Jump to content

wizuriel

Vote Enabled
  • Posts

    1,544
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by wizuriel

  1. my meta we flip if you somehow finish turn 5 and still have time
  2. Strategy: Symbols of Authority (Masks) Schemes: * Punish the Weak (Masks) (both picked) * Covert Breakthrough (1) (Gremlins Picked) * Dig Their Graves (2) * Hold Up Their Forces (4) * Take Prisoner (9) Wong + 3 Pool - A Gremlin's Luck (1) - Explosive Solutions (2) - Do Over (1) Old Cranky (4) Sammy LaCroix (7) (glowy target) - Ooo Glowy (1) Merris LaCroix (6) Swine-Cursed (7) Swine-Cursed (7) Slop Hauler (5) Slop Hauler (5) Survivor (4) Yan Lo 5SS -awakening -Follow Their Footsteps -Fortify the Spirit Soul Porter Toshiro -Command the Graves -my little helper Anna Lovelace -my little helper -decaying aura Sun Quiang Goryo Komainu Okay boys, looks like those good for nothing diry rotten smelly ugly ten thunders are setting up some kind of ritual thingy. I say we set up our own ritual thingy, only ours will be bigger and better!! Also lets go stomp on theirs. I deploy Sammy and Swine Curse on the left Wong, Cranky and a Slop Hauler down the middle Merris, Survivior, Swine cursed(2), slop hauler(2) down the right Toshiro and Komainu deploy left Yan Lo, Soul Porter, Goryo deploy center Anna, Sun Quiang deploy right T1 The first turn mainly saw models trying to move into place. -Goryo summons a seishin and walks -swine curse enjoys reckless(2) and regen to triple walk -seishin walks -Sammy walks -Anna walks twice and vortex swirls swine curse(2) into the board edge. I BJ my defense flip -Survivior recklessly walks -Toshiro makes the Komainu fast and walks twice -old cranky walks twice -soul porter pushes Yan Lo to start threatning my crew then walks -slop hauler walks by old cranky -Yan places the soul porter and discards for chi. He attacks the Komainu but BJ the damage. Heals goryo. Walks and attacks old cranky missing. Becomes ash ascendant -Slop hauler(2) recklessly walks by survivior and swine cursed(2) -Sun Quiang walks -Wong triple walks to set himself up next turn -Komainu walks -swine cursed reckless and regens it to walk and charges the Komainu who can't stand up to his glowy claws of Gremlin magic -Merris not wanting to try and sneak past anna lovelace and Yanlo triple walks moving more to the center of the board T2 "Okay boys we got em right where we want them. Lets show them our supiorior magic and......what is that smoke?" Both My Little Helpers are activated to prevent me shooting Anna and Toshiro and I RJ the init flip to start in style -Wong walks to get clear LOS to Goryo and seishin. First attack hits and kills the seishin getting me 1VP. 2nd attack hits the goryo and pulses 2dmg to the soul porter getting me an extra attack which misses the soul porter. -Toshiro uses the scrap of the dead Komainu to summon another Komainu and makes it fast and the goryo fast -Swine cursed rekills the formerly dead Komainu and walks -Goryo charges Wong hitting for weak, missing, weak (Wong squeels away) and uses 0 for another weak damage. -Old cranky walks to better support Wong -Anna misses shooting swine cursed(2) -Slop hauler heals wong for 2 -Soul porter walks and pushes Toshiro -Sammy walks twice (dang my little helper) but threatens the left symbol next turn -Yan Lo heals soul porter, walks, shoots slop hauler(2) for moderate and BJ the next attack. Becomes spirit ascended -Slop Hauler(2) heals self for 2 and survivior for full -Sun Quiang walks to put my 3 models in his aura -survivor fails to pass the test and gains slow but reckless to get 2AP. Fails to transform so walks and attacks Sun Quiang missing -Swine cursed(2) passes the test and reckless. Walks and turns into a pig. Charges Yan Lo hitting weak (SS prevent all) and hitting another weak with the ram trigger (SS prevent 2). Since he is within 3" of Anna Love Lace he charges her hitting moderate (SS prevent 2) and severe (SS prevent 3) -Merris reckless and flies up to threaten center symbol next turn Score 1 - 0 T3 "Good job swine cursed(2)!! keep putting magic pressure on Fan Fo and he have this" I SS for cards -Anna tries to vortex my swine cursed(2) away but I cheat hi to prevent this. She fails at knifing him -Merris gets the center symbol -Toshiro charges Sammy hitting weak (SS prevent all) and weak again -Swine curse(2) reckless attacks anna for weak and 2nd attack I cheat in the RJ to kill her and get the ram trigger to charge Yan Lo (opponent forgot to place a mindless zombie which probably would have changed a lot depending on placement). Against Yan Lo he hits for a moderate, weak and misses -Goryo charges and kills old cranky -Survivior passes the test this turn and hits Sun for weak and misses the next 2 attacks -soul porter walks to engage merris and pushes Yan Lo into cover from Wong but still engaged with swine cursed(2) -Wong demonstrates why he doesn't give his experiments names and shoots into combat using Gremlin's luck to hit the swine cursed for weak, uses do over for a free attack which again "randomizes" on the swine cursed (BJ on the randomization also) but I miss that attack. 2nd AP I randomize again on the swine cursed and this time get the severe on the swine cursed killing him and Yan Lo with the blast damage. Last AP he attacks the goryo for weak -Sun Quiang heals my models and then fails to do damage to them -Swine cursed charges Yan Lo and RJ damage killing him and his summoned mindless zombie. Opponent surrenders at this point. Wong surveys the aftermath of the battle, satisfied that his magic ritual thingy was a lot more impressive then what ramined for Dan Mo's ritual thingy. Unfortunately he had to sacrifice a usefully experiment to achieve victory, but that left an opening in his crew and that survivior was looking like a pretty good candidate. MVPs of the game were my 2 swine cursed. Bouncing between Anna Lovelace and Yan Lo really killed the enemy crew. Props to Wong for finishing off Yan Lo by getting the blasts off my own models.
  3. 50 SS Gremlins Crew Wong + 3 Pool - A Gremlin's Luck (1) - Explosive Solutions (2) - Do Over (1) Old Cranky (4) Sammy LaCroix (7) - Ooo Glowy (1) Merris LaCroix (6) Swine-Cursed (7) Swine-Cursed (7) Slop Hauler (5) Slop Hauler (5) Survivor (4) against Yan Lo 5SS -awakening -Follow Their Footsteps -Fortify the Spirit Soul Porter Toshiro -Command the Graves -my little helper Anna Lovelace -my little helper -decaying aura Sun Quiang Goryo Komainu for Strategy: Symbols of Authority (Masks) Schemes: * Punish the Weak (Masks) * Covert Breakthrough (1) * Dig Their Graves (2) * Hold Up Their Forces (4) * Take Prisoner (9) Opponent surrender end of T3
  4. How come the model on the left has 2 normal arms EASY TARGET!!!!
  5. Going through some Raspy models this month. Starting with Krumpus
  6. Does this imply there might be a playtest coming up???
  7. 3x survivors = 12 1 Pere = 6 will try and get finished pictures soon
  8. I feel this more shows just how weak the rest of the wave 5 models are Best to worst imo Criers aren't a bad pick, but I see them only really with mah. Brin imo is not a bad pick if you need condition removal Bokors (I thought faded was just non master,v faded is though still a strong condition Imo) Smuggler is confusing and can only see it being used as a disruption piece. Wrestlers are bad compared to pretty much any other 5 or 4pt gremlin minion Flying pigs are useless
  9. I like them with Lucius and usually take a black blood shaman who first turn gives both illuminated black blood.
  10. I've given up on Lynch's box again so will finish pere for my last few points https://1drv.ms/u/s!AkjzLwzm8dDppEF0bhmYgMOd93KG
  11. Only non merc option aside from what you mentioned is Big Brain Brin
  12. So DM I figure have a couple of problems 1) They are slow 2) They are kind of fragile. Personally I find if you want to use DM offensively you require at least 2 and probably a DMR. That is a pretty big chunk of points. Now this is also a small squad your opponent kind of has to deal with or risk losing out. I tend to use them more as a flanking force Generally I like bring DM's with both Lady Justice and Lucius. Lucius can get extra activations out of them letting them quickly move up the board and potentially getting in and out after stealing an enemy model. I've had games where I've had Lucius command presence a DM to box an enemy model then issue a command for the DM to take a 3" push and walk away from the enemy crew. Now the problem I find using them with Lucius is usually the enemy will focus pretty early on the DM and just obliterate them since Lucius really needs his minions to be scary. Using them with Lady J I find a lot of the time my opponents don't deal with them as they focus more on the Lady J and Fransico distraction coming up the middle of the table and I've had them sneak into the enemy crew and box something. Problem is then they tend to try and slowly get back and hope no one notices them. My record with 2 DM and Lady J ashwood box was having 28pts of my opponents crew in boxes
  13. Earl can give him the masks and he can pretty easily hit with up we go. Even so straight up mobility Zipp still wins at 34 inches
  14. With Wk 5 Mah can cover 15". Git off my land she can get to 23". If you use her just for moving and also use let Mah handle this she can move 29". That also assumes she pushes her max on 2 pushes and gets unimpeded on chores Zipp base movement with flight gets him 24". He can also with triggers attack models on the way covering as much ground. With dread pirate upgrade he can cover an additional 10" for 34" (probably 35 or so taking into account base sizes and placement). Zipp requires far less resources and can actually do stuff when going all out movement.
  15. If they want it so any ram flipped works for the effigy and not Molly/Lawyer ect the only way I can think of doing it is 2 faqs 1) Cards don't calculate severity until chosen (so even if Molly flips a 11 and a 1 until she actually picks the card they aren't considered a weak/severe card) 2) flipped cards can then be any card flipped and that includes the suit
  16. Sounds like they will be pretty unbearable for your opponent as they rip apart your opponents crew with their bare hands. I for one can barely wait for the new bear overlords. /runs
  17. So imo Mah is probably one of the weakest masters in the game. What she can do really well is with her errata upgrade she is fairly mobile for schemes like entourage and can also interact unlike Zipp. She can kind of support her crew better than Zipp with chores (though 90% of the time they are useless outside of rams for +1MI and sometimes unimpeded). If you want a master that is mobile, good at flanking and will actually hit hard Zipp is just better. If you want to continue with Mah the only combo I think you're missing is she really likes having a Crier in her crew for even more card cycling. Edit: Also I personally out the apron on the Little Lass and run her up. When she inevitable dies doing nothing useful Mah gets the armor for 1SS cheaper. I would put know the terrain on Mah at the start
  18. I fear the bigger NPE imo is if we use the stronger (and imo way it is designed) definition of a flip then both Molly and Lawyers can do the same thing and their attacks become absurdly powerful.
  19. Somer can also play a very good elite game. Put Dirty cheater and liquid bravery on him and hire Sammy to carry encouragement to back up Somer. On Somer's turn use Do it Like Dis to add and if you can Bigger Hat the enemy leader. Without cards Somer can still use encourgement to get to attack with the built in and with bayou 2 card can effectively try 3 times to beat the enemy who has no cards left (and the bayou 2 card cheat will heal the encouragement damage). With a crew like this I tend to like models that have bayou 2 card so will usually bring 2 slop haulers and fill rest with what is needed.
  20. Hey, so past weekend participated in a FLGS tournament. Due to a Canadian snowstorm only had 3 others showed up but played some good games indoors and away from the snow. Game 1: Strat: Public Executions, Close deployment Schemes: Eliminate the leadership (I picked) Dig Their Graves Show of Form Take One For the Team (Black Blood Shaman) Vendetta (Rami vs BBS, Dopple vs Rami) Leader: Somer Teeth Jones Dirty Cheater Do Over Liquid Bravery 2x SkeeterSammy LaCroix Encouragement Rami LaCroix Gracie Saddle 2x Slop Hauler Survivor vs Nekima (FGF, OC), Lilith (3ss, 4ss of upgrades), BBS, Doppleganger, Graves, Puke Snake, Tot So this was a pretty brutal game. First activation Lilith Tangle with Shadows against my skeeter and swapped it with Nekima engaging a slop hauler, gracie, sammy and somer. I went with a skeeter to setup rams on Rami and Gracie incase she survived, but 3 swings from Nekima 1 SS and 2 black blood pulses killed Gracie before I could activate her :(. In revenge Rami killled the BBS getting me 3pts from Vendetta but gibing my opponent 1 for Take one for the team. My slop hauler healed my crew from Nekima's black blood and failed to attack somer, but letting him squeel away. Sammy managed to walk away from Nekima. Somer walked to get LOS to the slop hauler and Nekima (I screwed this up and he didn't need to walk. Forgot you could see into forests just not throw them if you were not inside the terrain). He killed the slop hauler but blasted 4dmg onto Nekima and then shoot her for another 4 which my opponent prevented 3. Meanwhile Graves showed the door to doppleganger who copied Rami's gun and managed to kill him through cover for 3 vendetta pts. Turn 2 NB won initiative and Nekima charged Somer getting a RJ on damage to kill him Slop hauler and Survivor tagged team the doppleganger to deny my opponent points on Public Executions. Skeeter tied up Graves and Sammy started harassing Lilith. Rest of the game was pretty much Nekima hunting down my crew with Sammy harassing Lilith eventually knocking her down to below half wounds. Game ended 6 - 4 for Neverborn Game 2 Strat: Ply for Information, std deployment Schemes Surround them Covert Breakthrough (I picked this) Hold up their forces (Arcanist picked this) Undercover entourage (Zipp and Cassandra) Take Prisoner Leader: Zipp The Dread Pirate Zipp Liquid Bravery The Gift Of Gab Fingers Stilts Merris LaCroix 3x Bayou Gremlin 2x Slop HaulerSurvivorLightning Bug vs Ironsides (Challenge the Crowd, Union President, Veteran Fighter) 5SS cache Amina (Imbued Energies), Cassandra (Practiced Productions), Howard Langston (Imbued Energies), Arcane Effigy, Union Steamfitter, Wind Gamin This game I felt pretty firmly in charge of nearly all game. First turn mainly saw both of position models, but since I greatly out activated my opponent I could react with my stronger models later in the turn. Howard and Cassandra ended up going up one flank (with them placing scheme markers in their deployment zone corners) with the rest of the crew more up the middle. Zipp ended up killing the wind gamin with a lucky severe on up we go and using dread pirate to try vanish back to my crew. The rest of the turns Ironside would try to use adrenaline to engage as many models as she could. She spent a lot of turns engaged with my lightning bug, a slop hauler and Zipp (who was using the bayou and his insane speed to be where I needed him). Once I realized my opponent had Hold up their forces I killed a lot of my own crew to deny my opponent points. My favourite moment was Ironside engaging a bayou Gremlin, Slop Hauler and a survivor only for the gremlin to kill himself with drunk and reckless, the slop hauler failing to disengage so my survivor turned on him and killed him (as is the Gremlin way). Howard killed Merris but was left on 1 wound for his trouble. Zipp moved over to join my slop hauler killing Howard and spent a few turns casually tossing Cassandra around to deny hold up their forces (I had no idea he was the covert break through target as it looked like my opponent was setting up surrond them). Fingers spent most of the game engaged with the steam fitter, effigy and amina denying them the chance to interact or do much. Amina did eventually manage to disengage and ply a gremlin but died when a slop hauler and survivor failed to get a severe damage flip to remove the ply so they could ply her instead. Game ended 9 (3 from ply, 6 from schemes) - 5 (1 for ply, 1 for hold up their forces and 3 for entourage) Game 3 Strat: Ours, Corner Schemes: Guarded Treasure (I picked) Set up (Jaakuna, Lenny) Inescapable Trap Search the Ruins (opponent picked) Recover Evidence Leader: Somer Teeth Jones Dirty Cheater Liquid Bravery 2x Skeeter Trixiebelle Sammy LaCroix Encouragement Lenny I'll Love It and Pet It... Merris LaCroix Do Over Pigapult Don't have my oppoents exact list but Molly with summon horrors and seeing my schemes Sybelle her upgrade and the extra movement one Jaakuna Anna Lovelace Bette Noir 2x belle Autopsy Qudrants 1 = opponent zone 2 = beside opponent 3 = mine 4 = beside mine (1)(2) (4)(3) So first turn I setup the pigapult with some pigs from lenny and my opponent used his lures to get Sybella scarily close to my models. Luckily he BJ the attempt to summon Molly to him. The pigapult missed Sybella 3 times though. 2nd turn opponent won initative and had Molly summon a student of iron by the pigapult who killed it Lenny throw Merris away from the student towards quadrant 2 and the rest of my crew started to disengage and head to quadrant 4. Somer failed to bigger hat Molly but managed to burn 1SS and cards by shooting her. Sybella and Bette went to Qudrant 2 to deny my getting it so Merris booked it heading down to qudrant 4 (but had to end in the center but at least away from Bette and Sybelle). The 2 belles and Anna went to Qudrant 4 also denying my points there. Since my opponent was pretty terrified of Somer and Bigger Hat Molly retreated from Somer and started camping in Quadrant 3, so he in turn went to 4 and started killing the belles and autopsies. Trixie spent the first 2 turns dropping a scheme marker, using a 0 to pick it up and walking. Realizing I had little killing power Trixie started chasing Anna around the board while trailing 3 scheme markers. My opponent knew I had Set Up and naturally assumed Anna was the target and since Trixie can outrun her he spent activation using the belle to pull her back and Anna to pinball trixie and run away. Last turn Trixie chased Anna Through Quadrant 1 into 2 and I caught my opponent by surprise when she dropped all the schemes by Jaakuna. Also Somer at this time had managed to kill all the minions in qudrant 4 and managed to squeel from Merris into Quadrant 1 letting me get a point from the strat. Meanwhile Sybelle, Bette and Molly were trying to setup around Lenny who kept moving away from the schemes staying engaged until Sammy was finally able to kill him denying my opponent points. This game was a real nail biter as my opponent was in control of it pretty much the entire game and at the end I managed to just sneak by to tie it up. game ended 6 (1 from strat, 2 from Guarded Treasure and 3 from setup) - 6 (4 from strat and 2 from Search the ruins). So at the end we had 3 of us tied with 1L, 1T and 1W but I managed to sneak into first with the best VP differential.
  21. Did you bring no ammo for the pult and just throw rocks? No healing either for the reckless damage, surprised it lived
  22. So just won a small local tournament. Only 4 showed with the snowstorm. Game 1 again NB lost 6-4 Declared Faction: Gremlins Crew Name: game1 50ss Leader: Somer Teeth Jones - Cache:(4) Dirty Cheater 1ss Do Over 1ss Liquid Bravery 1ss Skeeter 2ss Skeeter 2ss Sammy LaCroix 7ss Encouragement 2ss Rami LaCroix 7ss Gracie 10ss Saddle 1ss Slop Hauler 5ss Slop Hauler 5ss Survivor 4ss Game 2 won against archaist 9-6 Declared Faction: Gremlins Crew Name: game 2 50ss Leader: Zipp - Cache:(4) The Dread Pirate Zipp 1ss Liquid Bravery 1ss The Gift Of Gab 1ss Fingers 10ss Stilts 1ss Merris LaCroix 6ss Bayou Gremlin 3ss Bayou Gremlin 3ss Bayou Gremlin 3ss Slop Hauler 5ss Slop Hauler 5ss Survivor 4ss Lightning Bug 5ss Game 3 tied ressers 6 - 6 Declared Faction: Gremlins Crew Name: game 3 50ss Leader: Somer Teeth Jones - Cache:(4) Dirty Cheater 1ss Liquid Bravery 1ss Skeeter 2ss Sheeter 2ss Trixiebelle 8ss Sammy LaCroix 7ss Encouragement 2ss Lenny 9ss I'll Love It and Pet It... 1ss Merris LaCroix 6ss Do Over 1ss Pigapult 8ss
  23. I feel the trick is to try and change the meta to also make some of those weaker models useful. For instance in Gremlins the whiskey golem has been generally considered a sub par model and has now had 2 buffs to try and make it useful. imo the thing that is really going to enable it to have tabletime though is supply wagons.
  24. So I feel with that setup you can make some pretty nice lists for both Ophelia and Wong. Crewbox wise: Brewmaster is very different, but imo not a very strong master. imo you really need Trixie to play him in Gremlins. His box though does come with Fingers who is a fantastic henchmen and can really ruin people's days if there is a heavy interact scheme pool. Moon Shinobi was very nice sculpts and fun models but not competitive. Mah box comes with Mah who imo is also a subpar master (imo one of the weakest in the game). Her boxes comes with Trixie who is probably one of the best henchmen in Gremlins. Cheating initiative and Gremlin lure is pretty universally useful. Bushwhackers are pretty useless but at least nice models. Zipp boxes imo is great. Zipp is a great and flexible master. Iron Skeeters are both useful taxi models and harassers (they pair well with a lot of kin models). The first mate is an amazing scheme runner though imo Trixie, Fingers and Merris can do his role Somer box: Even if you don't like Somer his box is still pretty useful. Bayou Gremlins are still cheap spammable models and Lenny does work with Kin and Gracie handing out in non Somer lists (glowy Gracie + saddle + Lenny can be a very resilient killing squad) Single boxes: Burt is still a very useful model and good generalist. Cracker jack timing works well with Wong Whiskey Golem is useful in supply wagon and a cool model Gracie is a tank and works well with Wong's glowy (min damage 5 with ) Merris is a fantastic scheme runner. Also killing models by burning gets around schemes like Take One For the Team Survivors: At 4 pts and paired with slop haulers they are pretty durable cheap models Criers: Haven't used them much, but they make Mah a playable master Taxidermists: They are pretty useful killy models that can also summon stuffed pigs. If you play against Ressers can also steal their corpse markers
×
×
  • Create New...

Important Information