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Lucius - how to use him in Neverborn


Jafar

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How do you use him in Neverborn? I saw him with riflemans and thralls in Guild, but that may not work here.

I was thinking about some models from Titania Box and Fae models (mostly minions). Have anyone tested that? 
Thanks in advance for all advices

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Have't tried Fae but I have run him in neverborn.

Graves and the doppleganger are mighty fine with his attack buff and making Tannen take his no interact aura without activating him is nice. I often run the first two above. Barbaros near Tannen with challenge up and df 7 from the scribe is also a lot of fun in bunched strats like turf war.

Illuminated are really fun, they get far up thr board to hunt daring early activated scheme runners if you take a beckoner and push it up 7" for Lucius ap before starting to obey your own guys forward. Walking and scaring Graves into using fence post on someone saves Graves' ap so he csn stay unactivated as a threat. 

Changelings are lovely since you can command them from far away. 

Most of my guild lists max out on the cross faction hiring, in nvb he can generally skup surprisingly loyal. With aether connection and his almost infinite supply of soulstones he becomes decently tanky. 

On the fun side you can also do silly little things like using devils deal on a tot of your own to give most of a nephilim list a push towards Lucius and granting fast to a couple of young nephilim. With aether connection you get most of the ss cost back and if you have a shaman and another tot you can grow a new young just for the awesomeness of it all. The young nephilim's (2) attack becomes a lot more interesting if you can walk them into combat and focus with Lucius' command first. There is also some slight satisfaction in using a model with black blood to get you soulstones and hurt the opppnent while doing so. Taking trappers and changelings together is cheaper as well for a Collodi-light.

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Lucius the fairy king can be brutal with Knights ragarou and queeg.

Queegs auto push trigger and potential to use a minions 0 twice makes the situation ... gruesome.

The wild hunt variation taking ragarou, mounted gaurdsmen and hounds creates a more aggressive strike force but lacks the push abuse.

Fae are also the only likely way to set up the Lucius emmisarry build to get the most out of his 0pt to attack for each scheme discarded in range.

 

Bayou contract Lucius (swamp fiends and accompanying detachment)

I've had less success with this build than the fae but path finders, their traps walgiest and McTavish have been entertaining.

Silurids with queeg sets up some schemes very easily but will need a lawyer if you want to start dropping wp duels on swampfiends, Lucius' bubble won't be enough to prevent card burn.

Austringers occasionally accompany the swampfiends and will be more often with vendetta on its way back in.

Path finders with changelings are brutal against swarm crews, but this falls a little outside the bayou.

Purposefully shooting gupps to get explosions and summon bad juju in someone's face is another matter.

 

Masquerade ball Lucius (all mimics) works well, if the pool is interact heavy.

You can lock out interactions with Tannen and the doppelganger, become extremely mobile with changelings and Graves' show you the door and hand out defence bonus' with lawyers and useless duplications etc.

The issue is that unless graves and candy are enough to take out an aggressive piece or two the crew will quickly fold.

Maybe Mr Vogel can help fix this hole in the mimic repertoire.

In most builds I take his own totem and try to get the most of the defence buff.

It works well with mimics and Fae and can be obnoxious with waldgiest.

When combined with mounted guard it significantly effects your play but will be targeted.

With Lucius' new upgrade the worm becomes an interesting alternative especially for very suit hungry builds. 

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I have tried diffrent gunline lists with mix of trappers, changelings, doppel, austringers. They dont work and even when they do Collodi does it better. 

I had fair amount of success with fea and i think thats the way to play him in nb as If you dont use the ml aura Lucius aint doing enough. My basic list for this is: Lucius, puke, Thorn, Tooth, x2 Rougarou, Emissary with basic conflux, terracota warrior. The list has some nice synergies and decent amount card manipulation with deep pockets+puke and +flips from lucius and emissary, knights with werewolves are cool particulary with +flips(emissary gives +to both lures and attacks but if you lose him + from lucius are decent). If you manage to summon changelings(quite good chance with all the card draw) they can either scheme or help with pounce death-bubble. Everything except emissary is minion so you can protect it with red tape, and emissary can get protection from terracota warrior.

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Having your entire list be a gunline is rarely a smart move but a single trapper and a changeling or two isn't that bad with him. I played it this weekend and it worked out all right despite the board being cramped with terrain. Changelings walk once, bounce up to a foward-deployed trapper and places a marker for claim jump or focuses so Lucius can scare it into shooting. Lucius makes them take a focused shot in his activation with command, possibly scaring it for another. Later in the game the doppleganger can help you bend bullets around corners and shoot through forests you shouldn't be able to see through or place markers for dig their graves.

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He is right about the close quarters attacks though.

To get the most out of Lucius you want to be able to abuse those positive flips.

So for neverborn that's Rougarou, Knights, young Nephilim, illuminated (shudder) at a stretch walgiest (range) banraku (repositioning+attacks) and the mimics.

If you're running a gun line then you need things to push models out of engagement range if they try to lock your firing squad down.

In neverborn you have Knights, Lilutu, kade, teddy, banraku, beckoners etc for this.

Lucius also gives you access to Queeg and wardens for this if they are needed.

Lucius' auto trigger to push before taking the action also makes mobile gun squads more possible which may make the use a mixed squad more usable.

Actually he may set up some obnoxious plays with changelings if you have a model or two that doesn't randomise when shooting into engagements.

Then you just need a couple of tarpits which are harder to come by in neverborn.

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It's very rare for me to play Lucius without Graves and the Doppleganger and they hit decently with his positive flips. I'm not sure how many more jitters you usually cram into his aura. I did a tournament game with them and two illuminsted. I've tried similar setups before but have found that I can't alwayd keep 30ss of my list so close. They often need to reach out to hurt stuff, Lucius can try to move between the groups and scare the enforcers into attacks if you can afford it activation order-wise but you often need to activate the model that's about to die.

They aren't great tarpits but if you can manage to red tape their main threat their mimic keywords helps them a lot. 

If I hadn't had a trapper in one of my last games I would have given up claim jump because we played diagonals and my entire list was in Lucius' bubble. As it turned out my trapper killed his claim jumper on my weak flank denying 3VP. I don't think I would have reached that flank until two VP later even if I had tried all of Lucius ap-stuff on an illuminated.

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I really need to get round to a Nephilim escorts list, using Tuco in place of Knights for the push and pounce combos.

What lackeys are for could make Nekima brutal especially if you have activation control with tots and mimics.

Otherwise I'd like to try angel eyes with rapid growth.

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