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Stitched Together?


TarlSS

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I currently don't run Lynch, but I used them several times during the beta with The Dreamer. They have outstanding synergy with The Dreamer thanks to their hard to kill, reactivate and The Dreamer's activation healing aura, which means they can put out a lot of ranged damage and take a lot of punishment (including backfiring Gamble Your Life). Add in the card option and the creepy fog and these nightmares are truly great value for 6ss.

 

If you can find a way to replicate The Dreamers healing without using The Dreamer, then you're probably onto a winner....;)

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The only real problems he has with Lynch are his possibility to damage living models around him when he takes damage, and his somewhat slow movement speed in an otherwise quick crew.   If you can get around those two snags, however, they bring some pretty great card draw, direct damage, and soft cover to his crew. 

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I can't speak of them for Lynch, but I used them all the time in Dreamer crews and found them to be an excellent asset for the kid. Most especially because their slowish walk is not a factor with all the pushes available in Dreamer crews. If the speed ends up being the limiting factor in their use in other crews maybe bring Widow Weaver to bump them up a tad. Not the best choice, probably becuase she's 8 SS. But I really like her toolbox feel. Putting some web markers out would also help the rest of Lynch's crew that target Wp.

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I used them in a few games and found them moderately frustrating to use because of the suit requirement for Creepy Fog, which, blessedly, seems to be gone now.

 

On the more positive side, I did have one deal 6 damage to Lady Justice and the Judge as the Judge killed it (exceptionally lucky Rotten Contents flips, to be sure - the Ace, 3, and 5 of crows), which set Lynch up to take out the Judge that turn and Lady Justice the next...taking my "Lynch kills Justice" number up to 5 at this point...we have a lot of Lady Justice players at my store.

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I think they are viable with certain masters. Collodi in particular can benefit, since his puppet obey grants a + flip. Gamble is just too poor an attack to use otherwise. Its essentially a basic gun attack for a 6 stone model, with the tradeoff of +2 damage for hitting yourself if you miss. That's basically more risk for less reward than Gremlins Dumb Luck. So unless you can mitigate that, they're dead weight.

 

They're fair with the Dreamer, who can summon them (possibly inflicting splash damage thanks to Rotten Contents), and pretty good with Lynch and Collodi, and not worth it for anyone else IMO. Lucius can grant them focused with Issue command, but its suit dependent, and I feel he has better ranged options. Obviously they aren't finalized, but unless Gamble goes to Will or something, they'll be situationally good, as opposed to the insane powerhouses they were in the previous edition.

 

One clarification - Eternal Nightmare only triggers off attack actions. So no conditions, and being summoned by the Dreamer wont let them reactivate.

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I tried these guys out with the Lynch crew during the wave 2 beta when they had the Darkened characteristic added back on. After the first game I ordered a pair of them and havn't regretted it. The creepy fog cover is very much appreciated in the crew (and I'm sure other crews). I used Mr Graves to speed them up a little bit and a beckoner to lure them up/lure in targets. The + against brilliant models from Addict means, like most of this crew, they can put out a ton of damage against brilliant models, but this time at range! As has been mentioned, if you can find room in your list for someone who can heal them back up past HTK (Candy?) these guys are very useful. and hard to get rid of. I like the sound of running them with Colodi or the dreamer...but I kinda want to see how/when they'll hit plastic.

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