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n0signal

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Posts posted by n0signal

  1. Every game is going to have the weakling faction. Not just because it's impossible to balance perfectly, but because there are those people out there who enjoy a challenge. Or who know the rules far better than their friends and want to give them a chance. Or who need to teach their little brother how to play without making him cry. Weakness has a place. It would just be nice if the gremlin box had a warning label.

    Yes, you make good points, and it is a shame that the Gremlins are pretty underpowered a lot of the time and very underpowered in certain situations... but that's just the way it is right now. *shrug*

    Hopefully, when people are thinking of getting into the game they'll swing by this forum and read a few threads like this one - perhaps persuading them to pick up Som'er Teeth as a second master (unlike me who jumped in with this crew and only learnt to appreciate them for what they are after trying out some other masters).

    But it would be good if they came away with the impression that "Gremlins are challenging but rewarding", rather than "Gremlins are s*%t!!". Heh. ;) I know that your intention is to get everyone together and discuss the strengths of this crew and how to overcome their weaknesses. All good stuff!!

  2. No, it always "refills" to two, if you know what I mean!? ;) It never builds past Poison 2 (this is because if you're already suffering Poison from an effect and the same effect causes it again, you replace the Poison with the highest number... in this case Poison 2 > Poison 1).

    Edit: What I would like to know is if you put Conduit on something and later in the turn jabbed it with Zoraida's pins, giving it Poison 2. Would this stack with the Poison from Conduit? I'm assuming it would, which means when the poor recipient activates next turn it's gonna take 4 Wds!! :o

  3. I personally think Kidnap is only suited to Lilith's Crew. I've never had any success with it using Zoraida's crew (I managed to kill an enemy master in melee once, but it was the Poison that killed them, so I didn't get Kidnap), and I imagine it might be quite hard for Pandora. Basically, every time I've taken Kidnap I've regretted it, so I don't bother anymore. *shrug*

  4. Quick question: Do people in this thread play other Crews aside from Gremlins? I'm especially interested in the response from people who are struggling with them. (FYI, I play Zoraida and Leveticus too).

    Reason I ask is because when I only played Gremlins, when I first got into Malifaux, I would feel a bit miffed and sad at their performance sometimes; which really started to get me down. Then I picked up my other crews and now I choose to play my Gremlins. It makes playing with them a lot more fun when you can pick their fights.

  5. Heh. Dang, I thought I'd missed something beautiful there... damn you Nick, you got me all excited!! :684: On another note, remember that the Hog Whisperer has Baconnnn! too, which you can use on a damaged Piglet to bring on a Gremlin; which is helpful if you've not got the cards for Git Yer Bro.

    Get that Gremlin back near Jones and he can stove it's head in for a new healthy Piglet or get it near a 'Skeeter for Larvae... either way try and make sure that it dies within 6" of Jones or the Whisperer so that you get some cards, perhaps drawing an 11+ that you need to Git Yer Bro too. ;) I personally never have more than about three Gremlins on the board as I'm always killing them for other stuff. LOL.

  6. My tactics with So'mer (haven't played him that much, but it worked out pretty well) is that the schemes "hold out" and "Bodyguard (So'mer) work pretty well for the gremlins. Leave So'mer and probably one or two gremlins in your deployment zone. Try 'git yer bro' as much as possible, but only if you're sure if it will work (or if you have nothing better to do, just give it a shot!)

    After that, you can choose to do two things, this just depends on what kind of things you want to accomplish.

    1) heal the gremlin and send him out for battle/objectives

    2) if you have the correct suit in your hands, try to kill the gremlin, and trigger the effect of getting a free pig.

    +1 YES. This is spot on!! Great post Nick. :D

  7. Som'er Teeth Jones can't hire mercenaries; only Gremlins, Pigs and Vermin. To be honest, even if you could hire mercenaries, a lot of the time you probably wouldn't want to. I play a lot of 25-30SS games and I always find it an absolute nightmare to pick a Gremlin force because I've never got enough for everything I want to bring... mercenaries would just eat further into that with no gain. The key to Gremlins, IMO, is building a regenerating list.

    I don't know where people get the idea that Gremlins are auto-lose or rubbish or whatever; they're a really good crew, and quite powerful in several situations. For one, they're my go-to crew for Reconnoiter as few crews will do it as well as the Gremlins. Typically, I'll take a swarm of Piglets, and keep making them all game with Git Yer Bro and Come and Get It combos; this usually keeps the enemy busy trying to swat Df6 stampeding pigs all over the place, dribbling 2 or 3 points of damage with every hit... they don't have to hit hard, and they don't have to hit every time, they just have to take a lot of swings (and each stampede gives you a potential 3 pigcharges, I usually run 4 piglets, that's 12 pigcharges... that's a lot of opportunity to hit even with Cb4!!). Also, send a couple of Mosquitoes up the board and the enemy have Df7 models with flight to deal with that can either Sooey or Pull My Finger all over the place, depending on your cards.

    It doesn't matter if by late game all these pigs and 'skeeters are wiped out, by this point in the game the enemy crew should be looking pretty depleted. It's then quite easy to generate some more gremlins and use Reckless to run them into the quadrants of the board you need them in in order to secure Reconnoiter and likely your opponent won't have the model count left to stop you, let alone catch up with you running 15".

    They're also a really good crew for Treasure Hunt, as you can stick a piglet/warpig in the ass, heal it, then give it flight. Fly over terrain, and use reckless if needed to grab the treasure counter; then when you reactivate use reckless to leg it back to your deployment with three Wk's... on a Piglet that's 18"!! Give the treasure counter to Jones whenever possible and keep him in your deployment, with Bodyguard and Hold Out and just fill your side of the board with Gremlins and Piglets.

    I've even pulled Slaughter off pretty well recently with a combo of Piglet stampedes and farting Mosquitoes; admittedly you need good cards for this so some luck may have been shining on me... but if you're using Come and Get it or Larvae to bring on more piglets/'skeeters then those dying Gremlins should be pulling lots of extra cards for you anyway.

    All-in-all, I think it's a really fun Crew, that is probably one of the hardest to pick up and play with. Not only do you not have a "default" crew (the starter box is way too small at 16SS) but also they can seem underpowered until you get the hang of their zany playstyle. They certainly struggle against any master with a high Df - mostly Perdita and Lilith - and are especially a bad match-up against Pandora (because of their hideously low Wp) but there are lots of bad match-ups in the game... that's just how it is, and is one reason why a lot of people have at least a couple of Crews. :P

  8. I much prefer the new handling of a Red Joker; but it may be a persona issue - basically I've had the Red Joker come up in a negative far too many times, and every time it happens it royally pisses me off!!

    I accept that, even when I've worked my ass off blowing my hand of cards to ensure I hit my target accurately and with enough bonuses and modifiers to ensure I'm on a :+fate, :+fate:+fate, or even :+fate:+fate:+fate... and then the Black Joker pops out and ruins my day. It is only fair that occasionally from the depths of despair, the Red Joker turns up on a negative flip and lifts my spirits back up.

    I like the change. It's one card in 54 and it won't happen very often. :P

  9. Ah, balls, I hadn't noticed the "no insignificant models" part. You guys were very clever when designing this game; there are lots of times that a combo might seem a bit broken and then if you read carefully it's covered somewhere else that you can't do it. Easy to overlook some of the subtle nuances sometimes, but they are there and they're very elegant. :D

  10. More piglets, only one skeeter to start with, and begin the game by using Teeth as a factory, either a gremlin or a piglet factory.

    I agree completely. I ran a 25SS list last night that was:

    - Som'er Teeth Jones

    - Hog Whisperer

    - 4 xPiglets

    - 2x Gremlins

    - Giant Mosquito

    (2SS Cache.)

    My Warpig is very good at consistently dying early on in games and dumping 8SS down the toilet; while my Piglets usually stampede all over the place and do far more damage and can survive reasonably well due to Df6. Lots of Piglets works really well!! I used (All)Larvae to get another Mosquito ASAP and 'Teeth started bringing on more Gremlins whenever possible - basically I kept Jones, a Gremlin and a Mosquito in a little "squad" at the back, so that I could bring on more Gremlins and either strike them with Jones for a Piglet or sacrifice then with the Mosquito for more 'skeeters.

    Anyhoo. I found that with a load of Piglets and 'skeeters on the board you "nickel and dime" things to death each turn - do a few points of Dg with some stampeding Piglets and then mop up with some 'skeeter farts. ;)

  11. Bad Juju is hard enough to use in a Zoraida crew, where allegedly he should have some synergy; in a Leveticus crew I can only see him as a big expensive resource drain (Leve most likely either won't have the 2SS for Eternal or will have better things to spend them on). So, personally I find it an off choice, however brucemanning may have found something I'm overlooking; so how is Juju being used and why is he a good choice? I'm always willing to learn. :D

    BTW, something that came up the other day that I wanted to check up on - I had blown all my soul stones plugging Lady Justice with spells and I really needed some more. I used Drain Souls on one of my Hollowed Waifs, which sacrificed it and gave me a soul stone. Then, because it was sacrificed it came back in the close phase. I even sacrificed both of them on a couple of turns when I thought Leveticus was safe for two soul stones. This is all legal right? It seems that as long as you're not bothered about everyone's Wp dropping like a stone (does your master's drop too?), Leve has a recycling access to soul stones.

  12. Yup! They are great. Much better in Brawls with Ramos though. Then it's almost unfair I think. :D

    I was just curious, because I've built my crew with him very much as a Resurrectionist master, and I've not really taken advantage of his construct-hiring at all. I couldn't see a whole lot of synergy with Arachnids, but I thought perhaps I'm missing something?

    Actually, all my proxy games were just with him, Alyce and some SPA's; last night was the first time I'd run my new crew with Bete Noire and Necropunks. I was very impressed; Bete is hard to remove permanently when Leve keeps drawing potentially high cards to sit on every time he gets a spell off; either letting her hit hight cards with her Df7 or use them for One with the Night.

    BTW, I'm guessing the "successfully cast" trigger happens before the enemy fails/passes the spells resist? 'Cause technically you've successfully cast it regardless of what happens after the fact.

  13. All in all, you lose about 4 inches.

    I thought you loose 10"? (4"SPA move + 6" summon) Altho my hat is off to you for clarifying the rest of it for me; good work and well-read (as opposed to my cursory glance - that'll teach me!!). Simultaneous Activation is the sex. ;)

    As for Killjoy, he's a model I'd considered for the future, but I've no experience with him or paid him much attention yet. I'll keep in mind how excited you are when I get around to testing him out. LOL. :D

  14. And I know thats the way it was intended, but it's sad that so many think that they need to reflect that in their gaming and do take it too seriously.

    Yeah, but that's a problem with asshat gamers, not with a silly page of smack-talk. ;)

  15. I've always found "Page 5" to be a very amusing tradition (it's in every Warmachine and Hordes expansion too); it's a bit of fun really and nothing more. It's just a page of smack-talk, like some wrestler meat head might espouse in the ring to work the crowd up; seriously... don't take it seriously. ;)

  16. My advice is to paint whatever inspires you at the time. Often, if I'm having trouble motivating myself painting, it's because I'm really in the mood to paint something different but I'm just trying to continue on a model because I want it finished and out the way.

    Case in point, I'm having trouble motivating myself at the moment to finish painting my Silurids because I'm finding them quite dull to paint. I really wanna start painting my new Leveticus Crew, but I can't because they're currently lost in the UK postal system along with their 30mm resin bases... so instead I'm trying to get these Silurids finished. My heart's not in it, it's taking twice as long as it should and I'm procrastinating more.

    If however, my Leveticus stuff was here, I could probably paint one model in the scheme I have in mind, and then return to painting the Silurids with more vigour and enthusiasm. :loco:

  17. Not meaning to high jack the thread; but doesn't the Kidnap scheme specificy that it must be a Master killed in melee (I wasn't under the impression that you could pick any ol' Minion - but it may be an oversight on my part so someone please correct me)?

    Back on topic. People will no doubt come on and say that you need a zillion Gremlins to make Som'er Teeth work, and maybe that is true at larger game sizes. I personally only play about 25-30SS games and have found that the box set's 4 Gremlins are more than enough as I usually only start with one anyway. You'll need a Hog Whisperer or two and a blister pack of Piglets tho, for a total of 4-5 Piglets, as these are the up-field attackers and it's worth killing Gremlins to bring more on the board. Also, if you intend to run 'Skeeters then I'd recommend the full 4 of them, as again they're fairly easy to summon by killing Gremlins. (It's this constant killing of Gremlins that keeps their numbers down in my experience and why I never have more than 4 or 5 on the board - but if you're going to theme the army to be Gremlin heavy and go for volleys of Boomstick fire then you'll obviously need more.)

    As for Brawls; I believe Zoraida was already nasty with Jones, but not after her Errata she'll be even nastier. The two together give you some powerful abilities to control how the enemy cheat fate. Jones can drain their hand with Gremlin's Luck and Zoraida can use Crystal Ball to re-order the top of their deck so that you know the card coming up is an un-cheatable weak card. ;) Now, with the new Conduit rules on the Voodoo Doll (her summoned Totem) it means that the connected enemy model will already take 2Wd upon activating, and you can sent a 'Skeeter up to fart on them for another 2Wd - 4Wd without anything to stop it is pretty nasty on a Minion! They synergise well in lots of the ways too but another thing to consider is that because of Enthrall on Zoraida, she is the only other Master in the game that can use the Gremlin and Pig models in her normal Crew. So you can also get more mileage out of the models you already own. ;)

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