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thewrathchilde

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  1. thewrathchilde

    been a while since I've asked, what was your last list you played

    I have debated it before- looking at Scathing Review w/Guild Funds but I just couldn't find the time where I could afford to cast SR instead of Delegation or Propaganda.....I have considered Editor in Chief though....I know you pay the tax for the other half of the Upgrade but if you have a crew or schemes that will let you get the jump early on VP then you get the heal every turn on every model when they activate with no range restriction. One of these days I am going to try with with as many HtK models as I can fit into a crew.
  2. thewrathchilde

    been a while since I've asked, what was your last list you played

    that's a pretty small list. I guess the models you do have a putting out some pretty good damage though which makes up for it. By my count you are 2SS short; just added to the cache? Why Alternative Facts? Just for the (0) card draw? I could see getting some extra Evidence from Search potentially but that's only one possible scheme choice and I don't know that someone is going to take Search when you have PK, Executioner, and Nellie in your list.
  3. thewrathchilde

    Guild Investigator's ability

    yes.....but his question was about when a marker drops outside of a models activation; the example he gave was at the end of turn when Nellie's Evidence condition would end and you would get a scheme marker. In this case it is not during a model's activation so would not trigger/set off the Investigator's ability.
  4. thewrathchilde

    Guild Investigator's ability

    The Investigator’s ability Stand Back It’s Evudence states “once per activation”. By my read, the end of turn step, where you are resolving ending Nellie’s Evidence condition, is not during an activation so would not trigger, the Investigators ability and allow you to push a model.
  5. thewrathchilde

    been a while since I've asked, what was your last list you played

    just some general thoughts vs. detailed discussion of the list. I like Sonnia in Ours for burning them out of other quarters but that strategy is very dependent on the terrain and what the opponent is playing. It also depends on the scheme pool for me as well. There are some scheme pools that can work well for this approach there are others that are a little more difficult. I might consider Nellie for this type of pool instead. With Assignments, People she can hand out Fast to allow you to chase/kills models out of quarters and the activation control to know where there models are going to be committed before you make your last moves each turn. She also gives you AP economy and lets you drop scheme markers without AP cost as a side affect of handing out Fast to enable you to get markers for either Guarded Treasure, Search, or the other marker schemes without dedicating AP to dropping markers in the traditional ways. Using Propaganda instead of Assignments also gives you the option for just slow/pushing them into the center or other non-scoring positions as well giving you more options for scoring the strategy and schemes of your choice. With this many marker schemes in the pool would definitely have an Executioner in my list and my standard Guild Guard as well....I might even be tempted to go with more of a Lucius style build with her and have a/some Thralls in the list instead of some of the other choices as well because of all the marker schemes to enable me to more easily get the additional AP out of them as well though they do limit your ability to score Guarded if you go that route. I agree with you on some of the Scheme commentary (Inescapable and Show) but if you considered the Nellie option instead of Sonnia most of those can be scored pretty easily- Nellie almost scores (and sometimes does) score set up by herself.......she also scores Guarded Treasure pretty well to and between her and Nellie you can even get your markers down for Search by using Assignments (Nellie) or attacking (Phiona) targets that are near the circle where your marker drops can be withins coring range without you having to go/stay inside.
  6. thewrathchilde

    been a while since I've asked, what was your last list you played

    played a game tonight (at least 3 turns of a game) against my standard Ten Thunders opponent. The pool was: Standard Deployment- Public Executions, Eliminate the Leadership, Dig Their Graves, Search the Ruins, Take One for the Team and Recover Evidence. My opponent played: Lynch w/Rising Sun, Woke Up With a Hand, Expert Cheater; Hungering Darkness w/Addict; Shadow Emissary w/Conflux of Hunger.; The Illuminated x 3, Beckoner x 2. I played Nellie w/Delegation, Misleading Headlines, Guild Funds (I know); Printing Press, Phiona w/Transparency, Lead Lined Coat; Allison w/ Lead Lined Coat; Executioner w/Ready to Work; Guild Guard x 2; and Hannah. I took Guild Funds (although I usually argue against it) and the Executioner instead of Embedded and the Peacekeeper because of the pool. With Search in the pool I wanted to be able to play Nellie far enough forward to gain Evidence from his interacts and with Eliminate in the pool I wanted the trigger on Nellie for more Evidence as I figured he would be gunning for her given the chance. The Executioner was a tech pick as well because with Search and Dig in the pool there was a good chance that there would be enemy scheme markers available so the Executioner could get a chance to live the dream coming in Fast with a 1 x AP charge from Ready to Work in a position where he could then Trail of Gore for extra AP as well. With an 8 card hand there would also be a decent chance of having an expendable low Crow to hit the trigger to do it again and potentially get an effective 5+ AP out of him in a turn. He didn't get a chance to fully live the dream but did wrack up a few kills in the game anyway- unfortunately one of them was my Printing Press but........ For my scheme choices I took Dig (always a mandatory choice for me with Phiona in my list) and Eliminate the Leader. In a Rising Sun Lynch list (actually in almost any Lynch list) I gun for him anyway to stop Huggy from continuing to come back and put an end to Brilliance shenanigans and Final Debt. He took Take One on the Team on a Beckoner and Eliminate. Ended up with him conceding the game at the bottom of turn 3. At that point I had scored 8 pts (effectively though I really wouldn't have got the 3rd point for Eliminate until the end of the game) including 2 pts for Public Executions, 3 pts for Dig, and 2 (3) for Eliminate. At that point he had scored 0 pts though it is very likely the following turn he would have gotten 2-3 pts for Take One (possibly 2- I try to finish off things with the GG when I can) and he may have been able to get Nellie below half for a point either on turn 4 or 5 but was not going to be able to stop me from scoring 2 more points from Public Execution as much of an advantage as I had at that point. Highlights- first turn a Fast Huggy (from the Emissary) also pushed forward with the Emissary's (0) Obey'd the Executioner and made him drop Ready to Work to charge the Printing Press (the only available target) wrecking the little machine (fortunately it had already activated and given Nellie Evidence). Huggy was a little over-extended though so after a push from Lead Nellie was in range to hit Huggy with Propaganda and push him into position for a Fast Phiona to finish him off and score the first point of Dig. Huggy would return on turn 3 but was in a bad position where he was going to be an easy target for the Executioner and/or Hannah on turn 4 and in the middle of the scheme markers marking the carnage where Phiona had went in on Lynch on turn 2 to score me the initial point for Eliminate. The highlight on turn 3 was the Executioner blasting Lynch (no DF trigger Squeel for you) for the other two points for Eliminate and scoring the 3rd point for Dig as Phiona had triggered Transparency twice on turn 2 doing the initial damage to him and prepping the markers for the kill shot. The only other real point of interest was when I got greedy on turn 2 (and it paid off) and instead of charging the Emissary to finish him off (Executioner and Hannah had reduced him to Hard to Kill....they should have killed him but didn't have the cards to push it through) I instead cast "Look Out" so she could place in, push Hannah and the Executioner out of the way, get the kill shot and still have 2 AP left (she was Fast) to charge Lynch....it was a little bit of a gamble but she was getting (+) flips since it had already activated and I had the Black Joker in hand so it wasn't as much of a risk as it could have been. Allison was kind of fun in this game but didn't really offer that much to me or the game. She did give another option for Hannah to copy and was another possible source of quick/free drop scheme markers from Phiona's Transparency on the first 2 turns but there was only one real turn where her slowing enemy models made much of a difference. I have had some really good success with her in some lists and I like the idea of her with Nellie, Phiona, and Hannah but I really missed having either the murder machine known as the Peacekeeper in my list or having the Queller in my list to hand out EW to let me plow through Huggy and the Illuminated easier and be the finisher against the Emissary after the initial barrage of attacks from the Executioner.........I think she (Allison) makes for a cute choice that can do some tricks but I don't think she it the most effective choice for a lot of matches. She can get more mileage for you in the right pool where another source of pushes and slow might be more important than just killing in some cases (Ours, Guard, Guarded, etc) but in the pool we played tonight she was more of a novelty/I want to play this list choice rather than a "right model for the job".
  7. thewrathchilde

    Messing around with a Nellie list. Your thoughts?

    you absolutely can. I have only played it from the Thunders side and never been on the receiving end but have done it myself where Misaki came in with 5 AP ( 3 + Fast + Conflux) under Recalled Training and just about my opponents whole crew walked off the table.....with Nellie you should be able to play against it better than most by running out the activations and then using Incite and Slow(s) to prep for subsequent turns. The strategy/scheme pool you listed above kind of works against and prevents you from being able to take that tactic fully but you definitely would need to take a defensive approach using pushes and Slows to go after Misaki's support and use her own models to block her LOS and Incite's to ensure she isn't coming in first before you can react. That is definitely a match where (if I thought I was facing McCabe) I would be more apt to play the Thralls over some of the other choice since the Impossible to Wound shut down her cheating in severe damage and things like the PK with armor that reduce the impact of her blasts. I did try out the Nellie, PP, Phiona, Allison, Hannah, Executioner, and GG x 2 list tonight....went with the Executioner as an audible over the PK due to the schemes. Will short summary in the list post.
  8. thewrathchilde

    Which holes in the Wiki would you like to see filled?

    without further ado- feel free to provide feedback, comment, or edit and then when the group thinks it is right it can be lifted out and provided to the various wiki or other repositories. Thalarian Queller Overview The Thalarian Queller is a Living, Minion, Witch Hunter that is often considered a support/ control model. The Queller completes for the mid-range minion slot(s) in a Guild crew against Guild Investigators, Monster Hunters, Guild Lawyers, and Sanctioned Spellcasters. Many people consider them more of a tech choice for dealing with armor or incorporeal heavy crews rather than a staple choice to be included in or considered for every crew.; however their cost, durability, and wide range of abilities can make them well suited for use in just about any Guild crew even if the opposing crew isn't likely to contain a significant number of heavily armored or incorporeal models. Mobility, Resilience, and Overall Stats Thalarian Quellers have a pretty average speed (WK/CG) and do not have any built in abilities that provide them with additional movement but this does not limit their usefulness as most of their abilities allow them to be used from a fairly centralized location behind your main lines where they can buff your models or attack the enemy from a position of relative safety. Quellers have pretty decent stats (average DF/WP and a decent number of wounds) which combined with their Arcane Shield can make then deceptively resilient. They are fairly survivable against scheme runners and other mid-range cost models and can even hold up fairly well for a turn against dedicated Min 3 beaters in the short term though they can't be expected to win or hold in a protracted fight or against a dedicated MI beater with 3+ AP. Arcane Shield (AS), combined with the ability to "turn it back on" (Concentrated Shielding) by discarding a card make them relatively survivable especially if you have any healing available to top them back up periodically. In most crews you often have an expendable card that can be pitched to keep their shield up in the early turns unless you are playing a master like Nellie that has a use for low cards as well. You can avoid needing to pitch the card by activating them later in the turn but this can run counter to getting the most mileage out of their abilities and should really be dictated by how you intend to use them on a given turn (becomes more apparent after discussion of their abilities) Attack Actions The Thalarian Queller has two attack actions: Enchanted Blade is a standard range MI attack (MI 5/Rst. DF/Rg: 2) that deals a standard 2/3/4 damage however its damage dealt by the attack may not be reduced. The attack has two not built in (NBI) suited triggers; one of these allows you to push a friendly Suppression Marker the other allows you to ignore Hard to Wound and Hard to Kill when damaging with this attack. Their other attack action Restraining Wand is a CA 5/Rst: DF/Rg: 10 that gives a target a condition that gives in (-) flips to all of its attack duels until the end of its next activation. This attack has a NBI suited trigger that also applies the slow condition. Discussion: The Queller's Attack Actions are often overlooked by players who focus primarily on their Tactical Actions. Their attacks provide some good options and secondary utility for the Queller when building a crew and playing a game. Often times- against armor +1 models or when you have 2-3 damage models attacking an incorporeal model- you can get more mileage out of just attacking with the Queller than applying Enchant Weapon to another model. The Queller also fits very well into the finisher role (if you have the high Ram in hand) and can more efficiently take out enemy Hard to Kill models that have already had some damage done to them. While not a world beater by any means the Queller can be Joss's worse nightmare when you have the right cards in hand. In this role I often run the Queller in tandem with another model who can go in first to do the majority of the damage required and then the Queller can pick off the last few wounds without needing the extra AP to get past HtK with an additional attack. Restraining Wand is also a great, but often overlooked, attack that provides a lot of mileage in support up moderate or high DF models. Typically I get the most effectiveness out of Suppression Markers, Enchanted Wepaons, etc in the first couple of turns and then shifting to Restraining Wand attacks with the Queller can significantly enhance the survivability of your models and cripple an opponent's attacks with their key beaters. This ability is even better when coupled with models or masters who have triggers or abilities they can use when enemy attacks miss. With Nellie this can provide opportunities to push their key beaters out of combat, with Lady J or Perdita this can be additional damage flips, and with your other models even if you aren't getting the bonus it is significantly improving the odds of neutralizing the enemy attacks. When using this approach it is critical to eliminate anything they have that can provide (+) flips to their other models in order for this to be effective. Tactical Actions: The Queller's tactical actions are what get them the most attention. Enchanted Weapon can be a game changer and Suppression Markers can put a significant damper on an opponent's plans when they have actions that are dependent on built in suits. The Quellers have two tactical actions: Enchant Weapon (CA 5/TN: 12/RG: 6) which gives target non-Master model a condition until the end of turn where their MI and SH actions may not have their damage reduced. Area Suppression (CA 5/TN: 8TM/RG:12) which allows you to put a 30mm marker in play within range that causes enemy models within 3" of the marker to lose all built in suits Printed on the MI, SH, CA, DF, and WP stats. If there are 3 or more Suppression markers in play you have to choose and discard one other wise this marker stays in play until /unless there are no friendly Thalarian Quellers in play at which point they are all discarded. While this action doesn't have any triggers it does have some interaction with Enchanted Blade, one of the Queller's attack actions, which can allows you to push a Suppression Marker anywhere in play up to 3". Discussion: The Queller's tactical actions are the main reason you take them. While their attacks can be useful and sometimes downright incredible (bye-bye Joss) often times they are really just fractionally improving your game and letting you "win more" as opposed to making a huge shift in the trajectory of the game. Their tactical actions, on the other hand, can make that huge shift. The primary reason to take the Queller is Enchant Weapon (EW). If you are playing against a crew that has a significant amount of armor or incorporeal, the Queller’s EW completely changes your ability to deal with it. Many crews may have a single anti-armor model which their opponent can avoid but the Queller neutralizes this letting any of your beaters serve in the anti-armor capacity. It also gives you the ability to deal with armor at range as the action gives the "no reduction" to both melee and shoot actions and take a good chunk out of a Joss, Izamu, Samurai before they get close enough to have an impact. Another great thing about Enchant Weapon is that with 6" range, if you are playing the Queller in the center of the second echelon, you can often cast this on multiple models allowing you to deal with multiple armored/incorporeal models at the same time. Area Suppression (AS) can be a game changer as well but is often even more situational than the Queller's other abilities. In almost any game you can find some usage for either an attack that ignore armor/incorporeal or trigger's that ignore Htk but needing to shut down built in suits is often much less common- especially when if they have the models that are dependent on it you have to figure out the right place to get the effect and have the Queller in a position where he can get the marker there. When it works, it works.... but most of the time it is easier to just try to kill their key pieces than use the Queller's ability to deny their suits. Against the common things people want to strip suits from (Belles and other Lures) AS usually isn't very effective (buy Sanctioned Spellcasters if you are worried about this). Most of the time the source of the attack is often too far away for the Queller to get the marker in position or if the Queller is the target of the Lure and gets close enough to drop the marker he rapidly dies with it and then it goes away. The best uses of AS are shutting down summons and turning off DF triggers- if you can corner or restrict a master that relies on summoning to a given area and bracket it with AS markers then you can effectively shut down or extremely limit their ability to summon. Most summons require a double suit and if they either have a SS or the suited card they successfully cast their summons; the AS marker effectively cuts it by about ¾ requiring them to now have the suit plus the stone eliminating their ability to use high cards from the other 3 suits to summon. Using AS markers to turn off built in DF/WP triggers goes without saying; it can be more situational than their other abilities but shutting down (unless they have the suit) built in triggers like Run Away Hone, Disappear, Squeel, etc can make the difference between killing a key model or not. Other Abilities, General Utility and Usage The Thalarian Queller's wide range of abilities ensure that he is always going to be able to provide benefit to the game. Whether you are using him to deal with armor and incorporeal, to shut down suits in conjunction with other suit stripping models or abilities (counterspell/counterspell aura/etc), to get around Hard to Kill, or just to enhance the survivability of your other models he is always going to have a role. In addition to his other abilities the Queller also provide some additional card draw as well. His Soulstone Artisan ability allows you to draw a card, once per turn, after a friendly model uses or discards a soulstone. This ability doesn't have any range restriction so can be used no matter how close or far away the model using the stone is from the Queller. One note- this ability does not trigger or allow you to draw an extra card if you are using soulstones to draw/discard extra cards at the start of the turn. Like in the case of Lucius's Devil's Deal ability spending the stone to draw cards is a player action not a model action so doesn't provide you the benefit; however, in most games this ability can amount to an additional 2-3 cards per game. When used in a Lucius crew this is likely an additional card every turn (except maybe the 1st turn) as Lucius is likely to be using stones every turn due to Devil's Deal. The Queller's role in most games is going to be dictated by the composition and your threat assessment of the enemy crew. If they have models with a lot of nasty triggers that need built in suits (Howard, Executioner, etc) then first turn might be a turn of just tossing out AS markers into the primary engagement areas. If they have armor or incorporeal then with the good amount of decent ranged shooting the Queller can hand out EW to start letting you neutralize those key threats early. A favorite target of mine for EW is models who have triggers that allow them to hit multiple models or take multiple attacks- an EW on Ryle first turn where he can spread fire across multiple Illuminated, Spiders, etc can go along ways towards trimming the odds early. Similarly EW on Phiona or a Thrall that have triggers or conditions that enable them to get additional attacks can be of significant value as well allowing them to deal with big threats (Peacekeeper (PK), Howard, Nothing Beast) rather quickly (often in one turn). Another unexpected target for EW is a PK (hilarious when it's fast from Nellie) where he can Harpoon a target dealing damaged that can't be reduced and then Drag it in and beat on it or Flurry for more damage that can't be reduced. In this situation he can typically one-round any of the other big armored beaters and the big incorporeal models usually go down even easier as most of them tend to have fewer wounds to start with. Nothing makes Yan Lo cry like being on the receiving end of an Enchanted Peacekeeper's flurry. Although there are some masters that can maximize the Queller's ability in their lists he can work well and serves a role in almost any Guild crew. His primary abilities (EW, RW) either can't target your master or target the enemy's models anyway so his use is more dependent on what you expect to face in the enemy crew or in the strategy and schemes. The best usage is obviously for matches where you are expecting quite a bit of armor, high armor models, or big or multiple incorporeal models. Alternately depending on the scheme pool even if you don't expect incorporeal or high armor models the Queller can significantly enhance the survivability of your models in a meet in the middle or attrition game like Turf War, Extraction, or ours by helping neutralize the big threats from the opponent. While the Queller works well with any list of master you get the most benefit from his support with masters that can provide additional AP to masters and with models that can get additional attacks. Typically masters like Nellie and Lucius can get the most mileage of out him by enabling the models he buffs to get sometimes 3-4 (maybe even 5) attacks per turn which in the right circumstances can just be amazing. His other abilities work well in a Lucius crew as well where you are often going to be drawing an extra card a turn and in conjunction with the Scribe boosting DF of nearby models and also handing out (-) flips (sometimes) from Governor's Authority then it makes RW that much more effective as well. The key to the Queller's utilization is having models that can take advantage of his buffs and being able to read and evaluate the timing of the actions- do you/when do you set up AS markers, it is more valuable at the moment to cast EW vs. using his MI attack, will you get more benefit from RW with the trigger for slow than attacking or giving something else EW...... While the Thalarian Queller is rarely the most obvious choice for the job, and he is frequently overlooked in favor of some of Guild's other great 6 SS choices, he is a great utility piece that almost always has an impact on the game by providing a range of options that can enhance the performance of your crew in a variety of matches and pools.
  9. thewrathchilde

    Messing around with a Nellie list. Your thoughts?

    sure; no problem. Hopefully there was something of values buried under the layer of dross. My limited experience is that newer players (win or lose) are generally happier when they "feel" like they are doing something (~killing models) regardless of score or outcome than they are when they are locked down in a control game (even if the score is closer). It it purely/mainly as issue of model limitation or are there pieces of the discussion or theory that you take issue with? If it just a model of model availability then as I mentioned before the list your proposed can do the pool you laid to and hit the objectives you have. Even if I completely agree with a post or approach I am almost always going to look at how it can be tweaked or changed in order to generate more/better discussion or see how an idea can be optimized instead of just providing a ditto that doesn't really provide much value. A much simpler tweak which I think would still add to the control options in your original list would be to just tweak the upgrades (assuming you buy into my argument against The Thalarian Stone) to get the 2 pts necessary to upgrade the Thrall to a Peacekeeper. They are both great beaters but the PK also provides another source of slow.
  10. thewrathchilde

    Messing around with a Nellie list. Your thoughts?

    Disclaimer- replying to this thread in detail pushed off my Queller tactica until tomorrow. Kind of an interesting crew with the pool you laid out. As in the other discussion I am still on the fence or not a big fan of Guild Funds. If you are committed to playing The Thalarian Stone then I can understand its inclusion but as I mentioned above think it is more practical to just focus on Slow/Push spam and get some use out of "Run" when they are attacking a DF 7 Phiona instead of exposing Nellie. Generally I think you can get more mileage out of "Run" if you have something like Queller in your list- then between putting models on (-) flips and having some high DF models like Phiona you are more likely to be able to build in opportunities to take advantage of it. With a Queller casting double Restraining Wand and Phiona tanking against anything that is MI 6 or lower (when DF 7) you can potentially have 2-3 options per turn to push models out with "Run" while Nellie, Allison, and maybe Hannah are spamming Fast and Phiona is putting in work for the few kills you need. I understand the potential benefit from the Watchers but if you are willing to take a slightly different approach would probably look at swapping them out for either Guild Guard or Desperate Mercenaries (if running Embedded & Hannah) to squeeze a couple of extra points to either turn the Reporter into a Queller or turn the Thrall into Hannah. If you are willing to re-arrange or drop a couple of upgrades then you can look at some other options as well......and end up with a list completely focused on something else that looks like what I am going to recommend below. 🙂 In all seriousness if it is intended to be a lower threat Nellie then I think it works and is viable to still let you push back some threats and make a fun game out of it. Even if it is new players though I would go ahead and take the usual upgrades and show them how Nellie works- you don't have to go 100% every turn and can always shift to casting Incite, Scathing Review, and Hot Off the Presses to change things up some. Shifting gears- until you got to the last scheme I thought that one of my options would work. Still can, just with a little more risk. Unfortunately the options I was going to propose do still use her "good" upgrades though they are still less "killy" than the dream team. With either version the lists focus on maximizing control by slowing and pushing key models out of critical areas and denying the opponent the AP necessary to close with and neutralize your crew, accomplish the strategy and schemes, and disrupt your scoring. The pool you provided limits the options somewhat but Take Prisoner, Guarded Treasure, and Dig are still good options. I don't like Hold Up because it is too easy for the enemy to deny after the first time you score it though it is easier to score with a Nellie crew than some others (slow, fast, pushing models). Public Demo isn't really an option for the crews I would propose and Take is kind of Hit or Miss; like Hold Up a Nellie crew can score it better than some but it isn't my first choice. There are several lists/options I have looked at for Nellie to run a more heavy control list over the standard kill team. There are a lot of things in common between then with a few tweaks here or there depending on how you want to focus. My "standard" Nellie™ (N w/Delegation, Misleading, GF or MMMV; PP; Frank w/Wade In, LLC; Phiona w/Trans, LLC; PK w/Numb, Queller, GG x 2) can hand out quite a bit of Fast or Slow naturally without really focusing fully on it and still has the flexibility to deal with the high point kill-machine Enforcers, armor/incorporeal, etc. With the Queller it can also set up the "Run" pushes even though it isn't built to play that kind of game I think it could just by making different choices in play. To focus heavier on the control aspect there are a couple of ways I would change the "core" list- the simplest version would be to swap out Frank for Allison and keep everything else the same or start looking at something a little more radical with a few more changes. Adding Allison gives you 2 x Slow from Her, 2 x Slow from the PK, and then dealers choice of Slow/Fast/etc from Nellie with the Queller setting up "Runs" on whatever is in charge range or engaged that you haven't pushed out or neutralized. Alternately you can look at swapping out Frank, the Queller, and some upgrades to get Allison and Hannah in the list as well: N w/Delegation, Embedded; PP; Phiona w/Trans/LLC; Allison, PK, GG x 2, and Hannah...you can always switch an upgrade around (drops Transparency off Phiona to get a LLC for Allison Dade or pick up Numb to the World for the Peacekeeper). This list may still be too much kill power but it can potentially provide a lot of control. If it is more kill power than you wanted against Crew Box + players (new or limited model pool players) with the PK in the list and you can always drop him for the Thrall and a couple of extra upgrades which would look like: N: w/Delegation, Misleading, Embedded; PP; Phiona w/LLC, and Transparency; Allison w/LLC, Witchling Thrall, GG x 2, Hannah. You could actually still do Public Demo with this list as well giving you the option to play for just about any of the schemes.....and it could be played up or down based on the caliber of the player/list you are against. A final easy swap if you want the core functionality of the final version with less power then drop the Thrall, drop an upgrade, and swap out Misleading for Guild Funds to stick the Queller back in and grab one of the Watchers to ping at Nellie to stack more evidence. Final note- though these crews are all possible less killy than a standard Nellie list against a newer player it might make for a more frustrating game to spend the whole game with your key pieces Slow and kept out of the action than to just be in the one-sided slug fest where though you are losing you are getting to kill some things in return.
  11. thewrathchilde

    Which holes in the Wiki would you like to see filled?

    I will hammer it out tonight or at work tomorrow as time allows around some meetings. I may just post it here once I am done/have a draft and then whoever can copy it to whatever Pull My Finger replacement.
  12. thewrathchilde

    Messing around with a Nellie list. Your thoughts?

    @4thstringer I have thoughts...... probably misdirected and wrong.....but thoughts nonetheless. However, they vary radically based on what the schemes are for this strategy and idea. I think you can achieve a similar control oriented objective using different tools, perhaps more effectiveness, but it would require selections that may not be palatable for all scheme pools. Overall this approach seems to center around area and AP control and denial. It seems to me that the "Run From the Truth" should be secondary to generally spamming slow and controlling areas. Run from the truth only works when they have engaged your models and missed within range of Nellie and The Thalarian Stone works even less of the time- only when the attacks are directed against Nellie. When the conditions are right the cost is still pretty significant (discarding a Soulstone) to make it work. Typically I would think that if you can slow something before it gets into combat and/or push it away then it isn't likely to continue to give you the opportunity to get much mileage out of it anyway. I have looked at running something aimed more towards control than just killing as well but it looked quite a bit different (50%). I had intended to try it out tonight but my opponent backed out on me....maybe I will get a chance to try it tonight. If nothing else I will be out on the East Coast at the end of the month for work and can usually get a game night in with some dudes in Crystal City and may try it out then if the strategy and schemes support it. I will skip going into the list until after I see if you have a determined Strategy/Scheme pool or if you are looking at the concept more generally in which case I might post other versions of it.
  13. thewrathchilde

    Which holes in the Wiki would you like to see filled?

    where are you making the updates? On the original Pull My Finger Wiki? Or on one of the newer sites where people have been moving data? We need a Guild sub-forum wide consensus on what/where we will work and then maybe all of us can put some work on it. I would really like to see something like that just in the pinned posts in this board. I can make some updates on the Queller- I use him quite a bit across multiple masters against a variety of crews.
  14. thewrathchilde

    Will the summer errata change your tournament takes?

    90% of the time for me the master selection is a product of the strategy and schemes more than anything. I do agree that Sonnia is even a better pick against Resurrectionists now with Nico summoning models in at 1 WD but Nico is probably going to be seen less anyway.
  15. thewrathchilde

    Where to next?

    I would recommend Nellie. You already have some good options to run with her in your Lady J and Perdita box so can immediately have at least a decent crew with her and in her box you get Phiona which is almost an automatic include for me with any Guild master. For your extras get Allison Dade and a Peacekeeper.
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