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Whiskey Golem, Full Speed Ahead!


Bazlord_Prime

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leave sparks and akaname at home, throw in trixie and a few fermented river monks and u can out activate and push the golem 3 times its charge before his first activation, then nimble if ur not already in 1" of the enemy master and flurry 2 times. Next turn cheat initiative, nimble to the next target and flurry again. No need for armor if you out activate and then cheat iniative. And trixie + fermented river monks are way more usefull then sparks and akaname for the rest of the game.

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33 minutes ago, Drunken Kung Fu Kid said:

If u really want to be fancy tho, take drinking problem on the whiskey golem, get swill on 2 important targets and use the (0) 2 times to lure 2 people in 8" towards brewie. 

That's a good idea for the über-Drinking Contest setup that I want to have a look at - thanks! Got to try to find all the most efficient ways of pushing/moving enemies towards Brewy, and doing that (0) twice a turn would be a good start.

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37 minutes ago, Drunken Kung Fu Kid said:

leave sparks and akaname at home

Absolutely agree that those two aren't essential for the plan, as you'd probably only get Fast on Whiskey one time before it hares off out of range.

The Fermented River Monks are putting the poison on the Whiskey for the Tanuki to use?

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46 minutes ago, Bazlord_Prime said:

Absolutely agree that those two aren't essential for the plan, as you'd probably only get Fast on Whiskey one time before it hares off out of range.

The Fermented River Monks are putting the poison on the Whiskey for the Tanuki to use?

Or trixie can hand out poison with her (0)

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6 hours ago, Bazlord_Prime said:

True. And that can be a powerful lot of Poison, so the Whiskey ought to be set for Reactivation for most of the game, that way.

 

but is very resource intensive.

at worst you are using a SS + medium card + low card to get a good amount of poison from trixie's 0

knowing also that if you don't pick that 5+ :ram you are pretty screwed.

 

a Fingers can attack once or twice (and a walk to get into position for scheming) without the need for SS or card granting reactivate for 1 turn or 2

 

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14 minutes ago, Dominion said:

Fingers can attack once or twice (and a walk to get into position for scheming) without the need for SS or card granting reactivate for 1 turn or 2

That's true, but with Fingers & Whiskey on the board, that's 20ss for two Activations (he said, putting his sensible hat on for once...). Still, with the Nimble, Reactivate and Reckless across those 27ss & 3 models (that's including a Tanuki + Running Tab), that's essentially 11 AP, or 5.5 normal activations...

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So u Need 4 Poison on the golem aswell as on the monks for reactivate. Dont use Trixie for this in Turn 1 since you want to wait with her so you can push him at the End of the Turn. 

I did it like this: Wesley Attacks the golem twice for Poison 4, then the Tanuki reactivates the golem. If you take Fingers you can attack the 2 monks, giving each 3 Poison and Place a Schememarker touchin Both of them for the tanuki Aura giving them Both Poison on activating while in Contact with a Marker. If u dont take Fingers just use Brewie to give them Poison 2 each via (0) or melee Action. Then the monks activate, take 2 rounds on the house and reactivate. Do whatever Is best in the 2 Bonus activations and when the Opponent is out activated there Is 3 Times Gremlin Lure plus nimble Walk to get to the Prime Target and flurry Twice with the Whiskey golem

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I think Trixie is a decent choice with the whiskey golem to give everyone quite a bit of poison. First Wesley attacks whiskey twice for 4 poison. Then trixie gives brew master poison, push whiskey up 6 then walk up & pulls burt or something.

have a bayou or something place a marker between two fermented river monks. Monk 1 activates gains +1 poison. Have the monks charge the whiskey golem and attack it.

 

Attack 1: poison both & df trigger if it hits.

if you didn't hit 

Attack 2: (cheat if you have to) poison both & df trigger.

do it again with the other monk

 

At this point 

Brewmaster has 8-12 poison 

whiskey has 6 poison 

2x fermented river monk have 4 poison

This lets you fast brewmaster every turn and reactivate the whiskey when the time is right (turn one or two depends). It could be both turns but I'd assume he would be too far away once he goes reactivate. Also the monks are set up to be ready for the full out offensive if needed turn two. 

Anyway so this is the best I could come up with that actually makes the whiskey golem helpful for the brewmaster's crew in more ways than using it as a fragile attack piece. 

Current List is:

The Brewmaster

- running tab 

- a friendly ear / binge (I have to think about it)

Apprentice Wesley 

Trixibelle 

Burt Jebson 

- dirty cheater

Whiskey Golem

- Barrel Up

Bayou Gremlin 

Tanuki

2 x Fermented River Monks 

9 models 50/50 ss (If you were willing to be a little less flexible with the list you could switch wesley for a barkeep never sleeps and put dirty cheater on trixi....something to think about.) 

These are all pretty strong models in their own right (besides whiskey) so at least you don't feel like you are wasting points on sub par stuff. Burt also has some of the best synergy with brewmaster since he can be obeyed for a crackerjack timing and then brewmaster can just get himself where he needs 2 with his 3x remaining ap + trixie. Also Burt has a million and one ways to get himself/ have someone bring him above htk and its just a pain in the ass to kill him in this list.

Last thing Tanuki only require you to heal for 3 not 4 to cause the fast/reactivate which I think is pretty important and makes it much easier to get the special effect off. 

Also this is not to say this is a strong list but hey it has the whiskey golem & brewmaster so it'll be fun because I have a chance and it has some cool synergy. 

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