Jump to content

wizuriel

Members
  • Content Count

    1,525
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by wizuriel

  1. Why nerf the bokor? I find they are a good model taken frequently ook; but mainly because they are a good healer and bayou likes to self harm a lot. Nerf them and imo people would just change to something like spit hogs. Whiskey golem is unfortunately probably more in need of a nerf. Would add Moon Shinobi to the buff list. Imo they are very over shadowed by fermented River monks
  2. I would make it more generally so it can be used for future models. Improvised Attacks: this model change actions may generate non actions instead of actions
  3. Surprised akaname aren't seeing more love. They have good utility and can hit way out of their weight class of you don't care about flicker
  4. Yeah I voted based off hiring them and not summoning. Some models imo are good / fine summons, but weak hires
  5. From a theme point of view Death Marshal Recruiters should be versatile. Would also give them creep along. Agree that: Orderlies Stalkers Quellers Reporters Need help
  6. I run that pretty often in my elite Zipp Crew and it usually performs very well (granted I don't take it against crews that I think will target WP). While they don't have defensive tech 10wounds means the opponent needs to dedicate some firepower to kill them in 1 turn. If not using Bully I've had a warpig heal 4-8 wounds in one activation. With MV6 and reckless they can usually move enough to find some cover / prevent being shoot off the board. Bully also helps them ignore armor against anyone less than 9SS
  7. They are expensive, but also very flexible (as long as the opponent doesn't target WP). With reckless the 2 can move 18" up the board in a turn and gain focus (and the slop hauler can heal that 1 damage and focus for T2). If something costs under 9SS with Bully the War Pig can easy get extra attacks if they group up, heals or ignore armor on a min 3 stat 6 attack. with the speed of my crew and the amount of fast heavy beaters I can usually choose my fights forcing my opponent to react. threat ranges warpig 18" (needs to reckless) golem 16" Zipp 26" first
  8. I also tend to like elite Zipp lists (helps to use pass tokens to drop pianos). usual list is something like Zipp + 12 cups of coffee earl first mate merris whiskey golem slop hauler war pig + inferiority complex slowest thing in this list moves 12" a turn usually change warpig to Mancha if against marker heavy crews. If I think going be facing an obey master usually use a very different list.
  9. off topic, but reminds me of a bloodbowl game I played ages ago. Before the game started some random roll decided an audience member would throw a rock and attack one of my guys, rolled boxed cars on the damage and before the game started my bull centraur was killed. After the half time I got the same result on the dice and once again the audience member throw a rock at the corpse of my poor bull centraur. End of the game the random roll of the MVP for that match was my bull centraur that had 0 actual play time on the field.
  10. deployment: Corner strat: Turf War Schemes: Hold up their forces Take Prisoner Deliver a message (both took) Power Ritual Search the ruins (both took) my list: Ophelia + 5SS + inferiority complex 3x Young LaCroix Francois Merris Rami Raphael Sammy Bokor opponent Von Schill steam trunk Arik Lazarus Midnight Stalker Freikorpsmann Freikorps Scout Freikorps Librarian Game ended 5 - 4 for me (both scored full for Deliver a message and 2 points for t
  11. so some interesting tidbit of information I saw in the Neverborn forum, Disengage is an action which Crowd Control could prevent.
  12. A lot of people (myself included) missed the discard was a cost. They would use Intuition to put a 7+ on top of the deck, perform the duel and then discard the card then discard 10 cards.
  13. For anyone that doesn't follow Facebook Alexanderiel Lam noticed something very interesting with BBB. The discard 10 cards for calculating the possibilities is a cost of the abilitity so when BBB uses this he actually discards the 10 cards first, then flips to see if the action passes and the card used to cast remains In Conflict until the action is fully resolved and can not be shuffled back (guessing cheated card also) I've been playing this wrong for a long time
  14. If Somer isn't your leader you only have 2 Drunk and Stupid cards to summon with for him. The only way to get more than 2 models is each time you summon to also stone for the or so you can discard the summon upgrade and use it in a future summon
  15. Flank Strat: Corrupted Idols Schemes: Power ritual Vendetta (rooster rider vs wokou raider) assassinate (both took) break through detonate charges (he took) my list Mah + 5ss little lass brin Trixie 2x rooster riders + inferiority complex 2x bushwhackers His list Parker Doc Mitchell Mad Dog Sue 2x Woku Raiders 3x Bandido Game ended 5 - 3 for me (scored 1 vendetta, 2 assassinate 2 strat, opponent got 2 strat and 1 assassinate). Highlights First turn Mad Do
  16. I tend to pretty routinely include bokor's in a lot of my bayou lists. Beyond that I don't think you need anything not covered in theme. On that note though Bayou has some really good OOK models that you can just throw into any list (Bokors, Whiskey Golem, first mate, Brin would be the big 4 that come to mind, after that probably going be more varied)
  17. Tricksy could probably cover most strats / schemes alone 😛 Kin are pretty flexible also, very killy and Ophelia is a great counter to nearly everything that wants to try and live (though terrifying can be annoying for her)
  18. Being launched by a pigapult prevents you interacting that turn. Also with the Ophelia lists I wouldn't worry about the bokor giving focus if you pass. He can only do it to swampfiend or wizz-bang models (so him) and they don't have a great attack. More an issue if he gets glowy to use it for obeys with glowy giving the mask
  19. Strat: Plant explosives Cornor deployment Schemes: Power ritual (both took) Vendetta Take Prisoner (I took against Komainu) Deliver a message (he took) Break through my list Zipp + 6ss Earl First Mate War pig + Inferiority complex Slop Hauler whiskey Golem Merris opponent (off memory) Yan-lo Toshiro Izamu Chiaki Ashigaru Komainu Mindless zombie 1 more model Game ended 6-5 I scored 2 for power ritual, 1 for take prisoner and 3 from strat Opp
  20. The second step of the initiative flip is you can cheat it (pg 20) so it should be based off the final card used generally most tricksy models I find will die before healing will really help them (or in the case of rooster riders you want them to be at half health to turn them into machine guns of death). Bushwhackers I find are much better than survivors. From the shadows lets you place them to start to scheme turn 2 with stealth keeping them safe if you want to play them more aggressively. With stealth and ignoring cover they can usually take some nice potshots without much
  21. So been trying to play Brewmaster more since I see a few people on this forum that love him and for the life of me I really can't seem to get his party started. I find one of my issues is I really struggle to hand out poison. I usually find a lot of my crew either doesn't really hand out poison the way I want, or I'm using a lot of AP to setup the poison game that most crews could use just to kill the enemy model. Looking at the tri-chi models Akaname: I love these guys and feel they hit way out of their weight class (espically for Asami), but if they are targeted usually die to 1 fo
  22. Mainly asking from playing a Wong crew where the team wants to suffer some friendly damage
×
×
  • Create New...

Important Information