View Full Version : Has anyone made use of Saylind
lonewolf
August 2nd, 2006, 10:55 PM
I have thought several times about drafting Saylind in some 1000 pt games, but there was always someone I wanted more. I can't really envision how he would come in to play as an advantage.
I thought about moving someone like Carr up to a battle and then when he got wounded bringing him back, but unless I can heal him, what is the use....maybe get Kelda too, so I can heal after summoning? It just doesn't seem like Saylind is of much use unless you are in a high point game......
Anyone else have success with Saylind and the summoning power?
MBSowards
August 2nd, 2006, 10:58 PM
Summoner/Healer/Jotun combo is insane.
Annerios
August 2nd, 2006, 11:01 PM
All the time. She is great for moving otherwise slow units into position.
Try her with Deadeye to get him up to a sniper position or with Charos for a nasty surprise.
I hardly ever miss when I roll for her power, so that may make me bias, but she works for me. We do tend to use her in 700-1000 point armies most of the time, however.
netherspirit
August 2nd, 2006, 11:18 PM
Summon Syvarris or Deadeye Dan to high ground.
And if you use Brunak or Theracus to Carry Saylind then next turn use Saylind to get even further down the field and summon.
As mentioned before the Jotun/Kelda/Saylind combo works pretty well. As does Charos/Kelda/Saylind
fejkl
August 2nd, 2006, 11:27 PM
My wife and I use her as often as we can. It's sweet to put a marker on her once every other round or so. Then just summon anyone who's in mortal danger out.
Also, the Huge Hero/Sayling/Kelda combo is quite fun when it works.
The other fun thing to do is summon your 4th Mass. up to height. That's a bit harder to do, since you need more than one of them for WTFire to be effective enough.
The possibilities are numerous...Syvarris, Dan, Charos, Morsbane, Sudema, Valguard OUT of the fray, Major X to Cyberclaw some biggie...I could go on. Just keep using her. You'll discover more and more options, and she may become one of your favorite units.
jdtenor
August 2nd, 2006, 11:30 PM
yeah you can bring Savaris into good position or Sgt Drake to the front line for some hurting
aielman
August 3rd, 2006, 12:10 AM
I think the castle will help things ALOT
toddrew
August 3rd, 2006, 12:15 AM
I think the castle will help things ALOT
Ding-ding-ding. Especially if building high towers for her to perch Dead-Eye or Syvarris, or given time, squads of 4th Mass, etc.
ultradoug
August 3rd, 2006, 12:15 AM
I had a full movement army that worked on this, moving and summoning, works out pretty well.
R˙chean
August 3rd, 2006, 12:16 AM
Saylind's value is greater in smaller armies than in large ones...
I am convinced of this...
If you play a 400 pt game you have fewer figures as does your opponent; summoning one of your units can make a big differnece...summoning one figure in a 1000 pt game isnt going to have as much of an impact on the game.
toddrew
August 3rd, 2006, 12:21 AM
Saylind's value is greater in smaller armies than in large ones...
I am convinced of this...
If you play a 400 pt game you have fewer figures as does your opponent; summoning one of your units can make a big differnece...summoning one figure in a 1000 pt game isnt going to have as much of an impact on the game.
I think those that focus on her use in a large army battle do so because the boards are usually larger and sorta the converse of your point, it's not as disasterous if she misses.
That said, I agree with you, in the sense that the deviation is a lot greater in the smaller army battles, if she hits, it usually will have a greater affect on the outcome of the game, same when she misses.
Su-Bak-Na
August 3rd, 2006, 12:37 AM
My favorite combo is to carry her with Teracus then move her to an ideal standpoint to summon DW 7K and then BOOOM!!!!
Jason
August 3rd, 2006, 01:18 AM
Saylind is the worst piece in the game
ultradoug
August 3rd, 2006, 02:15 AM
I swear I could make a post about how fine a good looking girl was and everyone would agree, then come along Jason to be like "she sucks." lol. man, if nothing else you got to admit at least this dudes consentant, he always disagress with the majority of whatever everyone else thinks... execpt for the few times he does not, but then he says something to make people mad or whatever. Anyway... yeah.
CornPuff
August 3rd, 2006, 02:16 AM
Thanks Jason! :roll:
I've been trying to come up with a good 400 point army with saylind before gencon, but nothing reallly seems to work. Any suggestions on Saylind in 400 points?
ultradoug
August 3rd, 2006, 02:17 AM
Actualy, Say with DW7 is fun, but the carry horse is almost better for this, depeds really, no idea.
Dragonslayer
August 3rd, 2006, 02:18 AM
Saylind is the worst piece in the game
:screwy:
feekonea
August 3rd, 2006, 02:48 AM
I swear I could make a post about how fine a good looking girl was and everyone would agree, then come along Jason to be like "she sucks." lol. man, if nothing else you got to admit at least this dudes consentant, he always disagress with the majority of whatever everyone else thinks... execpt for the few times he does not, but then he says something to make people mad or whatever. Anyway... yeah.
Quote of the day my friend, quote of the day.
countblah
August 3rd, 2006, 06:33 AM
Pretty sure the Zettian Guards could give Saylind a run for her money. Unless Jason has a better way of advancing Krug through any terrain...or for hauling Alistair MacDirk out of harm's way when he's one wound away from death, thus making his warriors super powerful...or for getting Deadeye Dan to guaranteed high ground...etc etc.
geddy lifeson
August 3rd, 2006, 10:34 AM
Saylind is one of my favoritefigures and if it were not for me trying to mix things up consistantly, I would use her almost everytime. When summoning is used right, it doesn't matter if yor army is large or small...it gives you an advantage. For 80 points to have a flying figure with 3 atk 3 def and 5 life with summon power is a great deal.
Saylind does such a good job at kicking a$$ when I play with my wife that if she loses and manages to kill Saylind, it is considered a victory for that feat alone.
Pilgrim
August 3rd, 2006, 10:47 AM
I've always had HUGE success with saylind, esp. on boards with lots of height where non-flyers have trouble getting around, or on large boards (which we always play).
The thing about Saylind - she introduces the element of surprise. You never know who she might summon from where. I had her flying around summoning Drake hither and yon, totally screwing up my opponent's strategies and wiping out major points with Drakey.
Re: Jason's comment - seriously dude. Worst piece? Tell me that's hyperbole. Worse than orc archers?
Snotwalker 8000
August 3rd, 2006, 11:08 AM
I haven't used Saylind that much, but after reading through this post, I'm now itching to try her again. I guess for me, I just haven't had that much luck with her summoning ability when I've used her... nothing is worse than flying her up to the front to bring in a "big boy", and have her roll a 2..... bye bye Saylind. But she's also done some wonders for me... she's a bit of a gamble.
But I really liked the idea someone posted about using her to bring in cyberclaw figs to lock down annoying opponents in disadvantageous locations... I hadn't thought of her for that yet...
And I too was a bit stunned by the "worst fig" comment.... I'll put Saylind in a 1:1 contest against Khosumet ANY day. 8)
markwars
August 3rd, 2006, 12:35 PM
I think that Jason has a crush on Saylind. He just can't let anyone know it.
MegadeV
August 3rd, 2006, 12:54 PM
I don't use her much, but am rarely disappointed when I do. Flying to a high point and summoning a ranged unit is always a good thing. Especially if that high point would take several turns of land-movement to reach. And of course, the summon/heal combo is great too.
toddrew
August 3rd, 2006, 12:54 PM
I think that Jason has a crush on Saylind. He just can't let anyone know it.
Well, she is mighty handsome.
markwars
August 3rd, 2006, 02:39 PM
Saylind is really the only Kyrie I draft semi-regularly. Playing in primarily 400 point formats there's not usually room for the likes of Kelda, Concan, or Taelord. I have been using Raelin of late though.
K/H_Addict
August 3rd, 2006, 02:41 PM
saylind+kelda+anyone strong=killer
markwars
August 3rd, 2006, 02:55 PM
I see that a lot of people keep mentioning the combination that K/H_Addict just listed. I'll be honest and say that I've never seen anyone in the DFW group use it. It certainly sounds like it could pay dividends, but how are you using it? Are you drafting Saylind on the assumption that your "big gun" is either slow or ill equipped to travel due to a double spaced base? And how often are you placing order markers on the Kyrie? I would think that to keep them out of engagement you would have to place order markers on them regularly which somewhat limits how effective your "big gun" is. For instance....if I have Jotun why not simply place three order markers on him to start the game and plow into enemy forces from the start. Are you only using Saylind to bring back your main killer or are you using her for actual transport to the battle location?
LilNewbie
August 3rd, 2006, 03:00 PM
Use Saylind to summon the wounded smashbeast back to Kelda. Heal with Kelda. Send smashbeast out to crush foe some more. Rinse/repeat.
All order markers on the smashbeast until he is wounded and then the tough decision is to choose when to summon back and heal (using valuable actions.) I would also purchase a protection squad to keep lurkers away from the M.A.S.H. unit.
:D
Newb.
ultradoug
August 3rd, 2006, 03:09 PM
I see that a lot of people keep mentioning the combination that K/H_Addict just listed. I'll be honest and say that I've never seen anyone in the DFW group use it. It certainly sounds like it could pay dividends, but how are you using it? Are you drafting Saylind on the assumption that your "big gun" is either slow or ill equipped to travel due to a double spaced base? And how often are you placing order markers on the Kyrie? I would think that to keep them out of engagement you would have to place order markers on them regularly which somewhat limits how effective your "big gun" is. For instance....if I have Jotun why not simply place three order markers on him to start the game and plow into enemy forces from the start. Are you only using Saylind to bring back your main killer or are you using her for actual transport to the battle location?
I have tryed this "combo" and its --- not really a great one, for one - when do you pull your figure back to be healed, thats 1 order marker- and if the summon fails, your next order is typical on the healer, who now has nothing to "do" the summon is a chance of fail, its not a big one, but its still a risk, leaving your unit that wanted healing over there to be smashed upon for 2 rounds, wasting both order markers. Now, if you do summon, you also have the possiblity to fail on healing (sigh) so, now you might just kill or not heal "enough" wounds to make this whole idea usefull.
Finaly, if you do manage to heal this unit, your third and final order for that round might be on that unit, to get it back into action, again, wasted if its dead, or it might be on Saylind to fly out, summon the guy you healed so you can "catapult" him/her/it back into action. Its just too much chance to fail and alot of orders wasted if you do fail. If it works, sure- its a huge pay off, they must dammage that unit all over again....
I like my army here:
1 DW7k 100
1 Agent Carr 100
1 Flying horse 40
1 Saylind 80
1 Samarai 60 point guys.
1 Mittens 120
500 points. Fast, deadly. Fun.
Mittens make the Horse fly fast, carry mittens or Carr. Do order with them next, then saylind, summon samari or other guy - or get in postioion for next round of summon if fail.
markwars
August 3rd, 2006, 03:10 PM
And therein lies the problem if you're playing with a 400 point army. You can't afford a squad of anything to protect the gals.
LilNewbie
August 3rd, 2006, 03:12 PM
Yep, 400 points doesn't allow the full use of the set up. Also it could backfire if the summon roll fails or the smashbeast dies too fast or...(you get the idea.) :D
Newb.
markwars
August 3rd, 2006, 03:23 PM
Yeah...and that's why I generally pair a smash beast with a ranged unit and if I can throw bonding in there so much the better.
God I love the Krug/Arrow Grut combo. :D
UranusPChicago
August 3rd, 2006, 03:49 PM
The Kelda + Saylind + Big Baddie combo should be cannon fodder for any Grut combo. The Grut should just run like banshees (utilizing Disengage) directly to Kelda, then Saylind. By that point sheer numbers should be able to overwhelm any Big Baddie left over.
Even the Kelda + Raelin + Big Baddie is a tough one to have success with using a 400 point army. Both armies are severly hampered by the lack of "protection" for the Kyries when facing armies of quicker and/or greater quantities.
I saw this combination (Charos, Raelin, and Kelda) used in the last DFW HS tourny. Without any range (it always had to bring the fight to you) and it was just overwhelmed by sheer numbers.
And, as UD pointed out, there is a heavy dependence on the d20 with Saylind and Kelda. d20 rolls can make or break a game. When your army's strength is based on d20 rolls, more often than not your game will be broken.
All that being said, it is a fun combination to play. :wink:
Pilgrim
August 3rd, 2006, 04:04 PM
Yeah, I've tried the Kelda/Saylind/Brute combo with mixed results. I'd only attempt it on a large board so that summoning Jotun or Charos or whoever back for healing is a major teleport. Also, on a small board the opponent can bum rush the ladies easily.
Also, as UD deftly noted, you have to spend a LOT of turn markers to get the brute back and healed. 1-2 turn markers on Saylind to summon (just to be safe!) and then turn markers on Kelda until the brute is healed sufficiently.
And then of course Kelda can always perform her medical malpractice by rolling a 1. The family of Nelfheim is still suing from the last time I tried to use her healing skills.......
markwars
August 3rd, 2006, 05:05 PM
Great points UPC and Pilgrim.
You just can not place enough importance on how order makers must be used to make some combos work. This game is often won or lost on order marker placement. Dependence on the 20 sider to make your order marker effective is truly a recipe for disaster.
Of course if you are lucky with the dice you can make just about any combination look good.
NiteRaider
August 3rd, 2006, 05:20 PM
I think the best map to use her is on Migol's Tomb (the one with the overhang). Get her up there and then slowly bring up your army with her.
ultradoug
August 3rd, 2006, 05:33 PM
good point, get her inside that cave, of course, shes GREAT with Gliphs. also broke HEH's map in just 4 moves RIGHHTTT SADAR ?! where is he anyway. Oh still sad from how I pwnd him in 4 moves also he looks like Ivan Ooze.
jcb231
August 3rd, 2006, 07:01 PM
Saylind is also useful for summoning figures across wide rivers, lava fields, or other impassable obstacles.
Saylind works quite well for passing DW7K around, in conjunction with other figure movers.
jcb231
August 3rd, 2006, 07:03 PM
Saylind is the worst piece in the game
So Jason, which pieces AREN'T the worst in the game? I think on these boards and HQ you've called virtually every piece IN the game "the worst." There can be only one "worst piece."
jcb231
August 3rd, 2006, 07:09 PM
Use Saylind to summon the wounded smashbeast back to Kelda. Heal with Kelda. Send smashbeast out to crush foe some more. Rinse/repeat.
All order markers on the smashbeast until he is wounded and then the tough decision is to choose when to summon back and heal (using valuable actions.) I would also purchase a protection squad to keep lurkers away from the M.A.S.H. unit.
:D
Newb.
Bingo. That's the strategy. Raelin makes great MASH protection, as she requires no order markers. Ditto for Thor (for one defense die less), ditto for a field of Gladiatrons that can slow your opponent's advance while he is smashbeasted to hell and back.
You can make a frustratingly hard to kill Charos, Braxas, or Jotun with this combo. Agent Carr is sometimes fun to use as a lesser-life smashbeast too. Or Nilfheim. Or Q9....lotta good smashbeasts out there.
In large games that use variant order markers, this strategy gets even better. Not that it's not already hella fun in the regular game.
The Kelda + Saylind + Big Baddie combo should be cannon fodder for any Grut combo. The Grut should just run like banshees (utilizing Disengage) directly to Kelda, then Saylind. By that point sheer numbers should be able to overwhelm any Big Baddie left over.
Even the Kelda + Raelin + Big Baddie is a tough one to have success with using a 400 point army. Both armies are severly hampered by the lack of "protection" for the Kyries when facing armies of quicker and/or greater quantities.
I saw this combination (Charos, Raelin, and Kelda) used in the last DFW HS tourny. Without any range (it always had to bring the fight to you) and it was just overwhelmed by sheer numbers.
And, as UD pointed out, there is a heavy dependence on the d20 with Saylind and Kelda. d20 rolls can make or break a game. When your army's strength is based on d20 rolls, more often than not your game will be broken.
All that being said, it is a fun combination to play. :wink:
Good points UPC, but using this combo in a 400 point army or on a small map would be really really really really foolish. This is a big-army, big-map combo. You've got to be summoning the smashbeast across a pretty big distance, and have got to have time to react to advancing foes.
Not wise to use on a map where engagement can happen in the first turn or two.
Kelda/Saylind is a situational combo...the situtation being large armies on big maps.
jdtenor
August 3rd, 2006, 10:28 PM
Jason wrote:
Saylind is the worst piece in the game
:nkick:
Jason
August 3rd, 2006, 11:17 PM
"So Jason, which pieces AREN'T the worst in the game? I think on these boards and HQ you've called virtually every piece IN the game "the worst." There can be only one "worst piece."
Jcb231 try reading again, I defy you to find even 1 single board where I claim anyone but Saylind is the worst piece in the game
:lol:
I can't believe people would try to run the Saylind/Kelda/Charos or whatever combo. Even in a best case scenario that is 2 full turns where you are not even atempting to attack your army. Additionally, if Saylind misses her summoning role you are evn more screwed. If Saylind misses then suddenly Kelda has nothing to do on her turn thereby totally wasting 2 out of your 3 turns. I'd love to face someone who just throws turns away like that
toddrew
August 3rd, 2006, 11:44 PM
I may have missed it earlier in the thread, but another use for Saylind is getting figures to places on the board that on their own they legally would not be able to reach. Say there's an island rising 6 levels out of the surrounding water tiles and that's the perch one wants for Q9 - something like that.
toddrew
August 3rd, 2006, 11:50 PM
I can't believe people would try to run the Saylind/Kelda/Charos or whatever combo. Even in a best case scenario that is 2 full turns where you are not even atempting to attack your army. Additionally, if Saylind misses her summoning role you are evn more screwed. If Saylind misses then suddenly Kelda has nothing to do on her turn thereby totally wasting 2 out of your 3 turns. I'd love to face someone who just throws turns away like that
Fun to try, as GB mentioned earlier, but I'm with Jason on this one. Inefficient at best, disaster at worst, unless we're talking huge maps and small armies.
Maybe if the summon(n?)ing with Saylind is occuring on the third order marker, so the outcome can be dealt with accordingly. Hmm, I'll try this method out at least before outright dismissing it, but as Markwars pointed out, a horde army would tear this to pieces, even if the d20 was being generous.
jcb231
August 4th, 2006, 12:44 AM
I can't believe people would try to run the Saylind/Kelda/Charos or whatever combo. Even in a best case scenario that is 2 full turns where you are not even atempting to attack your army. Additionally, if Saylind misses her summoning role you are evn more screwed. If Saylind misses then suddenly Kelda has nothing to do on her turn thereby totally wasting 2 out of your 3 turns. I'd love to face someone who just throws turns away like that
Fun to try, as GB mentioned earlier, but I'm with Jason on this one. Inefficient at best, disaster at worst, unless we're talking huge maps and small armies.
Maybe if the summon(n?)ing with Saylind is occuring on the third order marker, so the outcome can be dealt with accordingly. Hmm, I'll try this method out at least before outright dismissing it, but as Markwars pointed out, a horde army would tear this to pieces, even if the d20 was being generous.
Playing this combo in a traditional game does not have to use up two of your three turns, as Jason says. Use one order marker to summon the wounded figure away, and then next round use an order marker to heal him/her, thereby still attacking with two markers each round, if your enemy is clos enough that you need to worry.
Also, a horde army may be able to tear the big-bad apart, but that has nothing to do with this combo....the actual Saylind/Kelda MASH is no more vulnerable to hordes than anything else if played correctly on a map of requisite size. You can see the horde coming far enough in advance to not put markers on the MASH and instead ready the troops. If your map is not big enough to allow that kind of play, you shouldn't be fielding this combo, plain and simple. That's pretty much how you can judge if your map is large enough....figure out how many turns to engage, assuming all markers were on the same card. If it's three or less, don't field the combo. If you're playing with less than 750 points, don't field the combo. If you can't afford decent protection for the MASH (like Raelin) don't field the combo.
People keep coming up with arguments against it that involve playing it the wrong way.....play it correctly and this combo can be fearsome and soul-crushingly frustrating. Play it poorly (map too small, armies too small, enemy at your door, big-bad too wounded to survive a missed summon or a botched heal) and you will lose big.
ultradoug
August 4th, 2006, 01:49 AM
"So Jason, which pieces AREN'T the worst in the game? I think on these boards and HQ you've called virtually every piece IN the game "the worst." There can be only one "worst piece."
Jcb231 try reading again, I defy you to find even 1 single board where I claim anyone but Saylind is the worst piece in the game
:lol:
I can't believe people would try to run the Saylind/Kelda/Charos or whatever combo. Even in a best case scenario that is 2 full turns where you are not even atempting to attack your army. Additionally, if Saylind misses her summoning role you are evn more screwed. If Saylind misses then suddenly Kelda has nothing to do on her turn thereby totally wasting 2 out of your 3 turns. I'd love to face someone who just throws turns away like that
OH FOR THE LOVE OF HUMANTY USE THE @%#@#%#@!! QUOTE BUTTON!
NiteRaider
August 4th, 2006, 02:35 AM
Oh boy! Are things starting to get outta hand here? Do I need to alert security?
Agent Minivann
August 4th, 2006, 05:16 AM
I think the best map to use her is on Migol's Tomb (the one with the overhang). Get her up there and then slowly bring up your army with her.
That map is actually fairly small for fliers. That is my son's favorite map, so I see more of it than I like. If Saylind gets up there and wiffs on summon, other fliers can get up there and rip her apart.
Oh, jcb, about the whole "worst" thing with Jason...I think you are mistaking his habit of naming worst of a package, like Dund, or Valgard, but he is pretty consistent with the whole Saylind is worst of the whole game.
CupidsArt
August 4th, 2006, 10:29 AM
I REALLY like Saylind but lately I've chosen Theracus over her/him, :)
I still think it's a great unit and should be considered on any map that abuses range/height.
Bannister
August 4th, 2006, 10:49 AM
Saylind is ok. But just ok IMO.
The thing is Saylind is a one hit wonder. You know exactly what to expect everytime she is on the board. If you are a wise commander you will find the spot she will be heading towards and get there first or atleast a close second.
So you want to get Saylind to the top of the hill and bring in DED to take shots at my troops? Ok, then I get to that hill with melee guys if it is reasonable (snakes, wolves, somebody like that) or atleast get a ranged squad in range of the hill and let's see how long she and DED can handle that!
Usually not very long.
I do think (as others here have suggested) that were she really shines is on maps with extreme elevations. But if you have those kind of elevations and Saylind I will just try the afore mentioned strategy with flying squads like Minions or Sentinals.
She is, like I said ok. But a one trick pony.
Bannister
TopHatCat64
August 4th, 2006, 11:09 AM
The thing is Saylind is a one hit wonder.
I'm betting that when Saylind was created, her inspiration wasn't an actual fighting unit (ie. "What if we made the Agents in the Matrix into a fighting unit, what sort of in-game powers would they have" for the Krav Maga) but more as means to expand game mechanics.
I wonder if it would have made more sense to make the "one function only non-fighters" like Kelda and Saylind into strategic action cards rather then actual in-game figures.
Pilgrim
August 4th, 2006, 03:56 PM
Interesting idea. But I think she's just fine as she is. She's certainly not the worst unit, but not the bomb either. Like Bannister said, she's ok when used for her intended purpose. On the right maps, with a large enough army. And don't bank your whole strategy on her.
The other way I've had great success with her is in team play: large map, 1000+ points between my partner and me, and she's great. Your partner can provide cover and she can zip around here and there summoning strategic pieces from way back in the rear toward the front. This actually SAVES turn markers, rather than wastes them, because she in a few turns she can bring forward several slower characters over great distances, which would have possibly cost many more markers to bring forward individually.
And yes, to Jason's comment, I have tried the Kelda/Saylind/Charos combo . . . for FUN. Playing against my son. Sometimes it's FUN to try long-shot, crazy ideas just for kicks. But don't worry dude, I will be bringing it strong to the Boston tourny next month :boxing:
:D
Hahnarama
August 4th, 2006, 04:52 PM
Ah I remember seeing her for the first time @
Gen Con! :gencon: last year. I thougt if we ever got castles how coll she would be.
5 days, 7 hrs, 7 min
:hijacked:
NiteRaider
August 4th, 2006, 05:20 PM
Thank god we have you telling the time until GC. Without you, I would have to go all the way back to the homepage. :wink: :lol:
Hahnarama
August 4th, 2006, 06:34 PM
Thank god we have you telling the time until GC. Without you, I would have to go all the way back to the homepage. :wink: :lol:
5 d, 5 hr, 24 min :gencon:
NiteRaider
August 4th, 2006, 07:32 PM
Thanks again man! Keep up the good work! :up:
markwars
August 7th, 2006, 10:40 AM
Thanks for all of the contributions guys. This thread turned out to be VERY useful. ;)
Taelord
August 11th, 2006, 10:35 AM
I have thought several times about drafting Saylind in some 1000 pt games, but there was always someone I wanted more. I can't really envision how he would come in to play as an advantage.
Saylind is a She
negation
August 11th, 2006, 11:58 PM
t(-_-t)
netherspirit
August 12th, 2006, 12:00 AM
t(-_-t)
You need to cut out on the spam. Check your PM's.
Temprit
August 12th, 2007, 02:22 AM
In castle maps I always use her to teleport Q9 on the Castle. Usually always wins.
MattserTruckRally
August 12th, 2007, 02:10 PM
Mantrain was able to use Saylind effectively in Cinci tourney last December and ended up winning the whole thing. He used Saylind for few purposes:
1.) Negate Q9s double base movement, and get him to high ground.
2.) Moving Nilfheim out a lil bit while still being able to advance the summoner. (Usually happened on order marker #1)
3.) Halfway decent glyph grabber
4.) Engage and tie up units while Nilf/Q9 proceeded to take out the units while they were busy fighting off the summoner.
Aranas
August 13th, 2007, 04:28 PM
Thread necromancy! :reaper:
Look at Netherspirit's and Temprit's posting date: almost the same day... only one year later! Hehehe!
Back on topic, I once won an epic game with Saylind. I was attacking a ruined castle with NO range and only two flying figures! All depended on her ability to bring Ne-Gok-Sa or Kee-Mo-Shi in. You can find it here if you can read French:
French battle report (http://forum.heroscape.free.fr/phpBB2/viewtopic.php?t=903)
Aranas
killercactus
August 13th, 2007, 05:00 PM
At the last Con i played in, we played a 3 on 3 capture the flag game, 400 pts each. The object was to get to the top of a very high castle, grab the flag and bring it back to your starting zone. The only other special rule was the figure carrying the flag wasn't allowed to fly.
My teammate won the first pick, and drafted the Airborne Elite. Once the draft snaked back around to him, no one had drafted Saylind. He took Saylind, dropped the AE in the first round onto the top of the castle and took the flag. Saylind had the next two order markers..... and that's how you win a 1200 pt Capture the Flag game in the first round. Needless to say the game was ill-conceived, or needed a couple of extra rules.....
However, in regular play, I think Saylind definitely has uses. Saylind with a few strong heroes makes for a fun army at least, if not a competitive one. She can also summon Syvarris or Deadeye to a high point to snipe, and is probably useful alongside Kelda to summon a big hero like Charos or Braxas back to the other side of the board once they've been wounded to get healed up.
War Solves Everything
August 13th, 2007, 10:13 PM
She works the best with Q9 and Krug because of they're doubled spaced figure. Send Q9 up to height or move Krug into a flanking postion.
johnny139
August 13th, 2007, 10:30 PM
Sure, why not?
Recently, I made a GREAT move in a castle vs. castle map... it was fairly close, 15 or so spaces between the two, but with lots of hills inbetween. While my friend placed all of his first Order Markers with the intent to set up a defense, I made a bolder move. My army consisted or Jotun, Acolarh, Saylind, Theracus, Guilty McCreech, and Brunak, since I had a lava field in front of my castle.
Order Marker 1 - Theracus, who starts off next to Acolarh, flies out, carrying Saylind. He zooms out, and hides behind a hill, dropping off the kyrie, and stopping there.
Order Marker 2 - Saylind flies forward, landing right on his battlements, only about 6 spaces away from his Roman Archer formation. Too bad his next marker was on Deadeye Dan! She summons, you guessed it, JOTUN!
Order Marker 3 - Futility as Deadeye attempts to Sharpshoot the giant, and I send him to smash the Roman Archer Trio. But that's not all! The group of Arrow Gruts behind them were also crushed. In total, in one turn, he killed 3 Roman Archers and 2 Arrow Gruts.
From then on, I crushed 80% of his army with Jotun before he fell to Syvarris and some Ninja. But it was useless, as I had Guilty up high and Brunak ready to strike.
It was a good match, it was a happy match.
Joah
August 13th, 2007, 10:36 PM
I've always had good luck with Linda. I haven't drafted her,(yes I saidher) in awhile.
When is GenCon? I might have to look at her again. :wink:
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