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Regelridderen

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  1. Lynch snorted a line of sparkly crystals off the back of Mr. Tannen's hand : "Aaaah! What's this you say. Misaki want's us to blow up some warehouse in the jungle? Jolly well, man let's do so, a man must obey his mistress...". When Kitty Dumont's spectral shape suddenly emerged from the ground : "Bad news, boss. There's a bunch of bounty hunters on our tail, and they're up to something.". "Brilliant!" Lynch replied : "Time to feed the darkness...". PLANT EXPLOSIVES – CORNER DEPLOYMENT HONEYPOT CREW Jacob Lynch + Hungering Darkness and 4 stones Gwyneth Maddox Kitty Dumont Mr. Tannen 2 Illuminated The Lone Swordsman SCHEMES : Hidden Martyrs, Deliver a Message vs FRONTIER Basse + Bernadette + 5 stones Austringer Pathfinder 2 Rough Riders Johnathan Reichart Tannenbaum SCHEMES : Outflank, Power Ritual TURN ONE Oh <ins. expletive> the board was filled with severe terrain for my opponent to ignore. It was fairly easy to deduce that his schemes would be, so the Honeypot chose to go hard for the center. While Bernadette and Johnathan each hitched a ride towards a corner, while Basse took his little posse to face the gamblers. A few scintillating clouds burst through the air, a trap was summoned and promptly turned into a depleted and that was the end of first turn. TURN TWO Basse and Lynch were locked in a deadly melee, depleting most of the gambler's stones, while the frontiersmen on the flanks planted explosives and scheme markers, and Johnathan turned around to aim for hitting the center scrum T3. Yet, the illuminated were now raining down scintillating clouds around the centre. And Kitty managed to drop a bomb just across the centre line, while Lynch handed Basse a crumbled old note saying "Ha! Ha!" - to which he got a shot gun red joker in return "Ouch!", but then Tannen snuck into position with a slight grin and started to talk, although he was greatly annoyed by a frikkin bird attacking out of nowhere. SCORE : Honeypot 2 (Strat + Deliver a Message) vs Frontier 2 (Strat + Outflank) TURN THREE Seizing initiative, Tannen started babbling away. He needed to secure the centre for Johnathan's charge, if only that pesky bird would leave him alone. Meanwhile the pathfinder blew up the depleted and summoned yet another trap, that Lynch quickly identified as having a drug problem. Then Johnathan charged and ripped the head off of Tannen and made a martyr of him. Basse blasted Lynch to kingdom come, and meanwhile the frontiersmen were dropping bombs in my backyard. Kitty returned to block their way, while the Huggy Obeyed a rough rider to pick up his bomb and then asked the lone swordsman to decapitate him, the swordsman then brought the bomb to other half and set his sights on Bernadette Basse, but unfortunately he couldn't reach her. And Gwyneth stumbled across the centre line to drop a bomb of her own. SCORE : Honeypot 4 (Strat + Hidden Martyr) vs Frontier 4 (Strat + Power Ritual) TURN FOUR As if things weren't bad enough being down a master, Basse blew away Gwyneth and an Illuminated in two shots then picked up her bomb. Johnathan charged another illuminated, but only beat to its final health. The Lone Swordsman drew his Final Breath and woved to kill Bernadette, but... failed miserably from a black joker, then got beaten down to 1 health in return. Huggy went to block the path of the rough rider on the far edge to ensure there would be no Power Ritual - at least that was succesful. SCORE : Honeypot 4 vs Frontier 4 TURN FIVE Final turn had some heavy demands. Basse needed a 3+ of Mask and would then be able to drop two bombs. Huggy needed to get close to either of the two murder machines to score 2nd point of Hidden Martyr. And someone would need to place a Honeypot scheme marker next to Basse - and the lone swordsman would need to survive pick up and drop a bomb. Bernadette started, but failed killing the Lone Swordsman, Kitty then summoned dark tendrils and pushed her out of the way, allowing the swordsman to do his bomb shuffle. Huggy tried to disengage the Rough Rider after it failed to hit him, but lo and behold he was stolen the 2" he needed to engage Basse. And as the final flip, Basse dropped a bomb flipped a 2 of masks. ending the game. FINAL SCORE : Honeypot 5 (Strat) vs Frontier 5 (Strat AFTERMATH A great game as always. The Honeypot was severely outclassed on mobility, but that's the nature of the game, when you've decided your crews before strats and schemes. I'd never faced the Frontier before, but man are they fast! I struggled a lot with the timing of Gwyneth and got nothing but a couple of cards for her 9 stones, and I got very little from Kitty - even if she was instrumental in the strat. And I never saw Lynch really cash out. What saved me was the Obeys of the Hungering Darkness. It allowed me the reach and the actions I needed to topple a flank - even if the cards were against me. I might have been to cautious with Huggy in the end, but after losing Jacob, the Darkness was my ace in the hole. My opponent had a couple of lucky red jokers on damage, but what really blew my game was Tannenbaum forcing me to discard severed at the end of turn, he didn't do much more, but that was annoying as F. And then I need to remember to properly read the 2nd score point of the schemes,
  2. Yes, it’ll affect the game - not seriously though. And not for people trying to get a feel for the game.
  3. Bases or faction logos from boxes work great as markers. If you happened to stuff like GW 25 mm bases, they’d work too - they would be the wrong side, but they’d work, and the important thing would be that both crews were using the same sizes. Conditions, health etc. Is easily tracked with the app. Along with turns, scoring objectives etc. - or wet erase markers on the (sleeved) cards. But don’t worry too much about not liking the game. It’s the best mini game out there.
  4. Here’s a few WIP from the syndicate, and I allowed myself to take them out for a spin :
  5. Exactly - I think, I’ll try to go all in on mobility next time and make a sexy bubble of death, like this : Lynch, Huggy + 4 stones Kitty Gwyneth 2 Kabuki Warriors 2 Beckoners That amount of Lure/Obey should make for a nuisance - and hopefully fill opponents with enough Brilliance to allow Lynch his summons 🫣
  6. Here’s another question for the Lynch mob. I heard some like to exploit the Distraction aura of the Kabuki warriors, and I took that as an excuse to paint a couple 😉 But I’m struggling to fit them in? It’s cool that you can force your attacks, shockwaves etc. through, but… I’m thinking, I’d rather want another Illuminated to cause those Wp checks in the first place, I’d rather my opponent cheats to drain his resources for offensive cheating, and we’ve got so many anti-cheat auras that a Kabuki would ‘neuter’. Greatswords are cool of course - but it’s not as if the Lynch mob lacks min3 beaters. Lure is of course amazing - even at just a 5. And Mv6 is nice, but the mob is fairly mobile. - So when/how do you use Kabukis?
  7. So I just had my first Honeypot game, and they were AWESOME!!! - Mr. Graves - I understand, why he’s less popular, but he did good as a door stop, holding the opposition back, while spilling black blood all over them. And shoving people around is neat. Mr. Tannen - I see the potential, but unfortunately I was under so much pressure, that I couldn’t activate him early. He died a martyrs death, perfect. Illuminated - Oooooh boy, these guys are amazing. Those shockwaves drained all my opponents resources. Beckoners - I summoned one, and the Lure… oh the Lure… Kitty - scored me two strat and two breakthrough points. Couldn’t ask for more. Gwyneth - You wouldn’t guess that she’s a beater looking at the model, but darn! Huggy - was a discrete influence, but having a +flip obey with masks built in and illuminated is a 24” reach. I’m sure it can do more, but I didn’t need it. Keeping it so far back allowed me the second martyr point. Jacob Lynch - neither discreet nor subtle. Just ruthless efficiency. Each round his gang dished out enough brilliance and damage to a model, only for Lynch to sweep in with a severe for five damage and a new minion. I brought Lone Sammie as a special guest - and he had a glorious round three, first hitting with a focused attack and black jokering then following up with 7 damage. Another great addition. - Rig The Deck was an amazing ability, in my first three rounds my hands were weak with a single severe, yet rigging the deck made it work. Combined with the abundant low TNs you can really curate a hand. I need to figure out the anti-cheat auras better. They were instrumentsl to my victory. - All in all, this is a crew I look forward to playing some more.
  8. “Pick your poison.” McMurder said, as he shoved a vial of green liquid across the Honeypot table. Lynch’s silent answer came in the form of a glimmer of brilliant darkness behind his eyes. Found a new opponent, a veteran who’d been hibernating since 1st edition, so it was time to try out a new crew - the Honeypot. STRATEGY Covert Operation w. Flank Deployment Hidden Martyrs, Breakthrough, Spread Them Out, Set the Trap, Public Demonstration. EXPERIMENTAL CREW McMurder, doggie + 6 stones 3 Flesh Constructs, A nurse, Rafkin, Sebastian vs HONEYPOT CREW Jacob Lynch + Huggie + 3 stones Gwyneth, Kitty, Tannen, Graves, Lone Sammy, Illuminated TURN ONE McMurder and his crew were tripping over their own feet, I suggested to retcon a few changes in deployment and my opponent graciously accepted to get at least a decent start to the game. It didn’t help though, that deployment and terrain had him set down a tight corridor. But in the end, a couple of constructs got past and met the Honeypot with projectile vomit, as they reached the middle. Graves and Tannen rushed ahead towards the hulking zombies and along with the Illuminated, prepared one for the arrival of Lynch, who turned the brilliant zombie into a bright beckoner. TURN TWO Seeing how the numbers were suddenly against him, McMurder shuffled his feet, only to see the lumbering brute Mr. Graves charge to hold the zombies at bay and kill the nurse, as his black blood splattered everywhere. It didn’t help, as the honeypotters cooked up another batch of brilliance and illuminated yet another Flesh Contruct and turned it into an illuminated. Graves and the beckoner went down, but they did their part, allowing Kitty to score the first breakthrough and Lone Sammie claimed a strat. But the dirty doctor had made a martyr out of the dead nurse. Score : Honeypot 2 vs Experimental 1 TURN THREE Lynch had found his way to victory. Hold up the zombies and turn them into customers, as turned Sebastian into a third illuminated. Gwyneth thought herself clever, as she placed McMurder on a pyre, but the good doctor only took advantage, and not only lit her up, but poisoned her as well. Rafkin was distracted by an illuminated and failed to see the raging samurai who chopped her head off. While Mr. Tannen got martyred to pieces by little Sebastian. A bloody round that Kitty took advantage of yet another claim. Score : Honeypot 4 vs. Experimental 1 TURN FOUR McMurder was standing on piles of zombie corpses. A single construct on his side. vs. 9 Honeypotters. We chose to call it a day. REFLECTIONS It was a good fight. I was thoroughly impressed by the Honeypotters and Lynch’s summoning in particular. His role was to steal the kills and maximize the crew. Huggie was a discreet influence. His only actions was obeying the Illuminated to do more killing, but the amount of wounds and brilliance they in turn were burning was amazing. I understand, why people aren’t jumping for joy about Graves, but he does add some extra mobility, and a 50mm w. 2” range can hold a lot of zombies back. It’s definitely a fun crew, particularly when there are bottlenecks to exploit.
  9. Lucius took his secret police into the Redchapel docks to clean this cesspool of immorality and flush out the notorious serial killer Seamus - and secure his slush fund. Trouble was, Seamus had already put his eyes on the slush fund - and blood was in the air. Guard The Stash - Flank Deployment : Catch and Release, Secret Meetup, Vendetta, Hidden Martyrs, In your Face. Neverborn Lucius Scribe + 7 Stones Agent 46 Alan Reid Guild Lawyer w. Ancient Pact Guild Lawyer Investigator False Witness vs Ressurectionist Seamus Copycat Killer + 5 Stones Avatar of Dread (Emissary) Yin the Penangalan w. Death Touch Bete Noire w. Death Touch Sloth Nurse THE GAME Round one : The elite did a lot of shuffling and drew a lot of cards, while Seamus analysed his opponent, and concluded that only Agent 46 was a threat to him. He gathered 5 severed in his hand, Secret Passage'd in and fired his .50 twice - sacrificing a newly spawned zombie - got foiled by a Black Joker, but took 6 health off of the Agent. Meanwhile Bete did a long charge to scratch the False Witness, who accused her back, and saw Bloody Betty fade away. Round Two : By cunning use of the Emissary's coffin markers, Seamus wasted the elite's action, then got in to finish the job on the Agent. While unleashing Yin and Bloody Betty on the bureaucracy ripping the investigator apart. Alan and the Emissary both secured a stash, but a cheeky noise spoiled Alan's sheananigans. Score : Seamus 2 (Strat + In Your Face) vs Lucius 0 Round Three : Blood had been spilled, indeed it was flooding the streets, and there was no reason not to let it flow some more. The blood crazed nursed charged Alan and shot him full of poison, he in turn tore her apart. Yin was caught up with the one lawyer, as they danced towards the far objective, while Bloody Betty ripped the other lawyer apart. Ending the turn with Seamus came in to kill Alan and win the objective, Lucius moved to counter, but the Emissary charged in and made sure it stayed in Redchapel hands. Score : Seamus 4 (Strat + Hidden Martyrs vs Lucius 0 Round Four : Betty finished off the annoying Scribe and charged in on Lucius. Seamus picked up the corpse of Alan and concentrated twice charging and slapped Lucius twice for two severes, taking the head off the spy master, freeing the emissary to go help Yin with the remaining lawyer. Score : Seamus 5 (Strat) vs Lucius 0 Sound 5 : With nothing left of the Elite's, there was nothing left to do, but consolidate the win. Score : Seamus 8 (Strat + In Your Face + Hidden Martyrs) vs Lucius 0 - A great game if you like trashing new players. The Elite player wasn't the most experienced, neither would Lucius ever have been optimal in this setup. He did have a good grasp of the internal red tape shenanigans and card draw mechanics, but... It's just not a good crew, and I being a Lucius player myself knew how to pick apart its weaknesses. And even if it was a trashing I gave him every chance to rectify mistakes and warn him against "Gotcha!"-situations - but it just wasn't a good matchup. The Redchapel (I mean, three of the model were in keyword at least) is such a fun crew. The speed (Flight, Mv6 and Secret Passage), the ability to focus damage into where it hurts, the card drain mechanic of Terrifying. Sloth and the Nurse work nice for healing and handing out Fast and Focused to those that do the fighting. I'd love to get more Redchapel in there, but I have nothing I'd want to sacrifice for it.
  10. Aw'right. Here's the start of my next project. I wonder who'd put their ties to organised crime so openly on display...
  11. I was minding my own business, counting the ‘blood’ money, when suddenly a batwinged monstrosity came to Redchapel demanding her tithe. Broodmother vs Seamus. Strat : Guard the stash, Wedge. THE BROOD : Broodmother + Blood Hunter w. 6 Stone Shaman Lilitu Young Nephilim x2 Cavern Nephilim Athorak SCHEMES : Spread them out, In your face HEROES OF REDCHAPEL : Seamus w. Whisper + Copycat w. 4 stones Yin w. Grave Touch Bete Noire Carrion Emissary w. Grave Touch Mourner Sloth TURN ONE : The invading vamps opened the ball with Lilitu dragging the emissary through a bonfire. Then proceding to play some convoluted solitaire game, growing the young ones into Matures and popping a Terror Tot out of nowhere. Meanwhile the Redchapel gang drew focus from the Mourner’s late ‘partner’, sent Yin and Bete hunting down the flanks, and Seamus jumped heroically up the center to block the bloodsuckers, they took the bait and converged on him only to find out, it was a little laughing gnome. The terror tot died, while Sloth starting laying down a booming beat - and Seamus was pushed into a bonfire. TURN TWO : The vamps killed off the Copycat, while Seamus returned the favor by blowing the head off one the Matures with his handcannon and scaring the other away, after taking a few blows. Bete charged in from the flank and tore Lilitu apart, before diappearing in a burst of blood, when hit by a Mature. The emissary tried to buy a few precious moments, raising coffins and zombies to block access to the centre, but it only lasted a moment - a precious moment, as Seamus secured the one center stash, and the emissary the other. But damn those wings, as the cave nephilim and shaman managed to break through the line and reached the objective in my deployment. SCORE : Redchapel 2 (Stash + In your face), Nephilim 1 (Stash) TURN THREE : Despite being dealt a poor hand, Seamus managed to cause a ruckus, and the Broodmother now had to join the fray. Charging up to fight Yin and the Emissary for the second stash. In the heat of the battle, she unwittingly dropped two corpse markers allowing Bete to reform, and her and Yin brought the mother down, as the Emissary denied the chance for healing and soul stone use. SCORE Redchapel 3 (Stash), Nephilim 1 Being a merciful guy, Seamus extended his hand to the remaining Nephilim offering them safe passage. With luck, they might be able to score an extra point for Breakthrough, while their backfield was open for the Redchapel crew to score their remaining 5 points. Seamus was out for blood, and none of the models would stand up to the Redchapel Reaper. DENOUEMENT : It was a really fun game. There was a real fight for body parts on the streets of Malifaux and corpses lasted an activation or two at max. Stash+Wedge gives a centre fight, but both crews had the speed to get around it. What won Redchapel the game was the massed Terrifying that drained my opponents hand. The healing of Grave Spirit’s Touch and Sloth - and that my opponent failed to focus damage and bring models down. The Mourner felt much like a waste, as she didn’t do anything, yet had my opponent brought Ruthless models, she’d been instrumental. Meanwhile she did manage to tie up both the shaman and cave Nephilim, a quarter of my opponents activations (15 stones), that’s pretty good for a 6 stone model. Yin and Bete also served their purpose, Bete for her +flips and reliable dealing 5-7 damage, when popping up. Yin for her control, moving Broodmother out of position, then landing a final epic 5point blow and eating her. The Emissary felt like he was struggling, He isn’t a damage dealing powerhouse, but… he is a good anvil for your hammers. And poses a decent threat at range. He was my least favourite, but then again, it was his anti-healing aura, that ultimately brought Nekima down. Indeed, it was a a great crew, I hate that the girls, don’t get to play a big part in it, but the speed, trickery and ability to hit hard is good fun.
  12. Finally gave up my resistance and picked up the Honeypot. Looking forward to painting them, but after that... then what? - What's your favourite way to play the TT drug dealer? What cool synergies should I look for? What are your stable inclusions? And for what situations do you use the rest? And what about OOK and Versatile? - Arrigatou!
  13. Looking at the two, I noticed a nice synergy between JD’s Draw them in and SB’s Why hello, Love. - JD pushing any models into SB for handing out numerous stabbings, lots of Distracted. Or maybe using the old school Seamus. Hanged and Auguste seemed to have some nice Synergies through Staggered and Distracted, as well as Sybelle and the girls - depending on leader choice of course. So, I was wondering if anyone had experience with this dapper duo?
  14. I read “…purposes of actions, abilities and triggers”, as you choose at each step. E.g. Daw’s Suppressed Memories you choose to trear it as friendly for the action - not attaching an upgrade but doing damage. Then treat it as Enemy for the On your heels trigger. Or Hanged’s Horrifying Whispers you treat it as an enemy for targeting (and thus attaching the upgrade) and an enemy for the trigger.
  15. I imagine them to be a good tool inlearning to make snappier decisions.
  16. Pandora2 finally made Pandora feel like she had a function in the crew - and yes, I’m warming up to the chess clock idea.
  17. So just returned from a tournament of 21 players, and placed sorely in the middle - let’s just say that with less than a handful of GG3 games, I was hoping for best painted and nothing else, but… I had a great time and picked up a thing or two. So here’s a quick recap. Round One - Covert Corner - Leave / Spread / Sabotage / Breakthrough / Load’em - Pandora2 vs Parker2 I always seem to have the good fortune of starting tournaments vs. the second best vassal player in the word. It didn’t help, that I’d never tried the schemes/strat. My plan was to send ‘dora to hold the centre, while having the rider and Candy flank and hit center midgame. So I went with Sabotage and Leave. On the other flank, Adze, a Sorrow and the Poltergeist advanced only to have Mad Dog blast the Adze in the face, then having Parker come and finish the job turn one. Candy and the rider did great. Securing both a strat marker and Sabotage Turn two, but bad hands and the lay of the land conspired and they never really got out of the corner. Although they secured me the three points I got. Trouble is, Pandora was left alone with Parker and Mad Dog, and even if she summoned the poltergeist three times, she couldn’t keep herself alive. So I lost 3 - 7 Round Two - Carve Wedge - Assassinate, Hidden, Vendetta, Catch, In Your… - Pandora2 vs Nekima2 Good thing about losing is that you get to face a push-over, the flipside is that you get to introduce a newbie to Pandora, and the game was basically over, when Candy got on his heels from T1. I tried summoning Aversions to control movement, and started seeing a problem in them being Incorporeal and having Antipathy, when opposing models could move through, then get bounced away - and the woe having enough problems with missing engagement ranges, but Kade and Teddy had a field day, ripping nephilims limb from limb. A win 5 - 3, but we only got to three turns ( I pity the guy, as he went to face Pandy in his next fight as well ). Round Three - Guard Standard - In Your… / Meetup / Trap / Public / Spread - Pandora2 vs Misaki1 Misaki had a nice first turn, blasting half my crew with lightening. Luckily her thing is mobility, and Guard is about winning the centre, and Pandy excel at it. It was a tough fight though. Still, when Fast Candy hit the centre T1, I knew it was all a matter of time. It was a tough fight though, ivolving Ototo, a crime boss and minako rei - and Laugh Off is annoying when your thing is pushing opponents out of the way. I stumbled a bit though, choosing In Your… while struggling to get Dora into position. Another struggle was Public demonstration… but I got the first point at least. Another win 4 - 3, once again we only made it through three turns, but I scored both schemes by T3, his line was broken Hinamatsu about to take up position by an objective in his deployment, while the my minions were about to rip Fuhatsu apart by the fourth objective. While Misaki and a lone Torakage was scrambling to score Breakthrough in my deployment zone. Round Four - Carve Standard - Catch / Meetup / Sabotage / Trap / Martyrs. - Pandora2 vs Moonshiner I heard some bad things about Moonshiner, so I raced to break his bubble with Pandora and Candy in T1 and take him off guard, when his golem was Hazardous in more ways than one. The gamble payed off as his crew got split. It wasn’t sustainable of course when Shojo started generating pass tokens en masse T2. But I focused on scoring points - the polter and a sorrow collaborated on one flank to score sabotage and push a marker while another sorrow pushed one up against Shojo. By Seizing the initiative I was able to hold my opponents markers back - somewhat. Final score was 5 - 5 after another 3 turn game, but a grueling and hard-fought one. And I now understand why Moonshiner is popular. Round Five - Cursed Flank - Assainate / Vendetta / In Your… / Public / Load’em - Pandora2 vs Hoffmann2 I was tired, though about going Dreamer1 with Pandora2, but just wanted an easy familiar game while facing a new and unknown master in a new and unknown strategy. I made another mistake, taking the Hoff head on, when really had no reason to wade into his bubble - and I even brought plenty of Lures to split his bubble apart. Alas tournament play is an endurance game, and mine was spent. I liked cursed though. It’s sovery different from the previous kill strats. There was a lot of interacts - and a lot of wasted kills. But it was another loss 3 - 8.
  18. Thanks - you can find more in the Battle Report section
  19. Prepping for a big tournament, I think, I've settled for woe – although Ressurs and Arcanist still beckon me like sirens, the creepy kids are still my favourite faction. This time I had a visit from some mercenaries. SCHEMES AND STRATEGY Guard the Stash in Standard deployment In Your Face, Secret Meetup, Set the Trap, Public Demonstration and Spread them out. THE TABLE A druidic circle of ancient tech surrounded a roaring pyre (Haz. Burning+1). Outside of that some forests and rocks dotted the flanks. TACTICS WOE The Tyrant Torn feared the blades of the Viks, so brokered a deal with Hinamatsu and Vasilisa to provide a wall of puppets, and the speed to reach the other side. The aim was to create a bubble of death in the druidic circle and secure the center markers and lead the mercenaries to depressed suicides with plenty of Lures. Tyrant Torn and Poltergeist w. 9 stones. (In Your Face) Candy Hinamatsu (Secret Meetup w. Vanessa on the Pyre) Vasilisa 2 Wicked Dolls Adze w. Inhuman Reflexes TACTICS MERCENARY The Viks were up for blood, and so planned for the rest of the crew to encircle the woe with superior speed and score all the points. Center Viks 1&2 (In Your Face) Student of Conflict Vanessa Big Jake Flank 1 Miss Deed w. Servant (Secret Meetup with Vasilisa in a forest next to the center druidic circle). Flank 2 Bishop Ronins THE GAME Round One : lots of unpacking of course. The woe bundled up around Vasilia and used Adze to lure themselves up the board. Yet, managed to choke their own advance among the standing stones. Vanessa advanced and shot a blast into the group, while Hinamatsu then lured the witch on to the pyre. One Vik engaged Adze, but got a little distracted and forgot about killing the thing. The other Vik tried helping out Vanessa, but that involved getting close up with Candy and Vasilisa. Meanwhile the other mercenaries advanced up their flanks. Round Two : Vanessa scrambled to get out of the centre with the help of the Student of conflict. Dora 'killed' off Big Jake after summoning a Sorrow from him and Vik2 ran to engage her. Miss Deed dragged the poltergeist to her, but had to focus to hit it through the forest, so it managed to disengage, charge Vik2 and put some stun and moderate damage on her. Adze put enough damage, poison and burning on Vik1 that she died at the end of the turn. A ronin charged Vasilisa, Red Joker on hand, ready for the kill, but Black Joker'ed the damage flip, while Bishop and Jake secured a marker in the woe deployment zone. SCORE : 1 - 1 (Strat) Round Three : Miss Deed charged and killed off the Poltergeist to save Vik2, but to no avail, the blasted thing turned up again, and soon the Vik2 was dead at the hands of Pandora. Hinamatsu managed to Lure Vanessa back up on the pyre. Vasilisa killed off the Ronin. While Bishop took out the Adze. SCORE : 1 - 3 (Woe scoring Meetup and Strat) Round Four : Realising it was paramount to kill off Vanessa within 3" of Pandora, Hinamatsu and Poltergeist scrambled to do so. Yet, Miss Deed hammered her to death, before Pandora could get there. Instead the woe focused on Deed and Vasilisa managed to charge through the poltergeist and land the killing blow. Bishop ran off to hide in the Woe deployment and score 2nd point of IYF, as we ended early. FINAL SCORE : 2 - 4 (In Your Face and Strat) AFTERMATH A fifth round would like have given woe another two points, as a Fast, Mv+1 Hinamatsu would be able to run 23" from her position and score the Strat and IYF2. Secret Meetup was a lost cause, as the pyre was only 50mm, so impossible to dump two markers at. A good game. I was surprised at how fast the Woe closed down on the Viks. The healing from Vasi, Candy and Adze Kept the ball rolling. I think I had too many puppets on stage, the synergy was less apparent, even if their armor was deterring to the Viks. And I'm so happy we got Tyrant Torn. Pandora finally feels like a master to her crew rather than a second rate Candy. She's my first love, and I'm 90% convinced she'll see a lot of the fighting at the tournament.
  20. Prepping for a big tournament, I think, I've settled for woe – although Ressurs and Arcanist still beckon me like sirens, the creepy kids are still my favourite faction. This time I had a visit from some mercenaries. SCHEMES AND STRATEGY Guard the Stash in Standard deployment In Your Face, Secret Meetup, Set the Trap, Public Demonstration and Spread them out. THE TABLE A druidic circle of ancient tech surrounded a roaring pyre (Haz. Burning+1). Outside of that some forests and rocks dotted the flanks. TACTICS WOE The Tyrant Torn feared the blades of the Viks, so brokered a deal with Hinamatsu and Vasilisa to provide a wall of puppets, and the speed to reach the other side. The aim was to create a bubble of death in the druidic circle and secure the center markers and lead the mercenaries to depressed suicides with plenty of Lures. Tyrant Torn and Poltergeist w. 9 stones. (In Your Face) Candy Hinamatsu (Secret Meetup w. Vanessa on the Pyre) Vasilisa 2 Wicked Dolls Adze w. Inhuman Reflexes TACTICS MERCENARY The Viks were up for blood, and so planned for the rest of the crew to encircle the woe with superior speed and score all the points. Center Viks 1&2 (In Your Face) Student of Conflict Vanessa Big Jake Flank 1 Miss Deed w. Servant (Secret Meetup with Vasilisa in a forest next to the center druidic circle). Flank 2 Bishop Ronins THE GAME Round One : lots of unpacking of course. The woe bundled up around Vasilia and used Adze to lure themselves up the board. Yet, managed to choke their own advance among the standing stones. Vanessa advanced and shot a blast into the group, while Hinamatsu then lured the witch on to the pyre. One Vik engaged Adze, but got a little distracted and forgot about killing the thing. The other Vik tried helping out Vanessa, but that involved getting close up with Candy and Vasilisa. Meanwhile the other mercenaries advanced up their flanks. Round Two : Vanessa scrambled to get out of the centre with the help of the Student of conflict. Dora 'killed' off Big Jake after summoning a Sorrow from him and Vik2 ran to engage her. Miss Deed dragged the poltergeist to her, but had to focus to hit it through the forest, so it managed to disengage, charge Vik2 and put some stun and moderate damage on her. Adze put enough damage, poison and burning on Vik1 that she died at the end of the turn. A ronin charged Vasilisa, Red Joker on hand, ready for the kill, but Black Joker'ed the damage flip, while Bishop and Jake secured a marker in the woe deployment zone. SCORE : 1 - 1 (Strat) Round Three : Miss Deed charged and killed off the Poltergeist to save Vik2, but to no avail, the blasted thing turned up again, and soon the Vik2 was dead at the hands of Pandora. Hinamatsu managed to Lure Vanessa back up on the pyre. Vasilisa killed off the Ronin. While Bishop took out the Adze. SCORE : 1 - 3 (Woe scoring Meetup and Strat) Round Four : Realising it was paramount to kill off Vanessa within 3" of Pandora, Hinamatsu and Poltergeist scrambled to do so. Yet, Miss Deed hammered her to death, before Pandora could get there. Instead the woe focused on Deed and Vasilisa managed to charge through the poltergeist and land the killing blow. Bishop ran off to hide in the Woe deployment and score 2nd point of IYF, as we ended early. FINAL SCORE : 2 - 4 (In Your Face and Strat) AFTERMATH A fifth round would like have given woe another two points, as a Fast, Mv+1 Hinamatsu would be able to run 23" from her position and score the Strat and IYF2. Secret Meetup was a lost cause, as the pyre was only 50mm, so impossible to dump two markers at. A good game. I was surprised at how fast the Woe closed down on the Viks. The healing from Vasi, Candy and Adze Kept the ball rolling. I think I had too many puppets on stage, the synergy was less apparent, even if their armor was deterring to the Viks. And I'm so happy we got Tyrant Torn. Pandora finally feels like a master to her crew rather than a second rate Candy.
  21. The problem isn’t vivid nightmares, it’s Lucid Dreams. Rather than making the keyword ability useless, it would make more sense to revise it to something new.
  22. So I’m in preparation for a big tournament, but have been unable to get games in, and now I have a really hard time to choose my crews/faction; my choices are narrowed down to : Neverborn, Ressurs and Arcanists. So what better choice than to pit them up against each other in the dojo. Here follows the first prep fight – be sure to comment with your input on what to choose. SCHEMES AND STRATEGY Guard the Stash in standard deployment. In your face, Secret Meetup, Set the trap, Public Demonstration and Spread them out. THE TABLE Lots of terrain for Seamus to jump about and block LOS, one of the terrain markers was hard to get to, as it stood on a Ht4 rock, while opposite it the marker were hidden behind a large forest. Rusty containers lined the middle, blocking LOS between the two center objectives and burning pyres littered the battlefield. The forces enjoy a pre-fight photo op. (Note Yin plays the part of the White Rabbit Co.) TACTICS - TYRANT TORN Pandy my first love and this was my first outing with her title. She planned to deny the flank and concentrate the fight away from the ‘hard’ objectives. Planning to use the power of incorporeal on Dorian and the Poltergeist to get to the last. And seeing if she couldn’t get Seamus into her classic bubble of death and despair. CREW Tyrant Torn and Poltergeist w. 7 stones Candy Dorian Crowe Adze Baby Kade Teddy Wicked Doll SCHEMES Public Demonstration with Kade, Dorian and the Wicked Doll. In Your Face, counting on a Pandora to get into the thick of it. TACTICS – SEAMUS Everyone’s favourite Pimp of Death, embraced the Tyrant Torn’s denied flank, as a good bubble of death is fun for everyone, and he relied on knowing a couple of secret passages to reach the far objectives after doing his deed. Until then, he hoped to get in the middle of it, and bounce Pandora’s bubble against his Bag o’Tools with the power of his crew. CREW Seamus (w. The Whisper) and Copycat Killer w. 6 stones Madame Sybelle (w. Grave Spirit’s Touch) Emissary (w. Grave Spirit’s Touch) 2 Dead Doxies White Rabbit Co. SCHEMES In Your Face, because that’s where he counted on being, and the emissary is both expensive, fast and tough. While able to work the field at range. Set the Trap, because that’s so Seamus. First buy a new hat from the WRC, then go kill off Pandy and Candy. Simple, ‘aight guv’nor? Ready for battle. THE GAME Round One The two death bubbles stood hesitantly, sizing each other up. Seamus was a gentleman and passed initiative to Pandora and then spend his pass token, giving the Tyrant torn the first two moves to have the doll pass out adversary, and use Dorian to push the bubble and Candy in particular up the board. Planning ahead, Seamus sent his one Doxy off to the other flank, while cautiously having the rest of the crew approach the woes. The ball opened, when Adze propelled itself 14” across the field, landing in the midst of Sybelle, the other Doxy and the WRC bursting fire all over. Sybelle, the Doxy and the Copycat proved unable to kill the death fly, and looked to Seamus for help, but the Pimp o’ Death fancied himself a new ‘best’ girl, a tiny one. He aimed his .50 and, to everyone’s surprise, blew Candy’s head clean off, as her soulstone turned out to be nothing but a Black Joker. Pandy was enraged and put the pimp into a pyre and setting him on fire along with the Poltergeist, stunned him and got in a Fast Sorrow to keep him company – oh boy was I impressed with my first grab at Tyrant Torn. Despite the Emissary trying to block her path with a zombies and the other Woe’s with a coffin marker. Final move had the WRC crawl up to hand Seamus a new hat, but failed getting him out of the Pyre. SCORE : N/A End of Round One, Seamus is on fire, as he is literally standing in a pyre. Round Two Wanting to make sure, the Adze achieved maximum mayhem before death it started to pulse out double burning to the Emissary and Sybelle, and then ate the Copycat Killer. Seamus hesitated due to a poor hand and instead ordered the emissary to block the path between him and Pandora with more coffins and zombies, giving her time to raise the Wicked Doll’s “Adversary shield”, and little did it work, as the Poltergeist Telekinesis’ed the coffins away, failing to damage both Seamus and the two Zombies engaging Pandora. Adze died holding Sybelle back and allowed. Seamus, realising that Kade and Teddy was whetting their claws, eyed up a Lonely Dorian by the backfield strategy marker and decided to end him, alas, being stunned with a poor hand and Dorian being obnoxiously annoying saw the socialite slip from the murderers grip. But suddenly both he and a Doxy were holding a strategy marker. Meanwhile Pandy did her best throwing stuns at both Emissary and Sybelle and a Sorrow ate a burning doxy, while another popped out from the Emissary, and with the zombies being insignificant, she secured the first Guard the Stash point. Kade and Teddy ripped the WRC apart, and thus allowed Teddy to move towards the Redchapel deployment zone and strat marker. SCORE : 1 - 1 (both from the strat) End of Round Two, Seamus has retreated to the Woe deployment, while Teddy pushes for the Redchapel deployment. Round Three, fearing for her life, Pandora hurried to set up her “Adversary Shield”. then focusing on getting the points, she turned her attention towards Sybelle, sending her up the field towards the strat marker, setting up, stunning her, bringing in an Aversion and bouncing her to Dorian and Kade into a pyre. They just needed to keep her alive for one round to make a public demonstration. Seamus, realising he himself had burning +4, teleported in among Pandy, the wicked doll and Dorian. Allowing him and his hat to score In Your Face, while the zombies assisted he and Sybil’s Burning away - one nearly killing itself in the process. Meanwhile on the other side, the dead doxy gave up her stash to help out the Emissary and free it from the Sorrows to allow them both to score points – the sorrows, in turn, did what sorrows do; they kept them engaged. SCORE : 2 - 3 (Redchapel did “Set the Trap” and Woe had “Public Demonstration” and Pandora and Teddy scored the 2nd strat) Round Four Redchapel flipped a 2 for initiative and Woe a 1, then cheated in the Red Joker, this to ensure that Pandora could kill off Sybelle and score In Your Face. It was a gamble that Seamus wouldn’t be able to put in 10 wounds on Pandora without focus, since the Zombies would ruin his aim. Sybelle died, but lo and and behold, the Pimp o’ Death backhanded Pandora for moderate 3 three times, before finishing her off with a red joker. Kade and Dorian then set Seamus on fire so he ended the round burning up. While the two sorrows still managed to hold up the Doxy and Emissary. SCORE 3 - 4 (both from In Your Face) Round Five was a quick one. Dorian and the Aversion was able to propel Dorian to the second midfield objective, Kade and the Wicked Doll could hold the other, and Teddy was standing by one in the Redchapel deployment. The Doxy and Emissary would be able to contest the second midfield marker, if the Emissary could kill or the doxy could disengage from the Sorrow. Neither of them could. FINAL SCORE : 3 - 6 (Woe scored the third Strat and the second point of In Your Face) - A good game. I should probably have tailored more to the strat/scheme, but it was a spur of the moment thing, and I tried some stuff out. On the ressur side, I should probably have gone for Bete over the WRC, now that I had the emissary to feed her corpses. And I think, I’m a bigger fan of Belles over Doxies. Sybelle and her Undivided Attention was divine, 6” is a lot of area. On the neverborn side, I’m more at odds… Adze’s kamikaze stunt amazing, causing havoc in the Redchapel backfield, making it hard for them to support Seamus, but it was pure luck to get the tome trigger on both occasions. Kade and Teddy did great as well, but at 17 stone they need to. I’m not sure if a Hooded Rider and a minion/Serena or Carver wouldn’t have performed better, but when they work, they work. As is, they struggled a lot with Seamus’s Terrifying. Candy getting her head blown off before even activating was harsh, but it’s nice to see that even the most broken’est model in neverborn can go down. Tyrant Torn is simply what I always missed in Pandora. I do miss my Terrifying 13 though. - I’m still undecided. I love my Woe, but there’s just some genuine fun about playing Redchapel. So… What do you think?
  23. Look at Bombardment. He is basically using a variation on Shockwaves.
  24. Check out the Harlefaux podcast and T&G Productions on Youtube.
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