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Alp Bomb


Snakeshit

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I was brain storming a new tactic please comment on your thoughts.

 

My thoughts are to use the dreamer to summon alps by sacing a day dream to give a +mask then summoning alps. I would like to do this turn 1 and 2. So hang back and summon the alps. This does up your wakening so at the end of turn 2 LCD comes out use his ap to get a better position up the board.

 

Turn 3 is where I think you can do a lot of damage. Move alps summoned as well as day dreams with a double walk up to an enemy model you want dead. We then use the dreamer to use his Tantrum upgrade and target the model. If we can have about 4 alps and 3 day dreams close by that's a potential of 7 damage for each Surrounded by nightmares used. The best part is that it is resisted with WP so we have an automatic advantage with day dreams -wp aura. If we put a madness up in the mix things can get tricky for the opponent. Madness is a nice to have but not essential.

 

We can do this 4 times thanks to ranged expert so we should do about 28 damage give or take a bit.

There is also coppelius that can summon alps which might also come in handy.

 

With to many alps your opponent needs to make a choice kill the alps or kill the higher SS models. Either way if they spend ap on killing so many alps or spend it killing the high SS models they both have their advantages and you could adapt to what is happening on the board.

 

Thoughts? 

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Sounds a bit too gimmicky, I'm afraid.

I think some Alp shenanigans are good to have in the back of your head, but I don't think you should build a list around it.

What happens when Sonnia blasts everything away with 1 ap? or if they're immune to slow or somesuch.

 

My fear is that it'd be a very one-dimensional list that'd be easy to counter and probably a bit boring to play with and against.

 

Yes, I might be a grumpy old sod, but the one-eggs kind of lists have a tendency to not work that great in Malifaux. It could, however, be used as an option when you face an opponent where it could be a good idea. I don't think there's too much, list-wise, that needs to be tailored for it to work.

 

I'd love to see it tried out though. I'm stuck with 3 alps at the moment and don't plan on adding more but..yeah. Would be fun to see if it works.

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This is situational the list stays the same. I play coppelius regardless. Everything I mentioned is summoned apart from the 2ss upgrade tantrum. So obviously if there are many blasts or forcing models away from your opponent you just don't use the ap to summon the alps. This is all in game the list you choose stays the same where did I build a list around this? You need the dreamer and coppelius which is almost standard in most dreamer crews. If the list you are going up against is a combat orientated list then this is a good bet as being in combat with this many models is not going to be pretty. This tactic has nothing to do with slow? This is all to do with having as many nightmares with in 3 inches of an enemy target. The target takes damage according to how many nightmares are around it.

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I've played a similar style against McMourning, Sebastian, and Judge...though not quite as targeted for damage.  I used two Daydreams and three Alps to create a tar-pit, keeping them busy for two or three rounds (I think it was two rounds before I came back and went all Chompy on them).  I used tantrum a couple times and it went horribly...still, with those guys tied up, I was free to run schemes and progress towards VP objectives, which proved to be a good gamble and a 6 -2 victory. 

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Thanks Static, I played last night and did not manage to see the full potential of the alps. I was playing against 2 hanged so the dreamer was not summoning but I was playing him as a support Master. I was removing conditions and healing most of the game as those hanged are nasty. I managed to have one alp and 3 day dreams and this was already in my favour. I was forcing them to make horror duels at -3 wp and this helped as coppelius was near by. This also kept coppelius alive as they were receiving slow and could only take 1 ap so they could not focus and kill coppelius. This was with one alp if there were more things could have gone worse.

 

I did tie up the enemy for 4 turns with these annoying 4 ss models. My 2 Madness we then free to get my break through scheme. As I said before it is situational and last night was not that situation.

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  • 3 weeks later...

I've had a tough time keeping Alps alive if Dreamer's Waking is above +2 when they activate. I'm starting to think I will hire a pair and have the Kid summon a pair on turn 1 and a single DD to replace the 1 I sacrifice to ease summoning to see if I can get the Alp Bomb to work. I also play Chompy smash more than summoning version. I feel the Alps are a good summoning selection in the version of Dreamer to help keep all your nightmares healed up a bit since you won't be able to summon your key pieces back so that may be the reason I'm not getting a bomb off.

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I was also having trouble summoning them. I 7 is card intensive. I then started with 4 alps on the board as well as 3 day dreams. This was a much better option. I was playing against molly and they are really good against a summoning crew as the models that summon receive slow meaning they take one damage from each alp. So it was a gamble for molly to summon near alps 3 alps around means 3 damage so that model is pretty much dead as it does not start on full wounds. It is really good in slowing down an enemy crew and tying up models for your faster madness to take objectives. If you put a madness with the alps you are really pissing of the enemy by making them waste a card to cheat meaning their hand size drops quickly. Starting with them on the board also means you save a bit on wakening so they will heal better. I like to summon Lilitu as you can lure the enemy into the alps as well. For turf war this is almost unstoppable.

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Fetid Strumpet almost the whole dreamer crew is passive, that's how the crew plays. Its just not fun because every time you would like to do something with a model you need to take some kind of test or the other. That's the point of the dreamer to deny ap and force you to make tests and make you think very carefully before targeting certain models as most are terrifying. Every crew is different. I could say its not fun playing against Pedita as I get the shit shot out of me before I get near her. The game is about adapting and dealing with a situation I feel the alp bomb has its weaknesses you just need to use that to take it out.  

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Yes that's the way I play it as well as I said in the beginning of the post. I use tantrum to take out models nice for hard to wound where negatives would happen. But they still 3inches from that model so we would still be slowing movement and make them flip cards and maybe they will even cheat one or two on an important model.  

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  • 1 month later...

So can I just clarify how the damage works for this surrounded by nightmares tantrum attack.

Does each point of damage count as a separate source of damage or does it get added up and counted as one source of damage?

For example when attacking a model with +2 armour that has 3 nightmares around it does it take 1 damage 3 times therefore the armour has no effect or does it take 3 damage once and the armour reduces the damage by 2 to leave a total of 1 damage?

Same question when attacking Hench or leader and soul stone use for damage prevention. Thanks!

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I dont think its separate damage sources. The attack surrounded by nightmares says take one damage for each nightmare with in 3 inches. Sorrows is an aura so you take one damage for each sorrow with the aura. This is a single attack and the damage output is based on the amount of nightmares. So I think you add all damage then deduct armour

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I dont think its separate damage sources. The attack surrounded by nightmares says take one damage for each nightmare with in 3 inches. Sorrows is an aura so you take one damage for each sorrow with the aura. This is a single attack and the damage output is based on the amount of nightmares. So I think you add all damage then deduct armour

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I dont think its separate damage sources. The attack surrounded by nightmares says take one damage for each nightmare with in 3 inches. Sorrows is an aura so you take one damage for each sorrow with the aura. This is a single attack and the damage output is based on the amount of nightmares. So I think you add all damage then deduct armour

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Just like Expunge takes the number of Poison counters and does damage equal to them, this attack counts up the number of nightmares and then does damage equal to this number, it's not the nightmares counted that are doing the damage, nor is it separate sources, the source is the model that uses the ability.

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