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CzaszkaA

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  1. How come that no one mentions the fact that Pandora can mess with activation order of the opponent crew and how useful it is? You have a single healer? - Why don't you activate it first so you have no way to heal your models for the rest of the turn while I beat them? While I agree that Sorrows and Aversion don't do a lot of damage in most games (if any), both can be quite useful - with aversion winning in that space, pushing enemies away, pushing friendly manipulative models to get in place before they activate.
  2. I didn't notice Stitched as OP, dreamer crew has far more oppressive models (okay maybe not for 6 stones), but given relatively short range (six inches) opponents care more about keeping distance/ getting rid of stitched, what is drawing attention away from rest of the crew is doing. Fiendish gamble is once per activation so we're potentially talking about 4-5 high cards a game. Cards that you first have to remove first for some time, but honestly I don't see stitched attacking anyone turn 1, so effectively 3-4 cards. I usually take one stitched with dreamer crew and summon another rather when first one is killed than running two simultaneously (unless something went terribly wrong and I have bunch of severes out of deck).
  3. Right, 2 cards per turn on changeling, my bad. You listed 4 models so I assumed extra 2 cards discarded by Pandora .
  4. 5 stones, he's not versatile. I agree that suits are nice but discarding 4 cards leaves you vulnerable to execute and simple duels (if you had to discard moderate card for suit). Don't get me wrong, idea is nice, and 5 stones seems worth it, but discarding 4 cards a turn seems a bit overkill.
  5. I got my crooligans today and that's exactly what I'm planning to do, thanks again!
  6. changelings may be tough (especially with their faces ripped off) but crooligan with a spear looks like easy way to convert, thanks!
  7. Hi there, with Iggy being out of stock pretty much everywhere in the UK, I'm looking for proxy to use until I have a chance to buy re-released one. Thanks!
  8. I think he can really make a real mess when positioned correctly, attacking every model in 6 on Moonlit Charge trigger ( required) and placing in base contact with last target, and that's his bonus action only. If he didn't take Charge action before, each of these swings have to damage flip. It definitely won't make you any friends - but can be really effective, especially with right scheme pool/ against crews that tend to keep grouped. He's not cheap though, but I wouldn't say that 11 stones is too much to pay for him.
  9. I'm thinking about kitbashing Jurgen from Wolsung as Agent 46, adding a mask, reposing arm with pistol, adding blades in both hands.
  10. First of all, welcome to Neverborn I think you have quite solid line up. You may want to add extra healing for corrupted idols - like Serena, or just push markers by teddy and heal him by consuming summoned minions? And as mentioned earlier - stitched are really good in Dreamer crew, not only for damage but also bringing back cards you removed by lucid dreaming. For plant explosives I recommend models that can either cover a lot of board or are not bother by being engaged (hooded rider with ride with me, coppelius with agile, doppelganger with don't mind me). For Dreamer - remember that Daydreams are insignificant and summons cannot interact the turn they're summoned and you should be fine
  11. I played Lucius against Kaeris - Scribe and Serena for conditions removals, 1-2 beaters for making a bit space on the board. I also played Pandora against Rasputina - seemed like lost battle at first, though Poltergeist can do wonders by blowing up ice pillars with right positioning. Try to close the distance and hit Raspy and her crew, hit her hard.
  12. I think they're more durable than in 2E and I like them, I usually take 2, I rarely have enough stones to get third one.
  13. Lucy? Lucille? I'd love to see this one.
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