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About DanteJH

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  1. Banjonistas

    I've had a lot of practice with them and find them most useful in somer, Ophelia, and zoraida crews. I usually take 2 in both somer and Ophelia as the usually higher activation count makes the push and card draws more worthwhile. They are especially good in somer as most of their valuable triggers are on masks which skeeters or somer can pass out. If you have you triggers and hit your attacks you can do 8 damage a turn. In zoraida they are a bit less useful but pariniod is still very handy to spread around. I can't speak for the lightning bugs but slop haulers do attract more fire and can be left behind. There attacks being able to hit WP is also useful as most defensive triggers are on DF
  2. Pigapult, is it good?

    So I never used the pigapult. I was on a tight budget when I started and I could buy more for cheaper but now that I have a proper job I looked into him but has he been hit to hard with the Cuddle? He looks like a lot of fun but is he still viable
  3. Zipp is a great master who revolves around having high mobility and annoying side effects. A combo that must be used to get the most out of him is getting earl to give zipp his masks through regular mantanance. In terms of lists, I would take zipp with one limited and diatribe, Burt, frank, earl, slop hauler, iron skeeter w hovering airship, pere, Raphael and 2 bayous. Don't bother with the pigaplult, just get the generalist upgrade deck to get access to dirty cheater and stilts
  4. Showgirls?

    What do you think will actually be useful in a seamus crew though?
  5. Showgirls?

    Hi wyrdos, I've just seen seamus' new upgrades but I'm not familiar with showgirl models. What models are there and why why would I take them?
  6. Help me!

    Hello lovelys! I've got my first fixed master tournament coming up and I've picked zoraida to compete! I was just wanting to get everyone's two cents and crew lists. Here are the schemes and strats R1: standard/extraction/claim jump/accusation/set up/hunting party R2: corner/headhunter/claim jump/leave your mark/inspection/covert breakthrough R3: flank/guard the stash/claim jump/eliminate their leadership/dig graves/quick murder/tail'em R1 plan: hunting party and claim jump. Zoraida uses repulsive at the end of turn to push enemies off the marker. 2 bayous claim jump with a bodyguard R2 plan: full inspection sending two squads and putting cover on zoraida/sammy with raven form. Lenny and slop haulers to help hold sides R3 plan: whiskey golem as highest ss model. Zoraida uses obeys to heal himself and buff df. Schemes entirely depend on enemy crew Thnaks for the help and suggestions everyone! Also, should I buy mctavish before the tourney
  7. What new upgrades do our masters want?

    My biggest hope is that these new upgrades really encourage theme. For Ophelia I'd like an upgrade that lets her discard a card to keep a used gun but let her draw one if she lets it go. I'd also like an upgrade that lets nearby Kin to use her guns for free (no discard) or just something to encourage using the Kin. For zipp I'd like more sky pirate upgrades mostly. I'd love an upgrade that embodies the air ship like being able to retreat/air strike/anchor ect. But only being able to use it if you have a curtain amount of sky pirates as a crew for it for zoraida I'd like her to be able to hire swanpfuwnds cheaper and also buff them or give her triggers on her obey finally for Somer I'd like an upgrade that buffs minions of 5ss or lower and gives him a good obey. I'd like the second one to give somer a sizeable bonus but only if your crew doesn't contain over a certain amount of enforces or henchman cause diners the big boss!
  8. Lenny, Lenny, Lenny...

    For the most part I use him as a bodyguard/buffer for a model like Burt or for a group of smaller models. I agree that he maybe isn't priced right but I think we can all agree that the pricing of our models is fucked in our favour, generally speaking
  9. Best gremlin crew

    Honestly, you want somer. Seriously. If that's not an option I'd say Ophelia if you want to go less pig heavy but I'd go ulix if it's more pig heavy
  10. Help w a limited model pool

  11. Help w a limited model pool

    Hi wyrdos, I've gone to Germany for a holiday and brought some models with me and have managed to find myself a game on Thursday. The only issue is that I brought a master I'm not familiar with with a very limited pool of models. I brang tara, aionus, nothing beast, karina, death martiel, void wretchX2, nurse heartsbane, scion of black blood, angel eyes and a blood wretch. I'm not sure what to do in terms of a list but here's the WIP Tara -knowledge of eternity -dead of winter -obliterate symbiot aionus -scramble nothing beast -void shield -scout the field Karina -faces of oblivion death marshal wretch X2 please share your thoughts and tips, I have no clue what I'm doing
  12. Mercs in gremlins

    This fair
  13. Mercs in gremlins

    I'm interested in the ronin you mentioned, what's the deal with them? Also, is mud toss a 1 or a 0? If it's a 1 I'd still argue for johan
  14. Mercs in gremlins

    Yeah I just wanted to make a point that you can do some funny stuff with the pigapult. Aside from that I don't think he's actually that good in gremlins
  15. Mercs in gremlins

    A recent post on the gremlin forum about aionus got me thinking about merc use in gremlins. For a merc to be used I feel that they must bring something new that the faction can't provide or do a job we do have but better and for a good ss cost. The mercs I think can be worth it are as follows and I'd like to hear your thoughts. Freikorps trapper: for the same cost as our sniper, rami, I feel he does the job a lot better. First off he has from shadows which already is just much better. He also has a better damage track with decent triggers and let's not forget that 6 wounds and armor +1 are nothing to shake a stick at. The main problem I can see is that he shoots and gremlins already shoot extremely well. Nevertheless, if you want a sniper or reliable long ranged damage I'd be mercing this guy in Killjoy: the only reason he's on this list is because of pigapult bullshitery. Sling something into enemy lines, get it killed, win the game Johan: he's great in melee and survivable which gremlins are somewhat lacking. This is all well and good but your main reason to take him is because of his 'rebel cry' action which clears all conditions from a model. As of yet, if you don't count the playtesting gremlins don't have condition removal so johan definitely has a place. Oh yeah, and he's only 7 stones Greed: a bit more situational but greed can be a pain in the backside for many summoners as most sommoners rely on cards on soulstones, both of which greed attacks. As well as draining stones and cards from your opponent, she can also provide you some on occasion with her ram trigger on her 'the greed spreads' attack which might I mention is a Ca 6 that deals a flat 4 damage. Greed has a bunch of other tricks but she is expensive coming in at 9 stones so the match up matters Performer: lure, manipulative, blah blah blah... it's a 6 stone expunge for you brewie players out there and BOY is it devastating. But yeah if you're playing brewmaster these guys can expunge chumps and lure them into your drinking contest aura. Aionus: scene marker manipulation isn't something gremlins has much of that aionus has in bucket loads being able to move ever scheme marker in play for a 0. He's got more scheme marker stuff but he can also make your guys fast for a card and hand out slow like no ones business. Oh yeah, and he's got 3 ap. His main issue is his cost at 13 stones but I can guarantee in the right pool, he'll win you the game Please share your though as I'm very interested in this subject.