Jump to content

We're currently updating the site and a few things may run slow or not as expected at the moment. Give us a day or two to get everything sorted out and changed up if you would.

One of the new things you'll see about are the 'sticky notes' which you will occasionally see from the site Admins if something important shows up or is newsworthy, or if you happen to be in one of our many beta testing groups giving you an additional heads up when something new needs to be looked at or sorted.

You can send these amongst yourselves as well if you wish, just don't abuse it. 

Thanks for your patience!

Nathan Caroland Nathan Caroland


  • Content count

  • Joined

  • Last visited

  • Days Won



About Omenbringer

  • Rank
    Big Bad Voodoo Daddy
  • Birthday January 1

Profile Information

  • Gender
  • Location
    Cleveland Transplant

Recent Profile Visitors

2,386 profile views
  1. A couple frustrations about Brewmaster

    I tend to agree with you @edoperischetti the Moon Shinobi really need something outside of the Brew Master' actions to provide the all-important modifiers for them to pull their weight over other options.

    Can we have Napolenny riding a war pig like the famous Napoleon painting below: Or perhaps his log can be done up like a hobby horse and mimic the same pose. And yes Napolenny should be modeled with a hand tied blanket cape or perhaps set of bloomers.
  3. Painting Gremlins... ;-)

    It should restore paints that aren't completely dry, though if you let them sit in the mixture long enough it might even restore those. My mix is: 1 part Liquitex Gloss Medium 1 part Liquitex Matte Medium 2 parts Liquitex Flow Improver 1 part Distilled Water MIx this up in a separate "squirt" bottle like this: This may shift your paints final finish toward Satin vice matte or eggshell. If you find it is more semi-gloss or gloss then you are using too much Gloss medium. What this is doing is adding more of the binding agents to the paint (gloss and Matte mediums) and also "loosening" the paint particles to restore fluidity (Flow Improver and Distilled Water). I would not recommend omitting any of the components as each is doing something a bit different to the paint. For your "gloppy" paints be sure to add a plastic agitator or two to the pots (if you aren't already doing this). I recommend purchasing a bag of plastic beads (usually found in the kid's arts and crafts area when you pick up your additives. With those in the pot and a few drops of the above mixture you then shake the hell out of the paints. It may take a bit of effort at first and you may need to add a bit more of the mixture as you go. Biggest advice is not to be in a rush, you can always add more but removing too much is really not feasible. An electric back massager like this: can make this step more effective and less tiring on your wrists. Put your paints in one of those thin plastic tackle boxes. Place that on a pillow and then run the massager over the tackle boxes lid. If they are really gloppy or you just really want everything well mixed, you can use a large rubber band or strap to fix the massager to the tackle box and let it run for a while. This is the type of box I am talking about: You can usually find them in the same arts and crafts stores you get the rest of the stuff in. One last suggestion is every few weeks or so (when painting regularly) add a few drops of the mixture to your paints. If you typically go long periods between paint sessions you might try adding some Liquitex Slow-Dri to the above mixture. If you go this route I would recommend trying 1/2 part to the above mixture. If you are comfortable with wet blending you might go as high as 1 part. I don't generally do this myself so you may need to experiment a bit to get the right ratios. Instead, what I do is just add a bit of the mixture into the paint pots and let it sit on top (no agitation). This has worked well for me. Hopefully, some of this will help you out (or others that may have the same issues). I use Liquitex because it is easier to find, available in larger quantities, and generally cheaper than the hobby specific stuff.
  4. Painting Gremlins... ;-)

    I can suggest a custom mix of additives that will assist in keeping your paints from drying out if you are interested. MIne are going on 6 years old and with the exception of the dry brush and texture paints, are as fluid as the day I bought them.

    So something like this:
  6. Are these strats too frIendly to gunlines?

    Could you perhaps post a photo of your typical board layout?

    That isn't that difficult to convert from the existing line. I did something similar with the old metal models (Skeeter and Mindless Zombie). Perhaps this would be a great time to recycle that old Twisted model Dwead Piwate Rupprecht.

    Alt Lenny in a Tuxedo and Top Hat.
  9. Future of Pigapult

    I would disagree LameO. The Faction as a whole doesn't struggle for mobility aids, as you mentioned Iron Skeeters can perform that function as can the Piglets. Where we do suffer is in accurate long range shooting. This is where the Pigapult can and does fill a gap in the faction (yes, yes some of the LaCroix's could be considered to also do this but none are as capable as a Pigpult controlled by Som'er). Currently however its cost is prohibitive when employed in this role, so players are touting its Launch'n action as the superior benefit. I disagree as the downside is significant in comparison to the Iron Skeeters or Pig Ladders and Truffle Shuffle. In regards to the original question, it really depends on the composition of the GG 2018 Strats and Schemes. If they are mobility heavily then it will have a place (though again I think the Iron Skeeters or Piglets are superior options in this regard). If they are killy" then it will have a place. If they are somewhere in between then it may not.
  10. Future of Pigapult

    The Pigapult has always been expensive the rise in cost to Stuffed Piglets doesn't really affect it.
  11. What new upgrades do our masters want?

    A suit switch for the trigger could work with the Lightning Bugs. That way Som'er would have to use Do It Like Dis! twice (once from a Skeeter) to ensure both the summon and the healing trigger. Increases the cost by 2 SS (Skeeter hire) and requires another control card for Do It Like Dis! I do agree that Som'er shouldn't be messed with at all. He is one of our top-three competitive choices but he is far from OP'd or even a NPE.
  12. What new upgrades do our masters want?

    This again sounds like people who have never actually piloted the Som'er summon factory and have only seen the perfect storm of its use. It isn't as simple as it looks even if your opponent patiently sits back and allows it to function at full capacity. The activation order alone screws most people. As far as the Slop Haulers healing, well let's just say Som'er manages to summon a full compliment of 3 Bayou Gremlins in a single activation (that cost 9 SS for the 3 Bayou Gremlin's that are the targets, plus 2 SS for the Family Tree Upgrade, and another 5 SS for the Slop Haler, total of 16 SS, and the Bayou's can't activate until after both Som'er and the Slop Hauler have gone)... To make this work it will cost at least 1 card plus a 6+ card and Som'er's 0 Action to guaranty the required suit for Get Your Bro (Via Do It Like Dis!) ,3 cards with a value of 8+ to succeed with the summons, and then 4 cards of 6+ value to heal the injured to max wounds. You have also done nothing else with your master (His entire activation was spent summoning and guarantying the suit), tied down the Slop Hauler (who can only do something else if he chooses to go Reckless a the cost of 1 Wound but has to remain close to Som'er to provide healing again next turn) and can really do nothing else with 2-3 of the Bayou Gremlin's because if they move outside of 4 inches from Som'er they can't be used for summoning next turn. ...that leaves 2 Bayou Gremlin's still at 2 Wds. The rest of the 4 Bayou Gremlin's will have between 2 and 4 wounds (Let's assume average flips which returns them to full wounds). Which Bayou's does the player choose to leave in the Back Field? Does the player risk moving the wounded ones from the back field or use the healthy ones (for the moment anyway)? Likely the player is going to choose to leave the wounded ones (who are also probably Slow due to summoning, why use Slow ones when you will want to run the healthy non-slow ones drunk and reckless so they are OP'd). So what happens now? Som'er has 2 injured Bayou Gremlin's near him that he hopes will heal before his next activation so he can summon off of them. He also likely has 3-4 "healthy" Bayou Gremlin's (that 4th one will be slowed due to summoning) primed to dash up field Drunk and Reckless. End result 4 Bayou Gremlin's upfield at half wounds or less (because of Drunk and Reckless usage otherwise the Bayou Gremlin's are crap right?), 2-3 in the backfield (near Som'er for next turns summoning, 2 of whom are likely to be at 2 Wounds). Let's say your opponent doesn't or can't take advantage of the situation to kill your Bayou Gremlin's upfield. Next turn you run the summon engine again. Net result is not going to be the same. The Slop hauler now has to go before Som'er in order to heal those 2 injured Bayou Gremlin's in the back field that he will use to summon the next wave. If Som'er decides to summon a full compliment then he will have 6 Bayou Gremlin's in the back field that are all going to be at half wounds with no way to heal them until the next time the Slop Hauler can activate next turn. That also means that they can't go Drunk and Reckless because they won't have the wounds to live thru it. We also still have the problem of healing those Bayou Gremlin's we ran upfield last turn who are likely injured from running Drunk and Reckless. We could use those Lightning Bugs at a cost of 5 SS (So now the total is 21 SS to make this work because you are going to either two of them or a Slop hauler and a Lightning Bug to have any kind of board coverage) but of course to really maximize the healing we really want to use that neat little trigger on their Magic Blasty Stick. Let's assume they are in the 8 inch bubble for Som'er's Do It Like Dis! (to provide the ) They still need to succeed with an attack to make it work. Do we target one of our Bayou Gremlins or an enemy model that happens to be within 3" of all the models that need healing? Targeting one of your Bayou Gremlins will result in it dying on any success (any damage flip bar the Black Joker from the Magic Blasty Stick kills a Bayou that went Drunk and Reckless before it can be healed from the trigger). Targeting an enemy model risks failure (so no healing) and requires favorable positioning of the enemy model to be sure to heal everyone that needs it. Again let's hope your opponent is obligingly positioning his models to aid the summon factory but not hamper it. While a lot of this is theoretical "in a vacuum" example, it demonstrates the fragility of the Summon Factory even when everything goes right and how it just isn't sustainable long term without a lot of effort and costs (and even then there are diminishing returns). It also requires your opponent to be unable to dissect the support required to make it function. Protecting that key Slop Hauler is very difficult, particularly given the access to models that can engage it first turn From the Shadows. After that, you have to worry about protecting those squishy Bayou Gremlins that are required for Som'er to summon. This is not that easy once they have sustained the damage from summoning. Again From the Shadows deployment can easily dissect the required models though Lure can wreak havoc as well due to the tight positioning constraints. Lightning Bugs can somewhat replace the Slop Hauler's but they aren't that much more durable or easy to protect (and of course their healing isn't free either even with a "healthy" friendly target to trigger off of). Now don't get me wrong, I do agree that the Lightning Bug's triggered healing could probably go from 2 to 1, but it doesn't come with out risks (using it could result in healing your opponents models as well). Now a lot of this can catch a player off guard the first few times they see it, especially if the perfect storm of sequence, position, and card draws occur; however, once they have seen it, it doesn't tend to work anywhere near as well. That Slop Hauler (or Lightning Bugs) and injured Bayou's don't tend to last very long. My players have become fairly adept at removing the healers early, forcing me to transition to one of Som'er's other play styles mid game (this is why I really favor building a crew that can do this with minimal effort). Not trying to sound condescending (though it's the internet so who knows how it will sound) but the Summon Factory is not a viable play style for more than a turn or two (and if it isn't running at "full power" then it is much less of an issue and even easier to deal with). Having run it for years now, it just really isn't a consistent path to victory, particularly when you consider that a third to almost half of your hiring points are spent just trying to give yourself the best chance of making it work (and hoping that those damn From the Shadows models don't show up to ruin your day). Like I said, I can think of a lot of other summoners who are a significant;y larger problem than Som'er.
  13. Delude by Broken promises (for the moment)

    They do appear to be gaining more text with each new wave. The mind abhors empty space.
  14. My problem with Burt Jebson

    Thanks for the save again Math. Should have grabbed the book. Wasn't Lazarus the only other model that had something similar?
  15. My problem with Burt Jebson

    Well considering that the Ten Thunders (nor Gremlins for that matter) where a faction (Misaki and the Gremlins were under the auspices of the Outcast faction) you are correct. However, Burt was a Mercenary in 1st edition and is fairly similar to his current M2e incarnation.