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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Yeah, ressers would love them for corpse synergies in other keywords, but not with a 33% stone increase.
  2. Funny, I've been thinking he might end up being my 'Break The Line' master, so it is good to hear that echoed by others. Good questions, I'll have a stab at my initial impression (but I don't really know a solid answer yet)! I definitely like McMourning on pressuring the enemy. That typically involves killing and/or hitting things. He's the last one I want to use Blood Poisoning as a healer with, especially since the chihuahua is so damn good at it! Rancid transplant I see primarily as a mobility tool (On your heels > doctor's orders = huge movement). Though I do like using Doctor's Orders on others to reposition them as well. It is SUCH a good ability, basically worth an AP. I was excited about raising dogs, but with the Gaining Grounds 2 changes they just seem bad? So far I like Sebastian for the shockwaves initially, and supporting with blood poison heals. Then he comes in and does clean up with his stat 7 attack. I find that if I send him in early, he dies so fast (especially since he can't blood poison himself!) My entire style is based around using Blood Poison for burst healing so far. I absolutely love it! I'm not generally concerned about poisoning doing damage to my opponents - I prefer to just spam attacks to get the damage on opponents? I do find Catalyst turn 1 can help with topping up some of the damage that happens from stabbing my own models with pupper and nurse. This is a good question, I've not found the balance yet. Probably depends on the enemy crew quite a bit, which is always hard to judge with a new crew! Distracted is really good, though. Autopsies I just can't see a competitive use for. Some people like soulstone generation, but I think it is a poor primary reason to hire a model. Little Gassers I'm in love with. That 3 poison pulse turn 1, followed by scheme running once you tie up their crew? Love it! I think I'll always try to fit a little gasser into my lists. Dogs I think you would never hire before the summoning changes, but now there's an argument for it. Having a cheap scheme runner to go sort stuff once you've tied up their crew is pretty valuable! But... Why would you grab a dog for 3 stones when you could grab a gasser at 4 stones? Seems a bit redundant (unless you need corpse repositioning). I need to try the double nurse lists. On paper it seems super strong, but Tools for the Job gets weaker in multiples so I'm not sure it will work out. Thanks for your interesting questions!
  3. But you transfer over all game effects (including the 'kill' effect) to replaced models, don't you? So the new model is still killed even if it has the health?
  4. I could also see it as 'these' meaning 'markers within 6'. Since if it just said unaffected by pit traps, it would have infinite range.
  5. I agree Ivan is overhyped, but he is still incredibly powerful IMO. Things I typically see in strong lists when facing him: Gibson (for the distracted + antiluminal bridge + healing). Archivist So perhaps use that as your core. My understanding is that most of the rest of DUA/Umbra are not worth hiring except in specific situations (like Eva can be great for scheme running with blocking terrain on the board). Also don't forget you don't HAVE to play as a summoner. You can also just be a min-3 beater at range and smash your opponents that way. The flexibility is really useful. There are some things he struggles horribly with, though - what do you usually face?
  6. I like it! Only thing I'd change is make it so that it says "if this crew's leader shares a keyword with this model." That way you can re-use the ability, or if you have a henchman leader.
  7. It is my Seamus & Molly against Arcanists Colette! Seamus is normally pretty tricky into Arcanists (they can just take the Captain), but I'm feeling good about him on this pool.
  8. I believe the model heals up and then dies on some number of wounds. Killing a model states that healing cannot stop it, from memory, although you'd have to double check the killing section of the rules.
  9. Anyone who doesn't watch this video is not getting the full experience for the month 🤣🤣🤣🤣🤣
  10. Yeah, the lack of unimpeded really makes it tricky! There were so many forests in my last game xD
  11. I've played a few games with McMourning now! So thought I'd share some of my first impressions. My list for the last two games was this, to get a feel for the keyword: Dr. McMourning Zombie Chihuahua Sebastian Rogue Necromancy Kentauroi Flesh Construct Nurse Little Gasser This gave me a feel for most of the things in the keyword other than Rafkin and Autopsies (which I don't own Rafkin so is fine). Overall, the keyword just screams "Staying Power!" I've had a lot of crews where I wish I had a bit more staying power for grindy, attrition-based games, and this crew seems like it is definitely good at that. Between high health pools, huge stats on their attacks, and burst heals for 5 supplemented by a lot of incidental healing, the crew can just GRIND. So far I've been playing casually, so have been doing the little gasser, chihuahua, and nurse all super-stack poison turn 1, so my crew ends up with 5-10 poison each by the end of the turn. Has felt like the perfect amount of poison, but I know it probably isn't competitively viable to do this way because the whole crew would get blasted. Sebastian - one of the weakest pieces of the crew, I like him as a backup support piece for blood poisoning in case chihuahua dies (and of course, it dies easily). But then by the time chihuahua is dead, not sure you need blood poisoning in the crew. Could be cut for sure. Rogue Necromancy - the scariest piece of the crew after McMourning. Stat 6+ and sometimes as much as 20+ health over the course of the game just makes this an absolute monster. Projectile vomit is a big factor for this model in my Molly crew, but here I find it is just a melee monster as soon as you can get it into melee. Kentauroi - pretty useful, but unsure about it. It's as squishy as a flesh construct, and roughly the same speed. It does have some superior tricks (like carrying someone with Ride With Me), and I like running it on a flank after an initial skirmish and it loses its poison stacks to blood poisoning. Flesh construct - just straight up a great piece. 3 attacks at stat 6 is very good for this cheap a model, and the option to vomit is really solid as well. Not to mention it can scheme run really well with 3 AP. It is just very solid all around, and I'd try to fit more if I could. Nurse - absolutely wild. EIGHT useful triggers with Tools for the Job to guarantee them (and the daze trigger is just built in?? That's one of the best triggers in the faction and it is built in??). These are wild, I suspect a 'proper' McMourning crew runs two of them. Little Gasser - for four stones, it does a fair bit of work. 3 poison to everything else turn 1 (so that's ~15 useful poison) is already a fair bit of value. Then it is quite a decent scheme runner once your crew is tying them up. Chihuahua - blood poisoning. Absolutely critical piece to the crew IMO, but I imagine savvy opponents will prioritise killing it asap. McMourning - a 4ap, melee monster that heals for 6 damage a turn. What else is there to say? My overall impression of the crew is that it is very similar to Nekima in Neverborn. You want to throw McMourning into the enemy turn 1, and then take care to use him in a way that keeps him part of the action without dying. Between McMourning and Rogue Necromancy tearing them apart, it isn't as big a deal that your crew is so squishy (and you can just blood poison back 5 health at a time anyway). You can usually find a bit of breathing room to go get stuff done with your crew as the fight grinds on. What do you think? Have I got my head wrapped around McMourning, or do you have different thoughts?
  12. I think it is really pool dependent. On leylines it seemed fine since the crooligan only need to do a a few things. Think I'd make a very different list for Break The Line. Necrotic Machine is an option I suppose, or you could just drop both the Belles and swap in Archie. Or Dead Rider to give Molly more mobility! Depends on what you're needing to accomplish, I think.
  13. Well, armor is cheating a bit, since the rules for that are written in the rulebook 😜 But yeah, it should be roughly right a lot of the time.
  14. I think there'll be a decent correlation, but it is weak enough and would be misunderstood enough that I would be hesitant. Definitely don't call it a complexity rating IMO. I think on average it may hold well, so comparing on the level of factions might work, or mayyyyybe keywords. But even then you can't compare like a Silurid to Nexus, so you need a per stone comparison perhaps.
  15. Ignore me, I thought we were in the general faction section xD
  16. Yeah, it's weird the henchman has a worse stat than the minion version of the model xD Although you can get a mindless zombie out of it, not sure how much that is worth. I would worry that Chatty isn't disruptive enough, but some people swear by it, so worth testing!
  17. I think what you could also do is have Reichart make everyone staggered end of one turn, Grimwell activate start of next turn, rather than trying to Goldberg it. Although to make sure you're aware, Grimwell's trigger is 'once per activation'? It sounds by your ranges perhaps you're thinking it can be done twice.
  18. Yeah, i think the big problem with grave golem in general is that there is a LOT of stuff in the game that just destroys it with incidental tech. If you can rely on its demise in Reva crew, it is pretty great IMO. Bone Piles I find that corpse candles being able to walk, grave golem hurling corpses, and restless spirit running around with Dead Rider for those extra hard to reach places really does some work. You have to be careful though because restless spirit doesn't leave behind a corpse on death, its main disadvantage when compared to gravedigger.
  19. That's the same complaint I hear about Neverborn Lucius too. Zoraida overshadows a lot xD
  20. I've played Lucius once (in Guild), and my impression was that Guild Lucius is way better. So I'd lean towards that direction if you want to play Lucius!
  21. Oh, maybe look at Anya, I think her crew is all schem-marker-y, and we have a full list of Syndicate now (though the Outcast syndicate aren't in the app, so you have to check the forums or waldo's weekly).
  22. Although actually Neverborn without Nekima, Titania, Zoraida just seems like it is missing out this season.
  23. For power level I feel like Dreamer is still quite up there. For funsies, it looks like your Guild, Ressers, and TT all look fun!
  24. My last game was against a summoner that hired two Gaki, an Onryo, and Lost Love. It was brutal! So I think with the summon changes, we may see more of a role for cheap models now that you can't just summon them for the same jobs.
  25. How are people finding the new strats and schemes? I think we're well positioned for Bait and Switch (or even just snag an easy end of game point off of it), but I've not figured out Break the Line yet. I'd like to try Reva next.
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