Forum: The Neverborn
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Thread: Zoraida and the effigies
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08-18-2012, 11:57 AM #1Rank: Unusual
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Zoraida and the effigies
Just wanted to check and make sure I'm of sound mind in this thought process before I grab the models. I really want try a list of the effigies without having to take collodi. So, here is something I think would be ineteresting ad just wanted to make sure it worked before I grab the models for a 35ss tournament:
Zoraida, the Hag -- 6 Pool
+ Zoraida, Avatar of Fate [2ss]
Arcane Effigy [4ss]
Brutal Effigy [4ss]
Carrion Effigy [4ss]
Malifaux Raptor [3ss]
Sue [8ss]
Weaver Widow [9ss]
The way I figure, 1st turn:
0. raptor activates and does nothing to waste an activation
1. Sue gets extra cards moves and attacks the raptor
2. Arcane effigy gives Zoraida another AP and moves towards where you want Z to end up
3. Zoraida makes a voodoo doll and then obey WW for a counter then uses extra ap to obey something to kill the raptor and gets off a crystal ball
4. Voodoo doll gets WW to make another scrap
5. Brutal effigy kills the voodoo doll and heals Sue
6. WW activates and grabs 3 scrap counters from Voodoo doll and the raptor hopefully killed in contact with her (for a total of 5), creates a Teddy, and moves forward. Between the arcane effigy and
7. Mysterious effigy remains mysterious and in range of teddy
Turn 2:
0. Sue gets cards
1. Zoraida hexes teddy's immune to influence (because of mysterious effigy) and casts second crystal ball. The last Ap is used to obey teddy up or something like that
2. Arcane effigy gives WW an extra AP and moves
3. WW creates creates wicked doll and moves. Last ap can buff teddy or something
4. brutal heals sue and moves out
etc.
I figure at this point you can have wicked doll factory happening in the back and them transporting out to whereever zoraida is. Zoraida is ready to manifest her avatar whenever she gets where she wants to be. Teddy is obeyable and can get buffed by the WW...lots of neat stuff. Extra ap for A.Zoraida and a card factory with Sue and the brutal. I would just be worried that 2 turns is a bit much to get all of this going...what do you guys think?
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08-18-2012, 12:16 PM #2Rank: Touched
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This looks like it would work, but I have to ask:
What is your opponent doing during the first two turns?
A "free" teddy doesn't seem worth giving one's opponent a two turn lead.
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08-18-2012, 12:28 PM #3
The extra AP couldn't be used to Obey a kill on the raptor. Zorida can only cast it once on her turn. And on turn two the Arcane effigy give target Leader one AP. Can only use it on Zorida.
Last edited by xeth1313; 08-18-2012 at 12:30 PM.
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08-18-2012, 12:49 PM #4
Having favoured grow/summon neverborn lists in the past 2 turns is too long to do nothing. I would also think the spare soulstone is unlikely to come in handy and whilst his cards are useful, is SUe necessary? Hes alot of points. I think you are worrying too much about counters. With the weaver and collodi you have models which allow you to use both scrap and corpse counters- dont worry about trying to hoard 8 in the first 2 turns. My suggested crew below allows you to get 4 (although this does use all of your hand bar x1 card) in turn one, which is more than enough to be getting on with.
1) Zoraida can only use obey once-her voodoo doll would need to cast it for the second time. The only way to get more is to take a doppleganger or Hamelin.
2) I wouldnt be going after a Teddy that early in the game. Wicked dolls, when used properly, are far more useful. You can create a Teddy after you have killed the enemy.
3)I don't really understand why Sue is in the list if i'm honest-sure he gets you more cards but you already have 7 a turn and a hell of alot more late game as you are taking Zoraida's avatar. This is the time to summon a teddy. I'd sooner take Collodi if i'm honest. He will make your wicked dolls much more useful (grabbing objectives etc) and can give your Brutal Effigy Fast and Filled With Stones (Hard to kill, +2 armour until the end of the game. With object 1 and a healing flip itself the brutal will take damage and (if given fast each turn) can get out 4 cb 5 attacks 2/3/5 with built in critical strike, do a (0) action 9-of-anything to cast healing flip and then be obeyed twice to hit again....ouch!
Wicked dolls (bar the turn they are summoned) can (0) action to Collodi or Zoraida and still have x2 AP. Treasure hunt, line in the sand, deliever a message, plant/destroy evidence, claim jump....all are good strategies for the WD and Collodi.
I am currently running:
Zoraida (Cache 5)
Collodi (8ss)
x3 Marionettes (6ss)
Arcane Effigy (4ss)
Widow Weaver (9ss)
Hooded Rider (8ss)
This list summons WD while Zoraida and the rider run interference. I have summoned upto 6 wicked dolls and a teddy by turn 5 with this list. You could take the same list, drop the rider (who I take to de-optimise the list and as I really like the model) but tweak it slightly:
Zoraida (Cache 5)
+ Zoraida, Avatar of Fate [2ss]
Collodi (8ss)
x3 Marionettes (6ss)
Arcane Effigy (4ss)
Brutal Effigy (4ss)
Widow Weaver (9ss)
Desperate Merc/4th Marionette.
This list will still net you 4 counters turn 1 as long as you use both of your obeys on the WW. If you can help it deploy second and deploy Zoraida where she has line of sight to at least 2 enemy models that cannot companion- this way she will be able to conduit with her Voodoo doll for some turn 2 shennanigans. By the end of turn 2, if the right masks come up, you can potentially summon upto 4 wicked dolls- thats 12ss worth of df 6 models with paired weapons which can (0) to collodi, who can get virtually anywhere he wants to.
Hope some of this helps. Zoraida and Collodi are my main crews. I do not go to tournaments but I have been pretty successful with this list.
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08-18-2012, 02:14 PM #5Rank: Unusual
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Thanks for the tips folks. I was kind of hoping to avoid Collodi, but everything doll or construct related seems to work better with him.
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