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  1. Hello all, I have been trying to wrack my brain with this one. I have been running Kaeris with GG2 and I keep running into the same dilemma. I’d like to use a Firebranded in my crew, but I don’t see a spot for them nor much use for them. Any suggestions as to when to put in the Firebranded and what role they would play? Thanks
  2. Hi all. Can you give me some tips how to play Kaeris? I have a core box, Iggy, Carlos and burning bridges. Thanks.
  3. I figure this is sort of counterproductive, but I am in a pickle. I have a game coming up that is most likely against Hoffman. I was wondering which Arcanist Master would be the best counter to Hoffman. The only Arcanist Master I do not have is Colette. Please let me know. Thanks.
  4. Hi Y'all, I have really been playing Mei Feng a bunch and realized I am only utilizing parts of her keyword in my core crew and instead rely on a lot of OOK. What does your core crew for Mei Feng look like? I am not necessarily interested in a "optimal" crew (as metas can vary so much) but I am hoping to see other ways players build her crew. Also, I have only played her in arcanist, I am not really sure what a TT Mei Feng crew looks like. What OOK models do you take? Here is the core crew I have been running: Size: 50 - Pool: 6 Leader: Mei Feng (Magical Training) Totem(s): Forgeling Hires: Sparks LeBlanc (Magical Training) Metal Golem Mechanical Rider Metal Gamin Mecharachnid
  5. Are Moleman just bad? I cannot seem to understand what their role is in a Marcus crew (cheap scheme runner?). I know they are only 4ss but I cannot tell if I am missing a trick with them or not. I was thinking of ways I could throw them up field with Cojo but that does not seem to be helpful since I would have to set up scheme markers for them to tunnel towards after. Anyone else have luck with them?
  6. Introduction Hoffman is a tanky support master, who brings healing, condition removal and other benefits to constructs. he also is a fairly reliable damage dealer with 3 stat 6 attacks, although one of them is mainly used as a heal. Hoffman works best in a construct heavy crew, and although there is a variety of constructs in keywords who almost all have a role, the additional non keyword constructs in arcanist in my view make him the better master in arcanist over guild. so lets break down his card a bit further Defensive tech while only having 10 wounds which is low for a master and having a poor defensive, hoffman pritty tanky as a master between his ability to get positive flips from his power nexus, his armour 2 and his protected constructs. in addition there is decent amount of healing available in a hoffman crew, so unlike some masters who may be passing every hit off with protected, hoffman can realy choose weather or not to take the hit and save the card and allow the mechanical attendant or the mobile toolkit to heal him later, or pass it off to another model within 2 inches. obviously there are lots of things to consider when doing this but generally, unless there is a risk of hoffman dying, or taking so much damage it can't be healed off by the above mentioned model, or it inflicts an effect such as a condition or a blast on to our smaller constructs i tend to take the hit with him and rely on armour and stones to keep him alive. also with will power of 7, any attack hitting that you can generally contest with hoffman assuming cards in hand, better than our other constructs that generally have low to average wp Power nexus This is a realy important ability for hoffman, and correct use of power tokens is what makes the crew tick, correct power token usage can be the difference between a average hoffman player and an great one. power nexus is hoffman main way of giving his crew power tokens as it gives every construct within 6 inches, this includes any non keyword constructs in your crew that might be taken. in addition he can use a power token off any construct within 6 to give him either a suit or a positive flip, which means that the power tokens on these non keyword constructs can be used to give him extra chances to get the duels off he needs or any triggers he might need although, 4 out of the 6 suits for triggers available to hoffman are built in which generally means your using them for positive flips. its also a good way to set up emergency power transfer later in hoffmans activation. at only move 4, hoffman is very slow, but the built in advance trigger on his free action, means you can be using this to get hoffman moving. its a good idea have a construct that doesn't need power tokens in the front line such as say the emissary or a spider swarm. that way you can use the positive flips removing the power token it got from hoffman activating to give something else fast and then transfer power to said front liner so its got a power token back and hoffman gets a free push towards it. it can also be used this way to set up emergency power transfer to hoffman to get rid of a condition on one of your model. lastly it also means that you can increase the chances of your actions going off, so your losing less cards cheating so more cards to use for protected later on. for example if you have the emissary say who already has a power token on him from nexus, why not use the power token it doesnt need to get a positive to your over charge. Creative salvage this ability is a bit more situational as you generally don't use hoffman to kill something, his healing and support are the main things you bring him for although he does have some hitting power between his two melee attacks, although certainly not enough to compete with our premium damage dealing masters in Ironsides, meifeng and kaeris. scrap markers are useful for a hoffman crew, but i'd be reluctant to commit him to the front lines just on the chance he will kill something, unless he's safe from retaliation. Attacks Enhanced fists The first of hoffman's attack action is his main source of damage dealing. At stat 6 its got a decent chance of hitting and has a good damage spread at 2/4/6 which means you might want to be focus swinging with it, if you do find hoffman in combat to facilitate damage spikes. with built in spool up, unless you need to generate power tokens for hoffman you can generally just consider this to have a built in positive as well as long as you hit your getting a power token back as long as you don't need to the knock aside trigger which has its uses. it's a perfectly fine attack for a support master, however he's got so many other options, that punching someone in the face generally isn't the best option for the hoff. Welding torch This melee action on the other hand, is something that is great for hoffman, especially thanks to his trigger. a 2/3/3 and a burning damage track isn't amazing although i have used this offensively in the past to finish off a hard to kill model with the burning, it's in the healing mode that its great for hoffman as it essentially heals a construct for 3 and means it's armour can't be ignored. this is one of the best heals in the game and is certainly great for keeping a tanky front liner nice and healthy. the other thing is that hoffman can extend the range of it by 2 inches for each power token he expends on himself, which is one of the reasons to use other models power tokens when using power transfer so your able to heal from further back. the temper steel bit is a great trigger as making your armour unable to be ignored means that armour piercing, irreducible and any other armour ignoring effects are pointless against that. Analyse weakness hoffman's last attack his is most situational. in certain match ups, this is a great tool and something that can be forgotten about as not many people remember he has it. its a simple enough attack, point in the direction of the big armoured nasty in your constructs way, and watch as its defense becomes nothing. it does come with a surge trigger for supplemental card draw if needed. note you can also do this late in the turn or on a model you have hit with his welding torch if you have a low tome or a pass token in order to draw a card Tactical actions Overcharge Overcharge is Hoffman's last regular ability is the action alongside welding torch hoffman is generally using. it requires a 6 to go off, so can be a little inconsistent and so could be a resources drain but it gives a construct fast and a power token. this is great aimed at any of our constructs regardless of keyword or not, as with a bit of set up emergency power transfer can set up getting the power tokens where they need to be and this is one way of doing it. it also pulses a mv 15 duel or a damaged and injured to enermy models, so if a construct if found piled into a pile of models, hoffman can make it painful for the opponent. Emergency power transfer Hoffman's last action and his only free action, emergency power transfer takes a little bit of forward planning to use as you can only transfer power from a model with more power tokens to one with less power tokens, so if your wanting to use the advance trigger to get where you need to be, you need to make sure you have less power tokens on the model in front of you. there for its always a good idea to keep a decent stock on your backfield models where possible and try to use up the ones on your front liners where possible so you can keep hoffman moving forwards, without having to use his walk action. the other thing to remember is that emergency power transfer, also can remove a condition from a model so if your opponent sticks something nasty on one of your stompy bots you can use this to clear this as well. Transfer power This is a action on all the majority keyword models other than hoffman so i'd thought id suggest it here. to someone starting out, a two inch push might not sound a lot for extra movement, but it's generally invaluable when used right. transfer power isn't generally used for moving things forward aggressively, or even moving power around i've found. its for maneuvering in and out of engagements by transferring power to itself. yes transfer power is any construct and so is a great tool to use on yourself. have a model that you were using for scheming tied up in combat, transfer power out of their and be on your way to dropping that scheme marker. engaged by but not engaging something with a greater reach, transfer power to get yourself in hitting range. engaged with something you rather wasn't because you need to charge something else, or shoot something or just its big and scary, transfer power out of their and be on your way with where you need to be. of course alternatively you can use it to transfer power from your little bots to your big bots, but i always try and keep a minimum of 1 power on everything so it can get out of engagements as needed Power converter An ability on a lot of Augmented model, this allows you to turn a scrap marker within 3 in to power tokens, which is great way of using dead constructs, or models killed by models with Creative salvage in to power tokens. it also allows you to gain positive flips or suits to your duels just like a less powerful version of hoffman's power nexus. this is great if your wanting a certain trigger to go off, or if you need as positive flip to get round concealment, manipulative or something similar, or you just want more chance of hitting your opponent. note id generally suggest always leaving one power token on your model, just so it can transfer power to itself to get out of a poor situation if needed the mechanical tool kit is the first of 3 support bots in keyword and hoffman's totem, and one of the healers in the crew. like most other things in the keyword it's got tons of armour, and a power converter as well as power surge to move power tokens around, it also has companion which is great if you need to both hit with a model, and heal something up in an activation! as far as offence goes, thats not what this little guy as he doesnt have a melee attack and his shooting is only stat 4, although the daze trigger can be real helpful when it goes off but isn't something to rely on. what the little bot does so well is its tactical actions. internal magnet allows to to push scrap and friendly models with power tokens around to where they need to get too, which can great in the right situations and again another reason to keep a power token on your models. its then got a decent heal on a 7 which on a ram drops a scrap marker in to base contact, just what you need to get a model back up to fighting health and give it a scrap ready to eat up for a power token to do its thing the other thing to note which is overlooked is the fact this is significant totem, which is generally a bad thing as hoffman tends to be used in recover evidence and public enemies (though could do symbols or leylines) though does mean it can go score some points when needed, though tends to be busy healing stuff up and pushing scrap/your models around
  7. So I finished my Kaeris crew. I started by getting and painting the fire golem on a whim, and then realised that the Kaeris core box kinda gave me enough models to base a core crew off of that I could round out with some versatiles I already own. I have painted so much fire. Pretty pleased over all. the gamin's faces could definitely use some work but I'm rather happy with the golem, eternal flame and Kaeris herself at least! I have some WiP shots of several of the crew too but will leave it as the Crew hero shot for now.
  8. Malifaux is my first Miniatures game. Arcanist pretty much only faction I'm into. I was telling someone in my meta about the results of my visit toFaux Moines Soul Stone Tower & @Kaiser Senpai. I mentioned that I notice that have a few glaring problems with how I play with Toni Ironsides and my play style has had mixed results. This person in my group is new to Malifaux and has played the Horde/War Machine games. He suggested that I build my Toni crew and he'll do a Nekima crew and we each play the opposite. (( Me Nekima, him my Toni )) I've played against Nekima with Toni a few times without my playing style causing problems. Both in second and third edition. I want to see this as a learning experience- what should I be looking for? If he is trying to learn from me - what should I be showing? I feel I have too much home field advantage. PSST what is the Nekima crew into doing, anyway?
  9. Been dabbling with Malifaux and more recently got freed up to get more invested. The group at the store I play with is fairly diverse among the factions. My order of favorite Masters are Toni, Collette, Mei and Marcus. Rasputina Kaeris and Sandeep are only at the bottom because I haven't explored them. I have some sense of what they do, though. I favor mobilty for the crews. Tricks and shenanigans like Rail walking, don't mind me, and prest o change o are a few examples. Seen a few times in games and tournaments I think to myself "I picked the wrong scheme" or " I m not going to score on the strat because the crew is fragile" I also not homicidal in games where some have come from war games. Even if I run Toni and Howard or Marcus and a pair of Cerberus (example only) I don't systematically kill models. 1. How do I decide on who to bring to which party? 2. Do I need to be homicidal in games (I'd rather use mind tricks, smoke and mirrors) 3. What do I do if I run Toni or Collette and they have Parker and Mad dog or T.T. and Seven Samurai. ( Or at least 3 Sam with mad ninja skills = those were painful games)
  10. So, I had a bit of inspiration and over the Christmas Holidays made another homebrew crew. This one's based on the idea of an Arcanist Crew built around Wind Gamin's demise ability. Naturally the Wind Gamin would be considered GALEFORCE minions. STRIBOG - Keyword: GALEFORCE GAMEPLAY Stribog and his Crew are centered around high mobility and shock tactics. They are adept at moving both themselves and the enemy and have a lot of control over the positioning of all models on the board. They are however a fragile crew, with the majority of their defenses coming from their signiature Tailwind ability, giving them Shielded when they move beyond a Walk or Charge action. Stribog himself is shackled to his indestructible totem, and the two force each other to Place near the other when they move out of range. Stribog is easily moved by his own crew and the opponent. LORE The Creature now named Stribog was once a Witch Hunter. During the pursuit of yet another rogue magic user, a group of Sonnia Criid’s hunters found themselves facing a Golem of roiling wind in an Arcanist’s study. In the face of this terrible foe they used an injured member of their number as an auger to seal the creature into a book of stories. The Arcanist was apprehended, the book was stored into a Guild vault, and the fallen Witch Hunter became just another name on a Guild report written along with the words ‘killed in action’. It would be years before the Winds changed and this story became important. With the new governor general coming into power and the Arcanist raids increasing in frequency and ferocity some sites were deemed unsafe by the Guild auditors. The Governor General was no fool however, the caravans of artefacts would be targets. So Marlow set the trap, caravans of the objects deemed least important or least dangerous would be most heavily guarded, by disposable men. A target Kaeris would be unable to resist, they would lose some men, and some pointless trinkets but would take some heads in return. Sure enough the bait was taken and the caravans were targeted. During one fateful raid in which Witch hunters and their Witchlings had been deployed, the Guild began to overpower the attacking mages. That was until a mage got to a book, pulling it open in the hopes of finding a spell that could help or a source of power she found only stories of old earth myths. Until the seals snapped and the creature erupted. The furious storm that came from the fluttering pages of the book tore the hunters apart, everything with a ram-head pin upon it was shredded by the hurricane. The Arcanists however were untouched. To everyone’s shock, after the battle was done, the Wind spoke, and it asked to join them. The creature dubbed itself Stribog, a name found in the book that it is still bound to. Adorning a mask to give those it communicates with something to focus on it has joined Kaeris’ Arcanists, becoming somewhat of a general for her. The Oxfordian Mage who freed him has taken the role as something of a Personal Assistant for the new Arcanist, keeping an eye on him and helping him adjust to his new existence. CREW NOTES So the concept of this was based on the idea that the other Elementals that are part of a non-sandeep crew all have a crew that isn't so much based around the element as much as around their demise ability. (Mei Feng and Scrap markers, Kaeris and Pyre Markers, Raspy and Ice Pillars) so I figured that it could be interesting to try making a Wind based crew that made use of the Wind Gamin's Demise ability, and thus, a crew based about movement. I am aware that due to the positioning based nature of many of the Schemes and Strats a mobility based crew has the potentially to on a very passive level be absurdly strong. I've been aware of this and I think they are generally on te curve (though please bear in mind I have not done an appropriate amount of testing of the crew to ascertain this, and won't ever be able to myself) I am much happier with this crew than the previous one I designed. I feel like I have a much stronger grasp on the game at this point and the cohesion of this crew is much more effective, thematic and closer to the actual Malifaux crews. I feel like I may have broken some unspoken rule of Malfaux Design by making Stribog so inhuman, as I have noticed that every Master in the game is very distinctly humanoid... hmmmmm... There is an alternate concept in my head of Stribog looking a lot more Human but.. I didn't draw it. I have done a couple of playtests, and my main takeaways are this: Stribog is very strong as a model on his own, he has absurd mobility and having Shielded + Incorporeal can make him very difficult to damage, though he does still go down under focus fire, especially if you can remove his shielded condition. I don't really play double-master (being british) and he definitely works on his own as a model, and offers more support /to/ his crew than he recieves /from/ it. However Because you have to buy him with his Totem he becomes a 20SS investment as a second master. Which is likely waaay too expensive to ever be used, but oh well. Generally the crew wants to go first, the earlier they go the more likely they are to have shielded stacked, and the order of activations feels very vital to the crew. They have high potential damage but no min3s so while they /can/ do a lot, it is unreliable as to whether they deal it. The Wind Golem has felt a little weak in the games i've played, he goes down fast and doesn't feel like he quite has the impact that I expect of a Golem. However, I'm reluctant to change it right now, as the crew as a whole seems to operate well and I am aware my sample size is small. Leda has seen a few changes, mostly to make her feel like a part of the crew rather than just a tac-on ranged beater, which is what she felt like in her original variation. I've been considering the idea of giving her Run and Gun since currently she feels like a static turret, which hardly works for the crew. A few people i've mentioned it to have shown concern around the indestructible totem. From playing, I haven't found it to be a problem at all, primarily because it doesn't have any damage or scoring potential (at least directly) though it is a lynchpin for the crew. I personally think they are fun as all hell to play. I do have some additional ideas/lore/doodles for this crew which I will likely post in due time. I'd love to hear any and all critique, thoughts and feedback on them.
  11. https://www.facebook.com/Guild-Paintfinder-107631477241848/?eid=ARDOf_-WmPrzvWdfJv_m-TSDkCov2CVzUx_sR1ky6l0xOlEt9mifp-Qr7AIfHQSONJzQOXiAQvX0_k7p Hi all, recently started a new Facebook page just publicising my plastic crack addiction, if you could give the page a like and my instagram a follow(@guild_paintfinder) That would be amazing. The pages are mainly pics of painted minis and games of Malifaux but Im also going to going to be offering a small commission service if you like the look of my work! Thanks for reading guys!
  12. Elijah Borgman and Firebranded have the "Promised to the Flame" ability, which "reduce all damage suffered by this model" while it is within 2" of a Pyre Marker. Does this mean that these models take no damage from the Burning condition (or at least Burning up to +3) so long as they are close to a Pyre marker? Is the default damage reduction down to 0 unless otherwise noted (as minimum of 1 damage)? Thanks for the help!
  13. I have three painted Oiran models from M2e, but I cannot seem to find any cards for them. Are they just alternate Geisha models at this point? Edit: Nevermind. I think they are now Kunoichi.
  14. A similar topic that did not cover it is here: Cannot be moved and pushed 1) i read that as 'can be placed' so sandeep's 'place within 6"' spell allows the gamin to move on cast. 2) Magentisim "push this model 6" towards target construct, then target suffers 2 damage which ignores armour" Does this mean the damage cannot happen unless you are pushed the full 6"?
  15. Hi there, maybe it is a bit old but could not see a thread for this crew. Maybe we can do it sticky and share tacs and crew composition ideas. Who to buy next, which schemes& strategies are they strong etc. cheers,
  16. My fiancee just finished painting her Collette crew (looks amazing btw) and she's excited to get her first game of malifaux in. She's worried about being destroyed in her first match. Mainly because it's with me and we tend to get really competitive when we play games together. Any advice for what she can play to do well? Ill be playing gremlins (I'm soloing Ophelia) so if you have any advice against them that would be good also.
  17. Hello fellow im just curious is to how would you guys go about making a competitive Arcanist list so we can wear our proud blue color around to the Malifaux events. I'm aasking as a newcomer and have only tried out 1 box and i love your game so much i want to get into the comp side of Malifaux but kinda need your help to get started
  18. From the album: A Rogues Gallery

  19. From the album: A Rogues Gallery

  20. PART I, SANDEEP In advance sry for my bad English and if someone want help me with the edition for the text can send me a mp with the changes and I will edit the post. Sandeep, or like a mate said one time 'Master of nothing'. He doesn't have one thing op, but can do all things good and can provide his entire crew of a lot of interactions. SANDEEP Card Front With his Arcane Shield and Impossible to Wound he's enough tanky to can move arround the enemy. (thx to @Adran for help me in this paragraph) His synergies with his crew come from Beacon. The ability allows other friendly non-Peon models within 12”and LoS to take Ca actions from his card with a -1 Ca. Each Ca action from his card can only be copied once each turn, but one model can use different Aps, like @Euclid said miniatures that can get suits are good in this, like Steamfitters, Oxfordian or Bishop and Student of All that let him do 1Ap when other copy with 1Ap, to give us great combos like the Effigy combo (thx @WWHSD) or others less important. Attack actions (1) Gada: attack that each limited upgrade gives an especial triggers or habilities. (1) Arcane Strom: a good attack that can be nice for copy with people like Cerberus that have to atack and dmg, and this have printed for chain with Student of All. (1) The Mind Among The Sense: can be used in a lot of things, my favourite is teleport another miniature and push Sandeep to give him more movility, and also with can heal. Tactical Actions (0) The Path To Salvation: This only be taken by Academics or Minions but are awesome positioning spell, need the but is a worth SS. (0) As Your Deed, So Your Destiny: the interact trick, with can be push before, and can be declared engaged. With out upgrades we have a durable master, that can give a lot of versatility to his crew, and can hit, can Ca, can push, can heal, can Interact, can teleport... and we doesn't see his upgrades... ( It sounds like a comercial, but seriously I love this guy ) PERSONAL UPGRADES Unaligned Sage: That allow to take Academics like Sanctioned Spellcasters or Freikorps Librarian, and let use Beacon regardless of LoS. Gives Sandeep (1) Action Though Inaction to draw when a friend discards to do Flurry or Temporal Shield and does 1dmg to Sandeep that can't be reduced, and (0) The Sight Beyond for no randomize in 6" of Sandeep especially usefull with Oxfodians. We have a lot of different Aps and only 3Aps (4Aps with Student of All) to spend, not bad upgrade but in my opinion we have better options. Enlightened Soul: A card draw each turn if we can kill one enemy and (0) The Formless Mantra to give Incorporeal, for me another time have better options, draw is situational, and Incorporeal unnecesary. Tutelage: Allows to copy Ap from friendly Academic (after discard if have Tutored condition), and (0) Give a Lesson to give Ca and Tutored condition, I think we have a lot of Aps to need copy something more, but a Tutored Howard that can do The Path To Salvation + Nimble + Flurry can be fun A Moment Of Weakness: Give our Gada burning +1 or if we doesn't have Banasuva in play burning +2, and Risks Taken in Anger to can be Toss by Banasuva or Ice Golem if we are crazy and have one in the crew , and two triggers on Gada to summon Banasuva or push Banasuva and give burning if was engaged with an enemy, for me the worst option to summon, you can't summon Gamins and must be in combat. To Behold Another World: Give Gada Paralyzed on Moderate or Severe and (1) To Behold Another World to summon on 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6", we must add an upgrade (we have 3 to give our Gamins), and if we can't, we can't take this action, for me this is worth on hard Interaction game, for the rest of the games is better Command. Visions in Earth: Shackles of Earth: can't be moved or pushed, and Constant Yammering: so good to prevent enemy Interactions, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport. Visions in Flame: Shackles of Flame: can't Cheat Fate, and Don't Mind Me: can take Interact while engaged, another time to heavy Interact schemes. Visions in Wind: Shackles of Wind: may not take Attacks, and Life is Brief: that allows to Interact the turn it's summoned, can give us a Vp if the enemy doesn't pay atention. To Command Another Plane: For me the best option by far, ok, like said before if the schemes are heavy Interact it's better To Behold Another World, but rarely we can see that, up our Gada to a nice 3/4/5, and the summons 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6" with the same restriction that To Behold Another World. Commands in Earth: Shackles of Earth: can't be moved or pushed, and Reach Of The Heavens: to give +1 or +3 that it's good on Fire Gamin to shot better or Banasuva to engaged with a lot of models thx to 3, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport Commands in Flame: Shackles of Flame: can't Cheat Fate, and In Flame Redeemed: to give Slow Inmunity that can be nice if we haven't cards to Cheat Fate to give our Banasuva 3Ap on summon, thx his Melee Expert Commands in Wind: Shackles of Wind: may not take attacks, and A Mighty Vengance: give other friendly models 3 to attack, really nice summoning near to our hard beater like Banasuva or Howard or our Oxfordian gunline. OTHER UPGRADES Arcane Reservoir: If you play Sandeep you can see he is a monster hungry of card, one card more for summon, trigger Student of All, or a random Flurry can make your day, a must on him in my opinion. Seize the Day: If your playstyle is agresive you mut take this upgrade, for 1ss one of the best generic upgrades in the game, if you want play a little more slowly, or defensive you can change this for something else. For me the only to be respected, in the other hand this upgrades are a beast in my crews, and in Sandeep I usually play To Command Another Plane + Arcane Reservoir + Seize the Day
  21. Hi dudes! and welcome to 2018 and new tournament waves. This year I want to go for the best player of my country again, and have in mind go all tournaments arround the country has I can. As allways, I come here to discuss abaout crews to play, we have 2h for round, so rapid crews are welcome. Tournament rounds and schemes: R1 OURS - corners guarded treasure hold up their forces inescapable trap undercover entourage public demostration R2 SUPPLY WAGGONS - standard punish the weak public demostration set up show of force search the ruins R3 PLY FOR INFORMATION - corners surround them vendetta recover evidence take one of the team dig their graves
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