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Math Mathonwy

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Math Mathonwy last won the day on May 22 2018

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About Math Mathonwy

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    Gremlin Tyrant
  • Birthday 07/27/1981

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    Espoo, Finland

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  1. Collodi's crazy 2" Push bubble after Walking and Vasilisa's buff and Bunraku's natural speed meant that I was able to go around the bushes somewhat handily. And on the second turn I sent my Marionettes to annoy the opponent and didn't worry about keeping them in the Collodi bubble. As Pluck was so crazy.
  2. Well, I put her on the table today. She seemed really amazing compared to Titania who was on the other side. Titania's problem seemed to be that she's mainly doing the same thing her entire crew is doing. The bush markers are really annoying (and I'm not a fan of having that many markers around in general) but other than moving them around and her Aura she doesn't seem to do all that much different from what her minions already do. But this thread is about Collodi and she seemed very powerful and durable. But the thing I feel worried about is Marionettes and specifically their Pluck the Strings Bonus Action. They are sorta durable, can give out Slow, and being Insignificant they are a real annoyance. Plus summoning more is absolutely trivial so your opponent would probably like to ignore them as much as possible but there's four and they get in the way a lot. And Pluck the Strings. Sheesh! A four inch Pulse (that's crazy big!), Wp duel with TN 13 (that's a lot!) and Distracted is nasty. And it's a bonus Action! That seemed absolutely crazy making a big part of the enemy crew really bad at doing stuff. And you can't get rid of Distracted unless you try to do stuff (or use Condition Removal). The massive range, high TN, and it being a bonus Action on the super annoying free band of four seemed a bit much. Anyone else feeling it's maybe a bit too powerful currently? I could easily see it being a normal Action, having a lower TN or a smaller Pulse (even changing from 4" to 3" is a big change in area!) but maybe it was just a bad match-up or something?
  3. Collodi is part of the DMH so I think that she will kinda set in stone after the beta unless something really weird happens. So is she perfect now? I haven't seen threads about her and found only one Battle Report with her. Is she considered perfect? Or is it simply that DMH means "forgotten" to most people and one shouldn't really bother? Or have I maybe just overlooked her discussion thread? I was wondering whether I should test her or concentrate my efforts on someone else.
  4. That's just very sad. But I suppose the idea is that through this open beta the things can be fixed? As for the Bushwhackers, I think that @Rosskov's idea has merit. All in all, the problem with Pit Traps is, like @HipsterWhale kinda noted, is that dropping them next to you isn't very impactful. The effect isn't huge and the hoops you have to get through to get the enemy enter one aren't usually worth the trouble. Now, that said, judging their impact isn't trivial because they can have an "invisible" impact even if they seemingly don't do anything simply because they force the opponent to maneuver around them a bit. Especially against ranged stuff this could mean that the opponent can't make the best use out of cover or maybe they just get slowed down by the traps' mere presence. But this doesn't really happen if you can't drop the traps into range. And if it seems unfluffy to be able to set up traps at range - just consider that they always were there but were revealed only now. Tricksy is the perfect descriptor for a crew who sets up a ton of traps in advance and then drives the enemy into them. Basically, what I want is Home Alone Gremlin Edition!
  5. I think that the third wave was the worst and from the fifth book onwards the quality has been getting better. I mean, stuff like Survivors, the original Starter Set (well, they were simple on purpose), Forgotten Marshal, Winged Plagues... A couple of the Emissaries were cool, though. As for Hans - I'm not convinced that the old version was tons better than the new one. I think that the new one is fine. Though the hair blowing one way and the coat the other is certainly crazy annoying.
  6. That's certainly an interesting idea. But I do think that the Pit Traps are kind of a schtick in Mah's crew and if you take them away from Bushwhackers there's not many models left that can make the Traps (only SS Miners and kinda Sparks, I believe).
  7. In the Rooster Rider thread it was presented as a known fact that Bushwhackers suck a lot. And it's not difficult to agree - they have a good gun and From the Shadows but that's all they have. They don't even have any bushcraft abilities! Any ideas? Would giving them Stealth while concealed or in cover help any? Would be very fluffy. Or simply dropping their cost to 5?
  8. Yeah, they might not be the best comparison point but they were the only other Tricksy model with the same gun. Still, even without the comparison I think that Roosters shoot too good for what they are and that also makes them a bit too good due to the mitigation of their chief weakness of being squishy. Summa summarum: I feel that Roosters should be toned down a bit and I think that their shooting prowess is the place to do so.
  9. I'm not convinced that the power level has risen, though. I think that their shooting could be toned down a little. I feel that in its current form it kinda goes against fluff and additionally makes them too safe to use. It's weird that a Rooster Rider is one of the very best shooter options available and massively better than, e.g., a Bushwhacker due to their mobility and access to the third AP not to mention Grit. Dropping the ignores cover and lowering either their range or their stat would be my suggestion.
  10. Rage Machine: After a friendly model within 3 declares a Action, that model may suffer 1 irreducible damage to receive a to that Action's duel. Does "that Action's duel" include, e.g., possible Terrifying checks that are a part of the action as well? Whatabout Triggers that generate new Attacks - are those Attacks affected? Should it be "to that Action's duels"? Or is it just the one Attack Duel?
  11. He's in the fluff and important to the Malifaux world but that doesn't make him fit the Neverborn. He probably should've been an Outcast and him being Neverborn doesn't make much more sense than if he were part of the Gremlin faction.
  12. Chiaki would not be a bad idea - she is tough, can deal with Conditions and can sub for a Scheme runner. It's certainly possible to devise a list to take this one down but I really meant this as a counter to the current meta that favours insane alpha strikes and stuff like that. And that is why I didn't add the Emissary/Asura/Sybelle/whatever else. I also feel that GG18 is a surprisingly good environment for this style of list. Gremlins do have lots of trouble with this list, though. I'm not at all sure how I'd tackle this one without specifically building a counter against it. If they aren't needed for Schemes, I suggest replacing them with Chiaki and/or Night Terrors. Some of those like Hold up their Forces and Show of Force might seem superb at a first glance but getting more than one point against this list from those might be trickier than you'd initially think if the Seamus player is good with Lures. Especially Hold up Their Forces might end up being way dangerous. That said, there certainly are obvious weaknesses in the Strat&Scheme department for this list and I did give full points for Punish the Weak against Collodi (it was helped by terrain, he did flip and play well, and I could've played it better but it's still a tough Scheme to deny).
  13. Not a bad idea! The only thing I'm a bit leery about is that Hayreddin would add a clear target for the opponent to try and bring down. Because currently one of the greatest strengths of the list is that there's nothing there that the opponent wants dead (other than Seamus but good luck with that) and they therefore waste all their big hitters. That said, I suppose it mostly depends on how sneaky you can be with Hayreddin - he could even be used to bait stuff, I guess. And that Df7 works nicely with the list's general theme of not needing high cards for much of anything. Certainly worth a try, in any case!
  14. I know that at least one faction change has happened that I remember clearly but it wasn't brought on because of balance issues. I might be forgetting some other cases though, so am willing to admit that I'm wrong and that balance-based faction-shuffling has happened. It has been super rare, though, in any case. (Though of course this beta is going to be way, way, way, way bigger than any before it so who knows how much shuffling will occur this time)
  15. Collodi is the only Master I've played in tournaments when I've been playing Neverborn and I've only lost one game with her doing that (a finals game against pre-nerf Nicodem). She is very capable of being soloed in tournaments and allows one to pack a light bag (as I did when I went to a tournament in Sweden)
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