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Gremlin Swarm

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Everything posted by Gremlin Swarm

  1. Ryle's autoloading Gatling gun. Fill 'em so full of lead they can't fall down. (Okay, so I like big gnarly guns.) The Freikorps Tracker's gun has an elegant look to it. For some reason, it reminds me of a Kentucky Rifle with a magazine.
  2. I usually go with all Gremlins when I'm doing the gunline (gun swarm, in my case), but having Ophelia with a batch of Gremlins is great. (Gotta love Calm Down, Dammit!. No more Whoops!.) I'm a bit unusual in my approach, of course. For Git Yer Bro, you really only need 1 Gremlin to stay back with Som'er. The spell is a bit tough to get off (high cc), and you can use Take A Swig to heal one of the Gremlins back up to summon again. If you think you can get Git off twice in 1 turn, you can always keep 2 Gremlins back with Som'er. Darguth is right about the regular Gremlins being expendable. I often send them up specifically to do Y'all Watch This. I've also sometimes had Som'er kill one in melee (generally after getting off Git Yer Bro). If I do it with the right suit, I can use Come And Get It to get a piglet.
  3. Yep. That need to keep out of enemy melee reach is the tough part. I still use it from range anyway, though, since it can still crank out a lot of damage. I also have Som'er summoning fresh meat...er...more Gremlins, of course.
  4. A friend of mine built a 2-story saloon that worked great. There was a walkway around part of the outside, with stairs on each end. There was also a similar setup inside, as well as small rooms that opened onto the walkway. This and lack of a roof piece allowed easy access to all areas of the building.
  5. You could give them Companion (Cosbie Kid). (I assume you spelled 'Cosbie' that way on purpose?)
  6. Now you've got me wanting to put together a Fat Albert crew. :tongue2:
  7. Gremlins are harder to play, but loads of fun (as already mentioned). Freikorps are a bit easier to play, but are more defensive in nature. (Both are fun, I just laugh more when I get silly with my Gremlins.)
  8. Sorry. I mis-wrote. I should have said Y'all Watch This is harder to get off effectively. Hippieshopper has it right. Y'all Watch This goes off automatically, but you don't have to hit with Pull My Finger.
  9. I don't think this bears directly on the situation described, but it'd be good to remember that the model with the shorter melee range can easily step to within their melee range of the opposing model without any restrictions, since they're not leaving the opponent's melee range. In the above example, Hopkins could walk up to Misaki and then make a melee attack. The big downside is that it would use up an AP (for the move).
  10. They do indeed have Df7. I've used that to my advantage before. You can only have 4 of them in play at a time, though, and while that's a lot, you can have as many regular Gremlins (at the same 2ss cost) as you can cram into your crew. I've volleyed Y'all Watch This a couple of times, and it can get scary. (You've got to make sure your Gremlins aren't standing too close to each other when you do it, of course, since they still explode.) The tricky bit is making sure you've got the right cards in your hand to make it worth doing.
  11. Sadly no, it's not as easy to get off close-in as Pull My Finger. However, you can do a really scary amount of damage with it, if you've got the right cards.
  12. Jonas, if you go with the Gordo Ortega Executioner thing, you should model him with a sombrero in place of the hood. (Or maybe even as well as the hood.) He could either wear it, or have it slung on his back like Francisco's.
  13. I know I sound like a broken record here but... Peacekeeper. Expensive, but worth it. Tough, fast, and dangerous. It can draw fire and/or dish it out as needed.
  14. Hmm...Good question. I haven't though of this one before. I just checked, and it says "This model makes a Boomstick strike..." That being the case, I would say no, Y'all Watch This cannot be used while the model in stuck in melee, since it can't make a ranged combat attack (Boomstick strike, in this case) while in melee. It's not a spell, either. If it said the model may make a Boomstick strike, then it'd be fine, and you could set the little blighter off as a bomb, but that pesky ranged attack thing gets in the way. :disappoin I'm going purely RAW here, of course.
  15. He's also good for getting in the way of opposing models. He's fairly tough and has a lot of wounds.
  16. I'd go ahead and take the Peacekeeper off your original list. It goes great with any Guild crew. Fair warning--it's a pain to assemble, but once you get it done, it looks great. You can also get away with a fairly simple paint job on it, if you want. I'm a lousy painter, so I just did it up with a slightly glittery metallic dark grey (looks a bit like dark grey car paint, actually), with some metallic brown bits here and there and red for the eyes. It looks great. (At least for one of my paint jobs.) If you're a good painter (unlike me), you could also get fancy with it. On the play side, it's expensive to include, but it's a beast on the board. Fast, tough, and brutal. It tends to draw fire a lot, but that frees up your other models to go after objectives. You could do the full Family (including Abuela, who I'll be adding to my Family crew very soon--she's just too fun not to), and have the Peacekeeper for bigger games. (The box set is right around 25ss.)
  17. Peacekeeper. It's fast (don't forget Relentless), tough, and can dish out the pain. With Perdita, it'd be great for either occupying opponents' models while she runs for objectives. (She's greased lightening with that Move of hers and Fast.) If they go after Perdita, you can use the Peacekeeper for the objectives. Its one big downside is expense. My recommendation is to look at the scenario your going to play (since you get put your crew together after you find out your strategy), and decide if you need the extra hitting power/distraction, or more models.
  18. You don't have to go the full distance on a Pigcharge. You do, however, have have a non-stampeding pig do use Eat Anything. (Stampeding pigs (of all sorts) can only Pigcharge.) Good reason to keep at least a couple of Gremlins nearby.
  19. Yeah, remember the Arachnid thing. (I've forgotten that many times, much to my chagrin.)
  20. Don't forget the Warpig's Eat Anything. That'll let you get rid of a lot of the corpse counters Seamus could use. You might also look into sending in a Gremlin Taxidermist. He's a bit weak on the damage taking side, but he can make stuffed piglets out of corpse counters, thereby denying them to Seamus and making walking bombs for you to use. :vb_devil: It's even more fun if you have a Pigapult, it you can get one into your crew.
  21. Yep. There's another Games Day coming up. It's on November 7th, and will be at Ward Warehouse in Honolulu, from 10am-5pm. I'll be demoing Malifaux (of course), so if you're interested (or just looking for a game), come on by.
  22. I haven't used the Executioner myself, though there are some who really like him. I have used the Gunslinger, and he's fun. Especially if you can get/hold the right cards to use Trigger Happy a lot. My money, however, would be (and has been) on the Peacekeeper. It's expensive (both ways), and its a real tail-pain to assemble, but as Bas1 mentioned, it looks great once you get it assembled and painted. It's also an absolute beast on the board. It's fast (never forget Relentless), and can both dish out and take a lot of punishment. The low card flip problems it has I've never really had trouble with. I just dump low cards from my hand whenever one of those 'abilities' comes into play. The one downside for this model you've already mentioned--it eats ss to hire. If you do go with the Peacekeeper, don't always expect it to clear the board for you. A lot of players will go after it with their best hitters to keep it from giving them too much trouble. This usually leaves a your models with less to worry about, so they're a lot more free to go after objectives. Of course, if your opponent doesn't hammer it, them the Peacekeeper can go after them. It's also good for grabbing objective counters (Relentless and its high Walk again), if the scenario calls for it. BTW: Yes, I admit I'm a bit of a Peacekeeper junkie when I play my Guild crews.
  23. Sonnia...wait until they get a face full of Flame Burst for the first time... (Daemonkin, if you're ever out here in Hawaii, drop by Other Realms on a Monday night, and I'll take your Perdita crew on. (Maybe even with my Gremlins...and all their guns. Even if I lose, there'll be a slew of flying lead.) ) :rocketwho The trick to beating any crew (even Perdita's) is finding tactics/gimmicks/etc. that work for you against them. I've found that I get almost stubborn about finding a way to stand up to or beat a force (in most games) that I have a hard time with. If someone grumbles about the crew you're using, remind them that they don't have to actually hammer the crew itself (unless you're playing Slaughter, and you can re-flip for strategy, I believe). The thing is to go after the objective(s). It's possible to be wiped out and still win. :laugh: (The infamous suicidal cultie tactic.)
  24. She's an absolute (and very pretty) beast. To be honest, I'm surprised it took so many posts for someone to mention her having Fast. For me, that's been her most useful trait. Add to that her Walk of 6, and she's great for running out and grabbing objectives (and carrying them off).
  25. I recently ran a Pigapult/Taxidermist crew. Loads of fun. (I had to proxy the 'Pult, 'Dermist, and the Stuffed Piglets, though.) The Taxidermist would provide Stuffed Piglets for the Pigapult, and, if necessary, the Mosquito I kept near the 'Pult would Sooey them over. Not too much different from a gunline (Gremlin artillery crew?), but still a lot of fun, especially when I got to steal a couple of corpse counters from from under Seamus' nose.
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