I thought it would be fun to start a thread focusing on tactics for, and parties built with, models available in the Endless Fantasy Tactic: Gaiden Kickstarter. Many of these models have had rules going back to the early play-tests of the first Kickstarter, and the excitement of official figures on the horizon has me taking a closer look once more. Feel free to add your thoughts or, for those of you that may not have the rulebooks, ask any questions about the models that you like.
My first party idea is part serious part humor:
Water Priestess and the Seven Gels
Conveniently Eirona and 7 non-character gels make for a 10C party
Eirona - Water Priestess
Gel Wastrel
Gel Warbeler
Gel Wyvern
Gel Wilding (X2)
Gel Wizard (X2)
As many Gels as possible should copy the Hydrostaff ability from Eirona. This allows your party an easy way to regain MP, and any Gel that copies Hydrostaff can heal Eirona with basic attacks because they now count as water element attacks. The Wildings and Wyvern are your front line. Eirona and the Wizards will be your primary damage dealers, each with MAG 4 single target, and line/cone. The Wastrel can run as bodyguard for Eirona, getting in the way, or basic attacking her (after copying hydrostaff) to heal her. The Warbler can use Ripple to stall enemies that get Stopped by the Gel Wizard's Freeze. Automatically Appended Next Post: Dark Dragon
Overview: From the image of the dark dragon looks BEASTLY. There is a reason OTLG picked it for the main book cover art. Make no mistake though, this creature is still only a 3 crystal cost model, and has specific strengths and weaknesses that need to be taken into account to get the most out of the model on the tabletop.
The Dark Dragon seems to work best as a Skirmisher/Opportunist. MOV 6 and Winged (ignore models for movement) give it amazing mobility, which allow the Dark Dragon to get in perfect position for one of its excellent area attacks. The Takeoff command even lets the DDragon hit and run like a champ, moving up 6, attacking everything within 2 squares, and placing itself anywhere within 6 including behind a screen of allies. For more focused damage Claws gives ATK X2 with the DDragon's respectable ATK of 4. With the Dark Dragon's lower MAG of 3 Spitfire won't see much use, but there are times it will be useful, and it is never bad to have access to a MAG attack command.
The limiting factor of the Dark Dragon is its average survivability. Def 4/MAG 3/HP 6 isn't much different than the Thief or Dragoon, for example. Be very careful bringing it up the middle of the board where enemies can gang up on it. Instead consider using the Dark Dragon as a second wave behind a typical front line of tough models, or use it flanking up one side of the board where the enemy won't have many models to threaten it. The Dark Dragon's movement should be enough to get it into the battle even if it is holding back a bit.
When building parties with the Dark Dragon there are a few things to keep in mind. Consider including some sort of ATK buff, as the Dark Dragon's multi-target ATK commands get you more bang for your buff. Speaking of multi-target commands, the Dark Dragon has a lot of potential for friendly fire with Flare and Takeoff. To mitigate this look for models with Camouflage (not affected by multi-target attacks) or models with enough HP/DEF to soak a Flare or two. Finally, don't skimp on the Consume and Break items in your party. As models die your dragon can run around picking up their leftover items. Break items are especially useful as they could boost your DDragon without interrupting its great attacks.
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