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About EpicWaffle

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  1. you can, no problem in that (somer wong and zipp are better choices than mah tho, but it's up to what you like), i was just saying that brute force isn't always the solution. Keep in mind that, as much as in this game capabilities will almost everytime time surpass luck, when you focus your strategy on duels, you're playing with probabilities and a good dose of luck the hint i can give you is to read carefully through the cards of the enemy crew/faction, examine your masters and models pool (the less master you focus on, the better you'll get, even tho is funnier to switch everytime) and than try to find the best way to achive and deny points during the 5 turns you'll be playing. In short terms, be adaptable and learn how match ups go in different situations sometimes you'll have to ram into the enemy lines, sometimes you'll have to be more witty then your opponent
  2. A samurai all tough models, but really slow, and a trixibelle can keep 3 of those away and slowed with the lure (if you can, give the crow with a skeeter so that it trigger automatically). Try to beat them with speed and tactic, rather than with brute force! Also, a reckless Burt/ francois can kill the quite easily if the charge them (care tho, be sure to have the cards to do so, cause they can retaliate quite heavily, so maybe soften them a bit with bayous and Somer) with frank, remember that you're not forced to use all the times dumb luck, and that his melee is better then his gun. i wouldn't recommend to use Lenny, he's slow and cost too much. Gracie on the other hand could work but remember that you aim to score points, not to kill anything as a prime target. I had games that went 10/0 where I killed 1 model, period.
  3. To start off, close deployment doesn't mean you have to deploy as closest as possible to them, especially if you're playing a summoner. It's generally better to positionated further away. In a scenario like this I would either go for Somer, picking leave your mark and claim jump (your opponent will generally be busy in the center, leaving the flanks uncovered), or Zipp with dig their graves and one depending on the opposing crew. I think your problem here is not the crew you had, rather the way you're searching a solution! If a master put you through hard times, focus on understanding the way it works and how you can play around him, rather than jumping to a crew or another especially the brewmaster, who might get things done against a new player, but it's so hard to control and actually have an impact on the game. Somer is definetly one of the strongest master in the game, sii he's not for sure the problem Instead look at Mei rent, and what gave you problems that game: was it the positioning, that led to an easy assault from Mei charge? Was the scheme selection? With your number advantage, even using a skeeter a turn to simply shut down any trigger and abuse the 7df to slow down Mei could be a good idea! Or to stick in the back and simply use bayous in waves to accomplish schemes! There are plenty of way to find a solution
  4. So, I didn't want to start a new and since i made this one earlie this month, I'll start from here I've decided to go balls deep into Somer again, since he's without a doubt the master I have more fun with over any other in the faction, and I really wanna get good with him. So, in order to do so, I was thinking it would be a good idea to collect my expiriences here, as a sort of journal, where I can get some feedback by anyone wishing to participate Right now, I'm kinda experimenting with new/old models to sorta get the feel of where i want to go crew wise (Alex Schmid's youtube channel gave me a bunch of awesome ideas and clarifications too) but the models on which I'm foucssing more are: Merris: her 1 ap ability that let's you see what cards are on the top of your deck is so awfoully good! Main concern I have with Somer (if I plan to summon) is to flip a BJ on the Do it like this action and even tho you can mitigate this with Skeeters, it's better just to be sure you're gonna get it no matter how and save the skeeters ap for something else. Also, now that i started playing her more, I'm having hard times leaving her behind with any master, cause she's so awesome at scheeming and can burn down huge models like Teddy, Archie etc! Over all, an almost auto include. Burt & Fingers: not much to say here, they're amazing Francois: I've always loved to pay this guy, since even tho he looks like he's an easy concept behind (gameplay-wise), using him properly, selecting the right target etc. really shines over someone just throwing him at the 1 big target that shows off. I'm also starting to be more conservative with his dumb luck, using it as more of a ''finishing move''. Pigapult: I hated this model, cause when I first bought it, back when i started playing, he seemed so awesome! But than, anyone had Perdita or Levi, and simply killed it turn 2 with no efforts.... MMMMMMMMH Now, i started to play it again, not as a fixed model but in the right context, and I'm quite impressed on how usefull it is! Definetly will be sing it more often. Gracie: She's quite expansive, but in the right context rocks the house. I'm not so easy on bringing her by, but at the same time i recognize the potential behind her and a granted Ram on her Ml. Also a useful taxi for Somer if you're planning to shoot a lot. Iron Skeeters: Now, I'm not sure if I like these models. They are made of paper, and go down in a hit a lot of times, but provide with a lot of mobility/utility for the team if well placed. Poorly handled explosives is also brutal with bayous >:) 5ss models: Alex Schmid has a really cool video on this topic, where he debate on how many, and whom you're supposed to use among the 5ss models in faction and one thing stood out the most for me as a good rule of thumb: want one healer? Lighitng bug. Two? Slop Haulers. Both are amazing models, bigs for their versatility, and slops for their resourceless healing and awesome offensive capabilities, but you need two of them for a fully healed bayou group, where you just need a bug for it (tho you need the mask and to hit something). Banjonistas seem quite intresting, tho i need to try them before giving out conclusions; might be worth to kill a bayou with a bug for healing 5 of them and drawing 3 cards, thanks to Somer aura+ Banjonista one, and the condition they dish out seems quite impressive! No rekless tho.. I already reported the lists I'm working with before so for now that's all hope this will get someone intrested, and any feed back is well recived
  5. Nope! One unit with recalled training or two and she's doomed. If your opponent focus on not shooting, than just don't keep in mind that is not going to work and elabourate another strategy if you'd like to share what strategies/schemes you had in the game you explained, it would be a pleasure to maybe give a second opinion on it
  6. So, here I am with the report from yesterday tournament. The event got quite an amount of changes and passed from a 3 man-squad event, to a 10 people regolar tournament not a big issue tho, I took advantage of the situation for some testing. The event ended for me with a 5th place, scoring 2 wins and 1 loss (with so little participants, loosing the last game costed me the whole event, getting surpassed by the guy I just defeated turn 2 ). Still, I managed to pull some nice plays, and my last opponent played better than me, so I'm ok with the result The crew i wanted to test was with Zipp as master, and went something like this: Zipp (gab, hovering airship, rambling) 6ss Earl First mate (treasure map, where the cap etc.) Iron Skeeter (poorly handled explosives) Burt jebsen (D.c.) Taxidermist (D.c.) Merris 2 stuffeds It started as something maily oriented against ressers (against whom I'm just starting to gain some expriences), than turned out to be quite rounded for any scenario. Only problem is that it's not that offensive, but you have quite an amount of options to play around and you can always switch up a thing or two. I'm working toward having a fixed list for my masters, cause I tend to change way too many models from game to game, and I need to be more selective in order to focus better on the game, rather than on models I'm not used to (even tho it's always fun to try new stuff). I made some changes to it in round two, bringing Fingers instead of the First mate, Francois (d.c. and stilts) instead of the Taxidermist and gave Do over to Merris, dropping a Stuffed, which worked pretty well. So, games wise, nothing really amazing happened: first game was against an Ironside, with extraction as strat, and ended 7\6 for me with full points from Extr., 3 from set up and 0 from frame. Guess because he was afraid of making me score it, he left my taxidermist slice down his master to his death, and I did the same with his Joan, suspiciosly taking a plus flip against Zipp (not a good idea to put it on an hard to kill model). Second game was quite intresting: strategy was Head hunter (that's why I took Fingers and Frank), and I was against a friend of mine playing Levi. I must say, we played on the worst table i ever found among all my tournaments, since it was so poorly built (all elements were in the corners, with the center almost clear from any cover/object). Turn one he flipped a red joker with Levi on the iron skeeter, which, adding an hit from A&D, sent Burt (which just got brought there by the I.S.) to one wound due to the burning damage, bringing me to 6 models total! Luckly, I took that in count, spreaded my models so that i had a quarter under my control to score Claim Jump, and maaged to get a couple of heads ready for the succeding turns, managing to score a point from dig their graves too. Quite damaging for my opponent was that he took accusation! and gave the condition to the 1 wound Burt, who quickly suicided with rekless to prevent his point. Game ended 7/5 for me, adding 3 heads to the total. Models of the game where Zipp, who kept levi from doind anything with a bunch of suppressive Piano-droppings, and Fingers, thanks to which he wasn't able to place a single accusation on my models. I'm starting to get the hang of using the Piano as a way to get a free walk+attack as @Joel mentioned, and it's pretty awesome. Third game was my loss of the day. I was against a Reva (against which I have almost no expirience) in Interference: I scored full points from my schemes (undercover entourage and claim jump), but I did a really poor job strategy-wise, which led me to score a single point from it. Game ended 8/7 for him. I was really tempted to bring Somer out, but i said to myself i wanted to use only Zipp, even if it was not his game, and kinda paid for it, since I have poor expiriences with Zipp in Interrference. Over all, the crew list did well, even tho I wasn't able to get a ''sold'' win on the first round, but I think I'll leave the Infamy's Captain behind for a while now, since I'm starting to have trouble getting things down the way I want and I'm starting to get bored because of the amount of games I had with him in the last months. Also, I got again the Somer-fever, and when the boss calls, it's better to answer Surely this doesn't mean I'll stop using him, I'll just maybe switch the focus on Somer and keep him just behind him to grant cover form above Thanks to anyone reading this, and any feedback is appreciated
  7. Guess that if the opponent manages to focus down 1 of them, unless you have the cards, it will go down fairly quick, so maybe huge beaters are to be avoided. Healing makes them tanky as long as they activate before a possible menace. Needles to say that if they do, it's quite easy to heal them, and to hi back.
  8. I'll be at a tournament on sunday, and plan to use mainly zipp if I do so, I'll post something here, since I've been working on a crew idea I wish to test, and the tournament seems like a good testing ground
  9. For anything actually if you know how to play out games Zipp or Wong might do better in certain strategies, but Somer can nonetheless do all of them, schemes too. Being so flexible with the crew you can build around him helps you out on that quite heavily, so if for instance there's Interference as strat, bringing a pigapult will make it easy for you to tie up quadrants, or head hunter, you wait till your enemy kills your bayous and use fingers to pick the ehads ecc. It just really depends on how you build your crew depending on the enemy and the scenario. Keep in mind tho, that you can achieve the same thing with a semi-fixed list, to which you make some minor tweaks depending on the objectives pool, which will make it easier for you to play fast (cause if you're around 16 models, it gets hard to be fast and finish games) and to avoid mistakes, since you already are confident with what you're using.
  10. That's my main concern, but as I said in the zipp post, they look awesome on paper, on the field that might change quote fast. I'd say tho that 7wounds and 6df isn't that squishy, unless is a master or huge henchman/enforcer like Langston, they shouldn't go down in 1 hit. Considering they cost 7ss, as long as they beat down something meaningfull before going down, it's still worth to me (and, if the planets allign, you can get up to 5 attacks from them).
  11. Ooh, didn't thought about collect the bounty. It might just be me being over-hyped for how cool they are and suit with Wong, so I might had got a bit narrow minded
  12. Didn't want to start off a whole new topic, but since Swine curse are coming out soon (at least I hope so), I had this question going through my mind: are they good not in a Wong crew? To better explain, I think that with Wong are absolutely bonkers, even "broken" (at l east on paper, since I never tried them), but with another crews, I don't know if they're that worth. Sure, they still have solid stats but are they worth the 7ss? Guess that the 5 and 7 ss spot in gremlins is highly contended, and I'm not sure if they outclass something like a taxidermist without glowy. Maybe against Arcanists and resurrectionists are still solid even without the oohglowy buff, but in other cases, I don't know. Anyone has any expirience with them to share? Would you pick 1/2 with a master like Zipp (aside from the fact that they are awesome models)?
  13. The moment Swine cursed are gonna release, Wong power will rise over 900 I guess they're kinda broken as models, this I never tried them out.
  14. So, had a tournament yesterday, but unluckily I had a rough day the day before, so I had hard times keeping the focus up, and ended up with 2 ties and a win, achving 5th place a good occasion to do better next time (I have a team tournament next Sunday), and maybe sleep more than 3 hours Anyway, I had the occasion to play Somer 2 times in a row, and Zipp once. The Somer list I used is the one I reported a couple of posts ago, and it goes something like this: Somer (d.c., do over, family tree) 4ss 2xskeeters 3x Bayou gremlins 1 Lighting bug Pigapult 3x stuffeds Merris Burt (d.c.) First games as against a Perdita and went "meh", I forgot Ffm was in the pool and gave my opponent 3 free points luckily, using the number advantage I recovered the points with set up and killed 4 models of his crew (Santiago, 2 dogs and Nino), but his Perdita and Francois managed to prevent 18 damages with 6 soulstones! I though I witnessed a miracle ended up with a tie, but mainly, luck aside, I made a lot of mistakes. List worked great tho, since I'm exctraction is quite easy to outnumber the opponent and force him to come out of cover to stay in the 6" bubble, and claim jump+ set up is quite easy to achieve if your opponent can't outnumber you. Game 2 was with Zipp (another tie, next time I need to remember that Archie needs to go down ASAP if nicodem is right behind him ), so on to Game 3 we go. Here, the start was Interference, and I took leave your mark and claim jump as schemes, closing the game 9-4 against a Lilith. You can't go wrong with Somer in a match up like this, with Merris scoring two schemes at a time and parachuted bayous tying up quarters. The pigapult is also quite lethal against Neverborn, having most of their models at df5 and hard to wound as defense (not like you could cheat damages anyway). Over alla good test, I'm starting to get used to the pigapult, and I think I'll stick to this list for a while, so that I get the feeling of it. One thing I really have hard times is keeping the summoning engine up for more than a turn, so I should try that in a "passive game", otherwise I can't let my opponent advance while I wait in the back summoning. The pigapult and Burt are a good deterrent, but a good player will know how to get around them, making it necessary to go out and defend the territory still, I can see it's uses, and I'll have to give it a go.
  15. This was the idea, if they're in plain sight,won't be too hard for me to get them, while if in cover I can force a push o a non favorable position. Thanks for the tips