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About gelter

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  1. I like them in Urami too. They are worth every point. Kirai profits so much. Retarget an attack on a drowend force the enemy to do a terrifing test and if it was melee he cant even cheat. It is so nice.
  2. gelter


    I had a game on Friday evening. I played daw vs basse. The guilty worked very well. He deployed near my deployment zone so we had action in turn 1. the guilty i sent straight to engage basse and frank( his henchman). In turn 3 i had 9card handsize. He killed them but they come back every time. Sure where they go again, straight to the master and the henchman. Montresor wasnt that effective because i deployed him a bit far in the back. Jack daw was doing his minion movement stuff. Lady ligeia didnt do much too. I had a jaakuna with me, and she was really nice. Incorporeal is a wonderful thing, charge through buildings etc. in the end i won 4vs1. We both go a bit killy. For me the crew feeling was nice. The models are good. At crewbuilding stage i dont know why to take a hanged, for me it seems he is to expensive for what he brings on the table. Maybe i oversee something. Daw was very nice and frustrating for my opponent when he did 3 or 4 dmg and i reduce to 1. sure there are crews with more ping damage and then it will be frustrating for me.
  3. gelter


    Projectile vomit hit very often. It is against mv and you give out a lot od staggered. You can relatively easy get 3 blast markers and spread distracted. They dont score but they are perfect for denying points. You engage so enemy cant interact and they are durable. Terrifing, and enemy cant cheat. And that they are slow isnt and argument because you can throw them with daw.
  4. gelter


    Pls do not change the drowned. i love them like they are. Cheap and durable. Ok they are slow but that is not a problem for daw. And for kirai they are essential like they are. A good target for the protection ability.
  5. Be happy, and dont complain about everything. Just test it
  6. Its really not needed. Yeah i know there are many counterplays to not trigger the demise ability. But when it goes off, it isnt bad that he is in your Deployment zone. A lot of schemes are needed to be done there or nearby. So it is a defense thing
  7. I dont see an improvement on the crew in the right direction. Yeah the fading on some models make sense. But i miss one theme for the whole crew.
  8. I would love to see a bit more models to choose from. 3 Minions isnt that much
  9. I had the grave golem with me. But he died to brewmaster in one single activation.
  10. Yep, i played vs him. He is so strong. Do a lot of dmg and heals so much. Maybe he is to strong? Against Pandora he will suck i think
  11. The sad thing is, that molly need the dmg for this ability. You have only a short range of models to chose from. You have only one beater(Archie). The point ist he hits hard but die quickly. Hard to wound is way more bad than in me2. Focus is everywhere and so it doesn’t defend him. Molly has the same problem. She die very quickly. Even with no los needed, i wasnt aware that you can charge even no model in range. So no Problem to get your models where you want them with walk and charge.
  12. I had a test game yesterday. Molly isnt worth it to take as a leader. It goes off the whole game only two times. That was at the moment he attacked molly directly in her face. Short time later she was dead. It isnt a big problem with los needed. Two moves were affected. And were easily solved with walk charge instead of walk walk.
  13. Yeah, give an opponent cards is always bad. Its the key ressource in game. I try to avoid it, thats why i use only NM because you see what he will get. Fore sure it isn’t optimal. It wouldbe better if it work the other way. That you get + if you have more cards. You can control it better
  14. Yes! God thank you, that was horror
  15. There are way better options to get corpse markers. Like Mortimer. So no its nit worth taking them. The only crew for them is with asura. Because then they are a bit useful scheme wise
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