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Attila

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  • Birthday 11/02/1982

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  1. Did someone lose some friends by playing Somer with Lenny and the pigapult? In detail: - do it like dis! with discarded tome - whacked Piglet onto pigapult - sustained pigapult fire with Sh6 Jet, I haven't much M2E experience and I'm wondering if that isn't too cheesy for a friendly tourney... What do you think about it? O:-)
  2. Ahh... Ok... now I understand I would never ever say that Gremlins are the best of the best. Whenever I have to face the Neverborn (and some other masters) on a tournament with a fixed crew, I'm hoping for an easy strategy-flip, praying for a lot of dumb luck and for an opponent, who doesn't really know what he's doing OR what I'm doing(*). That's my only chance for a draw or maybe a victory. *: I usually figure it out in turn one. If my opponent asks me, why I'm passing twice in defensive stance with a Bayou Gremlin (suffering one wound) and later striking on it with Somer... I know that I'll have an easy game *LOL* On the other hand some masters can't prohibt Gremlins to deliver a message, plant the evidence or destroy the evidence in turn one. In my opinion Gremlins are strong in achieving most strategies, but weak in fighting most masters (with a fixed crew).
  3. hahaha - there isn't one answer to your question. Lilith, Zoraida, Pandora, Dreamer and Collodi have all different nasty tricks and different defense mechanics. Against some of them terrain is your friend, against others terrain is your enemy. I think they all don't like being out-activated and playing without control cards ("all done" needs a special suit). You should better ask yourself how to get victory points ASAP with your Gremlins. A general tipp: If your friend's playing Neverborn, switch crews in order to understand the mechanics of the his masters. For example: If LCB needs more than 2 AP to cut through summoned Bayous in order to reach Somer, Somer should be safe...
  4. Hide the LCB-model, while the Dreamer player looks away *wink*
  5. Who do you address with "learn to play"? I'd recommend everyone who can reach the Gremlins base and inflict 5 attacks in one activation on a pigapult should better attack (and kill) Somer or the REAL key models in a Gremlin's crew, which are often standing next to it. Depends on situation, of cause. I agree with Spiku and Guy in Suit. Hunting a pigapult isn't a good idea in general. Better use it's low Df for some easy straight flips in order to place blasts on the Gremlins hiding behind it*. If there's nothing left to launch, a pigapult is nothing else then terrain. *: @Guy in Suit - Rasputina did almost the same to me once. She was quite happy about the synergy effect of object 5 and overpower... lol
  6. I just remember my pigapult being in melee. My opponent charged, hit and cheated severe damage. I said thanks for wasting your high card. Due to object 5 it took only two wounds. Melee expert, hit, only one wound. I moved two Gremlins into 1", healing flip (just to bother him) and launched them for "stake a claim". I said thanks for not charging my last two significant models, which were the only chance to get those two victory points. What's the moral of the story? I go, you go. Means: You waste one activation for a few wounds, I just heal them back with one action. You waste your second activation, I just heal again. Yepp. Business as usual *grin*
  7. Maybe I'd better write: high achiever and cost-effective. English isn't my native language. Sure, there're hundreds of ways to deliver messages (emails, homing pigeons,...), but none of it for a (1) action of a 4 soulstone minion. That's most cost-effective, isn't it? Additionally the pigapult is one solution for most strategies and schemes. I was thinking of replacing the action "(1) Launchin..." to "(all) Launchin...". Your idea wouldn't solve last turn breakthroughs with four Bayous (at least one will survive...) nor launching many Bayous waiting for initiative to deliver their message. Just to get my points across EDIT: Excuse me?! Object 5, 5 Wds, standing behind terrain and almost everyone in your crew can repair it with a (1) action? I'd say it is remarkably impossible to destroy
  8. THAT wouldn't solve the problem of balancing the pigapult. IMO there are other minions and masters who should gain insignificant first!!! Sounds better. Or gain paralysed. But even then "deliver a message" isn't defendable, cause not every master could kill three Gremlins in one activation after winning initiative. Or kill six Bayou Gremlins, if Somer has two pigapults.... Frankly, I'd talk about some Neverborn changes first, before drawing off Somer's one and only effective objective achiever! EDIT: IMO Launchin should be an (all) action. Ophelia could still deliver the message, other Gremlins could die from that action, making last turn stunts for victory points not reliable. That would also prohibit the nasty "launch Bayou and shoot twice on it for some unresistable Blasts" trick.
  9. + Line in the sand (you already mentioned that) + Claim Jump (turn 6 launch) + Destroy the evidence + Turf War, Reconnoiter (summon three Bayous each turn and launch them everywhere on the opponent's half or the table quarters) + Treasure Hunt (your treasure should be in your deployment zone in the end of turn one) + Plant Evidence + playing against supply wagon (out-activate your opponent and block his wagon with your little ones) + ... and some schemes: + breakthrough + grudge (launch Ophelia onto your target, use a soulstone for defence flip if neccessary) + steal relic (kill your opponent's hand and launch 3 bayous at him = possilbly 9 interact actions to defend) + stake a claim (turn 6 launch) + playing against hold out (turn 6 launch) + ... All in all you get 8+ VP for 4 soulstones
  10. I'd always assume that the opponent's crew has a heavy hitter waiting for Som'er to come close. Or maybe a lure or slingshot-trick. Or the opposing master himself. Therefore I think Avatar Somer really needs an exit-strategy, if he's attacking hostile lines (on his own). In regards to Omenbringer's post: Playing only two mosquitoes for a 7" Somer-Boomerang is not enough. I faced Ramos-Avatar (big thread-range via leap + charge + melee expert = dead Somer), Lilith with the twins (big thread-range via transpositon and companion = dead Somer) and Victorias (big thread-range via Sisters in Spirit = dead Somer). As I said before, I'd prefer a save exit-strategy, especially facing crews like this (link). I'd say Ophelia is the best option for a Gremlin gunline. She can shoot masters, shoot guys in cover, face Killjoy in melee, has great (0) actions and awesome abilities. If I'd the choise between her and four Bayou Gremlins, I'd definitely take Ophelia. Remember, there are a lot of situations in Malifaux, when the mouse has to hork the elefant down in one activation. I did remember I just wanted to say: If you don't have cards left on your hand, you can't cheat... Good old Somer thinks of himself first when using rare control cards. I understand that you like your piglets, but in most strategies you can't use them to achieve victory points. I like the idea of a Somer crew, which can face almost all opposing masters and handle all strategies, without hiding in a corner, launching Gremlins onto objectives, or killing the opponent's hand. I like the mobility of an Ophelia lead crew and I'd like to add some Wp-Buffs or other gimmicks. Adding Avatar Somer to Ophelia's crew costs 16 Soulstones and I still didn't find out the _big_ benefit. As I wrote earlier, a only-Somer-Boomerang with support of Ophelia, four skeeters, Whisperer and Taxidermist didn't work as I'd liked it. Somer took too much damage, dealt too few damage and hardly summoned piglets/gremlins.
  11. Yesterday I played Som'er and Peaches for the first time at a small tourney with my friends. I tried out the Som'er-Slingshot via four mosquitoes (2x Sooey to push him to the enemy and 2x Sooey to push him back), a Hog Whisperer for reactivate and flight, Ophelia for some more damage or mobility, and some minions to out-activate the opponent. I'd say he's not easy to play, cause his stats are only average. Cb 5-6 and Df 4 with 10 Wds is crappy for someone who wants to be in melee. All in all I burned a lot of soulstones (8 for Skeeters, 5 for Whisperer, 6 Cache = 21!!! Soulstones) for very few damage. Som'er Avatar isn't like the Dreamer... *wink* And I found out you can't have all the cards you need. A lot of 8+ for Sooey via Skeeters (or cards to cheat the charge, if the mosquito misscasted Sooey), 8+ for the Whisperer, 4 cards for "Atta Girl!", cards for saving a mosquito,... to sum up: a lot of dumb luck, cause you can't cheat what you need to cheat! ) Therefore I believe it's better to use Som'er Avatar ONLY as support, keeping him behind his gunline, buffing his crew and saving all soulstones for Ophelia. He should only charge if he had to do. What do you think?
  12. THX for this great thread. I'm going to run Som'er and Peaches tomorrow for a few games. Another nice trick, I don't know if it has been mentioned before: For example Convict Gunslinger shoots on Som'er, probably with Hair Trigger and Rapid Fire. Cheat a Crow for the first defense flip, take damage and summon a Bayou Gremlin into melee with the Gunslinger. This way he can't continue shooting on Som'er.
  13. Hi Spiku, I usually play tournaments with fixed lists and tried out some Ophelia- and Som'er-crews in the past. That's the reason why I avoid too risky one-trick-pony tactics (i.e. Pere with pigapult). But I agree with most of your points. Usually I play a 35SS Scraps Ophelia with Rami, Raphael, Pere, Francois, Slop Hauler and 5 Bayou Gremlins (or Young LaCroix). With this crew I try to out-activate the opponent (works well with 11 models) and to isolate some of his key-models. Because of Pere the opponent doesn't keep his models together and therefore it's quite easy to take one or two models out only with Ophelia and Rami (each turn!). All in all a back-breaking guerilla tactic. If the opponent keeps his models together, I do the Pere-slingshot. Remember, the opponent has to move closer to the Gremlins in order to achieve his victory points or to stop Rami shooting. Because of terrain you can foresee where your opponents' minions have to move and where they unavoidably squeeze. Pere just have to wait there (and take cover!) for the right moment. In my opinion terrain is a gremlin's friend, not a source of irritation. On the last tournament I tried out two 35SS Scrap Som'er Pigapult lists. First list with Somer, Ophelia, Rami, Slop Hauler, Mosquitos and Bayou Gremlins - that's awesome. You have a lot of options to fullfill your strategies and schemes. The pigapult doesn't need to shoot, it just launches in the right moment and scares the opponent so that he plays hastily and blindfolded. The second list with Somer, two Pigapults, Taxidermist, Slop Hauler, Mosquitos and Bayou Gremlins, but I couldn't make it work well. You have one big shooting turn and that's all. My opponents sprend their models and let them rush up to Som'er's artillery emplacement. No chance for poor Som'er. Therefore I totally agree with this point:
  14. Pere is great. Start with Ophelia: companion, walk, "Oooo! A girl!" for 8" push. Then pere for double-walk and Oooopsie with reckless. After that Rami could well shoot pere for the second pulse. All in all two pulses with 18" threat range. Why do you need the pigapult for pere??? In my opinion: Pigapult+Somer=GREAT!!! (cause of unlimited objective grabbers and unlimited ammo) Pigapult+Ophelia=Okay - depends on strategy/scheme (cause objective grabbers are limited and providing ammo is difficult) Ophelia can give Francois the auto-hair-trigger so that he won't stop shooting. That's not bad. And he isn't afraid of melees. Raphael can deliver a message easily. Shoot at him a few times and inflict 4 Wds, "Ooo! A Girl", wade out, reckless and 2 AP for the message (18" threat range). Great movement, bad shooting attack. Rami is great and very easy to play. "Oooo! A Girl" for position and three shoots with Cb7 should kill almost everything. If not, take the auto-dumb-luck-trigger I like the Slop Hauler and some Bayou Gremlins in my Ophelia Crews. The crew is great for out-activating your opponent, treasure etc, deliver a message... but has no chance against willpower-crews (Pandora) and bully-hamelin.
  15. Sorry 4 resurrecting this topic Following situation Turn 1 (a) Canine activates, 2x pass ( Nurse activates, casts painkillers on Canine © Sebastian activates, strikes 3x on Canine for some bodyparts (d) McM activates, casts and strikes on Canine for some bodyparts Does the Canine have 1 Wd or 0 Wd left (cause of painkillers)? (e) If 0 Wds: Nurse2 activates, heals Canine Is the effect of painkillers removed in the resolve effects step so that the Canine won't die in his next activation in turn 2?
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