boyzie Posted June 17, 2011 Report Share Posted June 17, 2011 (edited) Played my first dreamer crew and I have been trying to come up with ways to deal with it. I hated the fact my ortegas couldn't Target the dreamer while he was in 3 in inches of a daydream. This got me thinking why not obey the daydream away with perdita/abuela/enslaved nephlim and then fill the dreamer with lead. I then got thinking what other obey mayhem could I do. Could I get the day dream to cast magical extension spells of the dreamer like calm dreams which would enable me to bury any nightmares of my choice within six inches. This would be useful if the dreamer had several nightmares around him. EN obeys day dream to do calm dreams burying all nightmares around the dreamer and then perdita obeys daydream to walk away and then perdita fills the dreamer with lead with the other COMPANIONED crew ready for LCB when he pops out. Would this work? Any other tricks? Edited June 17, 2011 by boyzie Quote Link to comment Share on other sites More sharing options...
Scurry Posted June 17, 2011 Report Share Posted June 17, 2011 dont think that u can obey the daydream to bury the nightmares since calm dreams says friendly and while under obey u dont count as friendly. as for obeying him to walk away that would work. however chompy would interupt the companion chain when he pops out since he activates immediately Quote Link to comment Share on other sites More sharing options...
marshimartian Posted June 17, 2011 Report Share Posted June 17, 2011 dont think that u can obey the daydream to bury the nightmares since calm dreams says friendly and while under obey u dont count as friendly. as for obeying him to walk away that would work. however chompy would interupt the companion chain when he pops out since he activates immediately What he said, good thought though Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 So could I obey the daydream to cast frightening nightmare to bring out LCB? Does LCB activate immediately doing that? Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 So could I obey the daydream to cast frightening nightmare to bring out LCB? Does LCB activate immediately doing that? Just read 'one master' so yes he would. Could be cool to place unburied nightmares on terrain that causes damage, lava flows etc. Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 Just read 'one master' so yes he would. Could be cool to place unburied nightmares on terrain that causes damage, lava flows etc. (1) call nightmares and place them all in the lava for every control card I discard. That would be funny. Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 How does shared actions work with one master. If the dreamer has used all the AP for that TURN does LCB still have ap when he activates? Quote Link to comment Share on other sites More sharing options...
Truefaith Posted June 17, 2011 Report Share Posted June 17, 2011 If I was playing he dreamer against guild I wuld bring 1 stitched. And I would start the game with a stiched and the dreamer on the board. Double walk, creepy fog, one. I can fly, wal... then id survey the board and pass pass or un bury some nightmares. Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 If I was playing he dreamer against guild I wuld bring 1 stitched. And I would start the game with a stiched and the dreamer on the board. Double walk, creepy fog, one. I can fly, wal... then id survey the board and pass pass or un bury some nightmares. Sorry I don't understand. Is that a reply to one of my question or how you would deal with the trick? Quote Link to comment Share on other sites More sharing options...
Scurry Posted June 17, 2011 Report Share Posted June 17, 2011 with the shared ap they have 3 general ap between them so the dreamer could do 2 (1) actions and his (0)'s then if chompy came out he would have the remaining 1 (1) action, his melee expert and his (0) Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 So if Im using call nightmares place him where he needs to spend ap to move. Quote Link to comment Share on other sites More sharing options...
Scurry Posted June 17, 2011 Report Share Posted June 17, 2011 call nightmare says friendly model, also you cannot make a model be killed or sacrificed while using obey on it Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 call nightmare says friendly model, also you cannot make a model be killed or sacrificed while using obey on it Yes missed that. So obey the daydream away from the dreamer is my only option. Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 I could obey the day dream to shoot the dreamer as he is no longer a friendly models and therefore doesn't protect the dreamer through his shadowy form. Quote Link to comment Share on other sites More sharing options...
TheOneWhoFell Posted June 17, 2011 Report Share Posted June 17, 2011 @boyzie: if you are running the Ortegas, there is a REALLY easy way to take out the Dreamer and the nightmares... Papa Loco's "Take ya With Me" spell does not target any one model... it is a 6" pulse. You just need to make sure he's within range of the dreamer. Then, when he dies... he does MORE damage... also not targeting any one model. *shifty eyes* I have yet to try this... but... when things go boom... everyone is happy *grins evilly* Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 @boyzie: if you are running the Ortegas, there is a REALLY easy way to take out the Dreamer and the nightmares... Papa Loco's "Take ya With Me" spell does not target any one model... it is a 6" pulse. You just need to make sure he's within range of the dreamer. Then, when he dies... he does MORE damage... also not targeting any one model. *shifty eyes* I have yet to try this... but... when things go boom... everyone is happy *grins evilly* Unfortunately the dreamer is immune to pulses etc. Quote Link to comment Share on other sites More sharing options...
TheOneWhoFell Posted June 17, 2011 Report Share Posted June 17, 2011 Unfortunately the dreamer is immune to pulses etc. Ah, but here's the rub: If you kill all the nightmares/daydreams/dreams... WHATEVER around the dreamer... You can kill him. Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted June 17, 2011 Report Share Posted June 17, 2011 To add some clarification here what's been suggested is use Papa to remove the nightmares around the dreamer so you can then target him with Nino Quote Link to comment Share on other sites More sharing options...
boyzie Posted June 17, 2011 Author Report Share Posted June 17, 2011 Ah, but here's the rub: If you kill all the nightmares/daydreams/dreams... WHATEVER around the dreamer... You can kill him. I like. Anyone obeyed an alp to kiss the dreamer? Quote Link to comment Share on other sites More sharing options...
Allidor Posted June 17, 2011 Report Share Posted June 17, 2011 As a Dreamer player I can tell you that while I don't typically run an Alp bomb, the one or two times I did the Alps were dropped smack in the middle of a cluster of enemy units. You'd definitely be out of range for a Kiss, and while there's a chance you might be able to get a Steal Breath off, it would be more of an annoyance than anything since he'd be out of range of Feed on Dreams. Quote Link to comment Share on other sites More sharing options...
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