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Made in au
Norn Queen






Alright, so I got the Dreamer box because the stuff in it was amazing. It was recommended to me to get some Stitched Togethers and Insidious Madness', so I bought a pack of the metal Stitched and I'm proxying old metal Pink Horrors as Insidious Madness' (I think they work better visually as well). I've also got the two plastic Teddys.

However, when I look at his rules, I can't for the life of me build a crew around him. Alps can't run schemes that require interaction, and while Stitched and Madness' can, they're pretty expensive as far as minions go. I can get two Tots for each Madness. Then there's his upgrades and play style. From what I can tell, there's primarily two ways to run him - With Restless Dreams and Tantrum as a support master who can sometimes pull out Chompy to wreck things then disappear again (so he doesn't die and give Dreamer Slow) or as a summoner with Dreams of Pain.

As a summoner, I can get the impression the idea is to pay for things you'd want to upgrade (like Henchmen/Enforcers with upgrades) and some early scheme runners, and summon everything else and activate heal them near him. But for a non-summoner, I just can't find a good way to build around him.

Any Dreamer players got any advice?
   
Made in us
Screaming Shining Spear





Central Coast, California USA

Don't play Dreamer myself so I can't offer any advice.

If you don't get any answers here at Dakka you certainly can at

http://wyrd-games.net/community/forum/52-the-neverborn/
or
https://www.facebook.com/groups/AWYRDPLACE/

Both are supremely active when it comes to everything Breach related.

THE FUN HAS BEEN DOUBLED!!! 
   
Made in us
Potent Possessed Daemonvessel





I've seen him played mostly as a summoner. For the most part starting with some of the more difficult to summon models on the board, then summoning stuff to scheme run for the crew.

As for as a non-summoner, it seems more difficult, but I would think taking other supporting stuff, and trying to get chompy out to deal damage after shooting stuff up. I can see trying to alternate dreamer and chompy, like taking 4 shooting actions with dreamer to bring out chompy, with melee expert, so he gets 2 actions even though he is slow. Then next turn, swing at stuff with chompy then sacrifice him for dreamer, who shoots again to bring chompy back etc.

I would think bringing a few other threats, and some scheme runners would work ok with that.
   
Made in au
Norn Queen






Chompy doesn't get Slow after summoning, he takes 3 damage instead. So he can still charge and whack again. My main problem with a non-summoner Chompy isn't what other threats to bring (that's a fairly easy excercise with Teddy and Coppelius), it's more what to bring for running schemes and the grunt work. The stuff I've been recommended, Madness and Stitched, seem expensive for that.
   
Made in us
Potent Possessed Daemonvessel





I mean there is nothing to say that you cannot take Tots to run your schemes. They lack a bit of synergy with Dreamers crew insofar as they are not nightmares (so no healing from alps or pushing from daydreams, or damage shifting from dreamer (essentially things that dreamer can summon normally and his own abilities mostly use nighmares).

I mean Madness are essentially 5 stones for Walk 7 ( so double walk is almost as fast as a Tot, and can get pushed by dreamer and daydreams to add to that) with more or less 6 wounds (3 incorporial) and they ignore models and terrain, they can also drop WP of things to make other abilities in the crew better.

Stiched are less schemey, and more useful as utility for creepy fog, or doing some damage, or drawing cards.

   
Made in au
Norn Queen






I think I'm just in numbers mode in my head. Always happens. I'm a Tyranid player at heart. I always look over abilities and go right to the raw points values.

I'll give Madness and Stitched a go and see how they do.
   
Made in us
Dakka Veteran





Florida

 -Loki- wrote:
Alright, so I got the Dreamer box because the stuff in it was amazing.


Jelly. I missed the boat by a mile on this one.

\m/ 
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

One thing I feel I should mention is that you can't summon Teddy.

If I recall correctly, you need a 21 to summon him, which is impossible with the Dreamers CA6, even if you cheat in a Red Joker :/!

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in us
Potent Possessed Daemonvessel





Actually you can, I believe though that you need Mr. Tannen, If I recall correctly he has an ability that makes your masks count as being higher (+1 or +2 or something) that allows you to to summon a teddy.
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Ah yes of course!

"Leave it to Luck" Needing a 13 of.... Books o.O?

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in us
Twisted Trueborn with Blaster





North Denver

Ran summoning Dreamer in a 4 player game and scared everyone away from my corner for the victory.

Started with:

Dreamer: Aether Connection, Dreams of Pain
3x Daydreams
Alp (points filler)
Coppelius: The Mimic's Blessing (Objective holder, not offensive)
Mr. Tannen: Useless Duplications

Bear in mind this list is FAR from optimal and was whipped up on the fly purely around the schemes that were generated.

Always always always spend a soulstone to draw 2 extra cards to make sure you can summon worth a crap IMO. I got lucky and started the game with 13 masks, 12 masks, 12 rams and 11 ravens. Popped out Teddy, Lelu, reduced waking AND summoned Lelitu turn 1. I was far back enough that they couldn't be shot so next turn I kicked out Chompy, buried him for clean waking conditions and healed the group up nearly to full. By turn 3, I had every model I own that I was capable of summoning on the table (essentially had 85 stones worth of models in a 40 stone game).

The wall of models kept everyone clear away from me allowing me to accomplish my schemes with no interference whatsoever.

Granted, in a 2 player game, a smart opponent is going to kill your summoned models right away or pressure Dreamer to keep you moving him away, so having a lot of low cost models and Tannen to out-activate an opponent is incredibly useful.

Buy a teddy and the twins right away. Stitched Togethers are rock solid as well, especially since you can just activate them, heal 1-3 from Dreamer and cast Gamble. If they hurt themselves, they get to reactivate and cast gamble again!
   
Made in au
Norn Queen






 katfude wrote:
Buy a teddy and the twins right away. Stitched Togethers are rock solid as well, especially since you can just activate them, heal 1-3 from Dreamer and cast Gamble. If they hurt themselves, they get to reactivate and cast gamble again!


Already have two Stiched Togethers and two Teddys (regular plastic and Miss Ery), and a few old metal pink horrors to use as Insidious Madness. I won't be buying the twins yet though, because the metal Lelu is fuuuuugly. I'll wait to see what the plastics look like. Lelus new art is a distinct improvement. I like the metal Lilutu, but might as well just wait for them to be released in plastic. Tannen is up next on my purchase list, since he's needed to summon Teddy.
   
 
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