Jump to content

Tendrepie

Vote Enabled
  • Posts

    39
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Tendrepie's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

12

Reputation

  1. Sniper my wife often use one with Shenlong and it tend to be useful; but she does have a really aggressive play style. If i'm not careful it is likely something will get killed of severely maimed T1 from it. It's not always the 2 focused shot: combined push from Shenlong and Yu + fast can put it in range for 3 normal shot while totally changing sniper position to get unexpected angle. I'm with you for High river monk, I think they are now decent hire for 5ss. The 3 attack charge (4 if fast) can dish good amount of burning (help killing stuff with armor or incorporeal) and the push 2 can be quite useful if you need disengage to drop scheme or be able to charge.
  2. True enough, both I use once in a while. Last time we played symbol I used 2 waldgeists and they did a good job holding the fort long enough I scored full point (with 1 symbol left). Illuminated I don't hate but they are a bit expensive so I rarely take them. Speaking of 'brilliant' minions, I tried a Beckoner in today game (wagon with set up in the scheme pool) and I really liked it. The push 4'' after lure + having the option to 'empty night' make them quite good with Dreamer.
  3. Options are endless . As nightmare, Lelu and Lilitu are a vey useful (I summon them, or at least lilitu, in almost every game). Things you have not listed I like to hire most: Nekima, Hooded Rider, Mr. Grave, Doppleganger, Tannen To summon (not listed): Insidious madnesses What will work or not really depend on whom you play with. As for me, my wife has a really 'in your face' playstyle and she acquired a taste for high wp 'I don't give a shit about wp test like terrifying' models. So I had to adapt because things like Teddy or widow weaver were dying too quick without enough impact to satisfy me.
  4. + Dreamer summons comes in slow and dreamer doesn't give them + to melee and defense duel. Also, Dreamer doesn't have a Sebastian to produce stone out of thin air and to add insult to injury, daydream cuddle made stone resources much more precious to Dreamer (for whom stones can be also quite important for prevention flip, 6w incorporeal is often not quite as resilient as was 14 with impossible to wound). Moreover, unless you take a wonky crew (hitting your own stuff with blood wretch or whatnot), Dreamer couldn't even dream of drawing as many card as Nicodem was (and the crew Nicodem had to take was decent...). So comparing old or new Nico to Dreamer: unfair! In any case, when I first read the errata I though it might be a bit ham fisted but well, time will tell if Nico has been 'Collette-d' (but really i'm not sure we are there).
  5. As it was written, the upgrade was completely useless. There is no such thing as 'brillance condition' so it was kind of an obvious mistake/missprint/typo or whatever you want to call it. From there you had to agree if it should be 'under the influence' condition or 'brillance characteristic'. I am glad it's the characteristic though I don't know if it will change much on how lynch is played... (I don't have depleted and with the ambiguous wording, it was a good excuse to avoid the upgrade and buying them)
  6. free push on any close model when a marker is dropped near them + remove a marker to draw a card when it activate (these two thing are really good)... then they can actively annoy opponent or deny schemes with the stuff at the back of the card. Also have decent stats for 6 stones.
  7. Generalist upgrade deck (1-2) are good to have (if you find someone that play other faction and want to share you are golden) Broken promises upgrade deck has 2 new upgrades for each master, emissary upgrades for the wave 4 master (Reva in Resur.) and a few other somewhat new upgrades that should comes in enough copy with the models when you get them, I don't see any you'd need with your current collection. Idk if it's worth it for the master you have but it was for me and my wife (we play NB and TT)
  8. I'm no arcanist illuminati but this is a fun puzzle. For sure it is a cheap activation that move really quick and is good at annoying stuff. Do they also take Miranda? Skinwalker doesn't seem that enticing but I guess you could deliver her through the bird or a model made beast by the bird? Or hunting call? it seems like a bit of a waste on Raptor but maybe if you trigger Rake the eyes you can see opponent deck then accomplice in a model that can do something bad (or good depending on perspective) with a better chance to success? Or maybe it's just a projectile for Banasuva to toss when the game is not going your way
  9. You need to bat an enemy model to get the waking though...
  10. You dont, but if she has 10K faces you get an out of activation AP for your master (Dreamer) when she die. You can then use that extra AP so summon a Daydream or an Alp and get waking +1 (or bat more if you are sure you will hit) Since Serena come back at the end of the turn if killed, it cost you a 1SS upgrade (10K faces) and activations to be able to get Chompy out T1. Neat gimmick. If you play Ours, remember Serena is summoned when she comes back though, so she won't count for strategy anymore.
  11. That sound like a more reliable plan than trying to bat stuff
  12. You got more balls than me, for Chompy to get out you have to succeed on the 3 attacks (can summon for 4th waking) and need not to kill it's target to quick, or have more than one in range. I guess if you see something that has low def and high wound (Teddy or something with def 4) in opponent crew the risk might be worth the reward. Usually I prefer to play it safer. T1, raise waking to 2 by summoning crap and empty night (or move). T2 Chompy comes out easy and I still have flexibility to empty night if needed. Of course the slow way won't allow me to live the T2 dreams of Chompy-Dreamer-Chompy but well... could happen T3 in Christmas wonderland.
  13. Keeping in mind that I don't do tournament, seldom play against anything else than TT, and play Dreamer 9/10 games: I do feel that Summoning Dreamer is kind of hard mode for most of 2018 Strategy. Ie, in Ours, you kind of start behind on points because your upgrades are super expansive, if opponent focus on killing some of your core crew, it's hard to catch up (unless you have a gods hand, summon plenty and do a carnage). For ply, you are multiplying the offered targets. In symbol, whatever the build you take, you are kind of offering punish the weak on a silver plate... For these, I usually have more success with Cricket bat (growing up) and a tougher crew (Nekima, Hooded, sometime a warped Mature (for empty night) and tougher minions). That being said, some of the schemes are quite easy to score when you go Dream of pain like breakthrough and surround them, or even set up thanks to Lilitu. On entourage haven't failed so score 3 yet, whatever the build, since Dreamer is so mobile. Shooty dreamer I have no evidence how it would do since I have not used it in over a year and a half!
  14. I'd take a guess: it's only have it blow itself and make a scrap for the steamfitter... (for the +1 armor)
  15. To add a bit to pre 'nerf' storm Misaki: You don't really need a gods hand, just risk and reward (can cheat damage when negative), drop recalled training, go ham on a model that has low defense... The 'cannot be reduced' was a disaster to most incorporeal model, they where nearly unplayable against that upgrade. First time my wife played it she ended T1 with Misaki and won T2 initiative, my entire Dreamer crew was erased before she had activated all her model on T3... and I had stayed far away: Emissary+Yu+stupid weasel (and Terracota) = Misaki travel like 18"? (2+6 for weasel, 2*5 for Yu I think?) before she even activate, with 4AP... so with 10" threat range on charge, if she started on edge of her 6" deployment and you kept something more than 2 inch away from the farside, you might be toasted... and back then the range for the blast was a freaking 12". Still a little salty about it, I only played Dreamer one more time against it and managed not to get wiped before T5 but that wasn't a fun game either. Then I used other master every time I heard TT until the fix. Well just Lilith because my other master was Pandora and didn't wanted sorrow or madnesses in that matchup. As for Terrain, it doesn't matter that much, Misaki is highly mobile, more so with Yu and Weasel and it's pretty easy to find a model from near wich you have LOS on at least two other, especially T1. Now I think this upgrade is still solid, it can still be devastating and put you on your heels, but at least you have a chance to fight...
×
×
  • Create New...

Important Information