi; Outflank, Take Prisoner 1 VP Thoughts: Poison didn't play a huge factor in this game, mainly due to poor flips by the Ressurs. Not many crows. Beyond that the Ressur crew played well, they just went after VP's too late in the game The 10 Thunders crew did their jobs. Izamu held the middle of the board while the Gokudo and Komainu headed to the table edges, hoping to score on Outflank but preventing the Ressurs from getting those points.
  14. I took a Shenlong crew against the Viktorias, and...wow. They brought the Viktorias, Vanessa, Student of Conflict, 3 Ronin, and Lazarus. The Viks sliced their way through both my Wandering River Monks and my High River Monk, Lazarus was shooting twice a turn thanks to Vanessa and took out my Sniper and almost killed my Low River Monk. I thought the game was lost by turn 3, but Shenlong and Yu managed a comeback and I only lost by 1 VP. But hoo boy. Now I wanna give the twins a try!
  15. This is sort of a basic question, and I feel kinda dumb asking, but here goes. A lot of Guild models have the Critical Hit Trigger, with every in the duel's final total giving +1 to the damage. If the Attack has a built-in does it give an automatic +1, or does that suit not count for the damage bonus? This applies to any Action that rewards multiples of the same suit, ie, all the Infect Triggers.
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