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Omenbringer

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About Omenbringer

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    Big Bad Voodoo Daddy
  • Birthday January 1

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    Cleveland Transplant

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  1. While this works it shows the issues with the Moon Shinobi. In order for them to be a viable option over the Fermented River Monk they need the Brew Master to dedicate Actions to just them. Even here though, I would argue, throwing Swill on the model the Fermented River Monk is engaging instead would produce a similar removal difficulty while also limiting that models presence (Offensively as well as defensively). One thing that could push the Moon Shinobi's viability up would be another model that could pass out that all important modifier for them.
  2. I would also throw in that Brew Masters stock crew isn't really that great. He runs much better in 10 Thunders than in Gremlins. Moon Shinobi could use some help, they are in almost all cases worse than Fermented River Monks.
  3. I would throw my hat into the appropriately costed if they were summonable. As is they are too expensive to use them as tarpits (likely only lasting a single turn) or scheme runners (really does require other models to do well enough to justify over other options which again makes them less optimal choices when our cheaper options can perform a similar function (and assist the crew in other ways). I would argue that a lot of the issue is with Sparks and not simply the Survivors. He needs to do more for the crew than simple hand out Fast to a single construct per activation.
  4. @tmod While I like the idea my concern would be that they might then negate the Stuffed Piglets in a lot of ways.
  5. I could see it going both ways honestly. Corpse markers would be interesting in that it would provide the faction another method (aside from the Taxidermists who aren't very good at it) of getting rid of them (and we do tend to create so many of them). I tend to lean toward using damaged gremlins though as I find that is the more balanced summoning mechanism. Perhaps they could give it to us both ways making one function like Asami's Flicker mechanic (i.e. summoned from Corpse Marker having a condition which counts down) and the other allowing summoning of Survivors without the countdown condition. Hell I would even go for an "ability" (decent aura size please) which allows killed Gremlins to "linger" for a turn (think of Reva's stupid Shield Bearers though with a time limit or if you are familiar with last edition the old Slow to Die ability) and the other requiring an action (please make it 1 AP, Sparks has enough going on in the 0 AP range that struggles to consistently function). I think this would go a very long way toward making both of them a bit more palatable over other options in the faction. I want to like both of these guys but getting work out of them (and the Mei Feng's Mechanized Porkchop) is a chore over other options.
  6. I agree that they feel like they are missing something and think I have put my finger on it. As you mention the natural inclination is to wind them up (give them fast on top of Reckless for 4 AP) with Sparks (only one a turn) and send them off to complete an objective. The issue being that they tend to be a one shot option for this in a faction that has many other competing options that also contribute more to the crew or are cheaper to run (Iron Skeeters, Piglets, Bayou Gremlins being the best examples). While they do have some good defensive tech (Hard to Kill, Armor, Df 5, long engagement range and the Gremlin characteristic) they really aren't that great at tar-piting, particularly at a cost of 5 SS each and against either the "big baddies" or high defense models you want to slow down. The best solution I can come up with would be for the designers to include an upgrade for Sparks in the next book that allows him to create Survivors from other gremlins. In this way Sparks gains an expanded role in the crew (he is also a bit underwhelming IMO) by creating and sending wave after wave of Survivors to slow the opponents advance. In this way the Survivors become a prolonged tar pit threat rather than a just a speed bump.
  7. Probably worth considering Bayou Two Card. Not strictly a card draw action but an ability which does function similarly and also contribute to deck cycling.
  8. Head on up to Cleveland and visit the Warzone Matrix. I know they have them (and a lot of other stuff to boot). It isn't a pretty store but if you are looking for something it is likely he will have it (even if it has been out of print for like 30 years). Let me know if you need the address or contact info. If you head up on a Friday night there is a good chance you'll see me up there as well.
  9. I would argue the Place potential is the better reason to hire the Pigapult, though even here I am not a huge fan of it for the cost. That positioning comes with a huge downside in the Paralyzed condition (especially in regards to the most recent errata change). Flinging Stuffed Piglets up field no longer locks down opponents like it used to, at least on the turn they are Paralyzed (they can be killed on this turn without worrying about triggering Bacon Bomb, relevant text underlined and bold below) This makes the Pigapult a lot less dangerous unless you can massively out activate your opponent (not as easy as it once was) and fling the Stuffed Piglets after your opponent has activated all of their models (or at least those in a position to attack the Stuffed Piglets). Again the issue becomes forcing your activation order which is a major downside in my opinion. As for Wong's Glowy ability, the Pigapult is the reason it is worded the way it is. I am not convinced the Pigapult would be all that bad even with access to "Glowy" (it is still expensive to run consistently) but am happy with the playtester's decision to omit it from the discussion.
  10. @Ludvig Why pay to hire them when Lenny can provide all the free piglets you want for the Pigapult (the Pigapult is a great target for his upgrade attack)? Only the Taxidermist can summon Stuffed Piglets (he can only do it once an activation, requires a 9+, a corpse marker, and also a short range of 6") and well that is an additional cost to fielding the Pigapult. Their is a significant difference between Sh 5 and 6, especially when coupled to a damage flip. The two together make you less likely to get reach higher damage profiles and that you are paying a premium for (and not all crews need to cluster close enough to make the a real threat). Also consider that Piglets can move the Pigapult via Truffles (making up for that slow Wk), aren't Insignificant (so can contribute to schemes and strats) and have more than one role in the crew. Piglets really are the superior choice to consistently fuel the Pigpault. @cfrag While I like that Sparks can give the Pigapult Fast it does come at a high cost and limits his presence quite a bit. @codingCaptor That is an awful lot of points tied to the Pigapult and a fairly tight radius to keep your most of your crew bound within. It also comes with some really big negatives in that you have two less cards for cheating, no method of healing the Pigapult outside of the single wound it recovers from Bacon Load, no method of summoning more Stuffed Piglets (so your opponent killing them becomes a major issue), and finally your activation is heavily scripted (at best your Pigapult is firing third in the activation order giving those mobile crews time to reach it or limit the effectiveness next turn). It might work well the first time but once a player has seen it it wont be difficult to pull its teeth (From the Shadows "Sniper" models present some real problems for this setup. While I think the Pigapult is a decent option, getting it to consistently perform is an issue in many games, particularly if your opponent has seen it in action more than once (my players don't have much trouble limiting its effects) or the Strats and Schemes don't favor a static fire base. @Clement Good catch.
  11. I think the poor reception of the multiparts kit might have been influenced by the issues with the female kit. They are also difficult to cross market with other RPG systems due to the setting (not a ton of steam punk RPG's that are super popular).
  12. I would agree with the others that it is definitely not necessary or even all that useful in most builds. As for overpowered...I have rarely found it that dominating against most of my opponents, particularly those that have faced it more than once or have mobile crews. If they can weather the storm it isn't difficult to take out in a single turn (and often a single activation if you catch it between firing and healing). It is a huge points investment (to keep it at max efficiency you really need a Slop Hauler babysitter and Lenny with his upgrade to fuel it turn after turn (hiring piglets to feed it is a losing proposition most times), sparks is also often considered but I don't find him worth his points in general) that rarely pays off in the damage department, most find it more useful for flinging models up the field (I am not one of them since I think we have better, cheaper, and more efficient methods of doing that). I also am not a fan of Stuffed Piglets for feeding it, they come with too many downsides to make them consistently worth using for ammo. I prefer the vanilla Piglet that can do more for the Pigapult in terms of movement assistance. It is a fun model though and worth fielding just for the fun of it.
  13. Taxidermists (even a pair) don't eat enough of her corpse counters too really slow her down. Reva is a difficult match for Gremlins...extremely difficult. I would try the Pigapult. It has a long range, can actually get at her, and can do some decent damage. I would also recommend a more elite build since our staples tend to just make her worse of an experience as they die too easy. I still feel Reva needs to be toned way down. Not saying she is absolutely unbeatable but definitely saying that she is a very negative play experience in most instances. I would much rather find something (anything really) else to do than play a game against her. She really does have a lot going for her.
  14. I would say the gremlin faction uses the Characteristics better than most...at least the Pig and Gremlin ones anyway. Most factions feature a lot of virtually useless characteristics.
  15. Not arguing that it needs to be taken to the extreme, but as is most characteristics are nothing more than "flavor text." If the Characteristic doesn't really add anything then why even bother putting it on there? As for the Brewmaster, well I would prefer to see a list like that over a list of random top-tier crap that makes him competitive but has very little reason to work with him. To each his own.