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wizuriel last won the day on February 1

wizuriel had the most liked content!

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About wizuriel

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    Lord of Clowns
  • Birthday 01/04/1985

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  1. I like them with Lucius and usually take a black blood shaman who first turn gives both illuminated black blood.
  2. Monthly painting challenge - February

    I've given up on Lynch's box again so will finish pere for my last few points https://1drv.ms/u/s!AkjzLwzm8dDppEF0bhmYgMOd93KG
  3. Condition removal?

    Only non merc option aside from what you mentioned is Big Brain Brin
  4. Death Marshalls

    So DM I figure have a couple of problems 1) They are slow 2) They are kind of fragile. Personally I find if you want to use DM offensively you require at least 2 and probably a DMR. That is a pretty big chunk of points. Now this is also a small squad your opponent kind of has to deal with or risk losing out. I tend to use them more as a flanking force Generally I like bring DM's with both Lady Justice and Lucius. Lucius can get extra activations out of them letting them quickly move up the board and potentially getting in and out after stealing an enemy model. I've had games where I've had Lucius command presence a DM to box an enemy model then issue a command for the DM to take a 3" push and walk away from the enemy crew. Now the problem I find using them with Lucius is usually the enemy will focus pretty early on the DM and just obliterate them since Lucius really needs his minions to be scary. Using them with Lady J I find a lot of the time my opponents don't deal with them as they focus more on the Lady J and Fransico distraction coming up the middle of the table and I've had them sneak into the enemy crew and box something. Problem is then they tend to try and slowly get back and hope no one notices them. My record with 2 DM and Lady J ashwood box was having 28pts of my opponents crew in boxes
  5. Mah Tucket - is there any hope?

    Earl can give him the masks and he can pretty easily hit with up we go. Even so straight up mobility Zipp still wins at 34 inches
  6. Mah Tucket - is there any hope?

    With Wk 5 Mah can cover 15". Git off my land she can get to 23". If you use her just for moving and also use let Mah handle this she can move 29". That also assumes she pushes her max on 2 pushes and gets unimpeded on chores Zipp base movement with flight gets him 24". He can also with triggers attack models on the way covering as much ground. With dread pirate upgrade he can cover an additional 10" for 34" (probably 35 or so taking into account base sizes and placement). Zipp requires far less resources and can actually do stuff when going all out movement.
  7. Lucky Effigy

    If they want it so any ram flipped works for the effigy and not Molly/Lawyer ect the only way I can think of doing it is 2 faqs 1) Cards don't calculate severity until chosen (so even if Molly flips a 11 and a 1 until she actually picks the card they aren't considered a weak/severe card) 2) flipped cards can then be any card flipped and that includes the suit
  8. The Slate Ridge Baller

    Sounds like they will be pretty unbearable for your opponent as they rip apart your opponents crew with their bare hands. I for one can barely wait for the new bear overlords. /runs
  9. Mah Tucket - is there any hope?

    So imo Mah is probably one of the weakest masters in the game. What she can do really well is with her errata upgrade she is fairly mobile for schemes like entourage and can also interact unlike Zipp. She can kind of support her crew better than Zipp with chores (though 90% of the time they are useless outside of rams for +1MI and sometimes unimpeded). If you want a master that is mobile, good at flanking and will actually hit hard Zipp is just better. If you want to continue with Mah the only combo I think you're missing is she really likes having a Crier in her crew for even more card cycling. Edit: Also I personally out the apron on the Little Lass and run her up. When she inevitable dies doing nothing useful Mah gets the armor for 1SS cheaper. I would put know the terrain on Mah at the start
  10. Lucky Effigy

    I fear the bigger NPE imo is if we use the stronger (and imo way it is designed) definition of a flip then both Molly and Lawyers can do the same thing and their attacks become absurdly powerful.
  11. Som'er and Zipp Tactics?

    Somer can also play a very good elite game. Put Dirty cheater and liquid bravery on him and hire Sammy to carry encouragement to back up Somer. On Somer's turn use Do it Like Dis to add and if you can Bigger Hat the enemy leader. Without cards Somer can still use encourgement to get to attack with the built in and with bayou 2 card can effectively try 3 times to beat the enemy who has no cards left (and the bayou 2 card cheat will heal the encouragement damage). With a crew like this I tend to like models that have bayou 2 card so will usually bring 2 slop haulers and fill rest with what is needed.
  12. Colette totem

    I find most of the time skeeters also don't work. Seems to work if you choose a master and then totems right away without leaving the choose model screen. If you go back or choose another model BEFORE the totems it doesn't work
  13. Hey, so past weekend participated in a FLGS tournament. Due to a Canadian snowstorm only had 3 others showed up but played some good games indoors and away from the snow. Game 1: Strat: Public Executions, Close deployment Schemes: Eliminate the leadership (I picked) Dig Their Graves Show of Form Take One For the Team (Black Blood Shaman) Vendetta (Rami vs BBS, Dopple vs Rami) Leader: Somer Teeth Jones Dirty Cheater Do Over Liquid Bravery 2x SkeeterSammy LaCroix Encouragement Rami LaCroix Gracie Saddle 2x Slop Hauler Survivor vs Nekima (FGF, OC), Lilith (3ss, 4ss of upgrades), BBS, Doppleganger, Graves, Puke Snake, Tot So this was a pretty brutal game. First activation Lilith Tangle with Shadows against my skeeter and swapped it with Nekima engaging a slop hauler, gracie, sammy and somer. I went with a skeeter to setup rams on Rami and Gracie incase she survived, but 3 swings from Nekima 1 SS and 2 black blood pulses killed Gracie before I could activate her :(. In revenge Rami killled the BBS getting me 3pts from Vendetta but gibing my opponent 1 for Take one for the team. My slop hauler healed my crew from Nekima's black blood and failed to attack somer, but letting him squeel away. Sammy managed to walk away from Nekima. Somer walked to get LOS to the slop hauler and Nekima (I screwed this up and he didn't need to walk. Forgot you could see into forests just not throw them if you were not inside the terrain). He killed the slop hauler but blasted 4dmg onto Nekima and then shoot her for another 4 which my opponent prevented 3. Meanwhile Graves showed the door to doppleganger who copied Rami's gun and managed to kill him through cover for 3 vendetta pts. Turn 2 NB won initiative and Nekima charged Somer getting a RJ on damage to kill him Slop hauler and Survivor tagged team the doppleganger to deny my opponent points on Public Executions. Skeeter tied up Graves and Sammy started harassing Lilith. Rest of the game was pretty much Nekima hunting down my crew with Sammy harassing Lilith eventually knocking her down to below half wounds. Game ended 6 - 4 for Neverborn Game 2 Strat: Ply for Information, std deployment Schemes Surround them Covert Breakthrough (I picked this) Hold up their forces (Arcanist picked this) Undercover entourage (Zipp and Cassandra) Take Prisoner Leader: Zipp The Dread Pirate Zipp Liquid Bravery The Gift Of Gab Fingers Stilts Merris LaCroix 3x Bayou Gremlin 2x Slop HaulerSurvivorLightning Bug vs Ironsides (Challenge the Crowd, Union President, Veteran Fighter) 5SS cache Amina (Imbued Energies), Cassandra (Practiced Productions), Howard Langston (Imbued Energies), Arcane Effigy, Union Steamfitter, Wind Gamin This game I felt pretty firmly in charge of nearly all game. First turn mainly saw both of position models, but since I greatly out activated my opponent I could react with my stronger models later in the turn. Howard and Cassandra ended up going up one flank (with them placing scheme markers in their deployment zone corners) with the rest of the crew more up the middle. Zipp ended up killing the wind gamin with a lucky severe on up we go and using dread pirate to try vanish back to my crew. The rest of the turns Ironside would try to use adrenaline to engage as many models as she could. She spent a lot of turns engaged with my lightning bug, a slop hauler and Zipp (who was using the bayou and his insane speed to be where I needed him). Once I realized my opponent had Hold up their forces I killed a lot of my own crew to deny my opponent points. My favourite moment was Ironside engaging a bayou Gremlin, Slop Hauler and a survivor only for the gremlin to kill himself with drunk and reckless, the slop hauler failing to disengage so my survivor turned on him and killed him (as is the Gremlin way). Howard killed Merris but was left on 1 wound for his trouble. Zipp moved over to join my slop hauler killing Howard and spent a few turns casually tossing Cassandra around to deny hold up their forces (I had no idea he was the covert break through target as it looked like my opponent was setting up surrond them). Fingers spent most of the game engaged with the steam fitter, effigy and amina denying them the chance to interact or do much. Amina did eventually manage to disengage and ply a gremlin but died when a slop hauler and survivor failed to get a severe damage flip to remove the ply so they could ply her instead. Game ended 9 (3 from ply, 6 from schemes) - 5 (1 for ply, 1 for hold up their forces and 3 for entourage) Game 3 Strat: Ours, Corner Schemes: Guarded Treasure (I picked) Set up (Jaakuna, Lenny) Inescapable Trap Search the Ruins (opponent picked) Recover Evidence Leader: Somer Teeth Jones Dirty Cheater Liquid Bravery 2x Skeeter Trixiebelle Sammy LaCroix Encouragement Lenny I'll Love It and Pet It... Merris LaCroix Do Over Pigapult Don't have my oppoents exact list but Molly with summon horrors and seeing my schemes Sybelle her upgrade and the extra movement one Jaakuna Anna Lovelace Bette Noir 2x belle Autopsy Qudrants 1 = opponent zone 2 = beside opponent 3 = mine 4 = beside mine (1)(2) (4)(3) So first turn I setup the pigapult with some pigs from lenny and my opponent used his lures to get Sybella scarily close to my models. Luckily he BJ the attempt to summon Molly to him. The pigapult missed Sybella 3 times though. 2nd turn opponent won initative and had Molly summon a student of iron by the pigapult who killed it Lenny throw Merris away from the student towards quadrant 2 and the rest of my crew started to disengage and head to quadrant 4. Somer failed to bigger hat Molly but managed to burn 1SS and cards by shooting her. Sybella and Bette went to Qudrant 2 to deny my getting it so Merris booked it heading down to qudrant 4 (but had to end in the center but at least away from Bette and Sybelle). The 2 belles and Anna went to Qudrant 4 also denying my points there. Since my opponent was pretty terrified of Somer and Bigger Hat Molly retreated from Somer and started camping in Quadrant 3, so he in turn went to 4 and started killing the belles and autopsies. Trixie spent the first 2 turns dropping a scheme marker, using a 0 to pick it up and walking. Realizing I had little killing power Trixie started chasing Anna around the board while trailing 3 scheme markers. My opponent knew I had Set Up and naturally assumed Anna was the target and since Trixie can outrun her he spent activation using the belle to pull her back and Anna to pinball trixie and run away. Last turn Trixie chased Anna Through Quadrant 1 into 2 and I caught my opponent by surprise when she dropped all the schemes by Jaakuna. Also Somer at this time had managed to kill all the minions in qudrant 4 and managed to squeel from Merris into Quadrant 1 letting me get a point from the strat. Meanwhile Sybelle, Bette and Molly were trying to setup around Lenny who kept moving away from the schemes staying engaged until Sammy was finally able to kill him denying my opponent points. This game was a real nail biter as my opponent was in control of it pretty much the entire game and at the end I managed to just sneak by to tie it up. game ended 6 (1 from strat, 2 from Guarded Treasure and 3 from setup) - 6 (4 from strat and 2 from Search the ruins). So at the end we had 3 of us tied with 1L, 1T and 1W but I managed to sneak into first with the best VP differential.
  14. What was the last list you played?

    Did you bring no ammo for the pult and just throw rocks? No healing either for the reckless damage, surprised it lived
  15. What was the last list you played?

    So just won a small local tournament. Only 4 showed with the snowstorm. Game 1 again NB lost 6-4 Declared Faction: Gremlins Crew Name: game1 50ss Leader: Somer Teeth Jones - Cache:(4) Dirty Cheater 1ss Do Over 1ss Liquid Bravery 1ss Skeeter 2ss Skeeter 2ss Sammy LaCroix 7ss Encouragement 2ss Rami LaCroix 7ss Gracie 10ss Saddle 1ss Slop Hauler 5ss Slop Hauler 5ss Survivor 4ss Game 2 won against archaist 9-6 Declared Faction: Gremlins Crew Name: game 2 50ss Leader: Zipp - Cache:(4) The Dread Pirate Zipp 1ss Liquid Bravery 1ss The Gift Of Gab 1ss Fingers 10ss Stilts 1ss Merris LaCroix 6ss Bayou Gremlin 3ss Bayou Gremlin 3ss Bayou Gremlin 3ss Slop Hauler 5ss Slop Hauler 5ss Survivor 4ss Lightning Bug 5ss Game 3 tied ressers 6 - 6 Declared Faction: Gremlins Crew Name: game 3 50ss Leader: Somer Teeth Jones - Cache:(4) Dirty Cheater 1ss Liquid Bravery 1ss Skeeter 2ss Sheeter 2ss Trixiebelle 8ss Sammy LaCroix 7ss Encouragement 2ss Lenny 9ss I'll Love It and Pet It... 1ss Merris LaCroix 6ss Do Over 1ss Pigapult 8ss