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I love Reva's theme. How should I get started with her?


EccentricOwl

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2 hours ago, LeperColony said:

I keep struggling to use the Lampad effectively.  I just played Reva yesterday and managed to win, but I don't feel like I got really any value from the Lampad I included.

How do you all tend to use it?

reva is the weakest master of ressers, if u want play competitive, u need to take another master

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10 hours ago, LeperColony said:

I keep struggling to use the Lampad effectively.  I just played Reva yesterday and managed to win, but I don't feel like I got really any value from the Lampad I included.

How do you all tend to use it?

I think a lot of players consider them bad, but some players use them and like them.

One useful aspect in particular is producing burning. They can hold a lot of it (being immune to the damage), and can toss it out onto your models.

If you're making tons of flips with Reva, a Lampad can help her out.

At least, the guy who promotes them the most refers to them as burning batteries.

Edit: I assume you want to combo them with Draugr as well, but I don't own those so haven't tested it too many times.

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Honestly I have shelved the lampads for now. With the pyres going down left and right I don’t need any of their abilities really. Shield bearers are a must for her I think and that’s about it unfortunately from keyword. Draugr are fun but I’d rather spend the ss on a versatile like dead rider who gives me flexibility. Wanyudo has been doing good work for me and I hire specialist ook depending on the pool. I took a necropunk with gst going into symbols and with a little early assistance from the rider he got me all 4 strat points. I find the restless spirit worth 4 ss. First turn he puts down the corpse marker for blasphemous ritual and put shielded somewhere needed. If he survives he can scheme late game. Incorporeal is nothing to sneeze at. My biggest decision now is 1 or 2 shield bearers. I’m finding they are good for first turn set up but then Reva gets too far away from them unless rider moves them up. If you plan to play a defensive battle then they are worth it to protect Reva.

Reva has insane healing potential. In my game on the weekend I played against a Misaki crew and he took assassinate, he popped Misaki in and including one red joker damage he took 11 wounds off Reva. I then activated her and between her bonus and feed on grief she healed up 10 in her activation!

She is not top tier but she is most definitely competitive and fun to play. I wouldn’t probably take her in a tournament yet. That may come with more experience with her.

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12 hours ago, Maniacal_cackle said:

I think a lot of players consider them bad, but some players use them and like them.

One useful aspect in particular is producing burning. They can hold a lot of it (being immune to the damage), and can toss it out onto your models.

If you're making tons of flips with Reva, a Lampad can help her out.

At least, the guy who promotes them the most refers to them as burning batteries.

Edit: I assume you want to combo them with Draugr as well, but I don't own those so haven't tested it too many times.

lampad costs 8!; 8 ss for that awful model, just look at hanged and lampad, than again look at ganged and lampad, feel the difference

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9 minutes ago, LeperColony said:

Is Reva always bad, or is she bad because Kaeris exists and uses Pyres better?

Reva is not bad herself, but her keyword is pretty lackluster. So if you have to go with versatiles and OOK picks, usually those models will work better with a better master.

  • Restless Spirit: We can't ask better for 4ss, so he is okay.
  • Shieldbearers: They're missing 1 Wound and and not gaining Staggered for the next turn with the free action.
  • Mourners: Not terrible, but don't bring anything really special to the crew.
  • Draugr: They die too easily for the damage they can put before getting removed from the table.
  • Wanyudo: He's a good boy, although nothing crazy. Decent scheme runner for positioning schemes
  • Lampads: Just plain bad for their cost. I even did a comparison somewhere in this forum against all the other 8ss minions in the game, and they're definitely the worst.
  • Vincent: Tons of problems with this guy. He's quite resilient, but movement issues, damage output issues and if you're looking for a tanky model, you don't want a 9ss henchman that is specialized on ranged attacks. For a crew that is always low on cards (attacks, defense, take the hit), you don't want to spend 1 card for a rapid fire that does not ignore cover or concealment.

Cremation is an action that is almost never worth it to use.

So what do you bring with Reva? Golem, Rider, Anna Lovelace, Toshiro, Gravedigger, Manos, Bete Noire, etc... Basically the good models that are worth to pay 1ss more, since even playing the extra tax, they're better that the in-keyword picks.

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3 hours ago, ShinChan said:

 

  • Draugr: They die too easily for the damage they can put before getting removed from the table.

I don't use Draugr much, but part of the calculation of their worth needs to take into account that they drop a corpse marker. If something kills your Draugr in melee, it is in a position to take 9+ damage from Reva.

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7 minutes ago, Maniacal_cackle said:

I don't use Draugr much, but part of the calculation of their worth needs to take into account that they drop a corpse marker. If something kills your Draugr in melee, it is in a position to take 9+ damage from Reva.

They can die pretty fast for their cost and need Reva or someone to keep them healed. I have been able to get a lot of movement out of them. If you keep a low Mask (although everyone in Reva's crew wants masks) you can Draw Off Flame to place within 8", then Charge one of your own (Shieldbearer preferably, but anyone can do) for another 5", use Shove Aside Trigger to move the other model and the Draugr another 4" and if you end in range of an enemy still get to take a swing at them. Does mean you need someone to Draw Off Flame from and be willing to hurt one of your own a bit, but I find that happens a lot in Reva's crew. 

They need Burning AND Focus to really get the damage out there before they die. It helps if you can keep them in a Pyre and make sure to get Shielded as often as possible. So yeah - nothing great. Just OK. Maybe if they had something like the GreatSword ability for their Axe to help with dmg output? 

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7 minutes ago, Maniacal_cackle said:

I don't use Draugr much, but part of the calculation of their worth needs to take into account that they drop a corpse marker. If something kills your Draugr in melee, it is in a position to take 9+ damage from Reva.

  1. Draugr has to be killed in melee, as you said
  2. If Reva hasn't activated that turn
  3. If Reva is not engaged
  4. If Reva is in range (with a single charge)

Too many "ifs" before even a single flip, at least from my perspective. But I actually think that 7ss minions without any sort of utility are usually not worth it, not only the Revenant's. 

 

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@Paddywhack that's an awesome trick!

13 minutes ago, ShinChan said:
  1. Draugr has to be killed in melee, as you said
  2. If Reva hasn't activated that turn
  3. If Reva is not engaged
  4. If Reva is in range (with a single charge)

Too many "ifs" before even a single flip, at least from my perspective. But I actually think that 7ss minions without any sort of utility are usually not worth it, not only the Revenant's. 

 

I don't think they're top tier, but likely pretty playable for casual play (except I didnt buy the box xD).

But to your points:

1. You know if you're up against a melee crew in list building.

2. You have control of this and often Reva will activate late.

3. I find that if Reva is engaged, whatever is engaging her is going to die quickly (I protect her with a lot of my crew lately).

4. Within range means within ~16" - that's almost half a board length. Ignoring severe. So it doesn't require much setup.

Again, I don't think they're a strong model, but probably 1-2 soulstones of their cost can be seen as a corpse dropper.

EDIT: of course there are better corpse droppers xD

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