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LexLock

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Everything posted by LexLock

  1. Sue has done a lot of work for me and is almost as auto-take for me as Johan, one of the most powerful models in the game. Now that Return Fire is an option it improves Sue even more, as it makes it much more worthwhile to spend a decent crow on defense or WP. I've had Sue do 10 damage to a Sabretooth Cerberus outside of his activation (albeit with a lot of luck as he was at - to defense) and I've had him use his auras to mess with casting crews or deal decent amounts of burning damage to models that want to get in melee, as others have said he's so versatile that it's hard to find a situation that he won't be useful and sometimes he can punch above his weight class.
  2. I like to take The Thorn for card draw and armour hate. If I need consistent healing for Titania I'll take The Tooth (other good sources of scheme markers are Wisps and The Queen's Champion upgrade on something with extra attacks), I never really take The Claw because I find his lure trigger is difficult to get off consistently and you need a suit to place a scheme marker with his attack.
  3. Maybe just hit the mages? They have Arcane Shield, so activate the EC for activation control and to ping one non mage model and then kill it next to all the mages.
  4. It costs 4 tactics tokens and summons three Breachlings into base contact with a friendly portal marker, then you get to discard a tactics token to immediately flip one to glory. Here's the Breachling if you haven't seen it. and here's its glory side.
  5. I like the look of that Breachling Stratagem.
  6. There have been a lot of posts from people who have used the Wisps (understandably, as we're in the Neverborn subforum) but I was hoping to get some more input from people who've been on the other side of the table. Did they feel too strong, how did you deal with them and were they unpleasant to play against?
  7. Also the Doppelganger can copy their (1) action and get pretty much anywhere on the board with 15" from copied Will O' The Wisp action copying Zoraida's Animal Shape and then taking two walks (if you got the trigger to immediately take the wisp's action). You can take a Doppelganger instead of a second or third Wisp and keep some flexibility while hiring arguably the best 7 cost in the game. Even without their ability to copy (2) actions Wisps are still really good for activation control and for scoring certain schemes and strategies (because they are minions they count for most of the positioning based objectives like interference, extraction and public demonstration) and with their 3" aura to place a scheme marker in base contact with an enemy that fails a willpower duel they're great for giving Titania a way to heal off of her own actions because it counts as the Wisp placing the scheme markers for her Aura of healing off of scheme markers.
  8. Might want to add RatJoy to hamelin specifically, dumping killjoy on an enemy crew after their models have all activated by infectious melodying a Rat that you've already moved up the board with reactivate/obeys can be pretty potent.
  9. Minor correction, they do have a 1" engagement range on their base 4 MI against willpower. While they are relatively easy to kill, their threat range when played with Zoraida is pretty large (17" if you account for their base size) and they don't have to be in LOS of the enemies crew to drop a Voodoo Doll on them so they can be pretty tricky for your opponent to get at. I really like what Will O' The Wisps bring to Titania's crew (with their aura they can allow her to heal herself from scheme markers in her activation) but their massive threat range in a Zoraida crew and the potential number of Hem attempts (4 in separate activations if Zoraida (2) actions as well even without considering possible Obeys seems to really overwhelm my opponents condition removal) can almost seem unblockable.
  10. I haven't actually fought Reva before (for which I'm thankful) but she shouldn't get many corpses out of your summoning as only living and undead models drop corpse markers and even they only drop them when they are killed (not sacrificed), so while I can see that Reva would interrupt his normal rat summoning, his Rats and Rat Kings will never give corpse markers because they aren't living or undead. I think that Sue can help a lot against Reva by making an anti-cast aura and removing corpse markers with Tread The Line (which you can do a bunch more times in a turn either with Hannah or Hamelin's Obey).
  11. I've used them a few times in my group and in every game they've done really well and also been a pretty negative experience for my opponent. I've run them with Zoraida + The Spawn Mother and they've done a lot of work summoning Gupps and Voodoo dolls with their (1) action to take another Neverborn models (2) action. I've also used them to Animal Shape into my opponents crew to unbury Bad Juju because they have the swampfiend tag. At first I argued that they were released to buff Zoraida (and they were) but they seem a bit too efficient for their cost, even outside of their (1) action to copy a (2) action they are pretty decent 3ss minions and I used one pretty effectively with Titania while not using Ever Changing Form at all. It seems like they're pretty good models even without their bonkers copy a (2) action ability. Just wanted to see if other groups have had problems with Wisps and if there is some counter to them that I'm not thinking of.
  12. I always like to take Sue in outcasts and now with return fire he's even better.
  13. The scenario doesn't say enemy model, it says enemy. You control the attack during an obey and I'm pretty sure that while the model stays friendly to its crew, the attack is yours.
  14. I'll focus on the practical joker for outcasts and the inquisitive child for neverborn. I'll mainly go outcasts though.
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