orkdork Posted July 30, 2015 Report Share Posted July 30, 2015 So I have a whopping 3 turns of Mollyfox under my belt, and it convinced me to drop $$ on it :) And of course, I'm already wanting to order my next crewbox :P I got the Zoraida crew + waldgeists based on loving the models, and was stoked to find out that they all work together. Love the aesthetic and can't wait to paint them (my paint idea in my head rocks... we'll see if I can pull it off). I LOVE the mechanic that you make your crew to fit the scenario, and I'm already wanting to scheme about what master I should get next. It's totally jumping the gun, of course, but that's what happens when you can't play but have internet access... So far, my impression is that I have a crew that can do these things: Zoraida - Support/movement-focused master with some fun voodoo-doll tricks Voodoo-doll - I can imagine this gets pretty hilarious with various combos Bad JuJu - tank and beat up minions, but not so much henchmen? Salurids (sp?) - super-fast fish dudes. Seem like objective guys, not fighters? Waldgeists - cover and area-control. Some neat synergy with Obey and Entangle. Tank some things for days. I see Zor with the golems/geists as great for bunkering a spot (creating terrain + Zor's push everyone away and Obey abilities). I see Zor with fish dudes as jumping all over the board with absurd mobility. In either case, nobody is really dealing the damage. Am I right in my assessment that I have great stuff for positional objectives, but lack the ability to really threaten henchmen/masters? If so, what would be a good crew to make my set more flexible for combat-based objectives? Though Zor is dual-faction, I'm generally more interested in Neverborn than Gremlins, despite my love for green :) Thanks! Orkdork 1 Quote Link to comment Share on other sites More sharing options...
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