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Hoyled

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Posts posted by Hoyled

  1. very true, would have come into play nicely in my game yesterday. Revas henchman was against a wall to stop Trixie pushes, but if my hand hadn't been trash tier the First Mate could have moved him out.

     

    Had Zipp die for the first time. Didn't read Revas card, didn't realize she had that much face punch, especially the zero action. Funny game, could have easily won by just having Zipp drag Earl as far away from things as possible and popping smoke over and over.

  2. In terms of denial the First Mate fights against Trixie Bell. The First Mates push is more dependable in push distance, but Trixie has a longer range. Both have a slow trigger. The First Mates defenses are more solid by himself, while Trixie is more defensible with a meat shield. Attack wise there both potato (or maybe tomato) without an upgrade or backup. Trixie has initiative cheating and is cheaper, the First Mates got better stats and stronger scheme denial. List wise there both valuable tools though I think Trixie might edge out the First Mate just do to initialize cheating and the extra ap.

    Whats really fun is taking both, push and slow all the things!!

  3. Ive gotten in ten Zipp games so far. Most were at 35 points and locked list so a lot of my opinion is from that level. Still feels like a good point for an initial opinion.

     

    Zipp: I like a good toolbox and Zipp has a deep one, possibly on wheels with compartments inside other compartments. Defensively hes ok, avoid trigger denial and keep a good mask or soulstone handy and fly away. Both the smoke and just running away after your melee attack (for free with the trigger) are also fine defensive traits. Denial wise hes got a lot going on, both gun triggers are frequently useful, the place on the melee attack is super dependable, the smokes a bit board dependent but always a thing to keep in mind. Finally offense, the guns there for the triggers and maybe the odd focus shoot blast, killing something and giving a condition to the slightly pinged neighbor is neat. The melee though, oh boy, attacking height is diiiiirrrrtttyyy, your generally a solid +1 on the attack and at least at the moment don't care about triggers. Zipps basically just cares about the amount of health, height and hard/impossible to wound, and hard to kill. A lot of models should fear a barrage of Zipp attacks. Upgrade wise I love Rambling Diatribe as a fantastic versatile 0, see your opponents hand, fish for high summoner fuel cards, discard junk from your hand for redraw, with a bonus slow trigger for funsys. The limited upgrades are kinda take a guess at what your opponents running and grab one, I prefer discarding a soulstone to cards for the condition removal.

    Zipp quote:" Your superhuman reflexes may have stumped my minions Perdita but the Great Captain Zipp is not impressed and neither are the rocks I'm about to repeatedly slam you into."

    Earl: Gonna take a pass on this one, hes been hiding in table corners a lot during my locked at 35 phase and I haven't had much actual do stuff time with him.

    First Mate: I like a good toolbox and the First Mate has a solid one, definitely chrome plated (you can tell because he eats  it first when the Captain turns around). Wait two toolboxes in a crew box, its okay I'm sure the skeeters are really focused on doing something. Defensively hes okay, perfect camo and his stats are decent protection and a reliable leap lets him hang around the outskirts a bit till hes needed. Offensively hes potatoes, once in a blue moon you can get the slow to paralyze, swallow you whole shtick off, enjoy it when it happens. Otherwise he can kill the squishier scheme runners and odds and ends decently, terror tots don't like repeated potatoeing. Denial wise he has the fantastic Menacing Croak, a solid push with three great triggers, two of which are built in. Where the Captain Cant See is kinda situational as an upgrade and I could see swapping it for Hide in the Mud to double down on shooting defense. What Ive really liked is combining Where the Captain cant see and Hovering Airship to create a really aggressive anti scheme runner. 20 inch threat of marker removal, 10 double walk, 7 leap, 3 slurp trigger plus 19 inch threat of focused piano dropping goodness with easy access to a ram. Treasure maps also an option if the pool is super schemey, or you smell Titania.

    Writings from Pillsworth Insane Asylum: "I was almost a made man. Planted the evidence at the eleventh hour, guild patrol was already on its way, I could smell the fat payday coming. Then a frog in a jacket carrying an anchor fell from the sky and licked up all my hard work then ran away. Now can you let me out of this straightjacket."

    Iron Skeeters: I like a good..... okay if you haven't figured it out this crewbox is toolboxes stacked on toolboxes with optional tools on the side. Defense wise there pretty squishy, find a safe spot and make it safer with a smoke cloud, hopefully. There offense is kinda unreliable unless Earl has double auras going. Lowish values, great triggers. The meat and pototes is the zero action and the sky pirate upgrades. Choose a riding buddy, give it fast with the trigger, drop the riding buddy off nine miles down town, watch it murder things. Burt, Pere, Raphael and stiltless Francois are great choices. If the riding buddy survives its alpha, the skeeter can swoop in to reapply fast or do a little healing  along with some amount of moving. A nice trick to free up a valuable model stuck in melee is just to have the skeeter fly in and let that important model slide across the skeeters hood like a weird Dukes of Hazard episode. For the sky pirate upgrades I like hovering airship for a pseudo austringer and Poorly Handled Explosives for a nice mix of schemes ,slow and exploding nuclear Pere. A great edition to the gremlins pool.

    "I'm not sure if I should be more scared of the lunatics flying those things or the lunatics being flown around by the lunatics flying those things."

    • Like 2
  4. His preferred role feels like anti scheme runner. Give him a shove up the flank with Trixie or Zipps 0, hop onto a scheme runner and hopefully its marker, profit from removing said marker. Beat scheme runner to death. Then you've got the choice of using him to run schemes or jump into combat with an armor bonus. Theres a decent amount of slow triggers in the new wave so his paralyze swallow combo isn't impossible to set up. Menacing Croak is also pretty nice scenario control.

    Though my only experience so far with the First Mate was bee lining him up field and jumping onto Raspys head so that she couldn't ice my crew from the comfort of her Lazy Boy. Raspy didn't get off a ranged attack all game.

     

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  5. played a practice 35 pointer with most of zipps box plus burt today minus one iron skeeter. Practicing for a fixed list speed tourney  so I couldn't change things around.

    Zipp didn't do much beside setting up little bunkers and surviving assassinate. Not really his fault, my hands ranged from hot garbage to luke warm garbage the entire time. smoke bunkers are great. Forgot the insignificant master bit so I lost a point early.

    The First Mate was gold. Pretty much because he channeled every good card near the top of my deck into his flips. Hopped on top of Raspy top of turn 2 and ate up all her ap the rest of the game. Never got to eat a scheme marker. He had both his upgrade and treasure map.

    Earl was pretty sad the whole game. My garbage hands just kinda kept him sitting there doing nothing but being a significant minion.

    Iron skeeters were good, pushed things, slowed things, killed a bit. Dropped many pianos. Got the haul a fast burt up the board thing going. Flipped almost as good as the first mate on defense so they both lived. Unlike poor Burt.

    Might drop Earl for old cranky and Burt for the Pere bomb combo. 35 stone fixed list is kinda obnoxious

     

  6. sac a piglet and a bayou gremlin get a swine cursed, you choose the mode. Be a fairly easy summon. Throw in some Wong style pulse damage  and extra placement range triggers.

     

    Be mildly amusing if the piglet didn't have to be friendly so you could three demon bag something, then sac the piglet from that.

  7. I guess the real problem is everything in Gremlins is amazing, and toning down the awesome so they can fit in ten thunders has ruined them.

    I'm also inordinately fond of them because Drunken Gremlin Kungfu makes one of my gaming buddies brain explode whenever he has to deal with them. Kinda the reason I like Fingers so much as well. Forgetting the chatty bubble in the middle of your win the game gambit has cost him a few times.

  8. I think moon shinobi are in a decent place myself, solid defensive stat, a good defensive trigger, and really consistent if lower damage. The main issue is that rooster riders and lightining bugs are insane and two bayou gremlins worth of points in gremlins has to be really good.

    I was kinda hoping for a Fingers upgrade myself. Something to give him a bit more board presence on the non schemey front. A swill trigger on his fists would be thematic.

  9. Seems like a great book for just about everyone. Greatly looking forward to everything on the gremlin side. The bathroom monsters have me excited to mess with brewy again and my whiskey golem will hit the table a lot more often with the new upgrade.

    Now to make 50 smoke markers, wasn't expecting the skeeters to also do that kind of board control.

     

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  10. Honestly wasn't even going to buy Sparks till the book 4 stuff started to get spoiled. Giving iron skeeters fast is probably enough for me to grab him and a mech porkchop

    • Like 1
  11. weregrempigs are really high up on my need more spoilers list. With just the basic info they seem like great editions to wong.  Possibly good with ulix.  Trixie bell being able to both push up a three ap magical stampeding pig and pulling it out of trouble next time around is pretty neat.

     

  12. sounds like a good book, more armor cracking, more scheme hate, more banjo, weregrempigs, and a chance to use my old timey radio voice to monologue a new crew box.

     

    Join us next time as Captain Zipp, Sky Pirate of Tomorrow and his brave crew of raiders is joined by bathroom monsters. Once More Into The Sky.

    • Like 2
  13. Im a big fan of Fingers. Always been pure gold in the right scheme pool. The chatty bubble  and defenses are good enough for me.

    I also understand people not liking him. Ten stones is alot for a model with no combat ability. Hes also a bit squishy and really relies on his defense trigger for protection. He seems to be paying a premium on scheme manipulation. In the Gremlin arsenal of fantastic henchman, Fingers is definatly a niche and possibly overcosted choice.

    Still love the drunken little rambler.

  14. I'd put Merris on the to grab list, she's coming out pretty soon, fantastic scheme runner.

    Gracie's really fantastic, big tanky taxi cab that she is. Also the second best choice for the corn husks upgrade, if your leaning towards fun pork shenanigans.

    Honestly gremlins have a pretty small pool of available models, grab what you think sounds cool, scratch it off the list. You'll hit the waiting for new stuff wall pretty quick.

  15. Silurids, those are like slow Rooster Riders, right?

    Unless you've got the one of those guild players that starts every list with an austringer. We might have cheaper runners and Merris but the fish have a nice toolbox all their own.

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