Tuesday, 27 June 2017

Opening the Box of Worms


So the great Pandora experiment has reached half a dozen games played, and at this point I thought I’d jot some thoughts down to reflect on it.

I went into this knowing full well that it would require some serious play style adaptations. For most of this year I’ve been playing Arcanists who are one of the more forgiving factions. They have ways to score schemes coming out of their proverbial. Practiced Production makes most of them so easy I’ve actually started a thread on the Wyrd forums asking the games developers to look at it. The Arcanists have at least 3 tools for pretty much every occasion and as long as you bring the right tool and don’t play like a complete dickhead (there’s my problem right there…), any of those 3 will probably do the job.

 


That’s not been my experience with Neverborn so far. I’ve made some real clangers. Using a buried Bandersnatch to try and score Accusation for example – the model is buried, so it doesn’t engage anyone. They just remove the condition and carry on, whilst I thump my head against the table. And between Fears Given Form and Misery it is far too easy to accidentally kill a model, either yours or the opponent’s, and cost yourself Frame for Murder or Set Up.

 


There have been some amusing moments courtesy of ‘Panzer tech’, weird ideas I like to use to throw people. Rougarou Pinball was an experiment in Arcanists courtesy of Cojo, but actually works pretty well in Neverborn with Barbaros and Tooth. Using Wisps and Poltergeist to drop 3 Paranormal markers a turn (they project a 3” bubble that requires a TN15 WP duel or gain slow – why would that be bad around Pandora…) was funny, and may actually have a place in certain circumstances.

 


But things are starting to mesh. Pandora has won 2 games, drawn 1 (it was 4-4 after I cost myself both schemes – I’m counting this as a moral win) and lost 3, and I understand now what she does and what she needs. Of herself, on her card, she doesn’t do an awful lot. She needs enemy models to mess with. Use their damage tracks against them. Make them take duels with nasty consequences if they fail. Get those infamous auras in the right place. Joel Henry was spot on right when he said that she’s plutonium – being near her is very bad for your health.

 


Pandora excels at blocking your opponent and clearing out their weaker models. What’s new for me is that I need my crew to deal with opposing heavy hitters as well as having point scoring capability, as opposed to sending Lady Justice, Marcus, Ironsides, Sonnia or Rasputina to remove the threats like I’ve always done. It’s a completely different way of building a crew.

My game last night was a crushing defeat at the hands of Joel but the chat after the game and some emails flying around has given me some new ideas, and I’m looking forward to trying them out at the English GT this weekend down in Essex. I expect to be lower to mid table at best, and my tiny brain will probably implode day 2 with overwork, but I’m gonna give it a go!
 
 

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