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Fluffaluffacus

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Everything posted by Fluffaluffacus

  1. You rarely get the heal off unless the model is near your lamps, but that seems interesting I suppose. I think generally....for the push I'd just want nocturnes, since they can give the distracted for ungentlemanly.
  2. I played my first game with Raspy2 today and the only thing I'd like to bring up that hasn't been mentioned before is Wendigo using December's pawn to use Rasputina's Bonus Action Fissure of Frost is an amazing use. Only needing a six, the ability to surge off it. Another marker, and extra slow pulsing and hand attack with those mv 13 duels. I was surprised how much it did every turn.
  3. I definitely agree. I can't really see anything too far away from my thoughts. Lesser minions still ignored, nothing really fixed about that. We still have strong options. Raspy obviously is a major win, and Raspy1 is in desperate need of fixing or never seeing play. Ironsides, what I love the most now is the mind game. Which one am I bringing? Bring it tar pit or the scheme marker nuke master? Both want different responses. The others I have nothing else to really add.
  4. I actually made this suggestion! BUT, I gotta point out that its the opposite actually....It was a shattered mirror that let her declare triggers! But yes, making her be the more obvious blasty spell caster that doesn't have to discard, but Raspy2 does? Would be solid.
  5. Thats why I said Kinda after! But yes, they can get around it, but must use other actions to remove the marker before they can do that. And if no one is within walk, remove marker range....they either deal with it or have to spend multiple actions to push a model close enough for it to do it! I'll take either victory!
  6. There are minimal reasons. Raspy 1 Slams down more pillars, staggered and slow than Raspy 2. Raspy 1 is a far heavier board control, forcing your opponent to have to grind through the tundra you've created before them. As I stated above, Kaltgeist with Raspy1's freeze over ability turns into 3 damage really fast, With Kaltgeist being an ice pillar meaning its 2 damage, stag slow, and then once they have slow, Frostbite kicks in to do another point. Also, in other news. I had a brain blast moment earlier today at work. Northern wind's Creeping Ice trigger. You can use it as a pseudo laugh off on your own model that also gives cover. And then on your model's activation? Eat the marker with grim feast, or Golem can reform, and then go about your day. Or use it to hold a point forever(kinda). Going against a crew that wants to just move you off points? Creeping ice!
  7. I 100% agree. I am hoping they do get better and this isn't just a "well you can summon them now" cover up. I definitely feel that. To be fair, Gamin were never really worthy of hiring anyways so its not a huge loss. But also, I'd like to be able to hire models in my keyword for some reason. I love the Kaltgeist, but having a reason to play my snowmen would be nice. I will say. If you look at the upgrade, it looks like she is doing a giant ice wall spiral wave thing? and she is on a 40mm so maybe there will be more to the sculpt that we can see in the card art.
  8. I dooooo wanna see her art/sculpt
  9. I was considering making my own topic, but I'll just post here instead! Rasputina Abominable I'll say, one of the big things I see is that this raspy wants double Silent ones even more now since she wont be making the bulk of the ice pillars. Cryosleep was something called out for, so I'm happy to see it. If we do in fact get to choose to see them as Height 0 corpses to ignore their traits, it'll change SO much. I personally think Ice mirror needs to get rid of the card discard for triggers as we have so many other arcing attackers with better abilities and damage that dont need to discard cards for triggers. Giving out lots of shielded is nice too, since between her and snowstorm, you're gonna be inching your crew up quite a bit. I like that turn 1 she is basically a support master, pushing your crew up and giving them shielded so that any early pot shots do a little less, and then summoning a model. Speaking of her summons. Armor 1, demise frozen heart? Means snow storm can move them around, they're more survivable. December acolytes playable in 2021, here we go. Just...still don't hire them. And if you summon them last and your opponent doesn't make you do a duel, you can activate them to pick up that generally high card, which is great! especially if was a tome so you can just use it on the next acolyte. Cold Snap: Seems good. Very Reva feel but...less powerful. Her triggers are fantastic on it though, so acceptable. Also amazing jump in damage. 2/4/5? I'll swing mod on that all day. Especially with mutilate around. Northern Winds: A fantastic ability, but I hate that Ice Mirror discard. It'll still be good, but ugh. Get out of here! LET ME BE THE ORIGINAL ARC NODE MASTER WITHOUT BEING THE WORST ONE AT IT! A ranged 4" push and damage against non December is great, it is funny if you have a mirror match though. Creeping Ice is a really cool trigger. Fissure of Frost: Your new pillar maker. Mv 13 slow? Solid, but you have less ways to give staggered out now so less likely to go off than before. A low tome though gets you a card, a duel, and a marker. Not a bad bonus action. A big, but understandable, loss is Harsh Winter. That does mean slow will be harder to slap on opponents. I'm not sure if the loss of that makes Cryosleep worth the trade? It does mean you're models are more likely to live, especially with the shielded you give and the armor your summons have. And then her support model. Kaltgeist I adore them in lots of ways. 5ss, 5/5/5 defensive, 4 mv sadly. Armor 1, frozen vigor means they aren't as easy to kill as they may seem, Frostbite is neat and Icy Form is fantastic! More mobile pillars. Especially with Raspy1 using Freeze Over on them. Frostbite and Freeze over means a 3 damage shockwave. Preeeetty spicy. Hard Slam: They can get shielded +2 quite easily in Raspy2 with Ice in the veins, meaning they have at least 1 3/4/6 damage attack in them per turn. Not bad. Can also use Icy winds to get another shielded on a rams, and depending on if it can push itself with the pulse coming off the ice pillar, maybe another 3/4/6 damage attack. Jagged Ice: This is how we get staggered back into the crew in Raspy2, and how you double down on the staggered in Raspy1. Its basically a mini Freeze over, especially if you get the tome trigger. Shattering surprise is a fun extra. Overall a fantastic ability. Icy Winds: Okay. A super solid movement tool in December. Dont have to be fully clumped up since you use it and an ice pillar, meaning you can push your crew along. A question I would have is, obviously you dont get hit by your own pulse...but what about a pulse not centered on you? Can a Kaltgeist push from the ice pillar centered pulse? This will change the power of the ability for me, but overall its fantastic. Especially if you get the rams for more shielded shenanigans like I mentioned earlier. My only real complaint, is not being able to summon them. But I get why. Overall? I love both of these models. IDK if Kaltgeist is better with Raspy1 or Raspy2, but I know I'm excited to see both use this new tool.
  10. Friendly journalist only. Gives model distracted 1, draw a card, stat 6 tn 10. On a tome draw another card.
  11. Harte and Nellie2 definitely are stapled together. Lunacy is absolutely everything you want with Harte. Agreed Spread the word is bonnnnnkers. Especially cause Harte can give himself and enemies distracted at the same time, which is a big way to protect himself. Also yay...more armor ignoring for guild...Just what I wanted to see. (My main opponent is guild and I can never play armor because they just die)
  12. He is definitely a harder Nellie model than Daw. He has some minor play with him but definitely wont be winning any crew building races.
  13. I'm definitely a big fan. I think its a much more fun way to bring Cadmus to the table. Feels less brutal. We are legion isnt an incoporeal vengeance +. They have some really fun abilities that you get to technically do 3 times a turn with the multiple models. A lot tankier than they seem with forced reaction and burrowed into the spine. If they already have a parasite and they attack df, you can forced reaction to win the duel, and then give them another parasite token. Means that on opposed duels they basically have 7df/7wp if the opponent has a parasite token. Also, somehow the Emissary is even better with Nexus3. Aura up means you forced reaction to win by 2....You heal. So...with forced reaction, you can pretty reliably get the aura to trigger. Key to note that with drain life, if you kill them with the join us trigger, you don't get the E&E due to timing. You have to kill them with the next attack. Another big thing is, yeah they're kinda squishy. But even if you lose two of them, you still have burrowed and forced reaction on the board. Very similar to Nexus1 who, even after its killed, you get will on another model to keep your important abilities around.
  14. A precious model. I'll definitely be getting one or two seeing as how much I'm about to drop at gencon.... Stupid silly boxes...
  15. Agreed with MC here, definitely some of our best schemers. Their mobility is great and their ability to just kill somethings at the same time is fantastic.
  16. Am I missing something? Why exactly is it card draw?
  17. Can a Model who is standing on a scheme/corpse/scrap marker see that marker? Example is Phiona gage on top of a scheme marker completely. Does she have LoS to that marker?
  18. Nellie's Breaking News (and I suppose any other ability that has the same wording). After an enemy model within 8 resolves the Interact Action, this model may draw a card and gain Focused +1. Does this allow Nellie to do one and/or the other? or if she decides to do it, does she have to do both. Situation it was in. Nellie vs Crossroad 7. She is within 6 of Envy. Can she draw a card but not gain the focus? Or vice versa, she is within 6 of Pride. Can she gain the focus but not draw the card? My personal feelings is that she has to do full or neither, but just looking for clarification.
  19. So Arcanists have an up with the effigy being able to remove the slow from sloth's heal, and in general. Upgrades nothing really great. Envy can do two focused shots a turn no matter what. Bayou I feel is neat, but Gluttony doesn't really care about that 3rd ap. In a high marker pool though, lucky emissary and Gluttony could be absolutely bonkers. Definitely an option for heavy scheme marker pools. Guild brings some interesting things. Lead line coats are nice, but greed herself doesn't really seem to care about the 3rd ap. Effigy and emissary bring decent healing though! nothing super ridiculous but some decent survivability. You can bring queeg sure, but that leaves you with 0 stones and taking 2 damage on activation to get fast which doesn't seem generally worth it in the crossroads. Neverborn brings a really good combo of Wrath and Emissary. Bring it through hungry land, good attack actions to take advantage of the 3 actions. You can also bring the upgrade for dispel magic for the same effect of removing sloth's heals slow and inhuman is generally decent. Outcast bring one thing in the upgrade department, servant of dark powers gives herald which is nice and the heal is actually not horrible too on one of your main beaters. Pride also is a fantastic option for a 3rd action with "This Song's All About You" a fantastic ability to spam. The Lucky Emissary is a wonderful healer, giving out multiple heals a turn and also giving out the trinkets. Rezzers bring very little. Sloth gets no good bonus for being a leader, they have a couple okay upgrades with regen 2, ruthless, intuition. But nothing seemingly worth it. The Emissary is okay, a solid beater and the ability to make a mindless a turn is neat. But with nothing to really work on that with, its only okay. Some play is eating the mindless/corpse to heal gluttony or for greed's Frantic Search. 10T have some interesting upgrades with Masked Agent allowing some more aggressive plays, protector giving h2k, and ninja depending on the board but as far as 3rd action for Lust, it seems basically worse than Pride's ranged attack. The Shadow Emissary has some just generally strong abilities, but its one of the few reasons to want to go 10t over other options. What I am getting from all this is Outcast, Arcanist, Neverborn and sometimes Guild feel the best for different reasons. Outcast is definitely more tanky with servant and emissary healing. Guild can bring some nice armor and healing with the Emissary, but not as much as the outcasts. Is also just a good beater. Arcanists its almost a strictly damage based option with condition removal, and Neverborn also giving one of your beaters more power but more so being a board control game with Wrath's bring it and Emissary's markers.
  20. The age old question for Crossroads, but a bit more specific. With the idea of I will always be taking all 7 members because reasons, what faction and upgrades should be considered. Is it still Wrath or Envy because of a beater getting a third ap? Or could Pride take a step up to do more This Song's All About You?
  21. Yes! They negate each other. Feel free to cheat away!
  22. Dont forget, the heal also works off dust markers so its not as hard as it seems.
  23. Effigy and Emissary have their Aura. And Hopeful Prospect on a Rams trigger on their Safety Precautions. Could be solid in Frontier as well, turning into a rough rider after killing a model. Lamplighter honestly could be good with unnatural glow and terrain markers.
  24. I also have Ullr who will flush them out Cooper to push him 4 and give him focus.
  25. I think there are only 2 fixed models for me. A hopeful prospect and ullr. Everything else is pretty flexed.
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