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Antipodean

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Everything posted by Antipodean

  1. The long term view for Lady Justice (1) has always been the crew lacks synergy. Or where it exists it isn't worth the set up. For example the Exorcist False Accusation giving fast on the Death Marshals. It theoretically could work, but isn't practical. Have you tried putting Lady Justice on a 40mm base and running her as the title master? I find myself much more inclined to use 1-3 Death Marshals in this version. The Exorcists are, in either iteration, only tech pieces in my view. If you know you are playing into a crew with summons that are relied on, or lots of Terrifying, then I would bring 1-2 and tag team with The Lone Marshal. Otherwise, sadly, leave them on the shelf.
  2. You are correct, I had forgot the restriction on the action. Been a time since I played Elite where I usually take at least one. Pale Rider fits into almost any crew well... quite possibly the best rider of the 4 in general. But that is why he is the most expensive in faction too.
  3. The advantage of false claim is that it isn't an interact... so you can do it while engaged, after disengaging, close to other friendly scheme markers etc. This means you can scheme much more frequently.
  4. I have only played Dashel1. He does really well with his keyword and a sprinkle of versatile to taste. The OOK frequent take is the Lawyer, very good but not necessary to start. In regards to Mounted Guard and Executioners hiring, I always start with one of each. Sometimes you won't draw a 12 or 13 in hand even with stoning and that can cripple your plan without. Turn one summon is most important. I then look to summon the second of which one I need more. Do I need mobility for something like Breakthrough or just to get out of Corner - summon second Mounted Guard. Do I need some disposable punch, enemy coming at me, or is it Wedge - summon second Executioner. Did I get shafted with cards - maybe a Sergeant or Rifleman. Dashel1 should generally be summoning every round if possible, and I find one good summon better than a couple of lessers. I don't find hounds worth hiring or summoning much myself, might just be the high volume of things that seem to be min 3 beaters I come across. Haven't tried DCU yet so might be good here and your results may vary. I think having a general core of models that you are familiar and good with, say to about 40ss, is good to play with and use the last stones to hire 1-2 models/upgrades based on enemy, mission or just to try out. The below was mine: New Dashel Barker Crew (Guild) Size: 50 - Pool: 10 Leader: Dashel Barker Totem(s): The Dispatcher Hires: Warden Warden 2 Rifleman Mounted Guard Executioner Guild Steward Dashel1 is a good all comers master with the summoning and being good at most things (master of none though). All this should be adjusted depending on opponent and game pool as you see fit.
  5. Had a few games with Nekima2 and agree the grow game is strong. Between ancient ritual and viscous vitality you can grow two Nephilim in a turn with enough corpses (one has to start from Terror Tot). Using a combination of totem, blood has been spilled & blood sacrifice to get the corpses needed. Also when drawing a crap opening hand I've used Bloody Banner to effectively recycle most my hand rather than spending a stone for two cards (though if I'm missing the 5+mask sometimes I have to stone for that. I'm also finding the scheme marker game strong, birthright and dark bargain have won me many points. I initially summoned a new Tot turn 1-3 but finding I only need the 1 or 2 extra depending on the opponent and pool. Yet to get the most out of cruel teachings but I'm new to Nephilim in general so that will take time.
  6. First well done on faction choice! I actually think Dashel 1 is fine in Cursed Objects. The 'drawback' is extra curse tokens but then models I typically aim to summon - Executioners & Mounted Guards are very tough to kill and have above average mobility. 9w with HtK and Juggernaut or 8+2w with RwM isn't easy to take out. Most of your typical crew is going to have at least one token in any case. Dashel 1 also plays well into Breakthrough, Catch and Release, and can defend quite well against Assassinate (something Dashel 2 can be less ideal in). I'd steer clear of Load Them Up as just not efficient enough for marker placement in Guild with Guard keyword. Sabotage a maybe. Mounted Guard for Breakthrough/Catch and Release. Warden for cheap tough AP and slow, and dragging enemies in. Steward for tools, shielded and obey. Pick last 5-7 stone model dependent on enemy (or drop 2nd Warden for beefy 10-12 stone model like Pale Rider). New Dashel Barker Crew (Guild) Size: 50 - Pool: 10 Leader: Dashel Barker Totem(s): The Dispatcher Hires: Warden Warden 2 Mounted Guard Executioner Guild Lawyer Guild Steward That being said Lucius 2 would also have fun on that board, I've recently seen him in action and he murders very well so is great in Cursed Objects. As a master or even... a second master. Does this event allow second masters?
  7. Front of card abilities are not triggers and not subject to the trigger restriction on page 12 of the rulebook. So yes, enraged by the mage melee action does allow triggers.
  8. I'm going to fully recant my earlier statement - Stitched together are excellent choices for Dreamer2 and I'm often taking 2 of them now. Glad to have been re educated. Strategy wise, I think Dreamer2 can play all but is great in Ley Lines. Insidious Madness are excellent Lodestone carriers, and if the enemy has obey you can unbury the master next to a marker and get the Lodestone to him.
  9. #1 = Rider... if nothing else for Ruthless against Pandora. Haven't used Malisaurus but expect that would help there too. Personally I'd add the Emissary to those two and leave the Rougaru.
  10. If there are some good cards in the discard, and/or you need to guarantee to bury Dreamer2 quickly, you can use Endless Slumber + Counting Sheep on your own models to get some cards ready for pick up. Great on models like a Daydream where you don't always need the second AP (and Adversary doesn't matter).
  11. Dr Grimwell is a decent beater, with some potential card destruction and draw, and Nimble/Doctors Orders is certainly nice in a faction that needs more movement. If you do invest in Skull Saw (cards, stones, or getting Staggered going) he can be devastating. However competes with lots of Guild models that can do similar things (depending on keyword). Nurse Heartsbane I have found very interesting to drop into crews for some ranged debuffing. Straightjacket can really mess with enemy plans - Staggered, with potentially Slow, Stunned and movement all in one S6 v WP action? Yes please! She is also reasonably survivable lurking behind your lines with Serene and Regret (but not indestructible). I didn't see much value in Orderlies, but I haven't used the new improved ones. Creep along certainly means you will have more chance to get emergency surgery going. However I think with the new Guild versatiles (Gunner and Mage) are going to see more play, even at the higher cost. I did run the whole Asylum crew a while back for a laugh but not sure it is worth it at the moment. So in my opinion.... Heartsbane is the best general pick (ranged debuffs this good hard to find in Guild), Grimwell can be good but requires resources to be really good, and the Orderlies still don't quite pique my interest.
  12. A great deal of NB players swear by Ancient Pact, but I almost never take it with this master. Dreamer2 gives you plenty of 'card draw,' and I deliberately make sure I never need to have first activation (where possible). Often I want second activation for scheming, or I'm not fussed with either. I found the upgrades on the Daydreams made them too much of a target and would rather have them alive - Lucid Dreaming and Leading my Nightmares around. At the end of the day, I like having lots of models on the board. @Regelridderen - that is a fiendishly good idea and something I will look forward to using. I would make sure there is at least one WP 5 or less non-minion to make the summon more guaranteed. *Edit you can hide the Daydreams, but then you don't get the awesome Lead Nightmare as much.
  13. Made Real is once per [any] model activation. So every Nightmare can use it once on their turn, plus you could use it defensively on the enemy activation (if you have the card to ditch of course). Oneirophobia is good for timing model placement and killing where the scheme calls for it. For example, Catch and Release (1st) or Hidden Martyrs (2nd), bury the friendly Nightmare on your target... wait until the last activation and pop out. Or Vendetta, pop out to slice them up turn 2 (1st) or bury on them later so they can't run away (2nd). My opinions... Gamble Your Life is only worth it if you have the high card in hand or out of play (both frequent in Dreamer2). Tomes is good also as typically crew uses that suit less than others. I previously didn't use Stitched much until recently - after reading on this forum now usually taking 1 in most crews and loving it. Alps aren't generally worth taking when Stitched are 1 stone more and much better, or Daydreams are much cheaper and maneuverable for 2 stones cheaper (almost 2 for 1). I'm struggling to find a spot for them. Always take 1-3 Insidious Madness. I always start with 2 generally and never regret it. Aim for 5+ models with Lucid Dreams. Sculpt that out of play pile ready for pick up. Use LD and Counting Sheep to put in, Yume and Stitched to get out. Practice the timing of picking it up - this is a key skill with the crew. Don't worry too much about stones... I usually only go in with 3 or 4. Unless enemy leader or pool dictates otherwise.
  14. Oops yes you are correct, I was playing this wrong. I really should have known this coming from Guild. I have some opponents to apologise to, fortunately its only been friendly home games I've used him in so far So easy min 4.... with either a decent ram card or a stone and decent other card. Agree with others usually not worth going for severe.
  15. I've been getting great use out of Carver with Dreamer2. The ability to hit minimum 5 damage (card/stone/built in ram) on a St7 attack can clear smaller models in a single hit and even threaten 8-10 wound creatures with a 2 hit KO. It helps I can push him around a great deal and give him advantageous card + positive flips. The Ruthless has come into play quite a great deal as I play in a terrifying heavy meta. I used to run Rider but with Dreamer2 providing his own mobility I run Carver a lot these days. Having Serena around does increase his survivability a great deal in addition.
  16. Used one recently in flank turf war. He grabbed a side table turf point, and then held up two other 5 ss models from getting it off me until turn 5 (at which point didn't need it) by himself. Using a combination of drink blood (low rams for min damage still heal 2), new hard to kill, and the risky maneuver push/focus to get around things. So 5 SS for a fast schemer that can heal itself and push itself around... is a real pain for opponents models to pin down... yep I'm liking it now. Can see 1-2 as a general inclusion if I'm looking for an extra model in most crews with a bit of speed.
  17. In general terms - Augmented is one of the strongest (if not the strongest) all round keyword I find in Guild. Movement, resilience, healing, buffs.
  18. Proxy wise: If you have to be Wyrd, use something not in faction like Oxfordian mages. Or the TTB multi part box if you can find it If not, any DnD / fantasy mage would work. Maybe on a a rock or something to obscure scale difference.
  19. Before a duel (not a damage flip or anything else) you may discard a (singular) power token to get either (not both) a positive flip or a single suit. No limit to any # on any single model.
  20. My read is that if you choose to Drop markers instead of Blast, all the markers would need to be in base contact with the target
  21. Yes and yes. Refer to pg28 of the rulebook. As a Drop, it notes that they can be put into base contact of even under a model's base without issue (assuming they are not noted as impassable - that would be a Create instead). Normally you cannot Create a marker next to a model unless than model is creating it, unless otherwise specified (this specifies) as per the second bullet point of Create. However this is specifically a Drop as it's Hazardous (and Severe) All would need to be at least in base contact
  22. I've been using Heartsbane lately in various crews as a debuffer. Stagger, Slow, Stun and potential for card discard is pretty decent on her.
  23. Unresisted damage is actually fairly common in Malifaux. Some don't even require duels. Catalyst, Lethe's Caress, Hold 'em, Misery, Stampede, even Hazardous Terrain all fit into this category in my mind. It's not like there is an absence of counter plays either - Shielded quickly coming to mind. Or blocking LoS as it is a pulse. Or Stagger to make the Dashel placement harder. Unless you are bunched up, a master AP killing something on two wounds isn't overly crazy. If you are bunched up and wounded heavily then any blast/pulse/aura/shockwave is going to hurt.
  24. Also been playing since the start of M2E. By the end of the last edition there were a significant number of match ups it wasn't even worth setting up and that was killing enthusiasm for me at the time. Certainly the last 12 months in Guild I've actually been able to compete while using Guild masters compared to previous times. Hoffman and Dashel are my current go to's (not playing new stuff until it comes to the app).
  25. Depends on the scheme required, but I've been using mounted guard and executioners for a lot of scheme points lately. I need reliability and the former has good movement plus plenty of wounds to do far reaching scheme placement (outflank, breakthrough etc.), and the latter is a murder machine for either killing or keeping people away (claim jump, assassinate etc.). As a mainly Dashel player, I find its worth spending to hire the scheme runners with a plan, and summoning the pieces I need to mess with the enemies plan.
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