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Titania, Autumn Queen


HomelessOne

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3 hours ago, SEV said:

@AdranI understood what you meant about Changeling... I just think they're not a really good road block against 33... 

24" needs setup. The OP said it was first turn first activation...

But even with a 24" reach you can play around it on t1.

 

That 24" requires no set up and can be achieved on activation 1 of the game. That 24" is from Tara. Basically the only blocking that can be done is preventing33 from reaching base contact ( unless you have a model with extended reach)

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3 hours ago, Adran said:

That 24" requires no set up and can be achieved on activation 1 of the game. That 24" is from Tara. Basically the only blocking that can be done is preventing33 from reaching base contact ( unless you have a model with extended reach)

Alright, my bad. This is me not being familiar enough with titles yet.

Still you can play around it by positioning outside of the threat range. I mean, if you k ow what is going on (unlike me obviously 😋), the board is 36x36... 

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16 minutes ago, SEV said:

Alright, my bad. This is me not being familiar enough with titles yet.

Still you can play around it by positioning outside of the threat range. I mean, if you k ow what is going on (unlike me obviously 😋), the board is 36x36... 

Things like this may seem extra powerful this season, because turf, leylines, and break the line sort of squish the action into a much smaller area than 36x36.

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How does 33 get 24" 1st activation turn 1? Most I can think of is Tara activates, Rewind on 33, Stutter Time to bury 33, Walk, (6"), Expedite to unbury 33 (6"), 33 charges (6"), then he Rewinds back home.

Total threat range is 18"+40mm from where Tara deploys (more than enough for Flank and Wedge Deployments if they're both on the edgeline, not far enough for Standard or corner).

32 minutes ago, Roadhouse said:

You don't take Twotania if Tara is declared.

How would OG Titania survive being kidnapped any better? If anything, Autumn Queen is about the most survivable Nb master with armour & HtW.

OG Dora wouldn't be too bad once she's unburied, she can force activation order and you kind of want her in the middle of the enemy... Problem is is that Tara just wouldn't let her unbury...

Tyrant-torn wouldn't be horrible if you could go first and have a Wicked Doll give her Adversary (Obliteration)... Good luck hitting her!

Euripides isn't horrible being Sz4 and having the only Extended reach in Neverborn being in-keyword (Geryon)

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15 hours ago, Da Git said:

How would OG Titania survive being kidnapped any better? If anything, Autumn Queen is about the most survivable Nb master with armour & HtW.

Once T1 is unburied she has Life Leech, can't be severed, and has a trigger to heal 2. She also has 14 instead of 11 wds.

Beyond that Titania is happy to hire a crew that doesn't suck when she isn't there providing her aura. Rex and a pair of Matures is just fine with Titania, but way off what I want to be doing with Twotania. On top of that Titania can get away when she unburies. Cradle of Life is an 8" teleport. If Twotania unburies in severe she's going to have to take multiple AP to disengage and Walk, assuming she doesn't get severed on the disengage/ there aren't other models engaging. Once they've been separated from their crews there is a *big* difference on the impact either Titania can make and its obvious which I'd rather have in a position to wreak havoc on the opposing crew.

Twotania is tied with Newkima as my most played title(7 games). I think she is awesome, this game however is made to be played with making choices based on the table, pool, and opponent, and as you can't make Buried Autumn Knights Df7 I think Titania1 is the clear choice if Tara is declared

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14 hours ago, Adran said:

For maximum range, you need to activate Tara in the hodgepodge emissary aura for an extra inch walk, so Tara walks 7, unburies 6"+ base, 33 gets 2" plus base extra move and then charge 6" which is 21" + 2 bases, so ~ 24"

Herald 6"

Walk 6"

Expedite 6"+30mm 

Two Places at Once 2"+30mm

Charge 6"

Casual 28" threat when the board is only 36" lol

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4 hours ago, Roadhouse said:

Once T1 is unburied she has Life Leech, can't be severed, and has a trigger to heal 2. She also has 14 instead of 11 wds.

Beyond that Titania is happy to hire a crew that doesn't suck when she isn't there providing her aura. Rex and a pair of Matures is just fine with Titania, but way off what I want to be doing with Twotania. On top of that Titania can get away when she unburies. Cradle of Life is an 8" teleport. If Twotania unburies in severe she's going to have to take multiple AP to disengage and Walk, assuming she doesn't get severed on the disengage/ there aren't other models engaging. Once they've been separated from their crews there is a *big* difference on the impact either Titania can make and its obvious which I'd rather have in a position to wreak havoc on the opposing crew.

Twotania is tied with Newkima as my most played title(7 games). I think she is awesome, this game however is made to be played with making choices based on the table, pool, and opponent, and as you can't make Buried Autumn Knights Df7 I think Titania1 is the clear choice if Tara is declared

That makes sense. A big problem I can see though is not getting unburied for at least two activations after getting buried.

33 charges, buries Titania with pinebox so gets distracted

Titania activates, Tara discards Distracted to make her pass

Talos goes, gives her Burning, wails on her twice

Titania activates, Tara discards Burning to make her pass

Nothing Beast goes, tries to give her Fast and then wails on her twice (at least Titania has Wp7)

If Fast went off, repeat... Dead Titania (or most other masters really... ). At least you have 2 dg on Tara and 2 "passes" for activation control, but if it's something like Corner or standard, good luck getting to anything. Even Tara is a touch over 17" from where Titania was and she can SS and has Butterfly Jump so hard to get too much on her.

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4 hours ago, Da Git said:

If Fast went off, repeat... Dead Titania

I think you skipped quite a few steps here. TItania's got 14 wounds with HtW and Cruel Dissapointment. Not to mention that has higher than stat 5 stutter time(other than Tara 1 who can't do this trick) is Aionus, and he doesn't even need to use Stutter Time since his melee just gives out fast or slow. And that of all the models that would be attacking Titania while she's burried, Talos is the only one who wouldn't be going against her WP and I'm not seeing any remotely reliable way Titania dies before she can actually activate even before stones come into play.

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15 hours ago, Roadhouse said:

Rex and a pair of Matures is just fine with Titania

If you're taking two Matures, is there any particular reason you're not just taking Nekima (and sub Rex for Rider/Heyreddin or whatever)? Or is it more that you're teching them in?

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2 hours ago, Da Git said:

If you're taking two Matures, is there any particular reason you're not just taking Nekima (and sub Rex for Rider/Heyreddin or whatever)? Or is it more that you're teching them in?

Because masters have already been declared. It is a tech decision and T1 plays with that *way* better than T2

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I have been thinking a little bit about how to avoid the Tara2-33-bomb, and I think maybe brining a wisp might be a good call.

Place it close to Titania (or whichever master you bring and 33 will be getiing distracted from shimmering lights when going in.

I'll take the advice on not going Titania2 if Tara is decalered next time. I just wanted to try the new master out and this was my first and only game so far with her, and I didn't know about this trick before the game.

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Not exactly Titania 2, but what are peoples thoughts on how the pig works? "Through the brush" states that when this model moves into severe terrain it may place itself completely within 6". Does this mean that it cannot start its move in the same piece of terrain?

It's still incredibly mobile given Twotania's Royal escort or lashing tendrils from Rex.

I also think it might be worth giving him IR, as scamper seems incredible if you can push into severe terrain with it. And with 0" melee blade rush seems quite handy just to get into position (although if you can charge into severe terrain it does make it easier to get him into position).

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On 10/20/2021 at 10:20 AM, Hawkoon said:

Not exactly Titania 2, but what are peoples thoughts on how the pig works? "Through the brush" states that when this model moves into severe terrain it may place itself completely within 6". Does this mean that it cannot start its move in the same piece of terrain?

As a scheme runner, it suffers from 0'' melee. If a 1'' melee enemy engages it, it can't use Ambush anymore, so its only way out is using Through the Brush. For that, it needs to have the Underbrush Marker it intends to jump to already in place - possible, but maybe you'd rather have it somewhere else. I'm not sold on it entirely.

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31 minutes ago, KlausFischer said:

As a scheme runner, it suffers from 0'' melee. If a 1'' melee enemy engages it, it can't use Ambush anymore, so its only way out is using Through the Brush. For that, it needs to have the Underbrush Marker it intends to jump to already in place - possible, but maybe you'd rather have it somewhere else. I'm not sold on it entirely.

You only need a 6 of mask on germinate to get out with the reposition trigger. Bonus is you can reposition into the marker you place if you have some other terrain to jump to.

Edit:

I got to try it out on tuesday, and it was awesome. My opponent declared Seamus, so I didn't dare go for Titania 2 in case he brought Seamus 1. I played the following list:

  • Titania w/AP
  • Gorar
  • Kurgan
  • Erymathian boar w/IR
  • Mysterious Emissary
  • Walgeist w/AP
  • Waldgeist

We were playing Turf war  with flank deployment. The map had a lot of forests so it was quite easy to move the boar around the board, and I placed some underbrush quite strategically to get the boar up the board fast. Turn 1 Kurgan places the boar with Shifting earth into severe terrain letting the boar hop to one of my underbrush markers. When the boar activaes he uses ambush into a new forest and places in base with a corner strat marker flipping it and walking to a safe spot. Second turn the boar walks back into the forest and places near the opponents deployment zone, uses ambush and place a scheme marker to score Breakthrough.  Didn't get to finish the game, but the boar did a magnificent role scheming. (The combination of Emissary, Kurgan, Boar and waldgeists was better than I would have thought, but seems quite map dependant)

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  • 3 weeks later...

I feel you can punish Tara so easily for this. Tara two has butterfly jump as a defensive. That's it. Tara has to get pretty close to titania to pull this off. 2 activation I'm just using Rex to push the Tara, which has already activated, further from safety. Rex can block LoS from stutter time also. Butterfly jump is countered by into thorns. That or just eat 33. 

 

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On 11/17/2021 at 8:20 PM, Sprixus said:

I feel you can punish Tara so easily for this. Tara two has butterfly jump as a defensive. That's it. Tara has to get pretty close to titania to pull this off. 2 activation I'm just using Rex to push the Tara, which has already activated, further from safety. Rex can block LoS from stutter time also. Butterfly jump is countered by into thorns. That or just eat 33. 

 

Didn't realize 16" was close. Tara is 6/6 in addition to BFJ, which resolves after Into Thorns btw, so even if you place her B2B she'll get out of melee even in severe. If you Lashing Tendrils her with the Rex she'll only move net 1".

And you can't "just eat 33," he goes back to where he was before Tara's activation becuase of Rewind.

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3 hours ago, Sprixus said:

If they are using rewind the combo loses 6" of range.

No they don't? The math is already in the thread, and it's 29" threat range on Tara's activation alone but here it is again, step by step.

Tara moves forward 6" with Herald from Servant of Dark Powers during the start phase of turn 1. Tara is now 6" up the board, Thirty-Three in deployment

Tara's activation;

  • 1st Action: She uses Rewind on Thirty Three, can either trigger Alternate Timeline for extra distance on ensuring the chosen model is isolated or Burn Out to counteract the slow she'll give. No change in positions.
  • Bonus action: Stutter Time on Thirty-Three(how do you plan on getting the rex so far up the board that it can block LoS to stutter time on Thirty Three within an activation?). 6" up the board, Thirty-Three is buried.
  • 2nd Action: Tara walks 6" forward. Tara is 12" up the board, Thirty-Three still buried.
  • 3rd Action: Expedite on Thirty-Three, unburring her 6 from Tara. Tara 12" up the board, Thirty-Three 18" up the board.
    • Thirty-Three uses her Two Places At Once ability to place 2" forward. 2"+her 40mm base means she's now ~21.5" up the board. Tara still 12" up.
    • Thirty-Three gets the generated action and charges 6" putting her ~27.5" up the board.  Add her base size(40mm) and engagement range(0") and she has ~29" threat range.
  • End Tara's activation. regardless of success or failure on Thirty-Three's attack she is now safely back where she deployed and Tara is only 12" up the board at max, so ~9" from your deployment zone if it's on standard and you have one activation to try and get Tara out of range and LoS of any Obliteration model with stutter time when she has Butterfly Jump.

 

 

It's the definition of low-risk, high reward. And this is all purely Tara's own activation and abilities(plus an upgrade), we can throw in any number of other things into the crew to get extra threat range.

Not to mention the Tara player will get at minimum 1 free activation to just attack the abducted model thanks to Lost In The Moment.

 


Also, just to demonstrate exactly how far a 29" threat range is, even on corner deployment the zones are only ~27" apart from each other.


 

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