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Gaston

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Everything posted by Gaston

  1. Overall: So 5 games in 4 days is really good for me, I usually get about 1.5 games every 2 weeks, especially recently unfortunately. 2-2-1 probably isn’t the greatest record, but I was experiencing a lot of crews for the very first time and learning what I need in order to tailor to them next time! Things I do need to explore for Pandora: -Card draw/card cycling--I spent a LOT of time with awful hands these last few games. The times I did have good hands stood out handily--Turns 1/2 of my last two games, where I was able to get a ton done. So I want to be able to be able to sculpt my hand much better. -Positive Flips--both on attack and damage they are very efficient. Hooded Rider and Hinamatsu stand out as great examples of these. Focus spamming off of a BBS from my Lucius opponent is a great example. -Changeling--I want to experiment a bit with this guy and Despair’s Influence and Ancient Pact. He feeds into toss a bad card and draw another card, has Stealth and Disguised, and can put a Crow on Pandora for example to turn her into a Slow machine. -Candy/Carver/Teddy--I just need to use these models a ton more. Candy is obvious and easy, but then you have some great depth with Temper Tantrum and Goody Basket too. Carver and Teddy I have just never been enthused by. -Injured--this crew makes for a TON of simple duels, Injured drops stats. Spam out injured, duels get harder to pass. Decay off of Aeslin kinda fills into this slot. -Woe--this is a pretty weak keyword, thematically speaking, so that makes it easy to just grab whatever models you want to test with. Just thought it worth pointing out.
  2. Unfortunately that was all of the GT that I was able to participate in, however I did sneak in a side game just for fun and more practice. Game #5 Corrupted Idols -Detonate Charges -Dig Their Graves -Hold Up -Outflank -Claim Jump I wanted to try a new way of tackling Corrupted Idols: take a small, elite crew, double up on Ancient Pact. Also Hinamatsu. My hope is that I will be able to win Initiative with enough bonuses and pass tokens that I can cheat in whichever suit I need to put all the Idols in one spot. Pandora -Ancient Pact -Poltergeist Hooded Rider -Ancient Pact Hinamatsu Angel Eyes Serena Bowman Aversion Wong -Olivia Pigapult Lightning Bug Lightning Bug Gatreaux Bokur Gatreaux Bokur Taxidermist -Inferiority Complex Sammy LaCroix Turn 1 Summary Pandora just burns all the pass tokens to wait out activations. Unfortunately every pass token is 2 Focus on his models thanks to the Bokurs...sigh. Eventually we get down to business. Aversion pushes Poltergeist up. Pigapult is Obey’d to launch a stuffed piglet at Angel Eyes and Hinamatsu. Pandora pushes the slow piggy back, Hinamatsu charges and kills it, Lures Angel Eyes forward. Rider pulls Pandora along, charges into Pigapult for 1 damage. Then Taxidermist rocks my world, putting 6 damage onto him (3 prevented with mask triggers!!!). Pandora pulls Sammy out of concealment, Angel Eyes shoots her. Serena walks twice and fails to heal Hinamatsu. Turn 2 Summary I have a hand full of awesome and initiative, so Hooded Rider gets busy taking care of the Taxidermist. Icing on the cake is Serena is able to heal him back to full also. Then he uses every available resource in his army to finally take down Hooded Rider. Hinamatsu is able to get in there and take out Sammy as well. Pigapult gets Obey’d to shoot at Hinamatsu, but I just keep top decking face cards and all the shots miss. Aversion pushes Angel Eyes up, she scores an Idol. Pandora: 1 VP (Corrupted Idols) Wong: 0 VP Game ends on time (my fault) Lessons Learned: Too short a game to glean much, I hope to get initiative the next turn to have Hinamatsu go in on the Pigapult (it has 6 Wds left, so I think it is reasonable to get it?). My goal to control initiative did seem to be working, but I started so outnumbered that I was getting 4 pass tokens on Turn 1. @Macdaddy353
  3. GT Round #3 Turf War -Detonate Charges -Harness the Leyline -Power Ritual -Assassinate -Deliver a Message Pandora -Poltergeist Hooded Rider -Inhuman Reflexes Hinamatsu -Inhuman Reflexes Iggy Baby Kade Serena Bowman Yan Lo -Soul Porter Chiaki Samurai -Silent Protector Lone Swordsman Manos Sidir -Trained Ninja Turn 1 Summary A lot of moving around at first, importantly Chiaki gets a Black Joker on attaching Manos’s reliquary onto someone. Rider moves up and pulls Pandora up. Kade Lures Hinamatsu. Pandora and Hinamatsu go in on Sidir, the Samurai takes a LOT of hits for him. Turn 2 Summary Samurai and Sidir go down to Hinamatsu pretty quickly. This time Chiaki is able to put the Reliquary onto the Lone Swordsman. He goes in on Hinamatsu for pretty solid damage. Pandora: 1 VP (Turf War) Yan Lo: 1 VP (Turf War) Turn 3 Summary Basically it is a giant mess of the Swordsman not dying. Yan Lo rolls up and shoots Poltergeist to death, unflipping my marker. Manos leaps and runs to backfield. Kade flips his maker. Swordsman delivers a message. Pandora: 2 VP (Turf War) Yan Lo: 2 VP (Deliver a Message) Turn 4 Summary Remember how last turn it was a giant mess of the Swordsman not dying? This turn was a giant mess of the Swordsman not dying. Rider delivers a message to Yan Lo. Scheme markers get dropped. Manos flips a marker. Swordsman kills Iggy. Pandora: 3 VP (Deliver a Message) Yan Lo: 3 VP (Turf War) Turn 5 Summary I cheat fate to give him initiative (we both have 4 models, and having Pandora go last helps prevent rescoring Deliver a Message). Instead the Swordsman pops Serena twice and gets a trigger to get 2 pass tokens. I try to get scheme markers down for Detonate Charges, but he is able to pull the Swordsman away. Manos flips the center marker, Pandora cannot get far enough away and Yan Lo is able to scheme marker her. Pandora: 3 VP Yan Lo: 5 VP (Turf War, Deliver a Message) Lessons Learned: Ugh, that Lone Swordsman. Failing to kill him was the bane of my existence. Additionally, Iggy and Kade were used in a very limited manner in this game, which is 100% on my head. Also, my scheme choice was less than ideal. I need to come up with a better (read: efficient) schemer for her. I needed to move the Poltergeist out of that table quarter as well, that just gave a free marker flip.
  4. GT Round #2: Reckoning -Search the Ruins -Dig Their Graves -Take Prisoner -Outflank -Claim Jump For this one, I wanted to go with a smaller crew of really hard to kill models, so that my opponent would have few opportunities to score Reckoning, thus Rider, Teddy, and Hinamatsu. Pandora -Poltergeist Hooded Rider Hinamatsu Serena Bowman Baby Kade Teddy Kaeris -Eternal Flame Arachnid Swarm -Soulstone Cache Arachnid Swarm -Soulstone Cache Soulstone Miner Soulstone Miner Arcane Emissary Turn 1 Summary I move up cautiously a bit. Kaeris is able to get a line on Hinamatsu and throw her up towards an Arachnid Swarm (and gain Injured from a pit). Swarm comes into base to base, gets 4 attacks with -2 to Hinamatsu’s defense and a positive twist to damage, dead Hinamatsu. The other one comes in, and merely puts 5 damage on Teddy. Turn 2 Summary He wins initiative, kills Teddy, moves onto Rider. Kaeris, Pandora, Poltergeist, and Serena all mess around in the middle. Importantly, Poltergeist is able to Stun and Misery push the Eternal Flame away from the Arachnid Swarm. Arcane Emissary comes in on Kade, Kade and Rider beat on it back (ineffectually really). Miners pop up in corners. Pandora: 1 VP (Take Prisoner, Arachnid Swarm) Kaeris: 2 VP (Reckoning, Outflank) Turn 3 Summary Everything is a mess. Pandora stuns the heck out of the Swarms, slows one of them. At the end of the turn she is down to 3 Wds. Iggy and Rider still can’t kill Emissary. Pandora: 1 VP Kaeris: 2 VP Turn 4 Summary Pandora is able to polish off one Arachnid and the Eternal Flame before Kaeris finishes her off (by blasting the Poltergeist until it and Pandora die). Rider finishes off the Emissary, then attacks the final Swarm. It eventually dies to the Rider's Hazardous Terrain aura. Pandora: 3 VP (Reckoning, Claim Jump) Kaeris: 3 VP (Reckoning) Turn 5 Summary Kaeris kills the Hooded Rider, Iggy fails horrible to really do anything of meaning to a Soulstone Miner. Pandora: 4 VP (Claim Jump) Kaeris: 4 VP (Outflank) Lessons Learned: This was my first experience against both Kaeris and the Arachnid Swarms, and it was fairly tilting, to say the least. I needed to be aware of their threats, and also the activation order for Poltergeist, to have him go after Kaeris to Telekinesis up those pesky markers. Knowing about the swarms going forward, I can put more emphasis on 2” melee with Inhuman Reflexes and stunning them. Matters were not helped with it taking Rider and Kade 3 turns to kill off the Arcane Emissary, sadly.
  5. GT Round #1 I was really excited this round, as I got to play on the casino table, which was AMAZING!!! Plant Explosives -Breakthrough -Harness the Leyline -Hold Up -Assassinate -Vendetta This round was into Lucius, so I made sure to grab both Hooded Rider and Carver for Ruthless, in case he took some Manipulative models. Iggy came in for Arson as an anti-schemer, and a couple Sorrows to hop around and drop explosives. Pandora -Poltergeist [E] Hooded Rider Carver Iggy [E] Serena [E] Sorrow [E] Sorrow [E] Lucius -Scribe Agent 46 Black Blood Shaman Investigator Investigator Lawyer False Witness False Witness Turn 1 Summary False Witness makes some schemes to feed the Investigators, Shaman pops out two corpses, eats one for a bunch of focus to everyone. Scribe comes forward. Pandora pings it down for 2 damage, moves Carver up with Despair’s Influence. He hits Scribe with Breath of Fire, Scribe buries, but dies to fire at the end of the turn. A Lawyer is able to get up to Carver and hit him with Slow. Agent 46 is able to get onto a Sorrow for a point of damage. Turn 2 Summary False Witness (left), puts down three scheme markers and a no cheating aura. Rider pulls Pandora up and guns for the Shaman, misses both attacks. Shaman transforms into a Mature, shoves Rider aside and charges Pandora. Pandora stuns him, pushes him out of Black Blood range, and kills him by making him hit himself. Sorrow with Agent pops away to the safety of the Rider. Agent walks and drops a bomb. Investigator does basically nothing to Iggy. Iggy pops two scheme markers with Arson, doing 2 damage and burning to the False Witness (Witness dies to Life Leech, 2 damage, Misery (Burning), Burning). I love Iggy. Carver does something to the other False Witness, but misses the Breath of Fire on him (which would have removed a lot of scheme markers). As a result, he has enough to absorb False Claim and still score Leyline. Pandora: 2 VP (Plant Explosives, Hold Up) Lucius: 2 VP (Plant Explosives, Leyline) Turn 3 Summary Poltergeist charges in and kills an Investigator. This means that Agent basically cannot tough Iggy (manipulative) or Serena (disguised). Agent instead scoots back and drops a scheme marker. Rider takes Sorrow for a Ride, then walks and schemes. Investigator scoots and drops an Explosive. My Sorrow scoots and picks it up. Lawyer obeys my Sorrow to put it back down. Pandora/Carver get the stupid Lawyer to 1 HP. Sorrow schemes and plants Explosive. Iggy walks back and Arson’s Agent’s scheme marker. False Witness dies to fire. Pandora: 4 VP (Plant Explosives, Breakthrough) Lucius: 3 VP (Plant Explosives) Turn 4 Summary Poltergiest moves to protect Iggy from Agent 46. Lucius/Investigator kill my Sorrow and take his bomb. Investigator plants it in my deployment zone. Lawyer makes Rider charge Sorrow and spend all 8,347 tokens to add masks to the attack. Serena drops her bomb. Agent walks and hides a scheme marker behind some slot machines. Iggy goes Reckless and Arson’s the scheme marker again. Pandora pushes Carver, then he walks and picks up a Lucius Explosive. Game ends on time. Pandora: 6 VP (Plant Explosives, Breakthrough) Lucius: 3 VP Lessons Learned: Really really tough game. One mistake that leaps out is that I didn’t put my right side Sorrow where he could see Carver and leap out to safety. I have always been pretty iffy on Carver, but this game he had the high crow to Breath of Fire out a couple scheme markers, but my opponent was able to cheat higher, so that isn’t on Carver really. Iggy is so very good, nearly denying Leyline, side killing a False Witness, and cancelling out Breakthrough.
  6. This weekend I was able to mosey on over to the NoVA Open Malifaux events. They were incredible events, with beautiful tables, well run tournaments (on time!), and fantastic opponents. My only regret was that I wasn’t able to get more time there. I cannot even begin to give enough credit to Owen and Casey for the work that they put into this event, how well they ran it, and how fun it was. Originally, I was hoping to get Euripides at Gencon and rep him all weekend, however the shipping was sadly delayed, so I decided instead to focus down on an old favorite whom I hadn’t used in a while...Pandora! I spent a ton of time on her in closed beta (and like to kid myself into thinking all my whining had a good impact on her rules), but I pretty much haven’t touched her in the year since. I ended up playing as a ringer in Round 1 of the warm-up tournament, which was fixed crew. I didn’t look much at the schemes and strategies, I just slapped together what I thought would be fairly reasonable all around crew for her: Pandora -Poltergeist Hooded Rider -Inhuman Reflexes Candy Iggy Sorrow Sorrow Reckoning -Harness Leyline -Dig Their Graves -Hold Up Their Forces -Power Ritual -Claim Jump Mei Feng -Forgeling Mechanical Rider Ferdinand Vogel Neil Henry Rail Worker Metal Giamen Turn 1 Summary Really, things just move around some. Some models get focus, Mech Rider lays a scheme marker, a lot of models lay scrap markers. Turn 2 Summary Pandora is able to pick off the Metal Gamin. Mechanical Rider brings up Neil Henry, who takes out the Poltergeist. Mei is fairly locked down, so she blasts at Pandora, Candy, and Serena with Breath of Fire a few times. Pandora and Candy reduce damage with soulstones, Serena does a bit of painkillers to help out Candy as well. Iggy blows up a scheme marker. Pandora: 2 VP (Reckoning, Claim Jump) Mei: 1 VP (Reckoning) Turn 3 Summary Pandora leads off, knocking the Emberling and Railworker down to 1 HP each, then finishing off the Rail Worker. Henry is able to get to one of the Sorrows. Hooded Rider fails both attacks on the Rail Worker (who is ultimately killed by a Sorrow). Mei Feng blasts Serena to death. Pandora: 3 VP (Reckoning) Mei: 2 VP (Reckoning) Turn 4 Summary He wins initiative; Ferdinand goes Beast Mode and comes into Pandora. Normally this wouldn’t be too big a deal, except he Red Jokers the damage flip and kills her in one shot (she was down to 6 Wds due to Breath of Fires). Obviously this is a bit of an issue for me. Hooded Rider tries to beat on Mei, misses all his swings. Mei scoots and schemes. Iggy and Candy beat on Neil ineffectually. Sorrow hops over to Ferdinand. Pandora: 4 VP (Hold Up) Mei: 4 VP (Reckoning, Dig Their Graves) Turn 5 Summary Things have gone fairly downhill. Hooded Rider uses his free action, smacks Ferdiand who stones away all the damage. Two more misses and he is done. Ferdinand goes human mode to heal up. Neil kills off Candy and Iggy. Mei and Rider scheme a bit. Pandora: 4 VP Mei: 6 VP (Leyline, Dig Their Graves) Lessons Learned: First game against Mei Feng, so that was a good learning experience. Matters were not helped by Hooded Rider going quiet for 3 turns in a row, but there were definitely things I needed to do better to help myself. Iggy, Poltergeist, and a Sorrow went on a side quest to nowhere (I feared he was going for Power Ritual with the Rider, but him not scheming in his deployment corner should have tipped me off that this was not the case). Going into turn 3 I could have used Diving Charge to kill off the Rail Worker and focused on hurting Mei more, which would have been much better than missing him twice with the greatsword. @Kolath
  7. Iggy can be an anti-schemer and synergizes well with Adze.
  8. Yep, Gigants, Thoon, Geryon, Euripides is 50 mm.
  9. @Ogid I wasn't sure if you caught this or not, but for clarity, a model is not affected by it's own pulse--the the Shaman does not give itself Focus from Ritual.
  10. Try here: https://m3e.hong-crewet.dk/#/
  11. I occasionally use 1 BBS to pulse out the focus turn 1, then fly up, repeat turn 2, and transform into a late game beater for Turn 3-5. I'm not sure that is something worth investing in with Dreamer specifically though, his keyword is fairly strong.
  12. By the time this is done we should have a pretty good list
  13. I only did it once, but it was weeeeeeird. The worst part honestly was slow from Rasputina herself, and that you will never get cover. Otherwise, it wasn't super awful, the other thing was at the time Inhuman Reflexes let you ignore terrain when charging, so Geryon could charge through the pillars. I grabbed the schemers early and left the big boys semi-stranded in the middle, Ice Golem is a PITA, but I didn't have Angel Eyes at the time. He has a rougher time with the Geryon with Inhuman, Butterfly Jump negates flurry and 2" reach with no charging versus 1" reach means he'll basically only get one swing a turn on them. It sucks to get hit, but there is plenty to heal from! The other thing that was weird is that Frozen Vigor triggers from 2" off an ice pillar, but most (NOT ALL) of her stuff is a 1" aura, so you end up hugging, not hugging the pillars. Analyze Weakness isn't that big a deal to Euripides, they don't have any armor, and Old Ways burns the shielded more often than enemy attacks. Raspy is ludicrously low defense, and in our game she ended up away from any ice pillars, so she went down fairly easily (last activation of one turn, first of the next, and at that point had too few stones). Given that you can use a Gigant to pop a Geryon over to her, and then eat all the pillars, you could probably turn Ice Shield around and have it be bad for her rather than a good defensive ability. After the only game, it was going to be the plan I tried next time--save activations to the end of Turn 2 or 3, get 2 Focus on a Geryon, have a Gigant Shattering Shove it over to Tina. It eats the rest of the pillars, and 2 focus swings at 3/4/6...well she is Def 4 and 12 health. Then try to get initiative next turn and continue to smack her (depending on damage prevention). Even if you don't kill her outright that should put some fear into her. The catch with Focus and cheating and the suit requirements, is that you can do lots of cool stuff, but realistically you can only do 1, maybe 2, complete tricks a turn. So you gotta decide what the focus of that turn is, and go for it from there. (I.e. you can port to Tina and hit her OR you can get Angel Eyes to take large chunks off the Golem, but you probably can't do both, depending on cards in hand).
  14. I didn’t start testing Euripides until towards the end of the closed Beta, so my experience with him is somewhat limited. Nevertheless, I thought I would share what I had learned thus far, and hope it is a helpful launching point for other’s brainstorms, games, and ideas. One note is this is written off of the last beta update, so apologies for any factual errors due to changes that have occurred since (or things that changed that I missed). Why play Savages? Play-style wise they offer a lot of dominating board control with the ice pillars and rough terrain. They are a very interesting crew to use as you have to manage several resources in wounds for The Old Ways, your discard pile, and the ice pillars themselves. Finally...they are giants and that is just awesome. Being a relatively recent addition to the game, the Savage keyword is somewhat limited: Euripides Primordial Magic Thoon Geryon Cyclops Gigant Bultingun Lyssa The Old Ways: It can be a little crazy to get your head around at first, but it is a phenomenally cool ability. It is particularly useful to cycling suited cards to get multiple triggers in a row, but also just for reusing high cards in your deck. A word of caution with using this ability--you don’t need to overuse it. The general goal should be twice per turn per model is plenty. This is due to Frozen Vigor--you heal the one damage from using Old Ways during your activation, and get to use the Shielded to cover for when your opponent attacks you. Ice Pillars: A key feature of the crew, one thing to keep in mind is that they generate cover against shooting attacks, to a maximum of 3” from them (they are Height 4 themselves however). I have 12 pillars, and have found that to be more than plenty. Additionally, destructible terrain requires a model to be within 1” and take an action to remove it, so always bring them up a bit further that 1” from models if possible, so that you waste the most amount of AP. Additionally, there are models in each faction with the ability to remove terrain, they will most certainly be counter-hires and things you need to keep a lookout for in order to neutralize. If your opponent does not bring counter-hires, incorporeal, or flight, they will quickly find themselves at a severe positioning disadvantage. Guild: Riotbreaker, Cornelius Basse Resurrectionist: Molly Neverborn: Poltergeist Arcanist: Willie Brant, Union Miner, Soulstone Miner, Rasputina, Ice Golem Outcast: Mad Dog Brackett, Drache Trooper Gremlins: Lucky Emissary, Pere Ravage, Alphonse, Gluttony Ten Thunders: Obsidian Oni, Sidir Alchibal, Lotus Eater An additional item to be aware of with the crew is movement. The ice pillars are fantastic for blocking choke points, but it is a two way street, they also block off you. And just as they give cover, they also provide your opponent’s models with cover. On top of this, the majority of the theme models are on 50mm bases, which does present difficulty maneuvering across the table. It is particularly important to plan your first turn moves before you deploy otherwise you can jam yourself up. Fortunately the crew itself has numerous abilities that let them manipulate the position of ice pillars and teleport around the table. Keep this in mind as well for the Bultungin--they are Fae in addition to Savages, which means they drop Underbrush markers. These can be great for slowing down your opponent further, and giving you concealment on the approach. However, there is limited access to ignore them within the keyword, so make sure they don’t ultimately get in your way! Frozen Vigor: This is an ability found on a majority of the theme models. It is relatively easy to get use out of, and, as previously mentioned, essentially allows for 2 free uses of The Old Ways a turn. Once during your activation (then you heal one wound) and then a second time after your activation defensively (shielded removes the damage from The Old Ways). It is a key balancing factor for The Old Ways and you should try to leverage it whenever possible. Hard to Kill: A fairly common ability across all the “giant” models, also a fairly straightforward one to understand. Keep in mind to look at healing models when hiring your crew (Serena), or bring models that can self heal (Geryon), in order to keep your guys at 2 wounds or higher. Euripides: The big guy himself is pretty chunky with 14 wounds, however with The Old Ways he has a tendency to burn through them quickly. You really really want to be miserly with using the Old Ways with him, and instead rely on his other abilities, such as... Intuition is a straightforward ability that synergizes well with The Old Ways and makes your activation very efficient with a little forward thinking. Rune Shaped Ice/Frozen Domain are his go to action/trigger, particularly for set up in the early game, it allows you to get out multiple pillars efficiently. Reflected Visage/Shattering Surprise is the best way of moving around the table, and solves a lot of his large base issues. Glacial Shove is great for bottling up enemies and setting Cyclops up later on in the turn. Bowling with Ice Pillars is not something to be underestimated either. It is Stat 6 vs Mv (the TN is based on your duel total), so you should be roughly even or +1 on most models in the game. The important part is that it is a Tactical Action, not an attack. Terrifying? Nope. Incorporeal? Nada. Doesn’t target, so no Manipulative, Serena Countenance, or resist triggers. Distracted? Who cares. With careful positioning, it can also do a surprising amount of damage. This is the ability you save that 13 for, making the Mv duel a TN 19. It is even better if you can get multiple models, multiple times in an activation, and reuse that 13 with Old Ways. At that point you have effectively cost yourself 1 high card, 1 wound, and done 4 damage per model and surrounded them with pillars, restricting movement and retaliation. Blown Back is a nice cherry on top as well. Oh, and then his fist is a mere 3 min damage as well. You know, just in case. Also don’t forget Entomb in Ice! This ability helps a ton with pillar generation and also stops some crews and schemes cold (pun intended). Primordial Magic: A support totem, keep him safe in the back to get that extra card each turn! He has two roles depending on your needs and when you activate him: make a model incorporeal (early turn) and remove enemy scheme markers (late turn). Incorporeal is particularly useful with this crew, as the large bases can be difficult to maneuver across the table and there is little in the way of damage reduction. The counter point is that it can be difficult to use that activation early on in the turn, it really will depend on how susceptible your opponent’s crew is to being jammed up by the ice pillars. He can technically scheme run a bit, but he is terrifyingly squishy. Now for the crew! They broadly fall into general categories to cover various roles (again, new keyword). The henchmen is a bit of a generalist, Geryon is a melee beater, Gigant is ranged, and Cyclops is support. Bultingun are excellent schemers, and Lyssa are a very solid model for only 4ss. Thoon: Shifting Ice is another useful trick to help your own models navigate the table. Most everything he does is relatively middle of the road, with one stand out: Frozen Trophy. For the most part the crew doesn’t have much that ignores defensive abilities (i.e. armor), so instead when you have a difficult to remove problem, you toss it into an ice pillar. The pillar can then be moved back and away from enemy models so that they cannot free their comrade (remember to reference the previous list of models that can remove terrain though!). This is basically the ability that keeps him from sitting on the shelf. Otherwise, just like Euripides, he has Intuition, which can allow him to set up the next few flips. For example, if you see a weak, severe, severe, you can keep them in that order. Then you cheat to hit the next attack, and even on a negative you will still be doing significant damage. This helps to make up for his rather sad damage track for being the expensive model he is. Otherwise, I haven’t gotten much use from Arctic Pull (read: never), and Freeze the Corpse is corner case, but useful when it happens. Geryon: He’s a melee beater! Pretty straightforward guy, and he can also remove pillars to heal himself. The 2” reach is fantastic in M3E, as is the min 3 damage. You should nearly always try to engage at maximum melee range so that your opponent has to waste an AP closing the distance. Chill is a very strong trigger, as it removes an AP from a model as you are damaging it. Shoulder Rush is a way of manipulating ice pillars for benefit, but definitely can feel overly complicated. The key to it is the Focused Attention trigger. Place the ice pillar 6” up from the Geryon Use the 5 of Tomes to get the trigger Push Move the pillar up 6” Old Ways to repeat Frozen Vigor At the end you have Focus +2, have moved 2” further than Walk-Walk, and heal back up from Frozen Vigor. Obviously there will be table and terrain limitations, the best you can do is keep this maneuver in mind when deploying. Focus comes into play in a huge way when it comes to leveraging The Old Ways efficiently. Attack, use Focus Make sure to hit The positive to damage cancels out the normal negative Cheat a Severe Attack again, use The Old Ways to reuse the Severe Enjoy doing 9 damage, at least Heal with Frozen Vigor Inhuman Reflexes is an upgrade well worth considering as Diving Charge can provide a bit of extra damage, but Butterfly Jump can be very dirty when combined with the inability to charge the Geryon. With the above, and diving charge, 10 damage in 2 AP is fairly doable (provided you dodge Terror, and Armor, and Hard to Wound, etc.). Cyclops: An iconic model, and a huge part of the crew. Other than Euripides they are the only other model that can drop an ice pillar on demand. Additionally, they have a strong min 3 damage track (min 3 is a BIG deal in M3E) and Grit for a positive flip. Their biggest impact however may come from Frozen Runes. This ability lets them heal models in a pulse, but even more interestingly they can stagger off an ice pillar. This synergizes significantly with a lot of abilities in the crew. It makes it easier for Euripides to go bowling with ice pillars for example. It is feeds into the positioning control theme of the crew. The other excellent use of Frozen Runes is dropping a scheme marker off of an ice pillar. This neatly side steps a lot of the restrictions on the Interact action, and being able to scheme at range helps the crew with its low maneuverability. Gigant: Cheaper end, ranged savage giant. The arcing shot is important when playing around ice pillars, as it allows them to ignore the cover that their own crew is generating. They can also teleport around the table with Shattering Surprise, but more interestingly perhaps is that they can teleport other models with the Shattering Shove trigger. There are currently no restrictions on friendly models or which ice pillar they can be placed next to, so you can teleport anything you want a significant distance across the table. Much like the Geryon, they benefit greatly from the Focus/Old Ways combination. They can teleport 8”, toss a boulder with focus, toss it again with The Old Ways for 5 damage, a 3 damage blast, then another shot (at least 2 damage). Bear in mind this is rather card and set up intensive, requiring at least a 5 Rams, an ice pillar, and then a severe to cheat in the focused shot (and possibly discarding to ignore cover). The non-teleport effect of Cave Drawings is situationally useful, but most frequently shows up in Corrupted Idols where you can prevent an opponent from interacting with the Idol until they remove the pillar. Bultingun: Were-hyena scheme runners! Just by being on the table they place severe terrain, which adds even more movement control to the crew (see a pattern?). Toss in the Mud is a bit pricey needing a 7, but removing a condition and pushing a model 2” can be quite handy (condition removal does compete with Serena’s healing though). Deadly Pursuit though is a key ability that should not be overlooked on them. The End Phase timing has Resolve Effects occur before Score VP, therefore they can push a free 4” before checking to score. This can allow for surprise moves for schemes such as Hold Up or Outflank. Otherwise, they are just super duper fast too. Weakness wise, they are relatively squishy, so keep them from getting locked down by anything too serious. Lyssa: The Lyssa are they cheap, filler models for the crew. While they don’t appear to be much at first glance, Incorporeal gives them incredible mobility (even through ice pillars) and they are more durable than they cost thanks to combining Incorporeal with Frozen Vigor (and surprisingly good base stats for their cost). A lot of their attacks have a low Stat, making them more reliant on The Old Ways if you want a solid shot at getting something off. Misdirected Rage can be a bit tricky to set up, but any ability that nets you a free action is a very efficient ability to use (you are doubling your AP). Most notably, they have a psuedo-Lure for 4ss, which is a pretty decent bargain. Non-Savage Models Mysterious Emissary: His attacks synergize strongly with the Stagger from the Cyclops making it even easier for him to hit. Then your opponents must work through severe, hazardous terrain AND ice pillars to make any forward progress (and take damage in the meantime). Iggy: He competes a bit with the Primordial Magic to remove scheme markers, but Iggy should be in consideration (even with tax) for every crew. He gets 3 AP with Reckless, and Arson in the right scheme pool means that he can nearly single handedly shut down an opponent. Angel Eyes: Sniper, ignores cover. You play a crew that controls positioning, but needs ranged attacks that ignore cover. She does this. Additionally, she ignores Armor on a trigger. This is useful as a number of models that remove pillars have armor (Riot Breaker, Soul Stone Miner, Lucky Emissary, Drache Trooper). These are all models you should expect to see and want to remove early. You want your opponent to have to waste AP to get around the pillars, these models are too efficient. Doppleganger: Pretty obvious, she can be more of whatever you need. Another Cyclops, another Angel Eyes, another Geryon. Black Blood Shaman: Spam focus. Check. Passive healing aura. Check. Grows up into a Mature Nephilim who happens to fly over Ice Pillars. Check. Puppets/Vasilia: She can speed up the slower Savage models and hands out a lot of Staggered. Possibly too costly a take, but a worthy consideration. Hinamatsu loves being shoved through an Ice Pillar by a Gigant. She can also use Pulling Strings for an additional action, this is most notable on the Cyclops, allowing it to take Frozen Runes twice (no non-free action restriction). Lucius: A fun pick for a second master. He has a sniper rifle as well, so ranged attacks that avoid cover, yay (also Injured!!!). He can also Issue Command to minions, which is everyone except Euripides and Thoon. Given that the Savage models have a lot of min 3 damage tracks, this can be quite the force multiplier. Serena Bowman: She is difficult to drop with Eternal (benefits from a larger hand size) and brings a lot of healing to a crew that spends its wounds for defense. She is another model that should make it into a wide variety of Neverborn crews. She can also offensively place enemy models into perfect position for a nice Frozen Trophy. Upgrades Upgrades are actually very useful on Savage models compared to other crews, as they actually have Minions with a high cost and wound stat. This makes the cost of an upgrade more palatable and allows you to access all 3 abilities. Inhuman Reflexes: Butterfly Jump is VERY strong in this crew, as you can jump out of combat or into cover against ranged. Almost an auto-include for Geryon. Ancient Pact: Card draw is always good, and with 2 copies of this you get a +2 to initiative flips. This is very useful in Corrupted Idols, where you want to be able to control the initiative, but still have some flexibility to cheat the suit. Eldritch Magic: A difficult upgrade to find specific purpose for, I think it will mostly be a counterpick against specific masters/crews once the meta settles and we get more experience. Wong, Ironsides comes to mind perhaps?
  15. Have we actually gone Codex or were those just faction books for the edition change? (And presumably one for the new faction to kick it off) I just haven't seen anything saying they were moving away from the anthology model (which I do prefer).
  16. Seems kinda unlikely, Euripides was never really on ice per the site fluff blurb.
  17. Greek mythology wise, I believe Lyssa are a rage spirit, but there doesn't seem to be much to go on. So something feminine and angry and ghostly? Was looking at: https://www.reapermini.com/search/fire/latest/77083 Just clip the wings?
  18. With the uncertainty of the release of the Euripides box set, I stepped back from him and over to Marcus. I really really like Marcus in just about everything, but was fairly disappointed in myself with my showing in the last tournament, so wanted to spend some more time improving. Corrupted Idols Dig Their Graves Claim Jump Detonate Charges Vendetta Deliver a Message Marcus -Jackalope Rougarou -Inhuman Reflexes Rougarou -Inhuman Reflexes Grootslang Iron Scorpius Paul Crocket Will o’ the Wisp Dr. McMourning -Killer Instinct -Zombie Chihuahua Rafkin Nurse Kentauroi Toshiro Gravedigger Gravedigger I opted for the Rougarou because their triggers are good into undead models (getting around hard to wound). I took Vendetta with Crocket on the Kentauroi, thinking that being a melee model he’d be in the mix and be taking attacks from me anyway. I put Claim Jump on the Grootslang, so he could use his markers to pop to and fro. The Iron Scorpius was to turn off Soulstone use and triggers due to all the poison coming out of McMourning’s crew. Turn 1 Summary More set up than attacking occurred this turn, with Marcus handing out Camoflauge to the Rougarou, and Armor on the Scorpius and Grootslang. The Gravediggers drop some corpses, which McMourning then turns into a Flesh Construct. The Nurse is able to assist to remove the Distracted, and gains fast, pretty efficient. Grootslang hops to the left field, but unfortunately eats a Flesh Golem charge. A Rougarou goes in on the other Gravedigger but misses. Scorpius and other Rougarou set up for next turn. Turn 2 Summary Marcus gets the Initiative, commands the Rougarou to charge McMourning, pulls the Scorpius out of melee and commands it to charge McMourning. Then he Accomplices the Scorpius. About this point my whole plan goes a bit sideways. I was looking to have two charges, and then Expunge 8 poison off of McMourning to kill him (no soulstone prevents) except….Expunge heals him since it is poison damage. So….stupid me. Really stupid me. Needless to say, the Scorpius doesn’t accomplish all that much. In turn, McMourning carves on the Rougarou, then Accomplices the Chihuahua who pulls the poison to finish him off. The Grootslang slows the Flesh Construct, then the other Rougarou finishes it off. Crockett manages to get the Kentauroi down to 1 Wd, then several models heal it all the way back to full, denying me Vendetta. Toshiro comes and stands on the center Idol, the Wisp is too slow to get to the right side Idol unfortunately. Turn 3 Summary Feeling the pressure to stop Toshiro from scoring the Idol, Marcus and an accomplice’d Scorpius go in on him, mostly to engage. Marcus also puts Camo on the Scorpius and heals it. The Nurse obeys the Scorpius into Crocket, leaving him at one health. McMouring pushes, walks, schemes, charges and kills Scorpius. When Paul activates he will die from Catalyst as well. The Wisp scores the Idol, the Kentauroi charges it, uses focus overcome distracted and kills it. The Rougarou kills the Gravedigger, something on his side pushes the Idol. The Grootslang goes heart of the cards, gets the trigger on the Rougarou to port to a Lair, then pushes the Idol marker back in order to prevent his scoring (this turn anyway). Marcus: 1 VP (Idols) McMourning: 1 VP (Dig Graves) At this point, the game ended on time, but it quite obviously heavily favors McMourning. Lessons Learned: Yup, that was an uninspiring outting. I put a lot of eggs in the wrong basket thinking I had a way to off McMourning, and I was wrong. That put me pretty hard on the back foot, and I didn’t recover so much as mildly hang on for a single turn. That being said, there are plenty of good lessons to learn as well. Obviously I needed to choose some better targets the turn I went for McMourning, and pick off the Nurse instead. Alternatively, I need a better killer for a master and to not rely on the Scorpius. Also should consider the BBS for mass focus. McMourning seems to be a crew that benefits from clumping, so I should have better addressed my schemes towards spreading out or brought some Lures. I mismeasured my Wisp placement, which cost me a free Strat point on Turn 2. I underestimated his healing, and it cost me Vendetta (poor Crockett has had a difficult run). I forgot my underbrush markers from the Rougarou. I am rapidly coming to hate Obey’s being able to spend the upgrades off of my models (this is a big one for Marcus). I actually liked what the Grootslang brought, but deployed him poorly, which reduced his turn 1 strike ability. (Really I just need to keep a mask in hand to let him pop off on the Jackalope, teleport, Ambush, charge--some of this will depend on if I want him for anything other than Idols, but 10 Wds for 8 pts and 2" melee and the Lair to Lair is really useful).
  19. Rougarou have been rougharou to get a hold of even when they released, I considered myself lucky to find them last year even. Hopefully this will improve with the new edition boxes.
  20. In general I would agree. I reach out of keyword mostly for specific models. In this case I wanted Angel Eyes due to the 14" ranged threat being a somewhat unique treat in the Rng 8" faction. This lets her pick out models with Blow it to Hell such as Pere Ravage relatively early (as was the case in this game). Additionally, she ignores cover, so they gain no benefits from the Ice Pillars. The BBS actually gave out 7 instances of Focused this game, and I sadly short-changed myself another 2 with poorly thought out positioning. Additionally he does have Blood Clot, which I thought would be a nice touch of extra healing on a crew full of models with Hard to Kill (again, poorly thought out positioning cost me another two instances of this). Thoon's utility lies more with Frozen Trophy, so I kept him off the bench due to that being more control and less of a killy ability.
  21. With Gencon right around the corner, and my excitement at max level, I decided to jump back into Euripides. Managed to get a small half-game in. Reckoning on Flank - Search the Ruins - Dig Their Graves - Take Prisoner - Outflank - Claim Jump Euripides crew is a bit chumba wumba, so I grabbed Claim Jump and Search, thinking I wouldn’t have to venture too far across the table. Euripides, 7ss -Primordial Magic Geryon -Inhuman Reflexes Geryon -Inhuman Reflexes Cyclops Black Blood Shaman Angel Eyes Ophelia -Young LaCroix -Young LaCroix -Young LaCroix Francois Sammy Raphael Rami Merris Pere Ravage Turn 1 Summary Cyclops makes a couple of ice pillars. Euripides trades pass tokens for Young LaCroix activations. BBS slices off a corpse marker and hands out focused to everyone. Some models move up, some shots get fired. Euripides pops up to an ice pillar, makes some more pillars, and throws a pillar at Merris. Geryons move around the flank, Ophelia walks twice and pops a shot at Euripides. Angel Eyes takes a focused shot onto Pere, cheats in a crit hit severe for 6 damage. Turn 2 Summary Euripides leads off with a couple of ice pillars that Pere Ravage dodges, so he chucks one at him, and he didn’t dodge that one! For the rest of the round though literally all guns turn on the big guy. It takes a ton of soulstones and Old Ways and some hunkering down, but he pulls through on 2 Wd remaining. In the process a Geryon kills off Sammy, a Cyclops kills off Merris. The BBS also carves himself off another corpse token from the Geryon, pulses out focused, and grows up into a Mature Nephilim. Turn 3 Summary Euripides wins initiative, but the game is called on time. Some good, some bad here. I was in the position where Euripides was going to need to go work on Raphael, probably die, and then have Angel Eyes get the job done. Then Geryon would need to finish off Francois to get my second Reckoning point (he was low on health though). Then the other Geryon and Mature would need to survive long enough to get Ophelia the following turn. The Primorial was almost in position to rescore Search, then I would just need to get Geryon back to score Claim Jump too. Mistake wise, I used Euripides’ AP poorly. I shoulda just started with tossing the pillar at Ravage, then had the AP to back out of range of all of Ophelia’s guns, that was really rough. Otherwise, I was too slow with positioning to score my schemes efficiently.
  22. @NAX3011 Fair point. I will say, I do adore Marcus. I legitimately think that his Keyword has the ability to compete in all the strategies, and that he has specific answers to some of the harder meta questions. However, I did find that there was a pretty good learning curve with him, especially with a new edition and limited resources. Just a few things I found that may be helpful I hope: --Chimera likes to pack hunt. The models work well in small groups self-buffing each other (kinda similar to MS&U). Consider: Myranda’s def bonus. Chimera strike. It helps to use Lures to isolate an enemy model then swarm and pounce. --He is very good at positioning schemes due to speed, but will struggle with multiple schemes that require dropping markers. The AP efficiency isn’t there, unlike masters such as Lucius for example. Try to limit to only one marker scheme or look for position based ones. --Use turn 1 to put out the upgrades, but then his main focus on subsequent turns should be commanding beasts and applying Adversary. In the games where I get him into the mix, I usually do well, the games where he doesn’t, I fare less well. --Adversary, Adversary, Adversary. He has a lot of it, apply it, use it. --Deadly Pursuit occurs before scoring, so Hold Up, Take Prisoner, Outflank, Claim Jump can all be scored “by surprise”. --A great many beasts have 2” melee range, engage at max threat range in order to reduce your opponent’s AP efficiency. Neverborn Specific --Adze is quite strong with Teeth and Claws. It has a build in Ram, which will auto-trigger Puncture. A key set up is to have Marcus charge it in, cheat in a high card to hit. Then accomplice activate the Adze, Firefly with Rising Flames trigger. Now the next two attacks have a double positive to hit (Moth to Flame, Adversary) and a positive to damage (Puncture). --Bandersnatch is also fairly dirty. Armored Plates synergizes well when he buries (he isn’t moving so shielding happens). But even better is Thick Horns (the built in Mask auto-triggers Onslaught for 4 attacks). --Inhuman Reflexes is legit, as basically all the beasts are Minions. Diving Charge and Blade Rush combine with Marcus making models charge to ping for extra damage without needing to flip any cards. This is also interesting with the Order Initiates, as they can charge through, ping with Blade Rush and Stampede for auto 2 damage. Finally, Butterfly Jump and Natural Camouflage are reaaaaally annoying. --Use Doppleganger to apply Stalk Prey for the Cerberii. Or just use her as a stat 7 Cerberii. --Support. Arcanists can get Soulstone Miners and Arcane Reservoir. Marcus burns cards like candy, so you can supplement this by cycling his an Myranda’s upgrades (and the Order Initiates) to generate draw, or you can pay in for Ancient Pact as well. I have tried Lilitu for Lure/card draw, but without much success, at Def 4 she tends to go down quickly. --Black Blood Shaman: Two turns of spamming Focus to basically everything, then he grows up into a Mature Nephilim for fun and profit. --If you pull and Adze, pull in Iggy as well. The Misery (Burning) ramps up the damage even more, and Arson is amazing for anti-scheming.
  23. Game #3 Plant Explosives on Corner Deployment - Breakthrough - Search the Ruins - Power Ritual - Outflank - Claim Jump Last round goes to Zoraida (in my original planning I had her and Marcus flipped and would have taken him for this). My opponent brought Lynch, so I was grateful to be able to hire in the Hooded Rider for some Ruthless action. I am also pretty excited, as this is my first game with Zoraida!!! Zoraida Hooded Rider Angel Eyes Waldgeist Waldgeist Will o the Wisp First Mate Jacob Lynch -Hungering Darkness Beckoner Beckoner Gwenyth Maddox Graves Tannen Depleted Illuminated Deployment Turn 1 Summary Graves pushes some ladies forward, Zoraida Obeys the Waldgeists (one is a BJ fail), and Angel Eyes comes forward and pops a shot into Graves. The Beckoner successfully Lures Angel Eyes forward, which seems bad. She gets more shots into Graves, but fails to pull off a Reposition trigger. The Will o the Wisp tries to Lure her but fails too. Lynch gets Beckoned forward, then he pops Hungering Darkness to Angel Eyes. First Mate drills Lynch for 3 damage with a focused attack, Hooded pops into Hungering Darkness for some damage, but he eats Angel Eyes. Waldgiest make for their bomb corners. Turn 2 Summary Zoraida makes a Hungering Doll, Injures it, gets Hooded to attack it twice, then Hexes it. Hungering tries to heal a bit, Obeys Hooded Rider to charge and sadly kill the Wisp, then gets at the First Mate, who Butterfly Jumps back after the attack. First Mate gets a Leap and attack, and two more attacks, and actually drops the Darkness. Lynch follows up by killing First Mate though, and turning him into a Depleted. Hooded goes after the Illuminate for a hit, but then the Beckoner pulls him off of it. Illuminated gets on the Waldgiest for a few. Maddox drops a bomb, Tannen drops a bomb. I score bombs and Outflank, he scores bombs and Claim Jump. Turn 3 Summary Hooded goes. Plan is to hit Graves down to Hard to Kill, splash Black Blood on Beckoner. Then Moonlit Charge, kill him, splash Beckoner, kill her, hit Illuminated, port to him, and attack him again and kill him. Problem is that I BJ the damage on Graves. So then I spend the second AP to take him to Hard to Wound, pop Moonlit Charge, but don’t get the second attack to kill the Illuminated and miss the Beckoner. She promptly pulls Hooded back. The Illuminated plays with the Waldgeist I guess. Zoraida makes a Maddox doll, then Hexes her 3 times. Then the doll hits her two more times, so she is down to 1 Wd. Scheme markers get dropped, a Beckoner and Lynch gun for my other corner! I score Bomb, he scores Bomb and Search. Turn 4 Summary Zoraida jabs the Voodoo doll and kills Maddox. Hooded kills the Beckoner and picks up a Bomb and drops a Bomb and scheme (Obey help). Illuminated finally kills the Waldgeist. Lynch drops a scheme and bomb, Waldgiest focuses and hurts the Beckoner, guarding its bomb fiercely. Tannen makes schemes. He scores Bomb, I score Bomb. Turn 5 Summary Zoraida makes Tannen walk and pick up a scheme marker, she makes the Hooded Rider fast. Illuminated gets to and picks up my Bomb. Waldgeist kills Beckoner, Lynch hangs out, Tannen drops a scheme marker. Hooded lays down two more scheme markers (fast and Ride with Me). I score Search, he scores Search. Lynch wins, 6 - 5. Really, really tough game. Hungering Darkness with the stones, healing, and Incorporeal is tough to put down and it cost me a lot. Obviously big first mistake was getting Angel Eyes killed like that, I need to learn more about Lynch’s threat ranges and Darkness port. Other glaring mistake was I should have Enscorcelled the Rider to walk charge the Illuminated, maybe be able to kill him, prevent the bomb pick up, and drop another bomb and score Outflank (lotsa variables there obviously). Could also ride back, drop bomb, walk to corner? Mostly it feels like I need to learn Zoraida better, maybe get some better models for her (i.e. Silurids over Geists, or Vasilia) and also learn Lynch. Overall, I came out not feeling bad about myself. My two losses were both really close games, there were concrete things I did wrong that I can improve upon, those two opponents placed second and third, and I got to experience the “scary” meta masters of Lynch and Zoraida. Definitely excited to play some more games and to apply the lessons I learned here today!!!
  24. Game #2 Corrupted Idols on Standard Deployment - Detonate Charges - Dig Their Graves - Hold Up Their Forces - Take Prisoner - Vendetta Coming into this I knew my opponent had Zoraida and Mah. Eager to avoid a Hag-off, I went ahead and declared Marcus instead (who I thought was pretty reasonable into this). Marcus, 5ss -Jackalope Cojo Myranda Adze Paul Crockett Razorspine Rattler -Ancient Pact Sabertooth Cerberus -Ancient Pact Zoraida Bad JuJu First Mate Silurid Silurid Will o’ the Wisp Grootslang Deployment Turn 1 Summary Marcus hands out Flight to the Adze, Teeth and Claws to the Jackalope, and Camouflage to the Rattler and Cerberus (attempt to limit Zoraida Obeys). He is able to use the Grootslang to push the Idol up the middle. First Mate gets in deep and puts the Adze on 1 Wd. JuJu is able to ambush, walk, charge into Myranda and land 4 damage on her (BJ defense). Rattler puts 2 and Poison on a Silurid, but it Butterfly Jumps away. Turn 2 Summary Zoraida gets Initiative (cheats RJ), Obeys the Cerberus to burn it’s upgrade and take Myranda to 1 Wd, then Bad JuJu finishes her off. Marcus does the dirty work and kills the First Mate. Then he puts Armor on Cojo and Obeys Cojo to charge the Grootslang. Wisp engages Crockett, who backs off and shoots the Grootslang (misses). Grootslang just straight up kills Cojo. But at least the Rattler is able to finish off the Silurid. He scores Idols. Turn 3 Summary Zoraid gets the Initiative again, Will o’ the Wisp moves in to tie things up. Bad JuJu kills the Cerberus at some point. Marcus kills the Silurid, Grootslang Crockett shoots at the Grootslang, Black Joker damage. Grootslang comes in to tie things up. Snake plays keep away from JuJu, who chases after him (unable to charge due to upgrade). Adze walks away and uses Lure to pull JuJu to him. Rattler uses Deadly Pursuit to escape JuJu. He scores off of Idols again, I score off of Take Prisoner on the Wisp. Game ends 1-2 on time. Good things: Deadly Pursuit prevented Take Prisoner on the Snake, and the Adze Lure prevented Hold Up (Groot on Marcus). Bad News: Crockett had Vendetta on Grootslang and missed or BJ’d every single time to score it. In general my hands were pretty poor overall, sadly. Otherwise, I actually think this wasn’t bad, particularly given Zoraida’s current reputation as a meta boogeyman. That being said, I definitely made HUGE mistakes that cost me a lot. The Rattler used Ambush then Charge on the Silurid, triggering Butterfly Jump, should have done Charge Ambush Attack. I forgot to Deadly Pursuit the Cerberus out of 6” LoS of JuJu on turn 1, obviously that cost me big. There are lots more, but those were some standout moments of stupid. My biggest frustration ultimately was that I really, really like Marcus and think he is quite good, but my play here did not live up to that.
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