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Everything posted by Omenbringer

  1. Omenbringer

    Is the pigapult mandatory?

    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.
  2. Omenbringer

    Gremlins vs Reva

    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.
  3. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    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.
  4. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    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.
  5. Omenbringer

    Lacking Lucky Emmisary?

    I would agree that compared to some of the other Emissaries we sort of got crap. A faction that functions on synergy doesn't need a model that doesn't really tap into that well, especially one that is also expensive. With that said, the last time this topic popped up I recall there was at least one poster that found it useful.
  6. Omenbringer

    Lacking Lucky Emmisary?

    It is an expensive model that tends to be at odds with itself. As has been stated getting performance out of it often takes significant set up and additional hires. My thoughts are that they tried to do to much with it at the expense of making it good at any one particular option. As has also been stated we have better options to do what it can, and often they are cheaper too. Some of the Master Specific Upgrades are worth a look but I often finding hiring a 10 SS model to hold it is less efficient than simply doing with out it (10 SS can hire quite a bit of other options (2 Bayou Gremlins and a Piglet for example).
  7. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    As you point out our problem is that the so called "models designed for a specific master" are often still lackluster in comparison to others not necessarily designed for those Masters (Moon Shinobi vs Fermented River Monks are a good example of this). That is poor design. I would like to see the next edition really focus back on the thematics of the game and tie benefits to keywords in a much more significant way than they currently do (i.e. Model A provides a beneficial suit to model B when also in the crew). As is, often times the Characteristics of a model don't really matter within the context of the game (you would see Rotten belles a lot less in Resser crews and Seamus a lot more if that exceptional Lure Action they have, with its two required suits was tied to him providing one of them as a passive ability). The Pigapult flinging models around the table is not what it was really designed to do, it is more of a thing players have found to be useful over the substantial negatives of trying to attack with it every turn. Hiring it to increase your models mobility can be worthwhile (I would still argue that as a faction mobility is not really something we struggle with so hiring it is often inefficient to other options), while trying to get it to function as an artillery battery consistently is not (it requires significant inputs and additional hires to pull off, aside from limiting how your crew deploys and moves about). As for getting at it, none of my players have seemed to have an issue doing that consistently or before it can cause significant issues for them, nor getting around that high Armor value (only really significant if it hasn't damaged itself trying to fire each turn). The goal should be to have things be consistently viable options, particularly within their own thematic crew. As is this is often not the case. That is not good for a business that makes most of its money from selling miniatures (wonder if Privateer Press has made the money back on all those Deliverers that get overlooked in favor of better options?).
  8. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    I think a lot of our bad models are examples of your Nurse-Shinobi combo. Making them work requires either expensive combos which pigeon hole you or require out of faction models to pull off (and not all Masters can hire the required models). It is also unfortunate that a lot of our recent offerings seem better out of faction than in. The low cost thing is a common argument however very few models inflict anywhere near the amount of damage on their own models that gremlins do in order to function at peak performance. As a faction Gremlins are not that durable...even the Pigapult with its high Armor tends to crumple easily. When you build your faction identity upon synergy and self-inflicted damage to increase performance, those models which do the former best and the latter least are always going to be the best choice.
  9. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    Reckless wouldn't be that great on them as they would just die quicker. They really need some method of generating lots of flips to make them viable. From the Shadows is a worthwhile ides, particularly given the fluff.
  10. Omenbringer

    Models in Gremlins which you feel are a bit lackluster

    I tend to agree that the Moon Shinobi is our worst model. I think your errata's are a good start to make them worthwhile (right now they compete with Fermented River Monks who out class them quite a bit). I might also add an Enforcer model that provides some of those modifiers that could make them more viable options. Perhaps based on this guy: I would also look at Sparks and the Mechanical Porkchop as likely models in need of something else.
  11. Omenbringer

    "Hard to master": which is hardest?

    I would agree with this. I have been playing Som'er from very near the start of the game and I still find neat and new things I can do with him (and most don't require new models either). He is great for competitive play because of his versatility (both for you and your opponent...so many options to prepare for), but very difficult to master.
  12. Omenbringer

    Backerkit Response

    That is rather interesting as it was asked by Henchmen previously and it was implied it wouldn't be a requirement.
  13. Omenbringer

    Backerkit Response

    Out of curiosity where did you see this announcement?
  14. Omenbringer

    Gremlin Multi-part Kit ???

    Some of the female Multi part kits had elongated extremities (it looked as if the feet were intended to be separate pieces from the legs). I believe the issue was fixed but haven't seen the newer sprues (mine are from the TtB backer kit). I have not noticed any scale difference between the Multipart kits and Malifaux models (other than the elongated limbs already mentioned which is easily fixed and any Malifaux models which have been identified as somewhat out of scale with the rest of the range).
  15. Omenbringer

    Zipp's ship

    Host your pictures on one of the other "free" photo sharing sites like Photo Bucket and then just copy the link here.
  16. Omenbringer

    Zipp's ship

    This topic was discussed earlier in another thread and it contained some great ideas. Here is the Questions about the Infamy: Ship of Zipp the Sky Pirate link.
  17. I wish I would have bought more of the Gremlin Puppets...they are bigger than some of the new Gremlin models being released (looking at you leaping-from-snapping-gator gremlin, my god it is tiny and made of so many small pieces).
  18. I wouldn't be so sure. Remember the demand for the Nightmare Edition Lord Chompy Bits over the public release edition? That new plastic model in the crew box sure does bear an uncanny resemblance to it. I wouldn't be surprised to see the Relic Knights Hannah eventually replaced by a model that bears an uncanny resemblance to the TtB Kickstarter Hannah. At that point new players will stumble upon these old threads and wonder what the hell everyone is talking about, asking for pictures and such. I don't know if I would call it viable. Neither edition is really complete. The original version is difficult to get, particularly in regards to the Booster packs. The Unstitched Edition, however, suffers from not having models for stats for all the previously released material (though the play test did make strides toward fixing this nothing was ever really finalized). I agree though a third edition is not really required, simply a completion of the effort. I would envision future boosters building upon the core concepts similar to the way the Zombicide or Super Dungeon Explorer series have. As I have stated previously I would like to see a version that incorporates Terraclips for some random board formats so the game can be kept fresh (again most of the board games Puppet Wars would be competing against have a similar feature). This would also provide an additional marketing angle for the Terraclips line (yes I know Wyrd has put that line on permanent hiatus but they do still own the rights and this could be a great way of revitalizing that line as well...which also suffered a bit from poor marketing i.e. they only released the large generic "lego" sets instead of the smaller themed ones). With games like these the more you can cross market with your other products the more likely people are to buy in. Including Malifaux Stat cards for a Lady Justice and Seamus Crew (with link to the free mini rulebook) is easy and cheap, but to the consumer implies more value for the singular purchase. Incorporating Terraclips with the game (for altering board layouts and introducing new rules/ scenarios) would achieve a similar goal, allowing cross marketing with Malifauxx, TtB, and TOS. As for getting more attention from non-wargamers, perhaps Puppet Wars could be sold in non-traditional outlets, i.e. Hot Topic, Spencers, or bookstores (I still argue these would have been great outlets for the EBO franchise). The largest obstacle seems to be the availability of staff to revitalize this project. Lets hope the recent hiring flurry of the last year allows someone to be freed up for the effort in the future.
  19. Honestly I never understood why previous versions of Puppet Wars didn't include at least enough Malifaux cards for two basic crews (Seamus and Lady J being the most likely as their base crews are almost the same minus the totem). Seemed like an obvious an inexpensive inclusion that could increase the appeal of the game (making that high price tag a bit more palatable). While I am sure a lot of the Kickstarter backers would be upset by that, the more I have to look at my players Relic Knights Hannah, the more I feel like this should be done. The general release edition just doesn't look "Malifaux" in my opinion. Tell you what if I can get your support for returning Gremlin Noses to the faction I'll pledge mine for the Kickstarter Edition Hannah to see a wider release (say via the Guilder program).
  20. Omenbringer

    North America events sub-forums

    Nathan here is that nudge you requested. Hopefully this tool can become a reality. Know you all have an awful lot of brands in the fire currently.
  21. The latest Chronicles have also featured a fair amount of Puppet art.
  22. Puppet Wars models were deemed legal proxies for Malifaux (and have been for some time), fairly certain it is in the Gaining Grounds Docs. The differences in Height shouldn't matter as all models have a Ht state that makes it a moot point. One thing to consider though is the Plastic Puppet Wars models (from the more robust Unstitched box) are larger than the Metal models form the original game. Another point to consider though is not all the models from the original game were remolded for Unstitched so some while not be avialable in plastic, and the metal stocks are fairly depleted (one of my LGS's might have a few of the old boosters still available if you are interested). While I have almost given up on further development for Puppet Wars, I still hold out some hope that we might see a return (the new Chronicles sure did feature an awful lot of conspicuous Puppet Art after all). I just wish they would complete what was already available in the original game for the Unstitched edition. While I greatly prefer the original rules (much more cerebral and enjoyable in my opinion) I do prefer the larger plastic models to the metals (and yes I own both editions (along with multiple copies of the metal Pawn Boosters, I know I have a problem!). Neither game was ever really finished. As for would a relaunch help it? Well I think the market is at a place where Puppet Wars could flourish if re-relased. in A lot of ways Puppet Wars was ahead of its time. When it was first published though it came with a high price tag (particularly for the time, and considering the virtual requirement for the purchase of additional Pawn Boosters), poor marketing (the box told you almost nothing about the game and was also fairly bland), and poor quality (at least in terms of the box itself which often fell apart in transit to the LGS). Unstitched was a much better offering but by that time Puppet Wars (and Wyrd in general) had acquired a bit of a stigma for any of their games not named Malifaux. Player expectations didn't help much either (particularly with the first edition which was thought to be Malifaux lite, it definitely was not!). I think if Wyrd did re-launch the game, with access to at least what was previously available in metal and offered some "new" content (like doors, stairs, and a Terraclips tie in with customize-able board layouts should the Puppets wish to "explore" Zoraida's wondrous shack beyond the one room) it could do well enough to sustain it. The only unfortunate issue now though is that it would compete against Krosmasters and Super Dungeon Explore now. As always I remain cautiously optimistic that it might just return some day.
  23. Omenbringer

    Ohio Bound

    Are you on the northern side of Central Ohio? There is some interest in the game in Cleveland and one of the LGS's stocks all the available materials.
  24. Omenbringer

    Gremlin noses

    I do miss the Gremlin noses...wish they would come back, they just don't look as good without them.
  25. Omenbringer

    Why we need an official CREWBUILDER

    While I like Crew Faux it doesn't support the Story Encounter mode of play (i.e. where players have different Strategies not the "Story Encounters" that are featured in some boxes). Really wish it did as I enjoy that mode of play much more than the symmetrical Strategies found in the "Standard Encounters" or Gaining Grounds options. As for a future edition...all I am hoping for is a dramatic improvement in the LOS and Elevation rules (hell I'd be happy if they just went back to the 1.5 edition ones which weren't that bad honestly). I miss playing on multi-tiered boards.