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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Oh true!! So they're affected by the severe? Super good! Imagine a Hanged hit by severe terrain xD
  2. Though spamming her min 2, create a severe pyre marker ability at 14 inches (with built in positives...) Holy snap that's potent. And you decide which sonnia you use after your opponent declares a master, so you don't do it vs incorporeal crews. Very spicy.
  3. Im sad that her blast markers don't count as blast markers if you replace them with Pyres. That's a bit unusual, isn't it?
  4. Yes, moving via place is still movement. As far as I know, the only thing that isn't movement is leaving the table (burying or dying).
  5. Molly, Defender of the Privileged. Seamus, Protector of the Innocent Kirai, Avatar of Forgiveness
  6. Puppet dreamer would make the non-construct thing make more sense for the errata.
  7. You do have to work to control the enemy crew, though. Kaeris for example I engaged end of turn 1, and then she was engaged for the start of every single one of her activations the rest of the game. It really shut down her options.
  8. I was pretty lucky for sure. But also you have a ~70% chance to draw a non-severe 4+ mask without stoning, so you should be pulling it off most turns. And you can save masks from one turn to another. Also she can heal on any ram, doing 1/2/3 (so probably one damage) to most of her allies. 1 damage to a madness or 2 damage to an alp for a 1/2/3 heal on Lord Chompy is delicious. And of course the dream is to hit Teddy and have him regen it back up. As for survivability... Sure, she can die, but between lots of 50mm bases and terrain, sight lines are an issue. And by turn 2 or 3 or so, every enemy model except the totem was engaged by my crew, so shooting wasn't really an option. Sure, Kaeris could have done it and gotten demise off, but then I just heal up after and run away. I don't think she is god tier, but I can't imagine a Dreamer crew without her. She brings so much to the crew.
  9. I just ran her in a game and got about 15-20 healing out of her over the course of the game (not counting what I could get with Demise). So I'd say she is still pretty damn potent. She still feels mostly unkillable in a Nightmare crew, but the right enemy crew could probably pull it off. Which is good, no model should be unkillable unless that's their specific theme (Leveticus, Grave Golem, etc).
  10. This is a great idea. I like letting masters have access to new keywords as part of the rework!
  11. Also you don't have to declare which master you're bringing... Imagine declaring Seamus so they prepare for cannon Seamus, then you just take the other one anyway xD
  12. OH MY GOD, OR THEY JUST KEEP MOLLY AS SHE IS AND SLAP THE REDCHAPEL KEYWORD ON HER IN ADDITION TO FORGOTTEN!!! Just imagine xD
  13. I don't know Jack, but here's what I know about Reva. There's a few styles for her. Traditional style: You take things like Anna Lovelace, a Draugr, Dead Rider, maybe Vincent, etc. You just have a strong crew, but with really nice burning synergies and make really good use of burning. Corpse style: This is the style I play. I just search the app for everything to do with corpse markers and use that as my basis for the build. My base list is: Reva & Candles Dead Rider (to taxi the Restless Spirit for corpses) Grave golem (to throw corpses/corpse candles into position) Bete noire (to teleport to corpses) Bone pile (to teleport to corpses) Shieldbearer (eats corpses for focus, pushes grave golem up the table) Restless spirit (makes corpses) I find the crew has a really sweet engine. It's not quite as viable for competitive play because too many things counter it, but I love it at my local club.
  14. We need a new VS so he can immediately be overpowered again. Jack Daw with 12 health. Reva alt has to be a summoner of Lampads. Molly... Will lose her card draw and her double activations and probably be a beater. It will go against everything I stand for, and there will be weeping and gnashing of teeth. Seamus will turn into a distraction summoner if Reva isn't a summoner. McMourning will be... Funky? Yan Lo will start out powerful from turn one instead of having the ancestor path, with no rebuild corpus. Probably "Yan Lo reborn" or something. Kirai will be a really bad non-summoner, since her keyword sucks as hires, or she will be strong with OOKs and versatiles?
  15. Yeah, totally! And it isn't like spreading out is an option. I was still scoring Outflank while brawling in the centre like a madman xD (Although barely missed that second point). But also I hope new players aren't put off by all this. Just want people to know that there's still so much power in the crew (a bit too much to be honest it felt like, but maybe at a competitive level it is balanced).
  16. The 8th member should be a special effigy/totem that you can only take if you're part of the crossroads. It should be a roadie who helps with setting up the set.
  17. Well, just played nerfed Dreamer and it still felt incredible. I took the same elite list I put above (Serena, Teddy, double spiders, double AP Daydream), and it was just ridiculous. The opponent must have put at least 50 damage into me over the course of the game, but the crew's healing is still insane. Serena felt basically as strong as before, healing and condition removal a-plenty. Every turn she removed two stacks of burning (against Kaeris). The crew's natural healing is pretty insane, and the constant repositioning to abuse the 2 inch engagement ranges is very good (not to mention a bit of shielded from Dreamer). I got 3 points on Break the Line because the spiders are so darn good at running strategies. I only got one point on Outflank because he managed to kill one of my Outflankers at the last moment on turn 5. Claim Jump was still an easy 2 points with Serena Bowman. Overall, it still feels like one of the strongest crews I've played. Certainly a lot stronger than like McCabe or Basse for example. EDIT: I think it is safe to say that Serena Bowman carried the matchup. She was absolutely insane - and now being at stat 6 for her melee attack is pretty sweet. EDIT2: I think Serena did about 4 healing most turns, so probably 15-20 healing over the course of the game... Super bonkers.
  18. The point of the Ashigaru is to stop my models turning into corpses. You've got the order of things wrong!
  19. Another angle to consider is just picking up scheme runners from outside of keyword. The First Mate for example seems pretty solid to bring into a crew, and you can then get a quite a bit of mileage out of just sending wave after wave of pigs into the face of your enemy to stop THEM from doing the strategy.
  20. Another option in case he doesn't bring tech against terrifying! Madame Sybelle Archie Crooligan Hanged - Grave Spirit's Touch Hanged 2 - Grave Spirit's Touch 5 stones
  21. I wonder if Asura, mourners, or Mortimer would be a better choice for corpse generation. Probably not Mourners since Kirai can eat corpses.
  22. I think it is really pool dependent, right? Like for corrupted leylines, 0 of the changes affect the crew? (Summons can interact with strategy tokens, just not markers, iirc). Break The Line is extremely combat focused. Symbols, yeah, the changes hurt really bad there I think. Turf war, I think you can get away with a grow list? Little experience with Ulix though
  23. That's quite reasonable! I think Molly may be one of the best fits for Toshiro going forward. Acquiring a corpse is more trivial than acquiring a 12.
  24. One heads up about round 4 is it is a LOT more combat-focused than you would think. It is super interact-heavy, but all the action is on the centreline, so your crews occupy the same space.
  25. I think making information open is a good way to go. It'll get your opponent used to considering what is in the opponent's hand/schemes/etc.
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