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Joachim

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Posts posted by Joachim

  1. I find the cyclops to be really great if you have good positions for ice pillars. Also, if you go against smaller things and you can take a hit and activate when you're enraged you can really hit hard.

    It usually has higher priority when I need some budget armor ignore. If you're a thematic Titania crew they are your min 3 budget beaters and their (0) with scheme markers can be really good.

    I haven't taken them outside of Titania yet, so I can't judge on their value in that case. In Zoraida I go for the hooded rider now as a beater.

     

    • Like 2
  2. 6 minutes ago, Angelshard said:

    I'd argue that titania is the best pick against ressers in general.

    Royal indignation means you can tank all the minions summoned. Audience lets you pull their key pieces to you so you can kill them.

    Pact lets her kill most ressers masters if she can reach them. No healing shuts down a lot of ressers abilities. 

    Aeslin shuts down a summoning master if you can get her within 6".

    Her emissary means you can maintain activation parity, to a degree, and can also cause a lot of damage thanks to trigger.

    Adittionally the pounce combo can usually kill any ressers model, as they typically have mediocre def, so you hit them every time.

    I played titania into nico once in a tournament.

    I played royal indignation, audience and behold my glory.

    I also hired Aeslin for the anti-lure + anti-casting depending on what I need.

    I tied the game cause of time constraints but with a bit more vp focus I should have won the game.

     

    Royal indignation indeed did the most work. A hanged did 6 damage on her, which she reduced to 1 damage cause she flipped a severe on prevention. And even if she takes some considerable damage, marker drops heal her right back up. I also engaged 2 punk zombies with her, who could hardly do anything against her since she completely ignores their weak damage and is impossible to wound.

    Aeslin got into nico's face, but at that stage all of his resources were drained.

    I got an early lead cause of setup on the valedictorian, Ca6 audience vs wp5 opponent is pretty easy to ensure. And dropping markers with a titania crew is no issue whatsoever.

    I'm not saying she is a hard counter, but with royal indignation she is a solid pick into a summoner just because of her tankyness.

  3. I have a tournament the 11th where I will be playing neverborn. I still have to finish lilitu, who shouldn't take a lot of time. And I'm building and converting the hooded rider, which will take a lot more time and I'm really hoping I get him finished before the tourney. I have some more neverborn stuff which I'm not planning on playing, but I might make it a neverborn month and get everything finished that I have still sitting on my paint table.

     

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    • Like 3
  4. On 31/01/2018 at 12:55 AM, Vorschlag said:

    Vs ressurs my go to has become Zoraida swamp fiends with Mctavish.

    Mctavish provides extra protection to fiends vs casting and I go for paralyze or rare models so they can't simply resummon them. 

    Also the wisps with spawn mother means 2 dolls and a gupps each turn ideally to even out the activations.

    Swamp fiends also offer the flexibility of armour, leap and from the shadows.

    I actually played zoraida into ressers last night and I got matched against Nico. 

    I brought McTavish, bad juju and the hooded rider, since it was interference with quite some killy schemes (dtg, hunting party and quick murder).

     

    They did pretty well, though they got bogged down in mindless zombies. Zoraida actually performed great in picking off his henchmen. It's pretty easy for her to hem and bewitch/obey stuff like asura roten and sybelle. 

    The hooded rider is great for murdering things a bit later in the game. Min 5 damage deals with a summoned hanged easily, and if I wouldn't have forgotten to announce the upgrade switch at the start of my activation I would have killed the valedictorian outright with 2 5 damage hits.

     

    All in all, I found that having several pieces that can hit his crew early (McTavish, hooded rider, zoraida and doll) put a lot of strain on his resources. He actually decided to keep his high cards and stones for summons, but that meant that I could pretty much ensure hitting anything in his crew. I could almost kill asura roten turn 1, and kill sybelle easily turn 2. Hem --> poisoned fate --> bewitch, obey, charge the voodoo doll and kill yourself, tyvm.

     

    • Like 1
  5. I'm not a kirai expert, but I'm also starting to build a crew for her.

    Datsu ba is a must, she works really well with kirai but it also gives you the extra seishin. My plan now is to start with a couple summons and get a feel of how she plays and what she needs and then gradually expand on her summons.

    I recently bought the asura roten box, I think it will be interesting to try her out with kirai as I think she is a really solid model.

  6. 1 hour ago, Adran said:

    That could be said about anything . The rider has one of the better defences out there, but it isn't invulnerable.  

    That is true, though at df5 10 wounds and nothing else they're very squishy turn 1.

  7. It's been more than two years since the last post, but since it has already been discussed here. I would like to continue here.

     

    I'm playing Titania in an upcoming tournament and I'm going to play two practice games. I'm considering the mysterious effigy in the third game.

     

    Scheme pool (gg2017):

    Collect the bounty - Claim jump, ffm, eliminate the leadership, set up, last stand

     

    I'm playing Titania, and this is a list I was considering trying out first:

     

    Titania (royal indignation, audience with the queen, behold my glory)

    Gorar

    Lilitu

    Doppleganger

    Tooth

    Rougarou

    Mysterious effigy

    Mysterious emissary (primeval conflux)

     

    The reasoning is as follows, the combination of collect the bounty and eliminate the leadership puts a huge bullseye on Titania, it can score the enemy 4 points in a turn (etl and ctb).

    For collect the bounty I'm thinking about taking minions and enforcers and trying to keep Titania safe. Royal indignation will do a lot of work if the opponent has a lot of minions but a hard hitting enforcer/henchman or especially master can put her down quite easiliy with some focussed effort. 

    The game plan is to use the lures to score setup early. This could give me an early advantage in VPs. If the opponent does last stand and plays defensively, lures will also help me counter that. Lilitu and doppleganger will give me 4 or 5 lures, titania with audience can further reposition enemies  and finally I'll have tooths challenge, that might be a bit redundant, but these models do other things as well ofc. Rougarou obviously goes great in this strat and combined with all the lures he'll be really efficient. Tooth makes setup really easy once an enemy is at least within charge range of her. The mysterious emissary I find very good with Titania, it can stay back and summon changelings, which improve my activation control and they can go stop claim jump if necessary, as the rest of my crew wants to stick together.

    In this list I'm left with 5 stones and I'm wondering what to do with it. I'm ok with 4 stones usually, though an extra one wouldn't hurt since etl is in the pool. I don't need changelings as I can summon that, and that brings me to the mysterious effigy. I've played with the brutal effigy a lot, and he's great for his (0) but I always find him worth his 4ss just in stats. In this case the mysterious effigy (0) seems to be nice to prevent an alpha strike on titania and since she can be especially tanky with all the heals in this crew, that one extra push can be a lot, and allow her to heal back up for the next hit. The cheating face down I'm not really planning on using it, but if someone is in the aura you might as well do it.

     

    In conclusion, seeing that I have 4/5 stones left, a tanky minion is really solid in Ctb, the 0 I think does a lot for titania if you really need to keep her alive (and I think that in this game a bit of redundancy is not wasted).

    What is your guys experience with the mysterious effigy? I haven't seen it on the table yet. I don't think it has the best (0) compared to other effigies, though it is still solid at 4ss without the (0) imo. 

  8. 47 minutes ago, MunkyMuddFace said:

    This is true.
    Though, if matched up against a Rider, it would be worth it to Focus then Lecture. Unlike Joss/Executioner/Leveticus - whose ignore effects are baked into their attacks, Lecture Notes is a Condition that turns off ALL triggers, not just Df - it would also kill their Attack triggers for a turn (in the case of Hooded, that means loss of extra damage, or loss of marker removal. Either could be huge, given the state of the game)

    I play the Leveticus Horsemen list, and one of my normal opponents is Ressur player. I have learned a healthy respect for the Students and Valedictorian haha

    Indeed, it is well worth it for him to focus and lecture notes. This give him max 1 walk, so I guess you'd have to stay away from them :).

    I have enough options so I'll think about alternatives when facing ressers.

  9. 5 minutes ago, MunkyMuddFace said:

    Valedictorian/Students can turn off the ability to use triggers (0 AP Lecture notes)
    Joss/Executioner ignore Df triggers 
    Anything with reliable Blast damage
    Leveticus

    There are more, I just can't think of them at the moment.

    Yeah, I'm sure there are plenty, ressers already look like a wonky matchup, as there is lots of stuff that can bypass its defenses. 

  10. Hello guys,

    After the january errata I ordered the hooded rider. I'm going to a tournament in a month, so I'll be trying him out first.

    My lists do fine without him, but it is fun to have another option.

     

    My question is what are the main things in the game that bypass their defense. Cause it seems really strong if you have your reduction on df and stubborn on wp attacks. But if you simply ignore that he can go down really quickly. Just to be prepared to what destroys them the hardest I wanted to ask what the main things are that ignore damage reduction and/or defensive triggers. Or good wp attacks with natural plus flips. The list doesn't need to be including every option, but the most commonly seen models would be great.

    From the top of my head I'm thinking about:

     

    Ignoring triggers:

    retributions eye

    executioner

     

    Ignoring damage reduction:

    Reva

    Mcmournings expunge (is this damage from the poison condition so can't be reduced, or damage determined by the amount of poison and so can be reduced?)

     

     

     

  11. 1 hour ago, Argentbadger said:

    I couldn't agree more with Diceman87's praise for your style; it is detailed enough to be able to follow the action closely without being needlessly bogged down in minutiae.

    How do you plan to use your high cards with this crew?  With the mix of summoning and straight-up damage from Rasputina, it seems like you could easily switch focus between bringing Ice Golems and killing stuff directly.

    Thanks for the nice comments. I plan on doing some more battle reports, also because writing it down its actually really easy to spot plays that won you the game or cost you points. And that is a nice learning experience.

     

    I agree that that is a very important skill if you play rasputina, especially now with the summoning upgrade, what to use your high cards for and what to use your ap for. I've once used a red joker to summon an ice golem. But that red joker can cause a lot of damage.

    I usually just try to look at how to score my vp. I'll usually prioritize using decembers curse with rasputina. If i'm in a good position and there are good targets you should 9 times out of 10 being using decembers curse. In this game i was up against nicodem who summons a lot on lower wounds, so that makes the choice really easy, it is more resource efficient to blast 3 summons of the table, than to block their approach using ice pillars or to summon an ice golem who can max swing twice that turn. I also wouldn't gain activation advantage.

    If you go up against for example the valedictorian, with hard to wound and armor, and no models around it to blast onto, then decembers curse becomes a lot less efficient, probably gonna hit min3 damage going to 2 most of the times. In this case I like using paralyze if she is in range, as it is an easy way to free up your other 2 ap to do other stuff, and her threat is delayed for another turn. 

    If there is scrap available and you have no need for your high tomes you have the chance to summon an ice golem. It is great to get it in around turn 3, enemies will be closer, hopefully an ice gamin has died and dropped a scrap in the middle of the action, then the ice golem can use its melee expert to swing twice. They come in at 6 wounds and with their crappy defense, their armor won't keep them alive, so if I get those two ap out of them, and the enemies has to deal with it and it then possibly explodes, I get a whole lot out of that 1ap, high tomes and 1ss. I have also summoned an ice golem on my half of the board. He then had 1 ap to walk cause he can't charge. That is a huge difference in what you get out of the ice golem when you summon it. 

    About summoning ice gamin, I have done it once in the two games I played with this upgrade. when you really need a body somewhere to hold a position, a new mirror, an ice gamin to put up his aura, etc. it can be worth it, but it is more situational than the ice golem.

     

    To summarize this a bit:

    - If there are efficient targets or clumped up enemies I'll usually go for just blasting the enemy.

    - If there is a good choke point that i can block with ice pillars I usually do this with wendigo to free up raspis ap, if it is crucial though, raspi can go for it.

    - I prefer summoning around turn 3, maybe 4, and try and use my long range turn 1 and 2 to harass the enemy. This way you can usually summon the ice golem in a good position, so he can at least use his melee expert to swing. They're good ap sinks, cause they do have armor2 and still explode when they die. If raspi is not under threat and you can activate her late, you have a better idea if you can use your high tome on this.

  12. Very nice paintjob and excellent choice of colours. Nothing wrong with the typical white labcoat, but this adds something extra.

    I agree, the colors give a great contrast and fit together very nicely.

     

    The base is also very malifauxy. I also like that it is a beautiful base, though it doesn't distract from the miniature.

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