Jump to content

dannydb

Vote Enabled
  • Posts

    763
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by dannydb

  1. 1 hour ago, Paul Otega said:

    I’m looking to enlarge my master pool to 3 for each of my factions (this is more for in the future). So far I have these & looking for some thing different to what I have.

    Guild- Perdita & Basse.

    Ressas- Kirai & Seamus

    TT- Misaki & Youko

    im tending to be leaning towards Lady J, Asami, Molly or Reva. But not sure how different they play compared to what I have. Any suggestions?

    So your prob looking for something different than what you have to compliment your current 2 

     

    So for guild you have 2 shooty gangs so you prob want a crew who can scheme and push for opponents side of board. Hoffman, lady j, or nelle would be good shouts 

    For ressers you prob have 2 mobile crews with some decent killing power. You might want some staying power so Jack Daw, yanlo or vonsctook might be a good shout. 

     

    For thunders you have a lot covered by misaki and youko. Maybe yanlo or asami might be a good shout but otherwise any master can be a good addition 

  2. 1 hour ago, Erik1978 said:

    I assume it's intended and correct that title marcus has permanent cover?

    Favourable Terrain + Wilds of Malifaux.

    So shootie gals like Perdita and the like will look at a Df 7 guy with a sort of HtW... that Marcus is a real beast. 😜

    yes.... well almost permanent cover

    if you bury him he doesn't get benefits from favourable terrain 

    • Haha 1
  3. So pre gg2 my core list was Kandara and ox mage which may have had magical training (if I was playing a svg that got training instead) and then other models were based on pool or match up. I generally took either 2 fire/ice gamin or a metal golem with plan to make a golem turn 1 to back up what ever other beater I had (usualy the svg but occasionally kudra or emmy ect) 

     

    Then it's just other bits as needed. Wind gamin for symbols, maybe Carlos if I had a fire golem and was doing break the line 

  4. Note you can do your day 2 test any time up to day 2, so in theory you could do it as soon as you land. If your been double jabbed you only need lateral flows/antigen tests, not pcr

     

    Most airports have testing centers on site or near by for day 2 tests

     

     

    I'm swabbing team leader on a testing site if you have any more questions? 

  5. New toni 

     

    She does so much good stuff and unlike her old model which could suffer from getting stuck in a rook the new ones brings more mobility and scheming power in exchange for a little bit of Killing power. 

     

    She turns her crew up to 11 though especially Fitz giving psudo hard to wound and Amina having built in card draw on her push 

     

    And we haven't even got to drudges who I love. I don't think you hire them but bring a union miner and you can easily summon 3 turn 1 ready for Amina to push stuff forwards and refill you hand with

  6. Yer there nifty little assassins I find to deal with models that rely on mobility and tricks to survive, focus turn 1, focus and Bury turn 2 and then turn 3 you have a little focused up model able to get around a far amount of defensive tech and kill something ready to double walk and drop a scheme turn 5

  7. Yer it still feels like you want to go vercitile/ook heavy with Marcus which is sad, I guess it's maybe double cerbs for original Marcus and myranda, double initiates for this version. Who by the way gives 0 support to jacklope 

  8. So can't help much with dreamer but got plenty of experience with Sandeep 

     

    First thing is, Sandeep, Banasuva and to a lesser extent with update kandara are key to how the crew works and generally if left alive will provide engine to take Sandeep to victory 

     

    However all 3 are very easy to kill especially Banasuva and so if you apply pressure to them they are likely to go down fairly quickly, or burn through stones which Sandeep needs in order to summon. So if I was playing vs your opponents crew who seems to be setting for a fire Golem, svg and emmy to be there from line is try to slow them down with a terrorfying model (say summoned insidious madness) while your own beaters try to move past them to get at Sandeeps squishy back line. As a Sandeep played I'd be happy if you put chompy/Teddy ect in to my front line as my value engine should keep them tied while my superior schemers in windgamin ect get me points and kandara gets me cards while Banasuva provides support 

     

    So in biggest trap vs Sandeep is trying to kill golems while support is still active, you will have much more luck if you target his support models first and then go if game requires go after them (you might not need to kill them to score) 

     

    So for example looking at second picture, if Lord chompy double walked forward past fire Golem to charge in the following turn Sandeep will be in real trouble. 

     

    The last thing to kind of do vs Sandeep is to anticipate the type of Golem Sandeep is likely to bring. Vs dreamer the fire Golem is the only one with meaningful damage reduction (the other two have armour which the majority of your ranged attacks ignore) and it relys on being on fire. If your can bring some condition removal against it it loses its damage prevention and then goes down pritty quickly to a teddy or chompy. I'm not sure what condition removal neverborn have, but I know iggy can remove burning fairly well so might be worth considering though more experienced neverborn players might know better 

     

    • Like 1
×
×
  • Create New...

Important Information