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darksoul281

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Posts posted by darksoul281

  1. I love the Euripides crew, visually it seems to me the best of the faction, but it does not stand out at all, all that other bands can do in a better way, it is also a slow and very large band, they all seem giant targets, but thoon its one of the best henchmans of the faction, his trigger with tome its broken, you can bury any model with a hit, and this model cant unbury if the ice pilar its in play.

     

    And the euripides's crew its not bad in reckoning, all the models have a lot of damage and htk, the geryon have stended reach to counter the charges and the gigants have a very nice shoot attack action that make 2/3b/5b with a stat of 6 and very nice trigger for the cost of 6 ss, in turf war the crew its not very bad because the range 2 and 50mm base is perfect to engage all the enemy models 

    • Like 1
  2. On 8/14/2019 at 12:38 AM, Ogid said:

    Ah ok, so it'd be 10 free movement (zoraida + fly), plus a charge+engagement range; 18 inches of "threat range" without expending actions for the Mature (+2 focus and fast). That sounds nasty!. However Nekima would need to expend her AP to advance (so 8 inches of "threat range" or 14 expending 1 AP just moving)... The other creed needed to deploy and move very agressively for you to be able to hit them that hard in the first turn with both of them. I guess you put Inhuman Reflexes in both, right?

    Why the dreamer didn't discard a card or a SS to save their models from Execute??

    I take note of that Alpha strike tho :P

    i dont declare execute i declare shove aside to hit more modells xD

  3. 11 hours ago, Ogid said:

    Yep, that's the idea; the first turn you get 1 normal action to move and the second turn after growing you'll have another action left to charge/move; you gain 4 Focused +1 for every model around (including them, which is kind of order efficient; you can still spinball 2 models the first turn after giving them Focused+2 if you need stuff done anyway), and 2 strongh minions for turn 2-5. Another plus is the Fly with me ability in a Sz3 minion, that ability "place" so it can be used to set up extra Alph attacks or to reposition important models. The idea would be buy some time turn 1 and 2 and strike hard the third turn with the advantage of the extra 2 mature Nephs, the Focus and the summoned minions (plus you'll force the other player to try to be agressive the first 2 turns)

    The bad things: an even weaker turn 1 and 2 (but The Dreamer isn't that interested in engage in those turns anyway); the mature Neph would have 6 life and only 1 order in turn 2 after growing (they have Regen+2 tho, but that won't apply until turn 3; so some healing may be interesting to pair with them); and the need of a lot of masks the first 2 turns, which may be problematic; however you can always flip before cheating, over the 4 knife flips it's not hard to get at least 1 mask. Buying 1 Ancient Path upgrade for a resiliant minion (an Insidious Madness would be my pick) would give 1 extra card per turn to offset this a bit.

    However as I said before this is 100% theorycrafting and this won't be my default strategy; but something to keep in mind for the right game to surprise my oponent with some non-standard stuff.

    Interesting, I dismissed them as holders for being so squishy... I guess if the other team doesn't have much firepower it could work.

    Lol, this sounds so one sided, did the Dreamer overextend hard?

    The black blood shamans give Focus and the obeys if Zoraida helps to reposition the mature and hice fast, and the trigger if shove aside and execute with Focus help to kill a lot of models 

    • Like 1
  4. i win with nekima, i move one mature nephilim with the obey of zoraida and give fast, and enter in the first turn with mature and nekima killing 2 o 3 models, i dont kill the dreamer for the deliver a message, but all the other models die, the dreamer crew its to bad in the 2 first turns

    • Haha 1
  5. On 7/30/2019 at 11:57 PM, Clockwork_Fish said:

    I imagine the typical Lovecraft protagonist of a stuffy, high strung Englishman working.  He’d be the Nellie of the Explorers, not really attacking, but running around distracting and running schemes.  Mostly he’d focus on running away and screaming.

    As for how a Lovecraftian crew might work, given how his stories tended to go, I’d theme it around Wp duels and weird defensive triggers and abilities.  For example 

    The Last Words of ... :  (Wp/Df) :maskAfter resolving, place a scheme marker in base with this model.

    Gibbering Madness:  If this model fails a horror duel, all models within :new-Pulse:3” gain Distracted +1

    Grit (Squamous) - when reduced to half it’s original wounds this model gains Terrifying 12

    A crew where if everyone is dying horribly then that means it’s all going to plan 😈

    i love this idea but i change the effect gibbering madness for the next "Gibbering Madness: one per activation, if a friendly (keyword) model fails a horror duel summon a enemy deep madness in base contact with the model that make the horror duel and attack the count to the end upgrade to the summoned model"

    the enemy deep madness its a insignificant 3/3 model with 3 wounds and incorporeal, but have the next ability "whispers from beyond: all models within 6 have reduced his wp in 1"

    and the upgrade have its plennyful 5 but if the master of the lovecraft keyword its the leader increase the plennyful to 8, the upgrade have the next hability "the end its near: at the end of the game if the enemy leader is (master of the lovecraft keyword" before this crew add any victory point if this crew have 5 or more deep madness cant score any victory point"

  6. 32 minutes ago, Kyle said:

    WaldosWeekly_0306_Misaki_Art.jpg

    Hey Wyrdos,

    This week, we found Waldo rummaging through the M3E rulebook. At first, we got excited because we thought he was trying to learn the game, but as it turns out, the amount of ink each visual example requires makes the pages an impish delicacy. Maybe our Henchmen are brave enough to teach him how to play, but we’re not. We like our hands right where they are, thank you very much.

    Before he ate all of the pages, we couldn’t help but notice the stealth reveal of a Master’s new look in one of those examples. We figured that showing off what the rest of her art looks like is probably the right thing to do. So let’s take a look at the Ten Thunders’ new Oyabun, Misaki!

    Thanks for that mention in the post, I also love you @Kyle  🤣🤣🤣🤣🤣🤣

    • Haha 1
  7. I prefert the action when banish cards from the hand, the pay of one card of the hand when the Game have a lot of actions, habilities and triggers that need to discard a card is a nice pay to the security of banish a card of my election

    • Respectfully Disagree 1
  8. The bad juju with 9 wounds and df 3 its very squizy, 3 hits of a beater model kill the bad juju to easy, the demise not help to much because its only one time per turn and need a card from the hand

    • Respectfully Disagree 2
  9. The widowweaver only have synergy with the bandersnatch and its a her role its the summon puppets but i dont see synergy with the nightmare, the real summoner its the Dreamer and need a lot of mask to make his job.

    I think the widowweaver needs a serious rework to gain synergy with the crew, like a tactital action that make WP duels ir give slow or staggered or other things

  10. 3 minutes ago, Lord J said:

    I think the stat 7 debate comes from nerfing the wrong part of an abusive combo: the problem is not the stat 7, is triggering 3 times in an activation the Quick reflexes (you can see the figures in a previous post) 

    Get back to stat 7, nerf Quick reflexes to "Once for Activation", and we can have a more balanced Lady J (imho). 

    If you make this you can say "bye" yo LJ, you make more boring and lose a lot of damage 

    • Respectfully Disagree 1
  11. 1 hour ago, I'm a Teapot! said:

    Still a solid option if u consider that pandora can move him 3" globally and give him a ram so he is basicly the only model in the game with min 4 dmg built in.

    The carver is basicly the only beater model in the game with 2/2/3 damage track, If It declare the trigger to repeat he make 2/2/3 damage 

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