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Tournament help


Suitheism

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Hey guys, I have a tournament coming up and was looking for some advice for Neverborn. I've played a lot of 2e but only a handful of games in 3. The tournament is preset strats and schemes and we have to submit our lists before the date for each game. Strictly one faction no duel masters.

1st Round- Plant explosives- Standard deployment
Power ritual
Hold up their forces
Assassinate
Take prisoner
Claim jump

2nd Round- Turf War - Flank deployment
Search the ruins
Deliver a message
Harness the lay lines
Break through
Outflank

3rd Round - Reckoning - Wedge deployment
Assassinate
Vendetta
Dig their graves
Claim jump
Detonate charges

So I have Dreamer, Pandora, Titania and Zoraida although I haven't played Zoraida in 3e yet so I'm a little hesitant with her. I have most of the keyword models for these crews although missing Rougarou and we are encouraged to run 3 different masters and stay in keyword (Versatiles fine) in order to gain raffle tickets for the draw at the end of the day.
I was thinking Dreamer for the first round with LCB, Serena, Coppelius, W.W, a stitched and some daydreams. Maybe Bandy to help W.W with bombs and running / denying power ritual.
Pandora for the 2nd with Poltergeist, Candy, Baby Kade, Iggy, Doppelganger, some sorrows and Teddy? I like how well I can deny the schemes for this one although scoring them myself might be an issue.
And Titania for the 3rd, this one I'm not quite sure, probably Killjoy, Autumn knights, maybe doppelganger again. I like Aeslin for setting up for the first point on dig their graves or detonate charges. I also have bultingan and waldgiests to round it out.

Any suggestions or ideas will be greatly appreciated.

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I'd like to recommend :

Plant exlosives: titania (claim jump with Killjoy, other scheme depending on opponents crew) 

 

Turf war: dreamer (every scheme is quite good for his crew),  maybe take widow weaver with you

Reckoning: pandora (schemes claim jump with Serena or Candy, assassinate or vendetta depending on the opponents crew) 

Highly recommended versatile models in every crew: Serena, maybe Doppelgänger if you want to drop scheme marker while engaged, Tuco.. Yes I really like him (stealth, blasts) particularly in the Dreamer and pandora crew, Iggy. Iggy you must take him, do it ( deny scheming for the opponent) 

Dont's: Sorrows :)

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There's something to be said for playing a fixed list. You get much better at playing it, and you have less mental fatigue in a tournament. Ideal if you don't have much time to practice several crews.

I'd consider taking something like:

  • Dreamer
  • Teddy (takes prisoners)
  • Serena Bowman (claim jump, take prisoner)
  • Widow weaver (take prisoner, plant explosives, Breakthrough)
  • Daydream w/ ancient pact
  • Daydream w/ ancient pact
  • Stitched or insidious madness or upgrades (to taste)

Vendetta, assassinate, harness the leyline should be doable. Search depending on the terrain. Outflank should be super easy as well. Deliver a message depending on enemy leader. Hold up their forces if they have a lot of models that cost 6 or more (so alps can score off summoning).

With a summoning crew like this, you may find your games a bit slow, so I'd avoid a minion heavy lucid dream strategy. It may make your turns take too long. 8 models to start will be doable but you'll have to play fast.

Oh, missed the prizes for three diff masters. Will have a further think xD

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Round three (Reckoning) looks great for Pandora. A couple of good claim jump options (Serena Bowman, Teddy, possibly Candy), and wedge deployment with reckoning is just perfect for murder mayhem. A hooded rider would be quite useful here as well.

Round one could be Dreamer pretty easily, and it looks like you have a crew for that.

So then round 2 could Titania do Turf War? Dreamer is pretty solid for Turf War. I'm not sure about Pandora on that scheme pool, but I'm not an expert.

EDIT: Titania round 1, claim jumping and bomb shenanigans could likely be pretty good. Dreamer would be pretty devastating round 2 (breakthrough + dominating the turf markers wherever they are vulnerable should be easy. Plus harness or outflank or deliver a message. Search the ruins even if the terrain lines up).

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I don't like those rules at all... making a blind list without even knowing the faction or the master may lead to very one sided matches from the get go because some masters require specific answers... And it also restrict a bit the list building imo, it's hard not to include models like Serena, the rider or Iggy or add extra mobility when you don't know the other crew. 

In fact you may take advantage of that picking Pandora in game 2 and 3; the other player will probably have little condition removal and will get wrecked. I'll try to make 3 lists with 3 different masters (I'll exclude Zoraida as you don't seem confident to play her yet and it may delay you in a timed game) not going heavy OOK (but including versatiles as needed):

5 hours ago, Suitheism said:

1st Round- Plant explosives- Standard deployment
Power ritual
Hold up their forces
Assassinate
Take prisoner
Claim jump

Dreamer with spiders would be quite good here. Explosives + Power Ritual + one extra depending on the enemy team.

I'd go with: Dreamer, LCB (IR), WW, Bandersnatch, Teddy (IR), Serena, Daydream x2 (+1 Pact), 5SS.

With this one I'd try to go for Power Ritual (spiders) and Claim Jump (Serena and Teddy); using the summons to reinforce the team that needed the most (spiders if denial is sent or the center if they commit hard there); LCB is a wildcard able to go and do his thing (disrupt enemy plans/drop the last bomb away from the center and the spiders) and get placed by the Dreamer in the middle when needed with the Nightstalker trigger. I usually like at least 6SS with Dreamer, but 5 shoud be enough.

5 hours ago, Suitheism said:

2nd Round- Turf War - Flank deployment
Search the ruins
Deliver a message
Harness the lay lines
Break through
Outflank

Here dreamer with Spiders could be quite good too... but also a crew controling the center with Harness the leyline. Any of the three masters may handle this.

I'd say: Titania (IR), Gorar, Aeslin, Hooded, Serena, Iggy, Waldgeist (AP), 6SS.

Waldgeist may go into the leyline and do scheme, ambush, scheme to double drop marker and Aeslin may attack him relenting for the tome trigger to get the 3 scheme markers quite near of each other; depending on the other crew Search the Ruins, Deliver a Message or even Breakthrough are doable. There are a ton of scheme markers in that pool, so Iggy will be quite good there for denial (for that same reason Pandora will be good here having both Iggy and Poltergeist; but I maybe like her more for Reckoning so I'll save her for later).

5 hours ago, Suitheism said:

3rd Round - Reckoning - Wedge deployment
Assassinate
Vendetta
Dig their graves
Claim jump
Detonate charges

Very agressive pool... here I'd go with Titania or Pandora. Claim jump plus Assassinate/Vendetta.

My guess: Pandora (EM), Poltergeist, Candy, Hinamatsu, Hooded, Serena, Iggy, 6SS.

A lure and ride with me for decent mobility and a way to bring enemy model into the killing zone and some good beaters which are also sturdy, Iggy is a bit squishy but hit hard and add some denial just in case they try to go for detonate/dig. EM in pandora may be good going blind as it'll wreck any condition heavy enemy crew and is also a debuff dispel machine for his own crew.

I hope it helps! Good luck!

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