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BayouShark

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Everything posted by BayouShark

  1. Hi all! Been a very long time since I was on here. So I played in a tournament this weekend with friekorps and learned a few things (overexposing trappers is bad mkay), but I came up with a serious conundrum. In a pure friekorps list, I'm looking at taking 2 of the 3 listed models (haven't picked up Laz yet), and I just can't see in what situations I should be using which combinations. - the strongarm suit is solid, always but can't carry I Pay Better, which is a big reason to include Hannah as IPB works with well with the friekorps - Hannah carries IPB and is a solid melee model and combos well with the SAS for charge up, or Reference the Field Guide for getting sweet blasts. Where she lacks is the ranged department. The crew is weak in melee outside of the SAS, Hannah and VS and has solid all round shooting. Unless I take Void Record, I've found Hannah detracts from a shooting approach and forces a more melee game where I've got 2, maybe 3 pieces that are ok being there and stopping my decent shooting from working as well. - the specialist is SLOW. But Scramble exists. Again combos well with IPB for lovely blasts. Always take against Ressers and Arcanists. The more I play with the crew the more I come to the conclusion that, if VS is carrying IPB, I'm finding it harder to justify Hannah unless the strategy is Turf War and I need her to stand on that objective. Am I just playing her wrong?
  2. having just done the steam truck, it's not too bad. The worst part is definitely the tracks. Getting the back wheel to fit the back part of the track was not fun. The rest of the box is relatively straightforward though, except the specialist, whos tubes don't quite reach far enough around the front unless you have the fuel tanks slightly apart. The bayou gremlins however.......the fishing pole model still makes my temples twitch thinking about it now
  3. Hi! So I played Malifaux back in V1. Loved the theme of the Gremlins, could never win, like ever, as somer's summoning just wasn't quite consistent enough and I was not the best player in general. With M2E and the new plastics, I looked at gremlins, but they didn't click with the style of play I enjoy. VonSchill's friekorps bubble, with board control being the emphasis seems to though. Looked through pullmyfinger. I'm guessing that starting with Hired Guns, Hannah, Strongarm Suit and Lazarus pretty much gives me all the Freikorps models I could ever want. So what other outcasts models go well with Von Schill's crew?
  4. 1. surely more efficient with the slop hauler, as the hog whisperer can only heal 1 pig, plus you need him to soeey and reactivate, and fly. 2. never happen is awesome, but the terrain we've been using locally isn't as heavy as it should be, so maybe that's why the whisperer has never performed for me.
  5. I, too, prefer the multiple piglets. I have come a cropper before against really melee heavy crews where the piglets don't bounce far enough with their pig push and then get obliterated (the viktorias, bishop and so on). But with clever soeeying i should be able to limit this. really need to try the sooey, heal, sooey combo. I think that can work because you don't have to worry about reckless. QFT. burst damage, movement, card manipulation. skeeters are our best model by far and making more of them is easy. @pockets - they are incredibly fun because of their character, and the crazy things you can do with them. It is very hard, though, to get a gremlin crew ticking over and winning regularly. terror causes or guys that make you take willpower tests a lot are a huge pain. as long as you can buy into the silliness and can persevere with them, they can become really quite effective.
  6. pull my finger does 2 damage, somer can have 4 totems - 8 damage. somer can cast it twice (and if you have a pig in there, 3 times because the pig can truffles him in) - 12 damage. if you position it right, damage to your skeeters should be minimal. and to be honest, if you're going for the big stank, it should be a game winner anyway. i agree with this one. On paper, the slop hauler has fantastic abilities. In reality, if you're getting rid of your opponents hand (and you should be), you don't need to be dropping enemy defences. positioning is also tricky in anything other than a gunline. so bizarrely, while they're made to work with hogs, they seem to work better with ophelia's rapid firing boys. though, see below about my idea of pairing them with one of your skeeters. sooey out with the skeeter, attempt to heal with the hauler. I suppose I could do it with multiple sooeys - one skeeter with the hauler, heal, sooey to another skeeter to set up the boomerang. that might work actually...better with many piglets than with a warpig though. still think the synergy between the warpig and the hog whisperer is the way to because the big pig work
  7. the alpha stank is getting your skeeters within 3 inches of a particularly hard to kill modle and getting off a number of pull my fingers resulting in up to 12 points of unresistable damage. With the high def of 7 they are relatively safe from reprisals and can fly off next turn. i'm still not convinced on the hog whisperer. he's ok, but i think you can get more bang for your buck from other models. unless you have a warpig, which has only recently started to be worth anything for me and i still think 2 piglets and a gremlin/skeeter/malifaux rat will offer more. struggling to use the slop hauler effectively too. it's got some amazing abilities, but if I use a skeeter to sooey the pigs out and the hauler to heal them, the hauler is usually the first model lined up for being stampeded.
  8. Threw a warpig and 3 piglets at a Lady Justice crew last night in an attempt to perfect the pig boomerang (my gunline has been shelved for the time being). It was carnage. BUT, once the pigs had stampeded, I just flew my skeeters round the flanks and when the pigs had finally been killed, threw the skeeters in for pull my finger and basic attacks. I never actually sooeyed them out. In what situations do you sooey the pigs out? I presume against combat heavy crews like the viktorias and undead zombie raising stuff. I also notice that the slop hauler has sooey, but can't do that and heal the pigs in the same activation, which is a shame. Although I suppose if he activates last it's possible. Also noticed the warpig pulling its weight more than it usually does. it's making me rethink the hog whisperer too for that sweet sweet reactivate.
  9. rules quotation? it was my understanding that all skeeters currently in play and within (2 inches?) the range would get the healing effect. The summoned one from larva wouldn't, but that's what take a swig is for
  10. no argument that ophelia is a much better gunline buffer, but without ophelia or the slop hauler you take a fair whack of damage from "woops", which your models can't sustain, even if you cheat the damage down. the drop in Df mitigates that a little but the healing flips for gremlins in range of the hauler is another bonus that keeps the gunline firing.
  11. Daisy is the limited edition Hog Whisperer model (gremlin girl, hair in pigtails, in a bikini, bottle feeding a piglet. it's disturbing). Goes on ebay for about £35. Ruleswise, it is no different to the regular model. I tend to think of her as Britney, though.
  12. that's...just....horrible.... talisin, Ophelia is a good match for Somer in a brawl. For the extra 10SS you get for not taking a second master, you get Ophelia and a young Lacroix, which is conveniently the maximum amount of totems she can connect as a henchman. a 40SS brawl can have a very effective gremlin gunline and piggie boomerang.
  13. interesting... see, i couldn't bring myself to drop the hauler. without Ophelia, the hauler is what makes the gremlin gunline somewhat passable.
  14. so i've been running a pig boomerang list with somer ever since i started malifaux. started off with the warpig and, like many on here, I don't think it's actually worth its SS cost, unless you're running 2 of them in tandem (high SS game) and a whisperer. So i've had a lot of success just using massed piglets. Here's the thing. the hog whisperer gives you reactivate, heal, fly and sooey. if you're taking slop haulers, you don't actually need the heal. if you re-activate a piglet, it's pretty much dead. you should have 4 skeeters for sooey and their other goodness. so essentially, in a list without a warpig, you're paying 5 SS to give your pigs fly. that's a lot in a crew where your stuff is cheap so you can take (and make) more. Is anyone else finding that they're taking the hog whisperer less, even in pig heavy lists? i'm seriously considering dropping it for a gremlin and another piglet. or using it to fund adding Ophelia to my pig crew.
  15. 2 is what I meant...posting at work doesn't do me any favours... It's more to help you get the hit than anything else because "whoops" still applies when you use "y'all watch this"
  16. 1. It's significantly more cost effective than most other miniatures games: i've spent maybe £60 and I have a very flexible gremlin crew, able to play 2 different styles. another £30 and I will have all the gremlins I could ever want (until the lenny model comes out). In contrast, my current tournament standard 40k army stands at £400 retail (and that's cheap compared to GW's fantasy setting). 2. it's a game that can be played in a short amount of time. even 35SS games can be done in an hour - which makes 1 day events much more appealing. 3. The models are delicious. 4. There is a huge amount of variety within the game even at its most basic level. No crew is the same, and there are lots of permutations of the mission system. compare this with warhammer 40k where there are 3 deployment types and 3 game types. The fact that, aside from the main objective, there can be as many as 4 secondary objectives (2 of which you might not know about) adds a lot more tactical depth. 5. In combination with 4, the game is not just about killing all your opponents models. You can do this and still (potentially) lose the game. In Warhammer 40k, you can circumvent objective type games by simply blowing your opponent off the board which means games get samey. 6. Easy to learn. A long time to master even 1 crew (see tactical depth). 7. alternating turn sequence. again with the tactical depth - what to move when - but also means you are continually involved in the game. 8. it's funny. more specifically for gremlins players, there is an element of dark humour in both the fluff and models that i find refreshing.
  17. it is very handy if you find yourself with an overabundance of gremlins due to somer. you do have to make sure, though, that you're not in melee range of an enemy model (say, a ht2 model), and the slop haulers are there to help you add to the damage with the blast on moderate and severe flips.
  18. the Somer gunline can work with slop haulers. but yeah, Ophelia runs it better, especially with some of the lacroix family involved. if you just want to do a basic gremlin gunline with Somer and Ophelia, though, all your good cards should go on producing more gremlins. you can get a suprising amount of the buggers. that and survival of the fittest is a key mechanic for us with the lower hand size. i tend not to use the alpha stank purely because my skeeters are there to get rid of my opponents control hands and to sooey my pigs. it's nice to have late game, but not something i rely on. "Y'all watch this" requires the slop haulers imo. but is hella fun.
  19. i had a whole whack of stuff written up on the gunline. essentially, you use the slop haulers to drop enemy defences and the gremlins to focus fire on particular targets. you need to make judicious use of "A Gremlins Luck" to avoid "whoops" as they will happen, even against models with lowered defence. if your opponent is foolish enough to cluster his models, send a gremlin in and target him for the blast damage. works best if you have a ram in your hand. these are the games when you can keep somer on the move once he has got his skeeters up and running. his boom strike adds some nice damage to your abilities despite his low Cb (for a master). One thing I would say is that Ophelia really does improve the gunline tactic thanks to "aim high boys", "Ooh, a girl" and the ability to companion a gremlin. "Ooh a girl" can pull your haulers back to safety after they've gone in to do their stuff. However, she's so expensive that I would not use her unless the game was 35SS at minimum. She's also awesome in a brawl with somer, as you have the extra stones from not taking a second master, giving you Ophelia and 2 extra SS. always take 1 young lacroix with her to back up the gunline at 35SS
  20. I had a big long post written out but lost the half of it which discussed gremlin gunlines, the core of a somer crew etc. In short, the core of a somer crew: Somer 1x skeeter 1x gremlin 1x slop hauler from this basic building block, you can go pig heavy or gremlin heavy or a mix of both (because you can summon more pigs or more gremlins) In short, the gremlin gunline: The slop hauler makes the gremline gunline function without Ophelia, but Ophelia makes it better. I had 3 paragraphs discussing it all but, meh. I really think Somer crews come into their own when they are pig heavy. Ophelia led crews do a better Gremline gunline. The rest of it: First, a word on the War Pig. It's 8SS compared with the 3SS a piglet costs. It has slightly more wounds than 2 piglets, it does double the damage of a piglet, but with the same Cb score, it can heal itself without killing gremlins but has a Df score lower than the piglets and no armour. Oh, and it has a ranged attack. It's also the best model to use "Stick'm in the ass" from the Hog Whisperer. Simply put, I only think the Warpig is worth it if you know you are facing a crew that has limited (in terms of damage output) shooting and armour 1 or 2 across the board, as gremlins usually struggle to put damage on those crews (Rasputina is a classic example) even with control hand shenanigans from the skeeters. Against any decent shooting crew, the warpig is going to die early as it's one BIG target that doesn't have the impact of, say, Killjoy. Far more worth it are piglets, as you get 2 and change for the price of a warpig, which spreads your enemy's shooting and your own activations over 2 models rather than 1. Piglets are essentially suicidal guided missiles, but in a pig heavy crew, you have multiple ways of healing them (somer, haulers, hog whisperer) and relaunching them into the enemy lines. The basic mechanic for the pig heavy list is to have one of your skeeters activate, fly 10 inches up the board and sooey your pigs so they are ready to activate should your opponent move into range. The hog whisperer and slop hauler operate behind them. You can also use truffles to move the hog whisperer and hauler up behind the pigs without activating them, giving you the opportunity to lower the enemy defence before your pigs first charge, and a sweet sweet reactivate. When your pigs have charged into the enemy, the hog whisperer sooey's them back (so they are safe from reprisal) and the hauler heals them (in case they have been hit). Next turn, rinse and repeat. The beauty of a gremlin crew for this is out activating your opponent so your pigs are rarely hit in melee and you're only healing damage taken from range. it's useful to have a second hauler to act aggresively, like in the gremlin gunline, as pigs still only have a Cb of 4. Against some crews, and in some scenarios, you'll just want to let your pigs lose. Crews led by Perdita, for example, can really hurt you at range and you're better off going the melee option. That's when pig stampedes come into their own. The 1 action charge move counts as a push, so there is no penalty for disengaging and your pigs can bounce happily between your enemy units. This is especially useful for scenarios where you need to claim objectives or areas of the board because somer should be pumping out gremlins who have a potential 15 inch move get where they need to need. The way to do this is to fly a skeeter (or 2) to the side of your enemy, use sooey to get the pigs in base contact with the and let them stampede next activation (as they ignore models in base contact). If you get the initiative, having the hog whisperer activate first to make the pigs fly means the skeeter can land behind your enemy, bring the pigs to them, as they will ignore models in between and then set them loose. This will have the advantage of lowering the chances the skeeter will get charged by the pig's last remaining action. I recommend you use a skeeter with a full set of wounds though, as you will need to survive at least 1 activation from your opponent to pull this off. once you've set your pigs off stampeding, there's little for the hog whisperer to do, except for converting regular gremlins into pigs. This impacts on the cards somer can use to get yer bro though, so it's a balancing act. He can also sooey single, wounded pigs and heal them up. Same with the hauler(s) - get into positions to lower your enemy defences or heal clumped pigs (danger of being pig charged here!). Alternatively, you can sit back and create a gremlin gunline with somer. You should have 3-5 gremlins still active by turn 4 wehile your pigs are going wild, so use them in conjunction with the hauler to weaken potential pig charge targets. Always remember that a pig who has already activated that has 1 wound left, can be sacrificed with "Bacon" to get a gremlin who can immediately open fire. Likewise, your Somer created gremlins can fuel your piglets, and grant you control cards. For 25SS, it's tough to get everything in. I would not add the second skeeter or second gremlin yet. You want to maximise the effectiveness of your pigs and, as i said, producing pigs from gremlins is quite tough. all it means is your summoning engine is 1 turn behind (you have 4 skeeters at the end of the second turn rather than the first). The initial "sooey" should be done by the hog whisperer. So for 25SS, you add 4 piglets (12) and a hog whisperer (5). For 30SS, add that skeeter and gremlin (4) and have a cache of 1 for somer. For 35SS, you have a little flexibility. If you are confident in getting pigs from gremlins, take another slop hauler and a gremlin. That slop hauler is the aggressive one. It's also viable to use only 1 slop hauler and take 2 more piglets (giving you a total of 6). For this to work, you have to make the most of your somer summoning engine (cranking out more gremlins wherever possible) and really need to protect your hauler. 3. A word on Somer I've recently started using Somer himself a bit more aggresively. After you have your requisite 4 skeeters, Somer can be pushed up the board with "Ooh, a girl" and "Truffles". He adds a pretty decent shooting attack, survival of the fittest and another source of "pull my finger" and healing. I'm pretty gratuitous with his reckless actions though, and often use an action purely to heal himself. He is also the only way you can use "A Gremlins Luck" and empty a 6 card hand with 1 casting. It seems to be going OK, but I do sacrifice my Bodyguard scheme when doing it. So that's pretty much it from what I've found over the last 6 months. I know much of it is obvious and already stated on her and the Pullmyfinger wiki, but Gremlins threads seemed to have slipped down the boards lately. I haven't used the taxidermist, stuffed pigs or pigapult yet, but i've heard mixed reviews on all.
  21. I wouldn't say so, no. What ophelia does is add a decent shooting model to the crew, with some extra push options, but most importantly, she makes a regular bayou gremlon gunline function much better due to the elimination of whoops. If you don't take ophelia, the key models in the crew remain the same - slop haulers for healing flips and lowering defence, piglets for stampeding, skeeters for sooey and card shenanigans. Even a cb4 goblin can hit against a df4 models if you have a cheaters hand and your opponents doesn't, you just have to be slightly more careful. I'm not sold on the hog whisperer yet, if I'm honest. The best thing about him for me is survival of the fittest, and its quite a few stones to pay for that.
  22. They can also grant said piglet a healing flip. Also, slop haulers are practically needed for any offense - gunline or pig boomerang. Not only do they heal your stuff, using truffles and oo a girl (from ophelia), you can get them into range to do the slop pulse, dropping opposing models df to 4 and allowing your gremlins to fire buckets o lead at them. Given you should have a large card advantage from skeeters casting a gremlins luck on your opponent, you should be able to cheat hits, trigger dumb luck, and generally cause a moderate amount of damage from many strikes. If your pigs are also stampeding through enemy lines, it doesn't matter if you hit them because you should either have the cards to cheat a miss, or have the cards to cheat severe damage and catch your intended target with the blast. Alternatively, if you have ophelia, she has aim high, which means you can engage a target with your pigs and blast it with your gremlins. Gremlins are just a crew that needs a lot of synergy in your position and activations. They're definately better at the 30ss and higher territory
  23. Won 5 vp to 0. We flipped reconnoiter. He had assassinate and gather evidence, I had bodyguard and breakthrough. He was running perdita. I basically clogged up his shooting line by getting all 4 piglets (didn't take the warpig in the end) soeeyd and activated at him when he had no activations left. The skeeters made a nuisance of themselves by discarding his control hand every turn, so even when I was fighting his higher def models I had a decent shot at hitting, and with 4 stampeding piglets, I was making a lot of attacks. Moment of the game was slopping on perdita then blowing her away with a bayou gremlin and somer. Honestly, with the constant healing flips, regenerating of models and sheer amount of pushes you can generate, I'm failing to see why somer is seen as weak. I think the pigs are mandatory in a somer list, but I might drop the hog whisperer and 1 piglet to get ophelia in at 35ss and back up the pigs with a gremlin gunline that can shoot and avoid hurting itself
  24. Agree. If I had ophelia in the crew above, I get a far more effective gremlin gunline going while the piggies are causing havoc and the skeeters are draining cards. I might swap the warpig out tonight for 2 piglets and a 2ss cache for somer. Reactivate is more risky on the pigs but with a slop hauler and hog whisperer nearby, I should still get the regenerating swarm thing going.
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