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Ogid

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Everything posted by Ogid

  1. Yes, but only if she start the turn buried. Making good use of the bury is key to keep it alive because that model is pure glass. Consider using also an Alph to give it the equivalent of H2W until the Alph is killed / pushed (conveniently, the action that bury the Bander is a Wp attack)
  2. I have to clarify that my answer above was more directed towards playing versus new players than casual games tho. There is a reason I always advice not to cherrypick masters but to commit to a faction: The game isn't balanced master to master, but faction vs faction. Some masters have an very uphill battle versus others and some masters are just bad versus some factions; having all your masters and OOK choices really help in those cases and masters in bad match ups can really improve their chances through smart OOK and versatile picks... However it's true that's not an option for casual games. But I agree the top tier masters could get a hit and other keywords could use some buffs tho; it'd be nice to see in competitive something more than the same 2 masters per faction again and again. Glad to help , but mind those weren't playtested at all; I don't play Dreamer into not serious games for exactly what you comment, he is too good versus casual lists. It all depends on the skill (and model) gap... For a player with a simmilar skill level and most of the faction the above are probably too much, but versus a new / more casual player definitely go easy. As a rule of thumb for casual play to weaken Dreamer I think forbiding summoning turn 1 (this would work for any summoner in casual play tho) and play as if LCB doesn't have Lucid Dreams would be a good first step (LD is better the more LD are in the crew, this change seems small but it'll be noticeable). Those 2 will delay Dreamer from snoballing as hard as he can when is not pressured, but won't totally destroy his scaling. From there add more of the above rules depending on how you feel the games and skill gap. And definitely report back your test and impresions!
  3. Whops, I don't know how I read your post @LeperColony but I somehow understood you were saying the oposite, that "then" linked both effects 🙈. I think we all agree; that's not supposed to work like that, but for the wording it does.
  4. The problem is twisting words or adding rules to make one thing work as we think that should work is that will mess up the reading of things working as intended (an example is again Ricochet/My loyal servant in GG1). The FAQ confirmed that in the Demise (Eternal Soil), both the unbury and the healing are 2 independent events (both joined by "and"). This is a similar case but with an unbury effect (or we have to guess somehow that "and" let some effect being ignored, but "then" not... that kind of rules needs to be spelled out). The only time an event is subordinated to another is when it's explicitly stated (like the burning in Kaeris' conflagration or the healing from Shang's Flickering Flames for example)
  5. It seems that wording is mess up. How that is probably suposed to work is that she can only do that while buried. But as there is no restriction in place to prevent it from being used while the model is unburied, In practice she may use it to charge on top of removing a corpse marker from anywhere on the table (because the parts she can't resolve are just ignored). And taking in count some people are ricocheting the hell out the same target, I guess this will be used XD... I hope the next AQ fix this kind of holes in the rules...
  6. About this one. How does "ignoring vertical distance" and pushes interact? With that wording I'm not sure if this ability would let a model charge into the top of a building or not...
  7. @diki I just noticed we all overlooked Hayreddin; take a look at him as he is another model able to punish him if he goes out of position. He will need to pass the Terrifying duels, but he can kill him in one activation with just 2 min damage attacks and the bonus action (plus 2 SS for triggers and sacrificing 4 Wds)
  8. As I want to get more into Lucius, this sparked my curiosity a bit. How does one of your typical lists look like @Corwin? I wondered if it's possible to obey a lot a non-keyword minion and still have a good hand with the crew; the dissadvantage of using a Mature is losing card draw. How do you manage to obey him several times, meeting all the TNs and still keep good cards in the hand? Do you use adversary or obey chains? How does your game goes if the other player manages to kill the Mature?
  9. Good question. In general I'd advise against it. Dreamer (and most top tier masters) are very good and hard to play against them without knowing what you are doing... and even knowing what you are doing... top tier masters in general could take a hit tbh. I personaly avoid it, Marcus or Hinamatsu are my go to for casual or Newbie games (but that's just personal preference, you could go with most not top tier stuff as long as you don't build go for the best builds or crazy combos. Anyway, think a newbie or casual list won't have very competitive stuff (and in case of newbies, their plays wouldn't be the best ones in most cases; unless is one of those experienced players coming from other games). They won't be able to pressure dreamer or handle his scaling and summoning (summoning in particular tend to overwhelm new players, another reason not to pick him); specially if the Dreamer player is just a more expericenced one and know how to build and play a good list. If you still want to use him, then you have to give yourself some handicaps. Some ideas: No Serena, no Hinamatsu, no Rider. No more than 1 or 2 Daydreams. No more than 1 stitcheds (hired or summoned). Focus on Insidious and Alps. Include WW and Bandersnatch (a newbie will probably charge right into your crew; picking models too good at holding a place will make his game miserable). If you get stuffing, summon dolls. Include Carver or Coppelius, they are good models but more of a counterpicks or more squishy; so they won't be as efficient or hard to deal with as Teddy and that's good versus them. Pick some very underpowered stuff like a Bloodwretch or a niche model like a Cyclop. Do some less efficient stuff like keeping models buried and use his mele attack mostly. Another option is picking LCB, WW or Carver as leaders; you can still play mostly a nightmare list, but without the summoing.
  10. A quick note on this, the BBS will lose the upgrade when growing; so picking him for 9SS with an upgrade won't be efficient if the plan is growing him fast. Being said that, 13SS is very expensive for my taste (that's the cost of Dreamer OOK...). Before GG1 IR gave it defensive tech, but now that Scamper works terribly with Combat Finesse and offers very limited use versus other kind of attacks that's is risky imo... However if a player is willing to pay 11 for him, I can see why 2SS extra for 1 extra damage in each activation in a crew where every model may obey him and mobile warrior might seem worthy... I guess it might work in the right game, but I find it a bit reckless. True, there are some nuances tho. If both corpse markers are set up the first turn; it'll cost him the bonus action the second turn (he'll have a 14'' threat range); however that will prevent him from being active the full first turn and he will be limited and with only 6 Wds in turn 2. The lone BBS is good to have a late reinforcement (not that different to pick the effigy with the EoF upgrade; instead of going from 6 to 10 it goes from 7 to 10) or to defend non-premium enemy scheme runners; also in very cautious openings (walk, concentrate most models), it fits. In comparison an opening with puppets is 2 Wds more in turn 2 plus the the bonus action (and 1 extra Focused pluse); but that costs from 8 to 11SS (which might be the cost of a full OOK mature or a Rider) in models that won't contribute that much to the damage of the crew and that may compromise the Keyword synergies. If the only thing you want is an agresive model the first turn, picking them is cheaper and more reliable that going for that combo. The Vasilisa combo is safer than the lone BBS because he will be in Mature form in turn 1, so he can be further healed and will be less vulnerable to mele attacks; plus the double pulse before sending models out is more eficient. This works better (in my experience), when the player wants to make a fast-paced opening (either setting up schemes or threating with alpha striking), in those cases the more operative turn 2 Mature will be put in good use and the Focused+2 may make a difference. However is worth noticing that a double BBS opening is from 1 to 4 SS cheaper and will also give a double Focused pulse; the second turn will be weaker as both BBS will have to grow and getting 4 masks isn't easy (this gives time to the oponent to storm in and kill both or you have to be willing to acept that in some games you'll have to use a BBS as an schemer because you just got very bad luck with the masks). I don't like this level of uncertainty, but if you do (or play a crew able to cicle cards like Zoraida or Lucius); that might be a good choice in the right game. My point is, there is no "best" opening. For growing the BBS into a Mature or getting Focused the above are the main options for NVB and all of them have their game imho; it's a matter of knowing them and using them in the right game.
  11. I'd like to see special cases like this one spelled out tbh; schemes and strategy are clear until special rules get in the way. Even a semingly easy case like this one has room to argue. But there are others like 2 targets becoming one (for Hidden Martyrs) where it comes down to semantics or significant models becoming insignificant become sometimes harder to know what to do (what to do if they are the target of an scheme?). And in others like Corrupted Leylines an strictly RAW reading will discard the Lodestone, which seems far from intended. Don't worry, rules take time. But that's the reason I told you before it'd be good to take the rulebook and go through the replace mechanic; all your questions are answered there (make sure to have the errated version or consult the errata) Step 7 tells you when one of the models is considered inactivated: Basically if the model hasn't been activated when it splits (a.k.a reached the end of its activation or step C3 of the detailed timing), including if it splits during its activation. Step 4 answer your Vendetta and take prisioner question: Yes, the duet keep being the target of any scheme; both friendly and enemy (in vendetta the cost restriction is when selecting the models, not when doing the damage/ getting the kill). You have to anounce it even when you don't have any scheme, maybe your oponent does. Just in case; you have to anounce it is the target of all lasting effect, not that you choosed X scheme with him as a target nor you can ask the other player if he choosed X scheme. Hope it helps!
  12. Cojo without protection is very vulnerable, but no Marcus player will ever let Cojo go down like this; that model is as valuable as the master. He will have wings and IR/SS cache most of the time (and will probably be near of Myranda for the flips in defense and to patch him up). He can be killed, but not that easy. This is true, while in a Vacuum Marcus + Cojo can ruthlessly kill Archie; in a real game that's not going to happen. Even if he is a personal favourite of mine, the poor Marcus has more holes than a gruyere cheese (specially played as NVB) and RES has all the tools to abuse them. I'd never pick Marcus into RES tbh... Just to name a few reasons: Von Schook is a very popular and strong master that shuts him down in every possible way and that's actually legit in some of the same pools than him: Upgrades? Nope. Need to target to move/obey your beasts? Tough Luck. The master cannot make other models charge if he is stunned? Almost every model in the crew has an ability to give stunned (a stunned Marcus is actually quite sad to see in the table, I learnt this the hard way versus Pandora). 8SS schemers? Laugh in Necropunk. Expensive models? Ty for the fat summons. About the stunned, Summoned Kirai's Drowned has also it built in. Seamus: Marcus' models are the kind of models that in every thread asking how to play versus him everyone say DONT PICK THAT. The entire marcus crew but Myranda are DONT PICK THATs; but Marcus himself is quite useless on his own and cannot support non-beasts so getting OOK models will result in a quite underpowered list (Here ARC are a bit better with SS cache and the Captain to protect the beasts, but not much better). Marcus' crew has also 0 condition removal and his crew is an expensive elite crew that he has to buff in game using resources; any crew able to debuff his models put him in a tough situation because he don't have that many SS to include a support and that one will struggle to keep up with the crew; but he will need that third support if conditions are comming. Crews like Molly or Jack can make his crew very ineficient. Also Jack loves his upgrades, free cards for him. Toshiro just destroys him: Marcus can only order Charges and Charge through get to damage when charging; a well positioned Ashigaru make most models almost untouchable for the crew. I'd expect to see him in versus Marcus. Manos and Archie are also tough for the crew. Leap is very good to ignore both Disguised and Butterfly Jump. On top of this Manos has also Extended Reach and Archie is immune to conditions and NVB Marcus plays a lot with them. The ton of terrifying models is also tough for Marcus when Cojo is the only model that can attack them semi-efficiently.
  13. I see you were paying attention . The Vasi-BBS-Doll is as @Maniacal_cackle described. It's also posible to set up the second turn obey by walking and concentrating (or dropping an scheme if you want to move forward the doll) with Vasilisa (moving along the doll) I've actually only played Nephillim OOK in 50SS lol; they are solid OOK picks. I've never hired a Mature for 11SS, for that price I'd pick the Rider every time. However with the BBS they are kind of pseudo-versatiles because I can include the BBS for 7 and grow it later into the Mature while pulsing Focused; which is quite solid. The pulse is quite good, it's not as good as a Tanuki for putting Focused in your key beaters; but the Focused in most models helps a lot with the bad card draw of the faction and to keep the chaff alive a bit longer; and it's also the only model able to give Focused to others (not counting out of faction models), only for that is a model worth keeping on the radar. For the BBS mind you'll need 2 masks; that's the reason I've not tried the double BBS, getting 2 masks is hard sometimes even using a SS to get 2 cards and the doll, getting 4 is too luck based. And I also rather setting up the corpses in turn 1, using AP and cards getting corpses in turn 2 isn't very efficient. Mind also the moderate 3 damage of the BBS, that will happen; so make sure to include also Serena into the list to heal the stabbed model. And even with the Vasi + Doll it will fail sometimes, try to have a plan B. it's also interesting keep the BBS near of Serena to patch the Mature as soon as it grows; he is vulnerable with only 6 Wds. In fact this is one of the advantages of the Vasi opening, it's harder for your adversary to snipe the BBS before it grows and it Regens 2 in turn 2 (however Vasilisa+Doll deal low damage, so make sure you have a plan for the pair) I've used the Vasi-BBS-Doll opening described above and I've also used a lone BBSs is some lists. I've never used double BBS, but I've seen in this forum list with them. Nekima is also good OOK, pricy because she wants IR all the time and that's 18SS. However anouncing Nekima as leader will draw all kind of defensive picks and tech into the other list, something the other player cannot react if she is ninjed into the list. One day I'll man up and play her as a leader XD. With Nekima I also like to include 1 BBS (the BBS may stab her and she will get less damage and will regen, and with her Moderate 5 Focused helps a lot), a good cache and at least 1 Lure to pull her out of danger if needed; she will eat the entire cache if the other player can attack her with any half decent beater. I've used BBS (and Nekima) in Nightmare and Woe, they worked well for me. I've not used them with Lucius yet I think, but just because I have played very few Lucius; the BBS is very good with him, he obeys minions after all. In fact one of the few Lucius lists that showed up in the Vassal League used it (without Vasilisa): Hope it helps!
  14. Yep, you may hire them even if they are ARC. A quick reminder, you may hire: Models that share a keyword with your leader (it doesn't matter the faction you are playing). Versatile models from your declared faction. Models from your declared faction (1SS tax per model). You may attach upgrades from your declared faction to all models hired (even ARC ones) I hope it's clear!
  15. np The replace rules are tricky at first; I recommend you to take the models and go over them a few times, you'll see it more clear. But about your questions, yes to the first one, no to the second one. The single coryphee will use the bonus action to reform the duet, the duet keeps playing the activation as it were the original model; that means that model has already used its bonus action (and any normal action the Coryphee used). It's the reverse case than the duet activation: In that one the duet will usually expend its 2 actions (because it has better stats, abilities and triggers; and it let both Coryphees end near enough to dance together) and then it uses the bonus action at the end of the activation to replace into 2 Coryphees, one of them keep playing but as the duet already used both actions and the bonus action, the activation ends. Nothing stops the duet for using the bonus action at the start or in the middle of the activation; but that will usually result in both Coryphees ending too far away for reforming the duet (but sometimes you could want to do that if you need to score in 2 points at once for example). Here it seems complicated, but go over them with the rules and you'll see i'ts actually quite straightforward. No, neither the replace rules nor any special rule of the coryphee allows chain activating it; your oponent will always have the oportunity to activate one model between both activations. You may "hack" this a bit by making him activate all his models before you activate the duet tho. In this particular case, no burning because it is stated "models damaged by this action" For comparison; if you look the Firestarter "Flaming Fury", there the target will get Burning+1 even if all the damage is prevented (however preventing all the damage will prevent Burning from the trigger because again it's explicitly stated)
  16. No worries, we are happy to help. Without entering in conditions or Rider's extra activations, the main idea of that ability hasn't changed: Duet replaces and generates 2 models: 1 inactivated and 1 that keep playing the current activation as if nothing had happened (the other player gets to activate a model after that model ends its activation as always). Coryphee may target another Coryphee and get replaced by a Duet that will keep playing the current activation as if nothing had happened; you'll be usually interested in targeting an activated Coryphee because if you don't you'll be losing 1 activation. Extra details: When splitting you may choose 1 model that will get all the conditions and scheme targetings (step 3 and 4, may be different models), when joining all conditions will be pooled (Focused +1 and Focused +2 will become Focused+3). When using the Rider to give the duet an extra activation, the other model generates if it splits will be activated (point 7 of replace rules). The duet is usually played like this: Duet activates, performs its 2 actions, replaces; (the other player activate 1 model if he can), the unactivated coryphee activates, replaces into a duet and performs another 2 actions. There are more tricks, but the 101 is that. You might do those 2 activations in a row, but only if you let your oponent go first (or going first you managed to kill an unactivated model during the turn) and activate the duet last (in this case the other player will still get the chance of activating a model, but all his models will be already activated). All of this is suposing he don't have any way to gain activation control in any way, like generating pass tokens or letting models activate twice (like Tara or Molly for example) They cannot unbury and interact, they need 2 turns for that. But they are generating a lot of SS, so they almost pay for themselves at the end of the game and can even kill some cheap enemy model if they are leave unatended. Without entering in fancy stuff, they are usually played like this: Turn 1: Get SS, Concentrate, Bury, Turn 2: Get SS, Unbury, move Turn 3: Get SS, Interact, move Turn 4 and 5: Repeat turn 3 All other effects (and triggers) will be applied unless it's explicitly stated that the effect is linked to the damage (See Kaeris's Conflagration as an example) Hope it helps!
  17. Agree, this is the best TLDR. If I'm going to include Bandersnatch, I also include WW most of the time because the pair is much better than each model on their own. I've never included WW without Bander in Marcus' crew, but I've been thinking about it... I don't think it'll work extremelly well because it's a very slow combo that will start to work on turn 3 and I'm not sure how it'll work WW alone, but this is the idea: Turn 1: Myranda gets 1 upgrade from her ability and 1 for Marcus and do her thing moving beasts, Turn 2: She gets a third upgrade for Marcus, heal/command beasts and transform into a Bandersnatch at the end of her activation. Turn 3 Bandersnatch with 3 mutations will place into one of the webs set up by WW, then either keep the Bander form to be able to bury at the end of the activation or morph back into human and immediately transform into a Rougarou (in this case I'll try to get Focused+1 during turn 1 or 2) The safest mutations for this will be: Armor, Camo, Horns (this will work well for both forms); but the YOLO set up is: Armor, Horns, Serrated (for the spider) Haha yes, the limitation of totems is that you cannot hire or summon them without the master, there is no restriction for replacing into one (not sure if this is intended or not); but yeah, the benefices of this form are extremelly niche. The one I have in the sleeve (but I've never done because I don't pick marcus into those strategies) is denying points in something like Reckoning or Public Enemies if she is clearly doomed and the Jackalope is still alive so she cannot turn into one. The Jackalope form is actually good for her if she fears for her life and has a good ammount of upgrades because she can be on human form during her activation using her Healing/Call and in killer-bunny form the rest of the time; but it denies the aura for the rest of the models and require the totem to die first (which requires extremelly reckless play with it because it's not a model worth killing most of the time); so it's something very situational. I also have doubts about what would happen if she is selected by an scheme or has an evidence token and she becomes insignificant. Up to know I've not used this trick to deny points in those because I'm not sure if that's intended. However denying/getting points by lowering her cost (or max Wds) for schemes like Hidden Martyrs or Let Them Bleed is fair play tho. Other simmilar abilities like Restraints has the same kind of problems so I think we'll get some clarification of how to handle these, but maybe I should make a post about this one in particular... A post about Restraints: https://themostexcellentandawesomeforumever-wyrd.com/topic/151575-asylum-and-corrupted-key-lines/
  18. That's true; but in a game like this one the crew would need to do some sacrifices to be able to reach and defend the symbols... Pandora can also control Focused in key enemy models and as the other player will also need to build to reach the objetives in time, I wouldn't expect as much agression as in other kind of pools, so also Carver controlling Focused could be overkill and actually hurt my ability to score. Reading this I think you might have the same issues I had with him when I started playing. I found him underperforming when compared with Teddy, Hinamatsu or The hooded rider because I tried to use him mainly as a damage dealer and I was always trying to throw him into enemy models. But then I realiced his real power is the control he brings and there was when I started to like the model. Just walking and then using Breath of Fire and Glimpse of Insanity on 2 important models to remove the Focused (even if both attack misses) is where he shines; plus enemies can only attack him once with Focused because he will remove any remaining one (but it's true he is a bit frail so SS to keep him alive are important). His up in flames trigger is also very good to scheme denial. Other players say his Draw Essence is good, but I personally haven't used it much, maybe because I don't tend to play versus hordes. He has some damage potential, but for 10SS and with all his limitations (no damage reduction, no flurry, average movement, bad damage track without triggers...), he is not a good pick just for the damage.
  19. That's the way. I usually include 1 doll with that combo to drop the scheme, get double flips when knifing and having more chances to get the 2 needed masks. Including Vasi and failing to get the masks feels bad and may put you a bit behind if you counted with the Mature or the Focused (but it'll happen sooner or later; either for not getting the masks or the BJ showing up in the knifing or Vasilisa's obey). Note there is a trade off because Vasilisa and the doll cost 11 and can't deal good damage, so that combo works better to reinforce alpha strikes where the timing is very important, when there are other constructs/puppets Vasi can support (or if for some reason you have a plan for the staggered she hands out), when Vasi + doll/effigy may score something or when you are worried an agresive enemy list is able to kill the BBS too soon but you still want it in the game. That combo is good and has its place, but the lone BBS is still a good pick. Tell us how it goes if you try it!
  20. From a powerlevel point of view I think Lucius is in general considered better than Youko. It’s too soon to know how good Nexus will be, but she looks strong. But certainly all those master can get you screwed in very different ways… However the best spymaster of Malifaux hasn’t been released yet. Who is him/her you ask? That’s exactly the point!
  21. It's good to see NVB Marcus getting some attention Things I like to do with her shapeshift: Grootslang: Put slow in 2 models and to get a 2'' engagement range + Wicked for control. If the hired Grootslang died, she may use the lairs for movement, but I haven't use him for this yet. Creating a Marker may also be handy in Research Mision. Rougarou: When she needs to deal damage, I'd put horns on her if I plan to use this form. It also has deadly pursuit, which is free movement and the attack's push is good to move models (to get a symbol or a evidence or to give them Distracted if they are near of a Wisp/Adze). Adze: If she is badly beaten, heal with built in drink blood; a lure on demand is also very good. Careful with this one because is squishy. The aura can also let you stack Distracted in some models when attacked by Cojo or a Rougarou (probably the Rougarou, Cojo's target are usually models I want dead fast), this last feature is very situational tho. Jackalope: The Jackalope got killed and she is very hurt, this gives her a Demise (Eternal) and deny points beng a 4SS insignificant model. Bandersnatch: Very situational; the bandersnatch is very squishy and the best features are tied to the bonus action or the start of the turn (so unusables the turn she shapheshifts). I only use this form if I hired a bandersnatch, it got killed and I have webs around she may use to teleport at the start of the turn (in this case I use one of the last activations, and only when she is stacked on defensive upgrades). With Horns the Bandersnatch has some damage potential, but with how easy it's to get it killed, It's hardly worth risking Myranda agroing in this form. Rattler/Hound/Wisp/Blood Hunter: Almost never; there could be some very niche cases where I could be interested on this forms; but things like getting/negating points at the end of a game. The Rattler could be used for extra mobility as the Rougarou (just morphing into it at the end of her activation), but I rather the Rougarou's H2W and extra Wds than the Rattler Df 6 most of the time. Mind however she loses her henchman "status" and there is no way to give her attuned in NVB; be very careful with shapeshifting her into something squishy like an Adze or a Bandersnatch (or even into something a bit more sturdy like a Rougarou if you are near of the wrong model). That may get her killed, I recomend you to give her at least 2 defensive mutations if you plan to use her shapeshifting a lot and activate her latter in the turn to not have her stuck into a beast mode for too long (unless you are using Grootslang for control, in that case she might want to go a bit earlier) Hope it helps!
  22. It's hard to answer... too many variables without knowing the schemes, faction, enemy master, kind of map... She isn't the master I'd pick for this strategy, maybe into a pool with both Claim Jump and Leave your mark I could consider her... Anyway, a few posible ways I'd consider tackling it: From the Keyword: Candy in (99% of the time), Carver out unless the other crew plays with Focused a lot, Iggy depending on the schemes and enemy crew, Kade + Teddy are a good option for the mobility they have together and the Lures, both Lyssas and Sorrows good options too. Rider + Vasilisa +Doll + BBS to get a Mature and the Rider as 2 models good to go on their own and also move forward the other slower models. Vasilisa + Effigy (combinable with the above): Double walk and Double Lure something (here I'd probably also use a doll for Adversary); if Vasilisa is in, Hinamatsu is solid too. Grootslang + Doppleganger (and maybe also Changelings): Doppleganger may mimic Lair to Lair for a very nice headstart and has don't mind me to get the markers. The grootsang brings also some condition play useful with the crew and may set up some defensive lairs to defend later if needed. Only if the other crew can't just kill both easily. Double Masters could be also an option: Dreamer (to pin down jumpers and to either defend with stitcheds or get markers with Insidious). Titania (with a crow can move models defending the markers). Nekima (wild hunt versus the enemy runners; probably combined with the Mature opening). Eurpidies (not as good as Titania for this, but the ability to create Ice pilars could help to defend) Models able to stagger (Lyssas, Puppets, Cyclop, Dreamer...) to pin down the enemy crew with Pandora's tentacles. Lyssas + something that create Ice Pilars might be good to defend markers; bring it is also interesting to mess with runners or bring models into the bubble. I could even try 1 Cyclops with 2 Lyssas in a game like this one. Lures will be important to both bring models into the auras and to make the runner's job harder (so Kade, Hinamatsu, Lyssas, Wrath...) Another possible way to defend a marker where Pandora is going to be near (like one in the centerpoint) would be picking Adze, anything that get near will get Distracted+1 and be moved by Misery.
  23. Ty for the detailed answer. The faction and playstyles are definitely factors, ARC upgrades enable marcus in a way NVB can't. My playstyle rely much more in the mobility and shenanigans than in pure hitting power so I draw 1-2 cards per turn at most and my crew scatters in turn 1, early turn 2 as the latest. Myranda is not always with Marcus, but either helping a model to run a flank or shapeshifting into something. Cojo is still able to deal a ton of damage in NVB (and IR on him is quite good), but NVB doesn't have the equivalent of a Saber with SS cache, who is a real dealbreaker. I have to use the Initiates more tho, it might help me to get some draw, but I as I don't favor the bubble playstile, I almost always leave them out. It doesn't help I like NVB beast too much and most of my lists are almost entirely purple (but Myranda and/or Cojo), so no adaptive evolution (nor free to defense for most of my crew) for me XD. I'd say that Marcus + Cojo would need 3 attacks most of the time to kill Archie tho, getting 2 Severes isn't easy; but still doable if Archie exposes himself. Cojo loaded with Focused helps a lot to relieve pressure from the hand.
  24. She does a lot of things, but she also relies a lot on her keyword so her keyword models will be a huge deal to see how good she is. Up to know we have only seen the master and the Spelleaters, who aren't sturdy. If all her keyword is that soft, it won't be that bad because her nodes could be easily dispatched. Actually relying too much on her keyword could be a dissadvantage to adapt to situations that her keyword is not well suited, it happens to me with Marcus for example. I agree she seems very good, but it's too soon to think she will be OP imho. Even if you are right, regocige! The bigger the foe, the sweetest the victory
  25. It's natural to "fear" a bit the unknow and think new things are broken. Up to know I'm pleasantly surprised with how different and thematic the masters of this faction feels just by reading their cards. I'd lie if I say I don't have any reserves about the power level of some stuff, but I'll definitely trust the work done and give them a chance. About this keyword, the theme is pretty cool and it seems one of those keywords that need an specific plan to go against. As said above keeping those tokens out of your important models is paramount; as soon as one of those get one, its damage potential will be crippled because the whole enemy keyword will be able to relent (and this opens the possible counterplay of relying less on big daddy beaters and more in lot of chaff or including models with triggers like Onslaught or Critical strike able to still ramp up the damage if the other player relents), his second attack is also a death sentence if any good model get one of those tokens, being able to make a Colette like repositioning (but at least this needs to put a token first on the other model); and I'm sure other model of the crews will be able to mess heavily with models with tokens, another reason to keep your key pieces clean. It's hilarious VS can neuter the parasite mechanic btw (Antibiotics I guess)
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