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Omenbringer

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Posts posted by Omenbringer

  1. S scale is 1/64; O scale is 1/48; 28mm is 1/56, depending on how tall you rate the mini...6' is kind of standard. SO...you have your choice of slightly too small or slightly too large. I'd opt for the O scale because 1) it, being more popular than S scale, has more thingys available, & 2) a bit larger works better from a modelling & gaming perspective...or, at least that's my take on the deal. :guns:

    Not to mention you have to add in the base's height as well, and that tends to make the O scale look correct for minis.

  2. You would think, though Page 44 of the book says "If a model performs an (All) Action, it is the only action that model may take during its activation." Until a FAQ changes that, models that are effected by Slow (as an example those just Summoned) can still use there All actions as there is no AP requirement other then having them to use. So Skeeters can use their Larva action ad nasuem.

    Paperbag4 beat me to it and said it better.

  3. Som’er Teeth JonesAn interesting master, the best thing that I've seen him do that far is spam Get Y'er Bro and Take a Swig, not so bad considering you are spamming out guys, that can in turn keep your Pigs alive.

    Minions

    Bayou GremlinSpammable nukeboxes. And when they die you draw cards due to the Hog Whisperers ability. Always cool, just make sure you can hit....Y'all watch this is your friend, if you can use the trigger and do 4 damage at weak with a two point model that's a win in my book.

    Hog WhispererGreat for Pig controlling, reactivate is an obvious plus. Sooey! and Stik'm in the Ass is a fantastic combo and survival of the fittest is really good too.

    PigletThe easier unit of the Som'er teeth crew to use. Charge blah blah charge yeah whatever. They're decent because they're spammable but lack the lasting power of the Warpig. However, for very cheap, it's fast at 10" Cg, does 2 damage at weak with Pigcharge with +1 to the damage flip and 2 helpful triggers.

    WarpigHe will be a target any way you look at it so make sure he's healthy. He's not the one that should be charging up and leading the way, that is' unless you know for sure it can use Eat your Fill.

    *Giant Mosquito – Since the errata changed it from a Gremlin to a Vermin the value of this unit went from decent to nil. If you somehow make it to an enemy you can waste a 13 from your hand or get absurdly lucky to kill the enemy granted that they don't resist and stop it with your abysmal 2 Ca.

    My additions to these.

    Som'er has a lot more depth than Get yer Bro and Take a Swig. He is predominately a Support Master that has a toolbox instead of one specialized function. Using him to the utmost is about managing his WD's and playing cat and mouse. In a straight up fight he will lose, however using Sooey! and Pork Whisper'n he can quickly redeploy and control his Pork muscle. A gremlins luck gives the ability to influence your opponents cheating while a Dumb luck Boomer strike can inflict up to 10 DG in one hit (though Som'er will incure 5 WD's himself). His largest obstacle is Ill-fated, however, with the synergy in his crew this is mitigated somewhat. His lack of cache is also a potential issue, though he has ways of mitigating that thru the aforementioned spaming of Get yer Bro and Come and Get it! (Both of which allow him to summon additional models) and by using other models in his crew.

    Bayou Gremlins are another toolbox model in the Gremlin crew, they can deal decent DG thru the use of Dumb luck or Y'all watch this (and with well placed blasts get around higher DF), though the Gremlin tends not to survive after Dumb luck and will be Sac'd after Y'all watch this. The Flip for it spell and Focused attacks somewhat mitigate the risks associated with the Gremlin Boomstick attacks and compensate for their low CB. In the event you find your Bayou Gremlins in melee (a place they definately should not be) then Reckless Abandon and the squeel! trigger can provide some assistance in either dealing DG with the Rusty Weapons they carry (should they survive to use them) or help them survive for another round by getting out of combat. One of the often over looked abilities of the Bayou Gremlins is Deliverance, though Terrifying 11 isn't super great it does give a way around the Harmless defense, and can be used as another mechanic to burn your opponents draw deck. In summation they tend to work best when used in packs, and a Gremlin Gun Line can do a surpising amount of DG (or with bad flips destroy it self). Like the rest of the Gremlin crew cat and mouse games go along way toward getting them the win.

    The Hog Whisperer is a support model for the Pigs pure and simple. They (along with the Skeeters and So'mer) are the driving force behind the speed and mobility of the Pig Boomerang. Judicius use of Sooey (from this model, So'mer and the Skeeters) and never happen... can move a squadron of Pigs (both spells effect all friendly Pigs within range) half way up the board before their activation allowing stampeded pigcharges deep into the enemy lines with little risk of losing your own models, then return them to safety for another launch next round. The two 0 actions on this model provide decent insuruance against errant Pigcharges killing your own models. Survival of the fittest is a nice extra when you are close enough to dying Gremlins to benefit (though remember you can only use one instance of SotF per Gremlin Death regardless of how many models with the ability are within 6").

    Piglets, generally agree with what was stated by Raintar, though will add that Pigcharges are pushes so allow these models to freely leave melee combat. Also if the pigs are flying they will allow you to bypass screening models to get at the heart of the enemy during these pushes. Judicious use of Reckless fast can give piglets a surprising threat range and DG potential (Reckless Fast can be used even when the Pigs are Stampeding). Lastly, models with the Pig characteristic dont have to fear being the target of a stampeding pig, so use them in squadrons of 3 or more.

    Warpigs, what applies to the Piglets generally applies to their bigger brother. The key difference is the base size, being on a large base they can block LOS to models which may be closer then the ones you want to attack (or friendlies) giving a small bit of control during stampedes. They also have a few situational abilities that are neat, such as the Truffle spell which can move a misplaced freindly Gremlin, or Eat anything which removes all Scrap and Corpse tokens within its range healing the Warpig 2 WD's per counter removed (still some debate on whether models leave these tokens if there are no Graverobbers or Scavengers on the field).

    Giant Mosquitos, though the characteristic change from Gremlin to Vermin did eleminate an "Easy button" for the Gremlin Crews it also streamlined their role within the crew. Along with Som'er and the Hog Whisperers this model can cast Sooey! which allows the pigs to be boomeranged around the board and greatly enhances the Pigs threat range. As was mentioned by Lalochezia a pair of them can move anywhere on the board and set up your pig squadrons. Parasitic Infection can work miracles against the Resurectionist cannon fodder (on a successful cast you can almost guruantee that troublesome Flesh Construct or Killjoy will go bye bye). Another significant point is that due to the characteristic change from Gremlin to Vermin, Skeeters can now damage other skeeters with Pull my finger attacks (though thankfully the one who casts it wont) so careful placement when attempting the skeeter Stank Cloud is a must. Lastly, though Som'er can bond upto four, two tends to be his best number (at least until they start making more).

    The above models tend to work best (at their full potential) when used together. Other Masters dont really get much use out them largely due to the increased SS cost per model. With any of these models WP duels are best avoided at all costs. Lastly, with all the above models except Som'er and the Warpig, fear Hamelin, his Bully ability coupled with Growing Influence and his Spells can reek havoc on your plans.

  4. One big weakness I see with this is the lack of real substance. Sure Papa could do quite a bit of damage under the right circumstances (The typical spam list), but how do you deal with what survives the initial blast? Say Bette Noir, Ice Golem, Killjoy, Bad Juju or the like? Terror Tots will have some difficulty dealing with those (even with the nurse boosting and sacing them).

  5. If you dont mind using Paper terrain (or a capable of moding the layouts) take a look at White Wash City.

    I will be using these as a base for my gremlin boom town (when I get around to actually making it, damn work). With some simply moding they should look pretty good and mounting them on foamcore will make them plenty durable.

  6. If i remember correctly one of the nurses effects will delete him after the first activation before reactivation kicks in.

    No "painkillers" says after your next activation, so it will work as described.

    As has been said though, I am not sure it is a very effective use of points.

  7. OT @ acid_gaming

    Here is the link to Dire Hoarcat Snugglers converted Gremlins: DHS Gremlin Conversions First page has the mods.

    And Underbheit's:

    Under's Gremlins Pictures throughout, however my favorite is his flying warpig.

    And of course my own:

    Omenbringer' Gremlins Only a few of mine, however, more to come soon.

    Peterdita's Rasta Gremlings dont have much in the way of Conversions however are worth a look:

    Peterdita's Outcasts Page 2 and 3 have his Gremlins.

    @Lalochezia

    Thought of two more models I would like to see for the Gremlins:

    1) Pregnant Sow, with an ability that gives higher damage, call it "Momma's milk" and the ability to summon more piglets, not sure of a name for this.

    2) Gremlin Pig Farmer, with the ability to grow piglets into Warpigs, sorta like the Nephilim (call it "Growth Hormones)

  8. Another nice Battle Report.

    Only comment is at the end of Turn 2 you could have used "Deliverance" with the forward two Gremlins, then "Reckless Fast," and finally the focused shots on the Hoarcat Pride to avoid the "Harmless" roll. Might have helped a bit.

    In the end it didn't seem to matter to much though.

  9. So, Perdita walks at you twice and then assumes defensive stance. She'll get to a point where your gremlins won't be in cover eventually. Using soul stones to kill gremlins is a waste. Against a gremlin crew Lilith and Perdita are best served saving them for nothing but damage prevention and killing sommer.

    Now, of course, killing the opposing master isn't everything. But with things like assassinate and body guard, it can become pretty damn important. I'm not asking for much here, a more expensive gremlin that has none of the abilities of other gremlins except maybe reckless fast and has to make base contact and then take a (1) action to sacrfice itself and lower the target's df by 2...for one turn. I'm a humble man, I have humble wants!

    A defensive Perdita isn't really that big a threat for me, she only does damage when she is shooting. If she is doing the move and defend thing then I'll focus on Nino and Papa Loco. Perhaps it's just differing experiences from different locations but she really isn't that much of a threat for me.

    I agree though that Lilith is a much more difficult matchup for Gremlin crews. Like I said against her I will usually play for the draw against her, only difference is I run Pig heavy.

    As for future wants, a Gremlin with "Latch on" or a mob rule similar to the Canine Remains Hunting Dogs ability though cumulative would be rather nice (not sure sacing a gremlin for 1 turn of -2 Df would really be worth it). My own wants are a bigger tougher gremlin meant for melee (think Lennie from "Of Mice and Men" mounted on a 40mm base and Ht 2), a Gremlin lynch Mob (think the lynch mob from "Hang'em High" mounted on a 50mm base, Ht 1, with variable Wp/ Dg similar to the Hoarcat Pride), and a Gremlin Gunslinger (think Mordecai from "High Plains Drifter").

  10. PP boards are getting on my nerves just about every place I step.

    As if my hiatus wasn't already deserved and justified, their current power tripping just sank several long steel shanks into the lid of a coffin.

    Couldn't agree more, I thought they had decided to do something good today after reading a post about their Jan 6 releases. Was wrong, they are still planning to continue with the faction/ Codex non-sense.

    @ Hollywoodf3

    The page 5 stuff does get rather annoying.

  11. Combined Arms Tactics for Gremlins:

    1) So'mer and skeeters provide direct damage to the closest or hardest to hit targets.

    2) Massed focused Gremlins firing from cover picking off mid distance targets.

    3) Pig squadrons attacking deep targets utilizing flying Pigcharges and stampedes.

    4) Whisperers and Skeeters support the Pig Squadrons by insuring favorable placements utilizing "Pork Whisper'n or Sweet Nothin's","Never Happen..." and "Sooey!" aka the Pig Boomerang.

    5) Som'er supports the crew with reinforcements, healing and the "Boomer".

    The entire crew plays Cat and Mouse moving out of and into cover or engaging along chokepoints. Following the suggestion for terrain setup on Page 91 (2-4 pieces of terrain per square foot is between 18-36 on the table) aids a lot. In games where the strategies are against me I use schemes to play for the Draw.

    Perdita in defensive stance doesn't bother me as much as Nino or Papa Loco at any time, since thats one less attack or move she is making. To get past her cache of soulstones put your crew in defensive stance behind cover, she'll either have to focus fire or use those soulstones to hit you. Or hit her with the boomeranged pig squadrons and concentrated Gremlin Fire, she'll burn them quick preventing or healing damage.

  12. So, I figured it out, why hot dogs come in packages of ten and hot dog buns come in packages of eight. See, the thing is, life doesn't always work out according to plan so be happy with what you've got, because you can always get a hot dog.

    Ah, great quote from Kar.

    But dont forget "It's not about anger - it's about peace. It's not about power - it's about grace. It's not about knowing your enemy - it's about knowing yourself."

  13. And, it's not just Lilith. Perdita is just as difficult.

    Never had a problem with Perdita. She softens pretty easy to a Gremlin gun line, Skeeter Stank, and can be one-shoted by So'mer's Boomer with "Dumb Luck." The key as has been said by Angel of Menoth is focused attacks and I would add concentrated fire.

    I will agree to a lesser extent that Lilith, Seamus and Mcmourning are a bit more difficult of a matchup. In these matches positioning and combined arms style tactics become more of a key. The Gremlins are a lot more of a subtle and cerebral force than most realize, even the pigs aren't really meant to get "stuck in with the boys."

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