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extremor

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Everything posted by extremor

  1. To me Lucius is more and more becoming a puppetmaster. I really like the changes to stiched together and within a Lucius Crew it might now be possible to really exploid the distraction aura of false witness. A min 3 damage 6ā€œ WP attack combined with seems good to me!!! Besides Iā€˜m not sure about the new strats and schemes and their impact on how to play Lucius...
  2. So what do you think about Lucius and GG1? Esp. with IR and Agent nerfed...
  3. I played aganist a Misaki Crew today, played by a beginner and I tested this concept. It went quite disapoining, since his whole crew (exceptone tanuki) had WP6 or WP7. And I had to fight his attacks and his high WP with cards and stones from the beginning. He managed to snipe my Scribe with his second activation - flipping very lucky. I chose a flexible crew (keyword only) since he is a beginner and I was unable to get my models in position. Now I know, this concept leans towards activating Lucius early each turn, which I usually don't do. It feels completely different, not having multiple options to "reactivate" most models. I really have to try this out more often to see what went wrong. the crew I played was: Lucius, Scribe, Agent, Alan, Doppelganger, Investigator with IR, Lawyer, False Witness setup was: Turf war, harness, vendetta, breakthrough, claimump, dig...
  4. Yes, therefor A huge argument towards doppelganger is lure! (Next to oc donā€™t mind me)
  5. Yes you are right. Noone will cheat anyway if he/she has got a weak to diacard. So missinformation is an important key and the Agent is useful for execute later on...? oh i have to try and get experience
  6. thank you all a lot for your advice. It gave me a lot to think about! @Ogid I really like the idea of NVB Lucius with Vasilisa and I will definitely try it. There are quite nice synergies beween these models: hand control and staggered seem to match fine. @Dark Reaper I tend to give IR to the Investigator. The butterfly jump will help to keep him more safe and the charge while already engaged is nice to deal some extra damage through issue command and obey. Or to use the last action to charge out of engagement so the investigator may stay alive a bit longer. Seems legit to me. @Regelridderen I think the agent is still useful since he keeps the opponent from cheating against a copied Interrogate. Maybe it is too much of the handcontrol strategie as Ogrid mentioned, but I will give it a try. I will try out a similar list asap and I will post feedback. Once again, thank you a lot! I'm filled with ideas! šŸ˜„
  7. No Problem. Opponent charges, you jump out of engagement range and charge yourself aferwards... therefor IR seems great!!!
  8. OK, the deep dive gave me some new ideas. Who has ever tried a "Extreme Hand Attack"? I opened up a thread in Neverborn, maybe you want to take a look and leave a comment/suggestion? lucius-extreme-hand-attack-list
  9. The Lucius guild deep dive from Third Floor Wars gave me new ideas. Have you tried a "Extreme Hand Attack" yet? The idea behind the list is to maximise the attacks Missinformation and Interrogate. To extremely do the trick you have to place the Scribe within 6" a low WP model so the Betrayal Aura takes effect. You could also exploid the Distraction Aura of the False Witness to do that.... Than you attack that exact model with Missinformation and Interrogate. The Agent 46 and the Doppelganger can Mimic the Interrogate. The Lawyer and the Changeling can give an additional AP to the Agent 46/Investigator/Doppelganger. Maybe the Doppelganger could be droped for an additional beater, just to get some benefit from your opponent not having a controlhand to cheat. Or you try to exploid the execute trigger and hand out slow with Alan Reid. Since the list doesn't look any fancy at all, what do you think about it? Lucius HandControl In Keyword (Neverborn) Size: 50 - Pool: 3 Leader: Lucius Mattheson Totem(s): The Scribe Hires: Agent 46 Alan Reid Doppleganger Investigator Guild Lawyer False Witness Changeling
  10. Thank you for sharing your thoughts. I played Lucius a lot recently (~15-20 games) and I drew around 8-9 cards each round, but playing him as a neverborn master with 2x ancient packt on minions, which let me draw 2 of the 8-9 cards... therefore I was wondering, since I don't use these "chains of command"... what about the others?
  11. first of all, i really like this Episode. I already listened to it twice. Jesse said it would be usual for a lucius Crew to draw about 10 Cards per turn. I was wondering, is it really like that. Yes of course I can use command-chains like lucius command the changeling who commands lucius who commands lawyer who commands investigator/another lawyer/false witness.... Do you really play like that? And does that make any kind of sense on the board? Or how do you draw 10+ Cards a turn?
  12. Thank you, that's an interesting thread. Yes makes perfekt sense vs. Zoraida. I first just looked at the to the damage flip, but all in all DE is a good upgrade for minions. I will try and give feedback...
  13. Thx for the advice. I played the Swarm once and it felt quite broken to me, so I decided to play SSM or the Swarm since I definitly don't want to completely piss off my opponent. And in general I'm not the Hard-Beater-Colette kind of guy and I really like to stay in keyword as far as posible. Next I want to try 2 Coryphee with DE on both... this also looks quite promising to me. Have you tried that one? And yes I have to completely agree - Ferdinand is quite tough to take down for an opponent. He can guard markers/areas really good, and that is more like my style of play... I definitely enjoyed playing hin and will continue doing so! It only took me like around 11 AP to get the Necromancy down because my hand was 3 severe and 4 weaks. I only flipped 1-5 during the terrifying tests and didn't want to cheat those severe cards... that flipping was frustrating!!! The attacks that did manage to pass terrifying actually did make good damage thanks to fokus and cheating. Afterwards the Dove took it down through its own explotion trigger... that did work well!
  14. I've tried Ferdinand in the following list yesterday: Colette, 3xDoves, Cassandra, Angelica, Ferdinand, Duet, Mannequin, SSM + MT ... pretty standard list except Ferdinand, I ran against a very nice molly crew: Molly, Necrotic Machine, Manos, Archie, Rourge Necromancy, Student of Steel, 2x Crooligans Ferdinand didn't make sooo much of a thread, since my opponent pretty much ignored him/kept away from him. But for me he made an ok job for his ancient words was one of my few ranged damage. He did guard a turf-war-marker well and the file papers did have an impact on the opponents play/positioning. First turn I presto changoed the Necromancy next to my crew, it took me nearly the whole turn but the duet, cassandra, angelica, ferdinand and one dove finaly managed to kill it. Oh yes, I did suck at the terrifying 11 tests o_O ... but I got the feeling that the 3 (Duet, Ferdinand and Cassandra) make quite a nice beater-team some opponents don't expect in a Colette crew... and after all killing the Necromancy first turn made my life much more easy!!!
  15. Thx. Yes I prefere the ā€žanti black Jokerā€œ since hinamatsu is going to flip hell a lot of cards (3AP, Flurry, Onslaught and a build in plus flip). And I havenā€˜t tried any other effigy since I donā€™t own them AND I like the mysterious emissarys blast+terrain!!! It already happened to make a huge difference in scores... oh yes I love the distraction Aura. I play Lucius a lot and the false witness is awesome because of the aura. And I play serena most of the time! Good point with the Duett and schemes. And also with the Dolls. I really love to play 1 mannequin for scheming but I definitely will try dolls soon. Could it be you read the kabuki wrong? Imho he doesnā€™t jump himself but the targeted scheme marker!!!
  16. Iā€˜ve tried Hinamatsu as a leader in a few games so far and I really like it. I started using puppets only and have then tried including more nightmare models but I must say, I prefere puppets. Next I want to give the TT touch a chance. Anyone tried kabuki or kunoichi? I often played the following list- would you simply drop the stiched? New Hinamatsu Crew Size: 50 - Pool: 6 Leader: Hinamatsu Ancient Pact Totem(s): Mysterious Effigy Effigy of Fate Hires: Coryphee Duet Vasilisa Serena Bowman Stitched Together 3 Stitched Together 2
  17. What do you think about hiring Ferdinand Vogel into Colette -as discussed by thirdfloorwars in Deep dive Colette...? I havenā€˜t tried, but I like the model and the idea of him shapeshifting on stage... @emhellaith yes it does
  18. Thank you very much for this thread. One thing I want to point out though is that an ice dancer can also replace enemy scheme markers it moved through. And with a silent one (hired OOK) it sometimes is a nice variety to play with... (nice actions and abilities)
  19. As I got stuck with Lucius back in October/November I made myself a systematicly analysis... I won a M2e Lucius box at a tournament at my LGS and had a hard time getting into the style of play Lucius is good at. I've lost quite some games really bad and was wondering why. So I looked at all the models and wrote down, which of the abilities, attacks and tactical actions I thought of as "good" or "strong"..... then I did the same thing with triggers/suits.... after that I looked at all 4 strategies and all 13 schemes and wrote down which models would be good at achieving the strategy or the scheme. While designing a List for a concrete game against an actual opponent I use this list and try to find the perfect balance between schemers/scorers and other models that support the schemers and scorers --> like tanks to keep the opponent distrated from my original goal, like debuffers that use effekts like "slow, staggered, stunned..." to disrupt my opponents play or like beaters that can kill the most dangerous models (those that hurt my schemers most... not my crew in general)... this advice is my personal answer to your first question. Regarding your second question I think it hardly depends on your style of play. To me the answer is yes. I usually have in mind which models are ok to die and which models are actualy important to my plan. Those ok to die I play more aggressivly to distract and lure my opponent away from the important schemers..
  20. Yes, I got that and I find it an legit style of play. I'm also interested if it works and what exp you make with it. Especially "what comes after the alpha strike"? How does your crew perform in the long run and how does it score/win? Mhh, first of all, I played Toni (with SSC) once with Captain and once with Gunsmith. I found the Cap more of a thread in this kind of setup even though the GS can attack Toni to give add Adrenaline... Of course I used Presto to teleport enemies into Tonis bubble. I focussed on models, that can make life hard for the rest of my crew (fast models, that can take out performers easyly). If you do berfore Toni activated you get 2 Adrenaline as she activates. I didn't use em first turn - just focus and beat, then beat with the Cap... second turn I used a dove to attack Toni and die of the defense trigger, gaining additional Adrenalin and getting a card and a soulstone. then again teleport enemy into bubble and beat the hell out of them.... and so on. It isn't as much Adrenaline as in a classic M&SU Crew but it works as well - esp. since my favourite style of play is to distract the enemy with beaters and combos n stuff, so he/she is concerned about models like Toni, Duett... and leaves my schemers aside (which then score)... Edit: found one list in my app: Colette + 3SS, 3xDove, Toni + SSC, Cap, Angelica, Mannequin, SSM+MT
  21. I agree being able to swich style increases the strength and flexibility. To me Colette has that ability even without the Duett buffed up to eternity while spending AP. Eg. Colette with Duett and 2 Coryphee, Ferdinand Vogel, Cassandra can already be quite a killy crew. Or I played Colette with Toni twice and found this setup quite interesting and strong in beating. There are some ways of doing so.
  22. Hehe, I also play Colette and Hinamatsu (even sometimes Collodi). I really love to play Coryphee with Colette as a "dancing queen" spinning around hardly fighting any melee at all but also using coryphee aggressively in a puppet crew.
  23. Isnā€˜t Colette like most of the other masters as well - if played by a skilled opponent who is focused to the task of getting victorypoints and knows his/her Personal play with the crew, itā€˜s a hard task to win -? I think there is a possible way of winning against every master, if you know how he/she works and if your faction has tools to counter... same with Colette. E.g. With Seamus I would concentrate on getting rid of the cheap schemers (Mannequin, Showgirl, Angelica) and soon you have to spend precious AP of your ā€žgoodā€œ models on scheming. As a Colette player I know thatā€˜s what makes my day hard...
  24. Ohhh I asked myself the same question over and over again (but playing Lucius a Neverborn Master). So I came to the conclusion that a fast model with the ability to drag along a false witness and with a decent damage output is top-of-the-pops! Since then I tried: Hooded Rider and mature Nephilim: I want to get the Rider/Neph and a false witness next to the target so i can use the distraction Aura at its best. Combine that with serena bowman (attacking WP at 8")... quite nice to have. In a Guild Crew I suppose it would be the Pale Rider even though its damage output is a little smaller. I also like the Idea of alan reid with the judge (good damage and the ability to give out staggered + 2 damage) - but that's less fast- on the other hand the judge may also suit well with investigators... _ Investigators (7) : benefit of staggered to have a 7 stat 3/4/5 attack, and he will draw when he gets a coordinated attack. Could be world class if hit range was not 0" --> this seemes to b the initial plan of Alan and the Investigators... _ of course Agent 46 is a good partner as well...
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