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Posts posted by Omenbringer

  1. On 7/3/2018 at 7:25 PM, Dogmantra said:

    b) sounds like that first crew would be really horrid to face. 15 activations with summoning on top of that, plus piglets can be frustratingly difficult to kill for their cost, it kinda reminds me of a crew I read about a couple of years ago that was literally just Som'er, Family Tree, Merris and the rest of the stones spent on Bayou Gremlins which worked devestatingly well

    I'm glad you did well :)

    A Som'er gunline is nothing to laugh at, especially with his new upgrade. It can be devastating and hilarious, but also tends to crumple quickly if running too hot (read as over emphasis on Dumb Luck Trigger) or the Slop Hauler dies.


  2. 34 minutes ago, aquenaton said:

    Even as I am a bit sad about the new "not so awesome" nicodem summons, I hope we can try to use him as a support master, not just a summon spammer. I fear his needing of corpses for almost everything can be a problem, but he looks like he still can heal, give fast and many positives to his crew. Maybe now we will know he can do other things apart from summoning.

    I have always thought his support was very good.

  3. For puddles I would recommend either Woodland Scenics Realistic Water or the Vallejo stuff should be fine (I believe it is a very similar product). Instead of brushing it on use a disposable plastic pipit (though a cocktail straw can work as well). Create a bowled depression with your basing material (flock, sand, or milliput) and then dribble either if these products in. You can slosh them around slightly to spread it but it will tend to settle a bit before drying. Also worth mentioning that these two products can exhibit a capillary action and climb the sides of a feature or bubble if you aren't careful. The puddles will be relatively shallow so you may need to apply a few layers.

    For the deeper water effects I would recommend purchasing some "deep" bases for what you are planning. Alternatively you can cut some standard bases and use a thin clear plastic to seal the bottom (the old blisters work really well). This way you can include some tide pool do-dads to increase the realism. I would recommend envirotex lite and Woodland Scenics Water Effects applied to the top of it once dried. This will give your water some depth and also movement (the Water Effects is used to create small waves). The enivrotex lite can be poured in thicker layers than any of the other products mentioned but you still want to keep it reasonable (it can also exhibit a capillary action in certain circumstances). The ratios are important but if you get them wrong they can be fixed later. The worst case is the sticky finish, which occurs if you dont mix enough hardener in. To fix this paint some of the Woodland Scenics Realistic Water or the Vallejo product over the top. This will seal it and remove the tackiness without require any additional work. Also don't worry to much if you see bubbles in the beginning (after pouring) that is normal and they should go away as the product is drying. If they don't dissipate after a few minutes then try exhaling across the surface.

    • Like 2

  4. Nothing is out of the realm of possibility. Privateer Press is re-releasing Monsterpocalypse after years of neglect so maybe Puppet Wars Unstitched will see the long anticipated expansion that completes the game to what was previously available in the first edition of the game. I really think this game has a lot of promise and life still in it.

    • Like 1

  5. 40 minutes ago, tmod said:

    On the other hand the massive hiring pools in each faction is bound to be problematic at some point, whether we believe we're closing in on that point now or reached it a few waves ago. I'm curious about splitting up factions/increasing hiring restrictions as more factions means more to split the models amongst (in fact I posted a topic suggesting this last week), but worried about the transition process; given the large model pool I think the process will be much rougher, and I don't think it can be done like in M1.5e => M2e.🙂

    The hiring pools have been out of hand for a long while and I would say they are the largest issue. It is impossible to play test this many models even if you limit testers to specific factions.

    The transition from M1.5 to M2e was problematic for several reasons but the model counts didn't help. Hopefully, Wyrd has learned somethings from the last edition release. I would hate to see the company have to repeat its past mistakes or have to rebuild communities again.

    • Like 3

  6. Those scatter pieces are a good start.

    I might suggest you play with the paints rather than just going "murky brown". When I did mine I used a couple different paints (greens, yellows, and browns over a black primer) and stippled them over one another to create the illusion of depth in my shallow resin pools. I can post some pictures later if you want, but I think it really makes the water features believable.

    In regards to base materials for your future table I would suggest perhaps using smaller floor tiles instead of one large wood piece. When I had my old 3' by 3' tables they were a pain to transport and store. They were always in the way and also quickly staled because they couldn't easily be altered (assuming you are including fixed terrain features). This is why I switched to smaller tiles or roll up mats (they aren't difficult to make yourself if you want a natural look).

    Vinyl floor tiles work really well and are fairly light but can curl if you plan on using lots of glue without a thicker insulation foam (1 inch works really well) on top. You can go with 12" by 12" or 18" by 18". The demo board I created uses a single 18" by 18" vinyl floor tile with 1" pink insulation foam on top. There is plenty of room to dig features into and it is sturdy enough to travel. Smaller tiles just increase the portability and modularity (increasing replayability) of the table. If you want I can show you a larger city board I did a while ago, though that is when I figured out you had to use 1" foam over the top to prevent curling of the corners if you were gluing down substrate (still looks good though).

  7. If Terrifying is causing the most issues...well the faction has a great piece to deal with that and a crew build that can feed it.

    The Pigapult has a very high WP (read as not likely to fail one) and can be devastating if consistently fed with ammunition, cards, and healing, especially against slower crews.

    Take a look at Som'er Teeth Jones with the Encouragement Upgrade and Liquid Bravery. These will assist in ramping up the Pigapult and also aid the rest of the crew with those Terrifying checks. Be sure to add Lenny with his specific upgrade to insure a constant supply of Piglets (I prefer them to Stuffed Piglets for ammo) and a Slop Hauler to keep the Pigapult running at maximum efficiency.

    Might also be worth considering the old Suicide Gremlin tactic. Give Som'er the Show Off upgrade as well and you can set up a damaging situation that sacrifices those heavily wounded Gremlins so they don't drop Corpse Markers. Stuffed Piglets can do the same thing on their own and if summoned from a corpse counter are the best option for Corpse marker removal the faction has.

    • Like 1

  8. Unfortunately Ressers tend to pose some difficult challenges for the faction. Some things that they could try:

    1. An elite Gremlin Crew Build
    2. Include a pair of Gremlin Taxidermists

    Neither of these is a great option but the former will reduce the number of corpse counters the Gremlin player produces while the latter will at least offer a method for the Gremlin player to utilize the corpse counters for themselves.

    A Pig build might also be worth considering. It wont provide a way to remove the corpse counters but Eat Your Fill might allow the large pigs to fight longer before dying.

    (I really miss the old 1st edition days when Pigs could eat Corpse Counters with an Action called Eat Anything)

    • Like 2

  9. 5 hours ago, Fixxer said:

    I disagree, in GG2018 its all about situational models. In fact, I think the designers of this game are shooting for more situational models and hoping good players see the value in taking  them into the right S&S to gain the edge.

    Challenging yourself to try something new gives longevity to the game keeping it fresh. I cant believe people arent sick of playing Frank and Burt in every game.. yeah theyre good but EVERYONE knows what you are going to do with them, there are no surprises. I guess thats my point in regards to "new" models. 

    Not everyone plays the Gaining Grounds Strats and Schemes. Also, while situational models might be worth considering in specific circumstances you generally get much more mileage out of utility models than you do with niche. Good players know this and build their lists around a core of top performers. This is why Frank and Bert are so common in play (though I consider myself a fairly skilled player and have rarely played Frank or Bert).

    Smugglers just don't fit well into a faction that is built around Gremlin and Pig synergy.  There is a lot of competition for those 6 SS.

    • Agree 1

  10. I don't think of the Smugglers as real Gremlin models. Just another model in the faction that was really intended to work outside of it.

    I almost miss the days we were in the outcast faction and stuff like this made sense.

    • Like 1

  11. Keep in mind I posted the Teddy cards for the original version of the game and not the Unstitched Reboot. The animation cost may well have changed between versions though I don't believe it did (likely just a cuts and paste error as mentioned above).

    There is an additional wrinkle with many of the models not produced in plastic for Unstitched. More than a few aborted play test attempts over the years resulted in several different versions of the same puppets circulating in the wild. I don't think the animation costs that are on the original puppet teddy's is too low for Unstitched but will defer to those who play that version more often than I do.

  12. With the price drop they are a bit more viable. Still not really a fan as they suffer a bit from a conflicted design of From the Shadows and Out of Activation bonuses (if you use the former the latter is delayed until the Master can reach them). I tend to think a mid-field deployment is more advantageous than a deeper one as it provides more options and can offer some protection before they are committed.

    • Like 3
    • Agree 1

  13. They could be taken from the get though had to be animated from the toy box as usual and had a special rule allowing more than the usual limit to be fielded ("Its a Teddy Bear Picnic"). They were also allowed to attach as many heart patches as they wanted and they didn't count toward the total they were allowed (When Our Powers Combine).

    Because of this you could build "super teddy" around the suitless Teddy for the consistent low Animation value. In a Shoebox game you select your Master, 5 Teddys and 2 other puppets that you want (one of which is for their upgrade). This allows you to build a "Super Teddy" that will have 7 Stitches, all 5 Heart Patches (Defense 11, Combat 3 that causes two rips on each success, animates on 4 or higher, Move 3 with the possibility of an additional if you can kill an enemy puppet, and a slew of other neat extras) and one additional desirable upgrade for him. Once you have all the required Puppets on the field you can use "What Pretty Buttons You Have" to tear apart your friendless without worrying about attaching the upgrades without becoming exhausted. It is an all your eggs in one basket style of play but it can be hilariously funny.

    There was not a scenario released with them, they were just an extra for the game with them randomly inserted into Pawn Boxes.

    With that said, when I did manage to form "Supper Teddy" I usually used a full size Malifaux Teddy model to represent the awesomeness.

    Also a movement of 2 (without upgrades) is correct, that is what they had in the original game as I recall.


    • Like 2