First things first – this is going to be my attempt to shorten these blog posts so that 1. I can get to the meat of the discussion and 2. I don’t spend hours writing each post when I could be painting instead! To be honest Lilith is probably going to be an easy one to start with (I’ve already written about her in a previous blog), but here goes…
So for this game I was bringing Lilith out for a game
against Andrew and his Jakob Lynch (10-Thunders) crew. We were playing as part
of a local campaign which required 30SS games for this week, so 30SS it was!
The Paint Job
I painted
my original Lilith crew some years ago, and it’s certainly started to show it’s
age. So when Gencon 2013 rolled around I took the opportunity to buy her new plastic
starter box, along with some nice resin skull bases to help give them a unique
feel. When I decided to take on this Rainbow Challenge this year my assembled,
yet unpainted Lilith crew looked to remain unfinished for at least this year,
until I found myself with some free time and no other crews to paint when I had
that week in March when I was radioactive and isolated from everyone else. So
they finally got some paint, at least to the point at which I can put them on
the table and have a game with!
To be
honest I’m pretty luke warm with the paint job so far. It ticks all the boxes
(Pink as the primary colour, evil white skin etc), but it just lacks something
to really make them pop. That said, I still consider them unfinished, so maybe
some extra basing and a bit (or a lot) of blood will spruce them up. That is, when
I get some time to put more work into them!
The table. I've already deployed my crew, in the bottom left (plus Tuco up near the graveyard)
The Game
30SS, Corner
Deployment
Strategy: Reckoning
Schemes:
- Line in the Sand
- Protect Territory
- Bodyguard
- Entourage
- Make them Suffer
- Line in the Sand
- Protect Territory
- Bodyguard
- Entourage
- Make them Suffer
The List
Lilith
- Living Blade
- Wicked Mistress
- Beckon Malifaux
Tuco
- Obsidian Talons
3x Terror Tots
Waldgeist
- Living Blade
- Wicked Mistress
- Beckon Malifaux
Tuco
- Obsidian Talons
3x Terror Tots
Waldgeist
At such a small sized game I
figured Reckoning was going to be too difficult to achieve, so instead I
thought I’d go for a more evasive style of crew and just focus on schemes. I
therefore went with numbers, taking 3 Tots and then Obsidian Talons on Tuco to
give those Tots some punch if needed. The Waldgeist was there to hold the line
and hopefully give my opponent something to focus on while the rest of my crew
did their thing.
For schemes I went for the two most
evasive schemes I could – Line in the Sand and Entourage.
Opponent’s List
Jakob Lynch
- Endless Hunger
- Wanna See a Trick
Hungering Darkness
- Addict
2x Illuminated
Beckoner
Rail Worker
- Endless Hunger
- Wanna See a Trick
Hungering Darkness
- Addict
2x Illuminated
Beckoner
Rail Worker
Lynch’s crew tends to be so
expensive, that you can almost predict what will be in a crew at a given game
size! Anyway, it was a solid, Brilliance focussed crew. I hear you can do Lynch
without the focus on Brilliance, so I might actually see what that would look
like before I give him a try myself!
Unfortunately I can’t remember what Andrew took
for schemes.
Result
Basically, the Waldgeist and Lilith
moved up quickly to the centre and built a nice defensive position with both
models outside LoS thanks to a nearby forest and Illusionary forest. Gaining
intative on the second turn, Lilith used Wicked Vines to pull in and kill the
Hungering Darkness, then (I think) an Illuminated. Jakob and the second
Illuminated attemped to kill Lilith themselves and in fact very nearly did,
before Lilith disengaged and spent the last two turns hiding and running into
the Illusionary forest. Tuco gave his life fending off both Lynch and an
Illuminated while the Waldgeist held it’s ground against the same for the rest
of the game. The Rail worker chased down and eventually killed a Terror Tot,
but it was not enough to prevent my Tots from placing at least four scheme
markers across the centre line for Line in the Sand. The game ended in my
favour.
An Illuminated soon follows the Hungering Darkness, falling prey to Lilith's Illusionary Forest/Transfixing Gaze Trap.
Post-game Thoughts
For the most part this game pretty
much confirmed my impression of Lilith from last year’s blog post. She’s a
fast, fragile guerrilla fighter who is at her best when she’s isolating and
killing enemy models. Df 7 can keep her alive to an extent, but she’s still
quite fragile (especially against Wp-based attacks) and she rally lacks the
resilience to just wade into the enemy and soak up damage like Lady Justice
seems to do.
For a long time I’ve considered
Lilith to be a Neverborn Master who doesn’t
utilise Wp-based attacks for her offensive power. She was the girl who broke
the meta, who you could take to laugh in the face of all those Wp-buffing
models as she and her crew sliced through them with their Df-based melee
attacks. To an extent this remains true – her and her Nephilim are still mostly
glass cannons with some great melee damage output. But Lilith’s real strength
lies in her movement tricks. Wicked Vines, Tangle Shadows and Transfixing Gaze
are what makes Lilith stand out as such a great guerrilla fighter, and they’re
all attacks that require a Wp resist. Without them she’s a faster, yet much
more fragile version of Lady Justice and to be honest, I think she’s much less
threatening when she’s not able to use those Wp-based attacks to their fullest
extent.
My preference for upgrades on
Lilith hasn’t changed. Living Blade
for the Pounce effect and Wicked
Mistress for the Lure effect have both proven themselves invaluable to the
way I play Lilith. Beckon Malifaux
(for Illusionary Forest) is hard to pass up, but I would still consider
swapping it for Summon the Blood, if
I felt like I needed a way of dealing irresistible damage.
At some point I still think I’d
like to try Lilith in more of a supportive role, in particular using Wicked Vines for the Rooted condition
to hold enemy models in place, and Tangle
Shadows as an alternative to Wicked Mistress to move models around. Such an
approach would reduce the need for both the Living Blade and Wicked Mistress
upgrades, which frees up some space for other upgrades (such as her Avatar,
maybe?). The cool thing about such an approach is that it keeps her in the back
lines (handy for preventing Deliver a Message or Assassinate) and she’s still
got her Greatsword for smashing face, should the need arise.
I thought about bringing Rapid Growth to build my Terror Tots
into a fighting force of Young and Mature Nephilim during the game, but
honestly this wasn’t the match for it. For this match I needed mobility more
than I needed killing power, so I’ll have to try the Rapid Growth list some
other time. Of course, it probably isn’t helping that my Mature Nephilim needs
some repairs – why would I put my Mature on the table for it to suffer the
embarrassment of playing with a missing a wing?! ;)
I’ve previously talked about the Waldgeist (he’s still tough as nails)
and the Terror Tots (still great for
objectives), but this was the first time I’ve tried Tuco. To be honest, I feel like he was merely okay. For 7SS he felt
like a solid, relatively evasive model and he brought some nice shooting to the
crew, but nothing about him really wowed me. I do really like the potential
with Disillusion though (another push effect!). I guess the main problem with Tuco
this game, then, is that he never really got a chance to come into his own!
A Pyrrhic Victory for Lynch - the Rail Worker finally catches, then makes short work of a Terror Tot.
One last thing – Obsidian Talons. For the second time I
decided to take this upgrade to give the Terror Tots some extra punch (a Flay
trigger should make a 1/3/4 damage spread much better), and once again it
didn’t actually come into play this game. For 1 SS I still think it’s a good
upgrade to take, although after two games with no success, it won’t necessarily
be my first choice in future games with Lilith.
Final Impressions
So I still really enjoy Lilith’s
playstyle, particularly her emphasis on movement effects and the fact that her
glass cannon nature encourages an evasive approach to how she plays. I often
feel as though her playstyle lets you take control of the game. Thanks to
Lilith’s push effects, the high damage on her crew and good mobility, you’re
the one who tends to dictate where and when your respective crews engage. That
sort of control is pretty powerful, but only if it’s used well. After all, the
Nephilim and possibly the Neverborn in general tend toward a glass cannon
playstyle – high damage, high speed but very limited resiiance!
Till next time,
Adrian
Your opening comments on post game thoughts nailed it perfectly when it comes to Lilith, and try to tell other this when I see them using her more like a Lady J beat stick it just don't work.
ReplyDeleteAs for Obsidian talons, I still think they are bang for buck, but not a must have auto include. I personaly take it when facing a lot of hard to would crews like most ressers where nearly all dmg flips are against them are got to be all neg flips. leaving only impossible to wound my only issue to get through.
To get more out of it its advised to have a couple of young neph around . Also because Lilith wont have to cheat high as often to get those strait flips for damage and can save the cards to cheat in for damage.