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Cthulhurising

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  • Birthday 04/09/1988

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  1. See, that's kinda where I was at too. I got lucky enough to get a piglet a change of station twice to be an enforcer and a relic hammer I gave him which was just comedy. (The model I sculpted to represent that is my favorite piglet model too) My only issue against burt is he's so much better in melee. Though slippery into a self healing whiskey golem or fingers is also a good time too.
  2. So we're starting up a campaign and I just got the Closing Time box set, so it's new and Shiney and I'm going to do a brewie themed crew! Going for thematic and effective (as much as you can be) So my list build to start is Fingers Whiskey Golem (with barrel up) Sparks (every machine needs a mechanic. And taking him for hostile work enviroment with some damage or scheming available and of course for fast) So the last 8 points I'm debating on and where I need my help, Burt would be a solid choice. But I'm worried about lack of shooting. Any thoughts? Survivor and a bayou maybe? Thanks for any feedback!
  3. I've found treasure map on him to be handy. My first game I had zipp with the spotlight to support my crew... but his appointment is already locked solid imo. So a passive upgrade on him works really well. And I'm in the other boat. I use his smoke nearly every turn. (Make triangle type pattern, with two smoke touching each other and one opposite.) This let's him block Los to where ever. And if anything charges him, he blasts away and they're literally stuck, hopefully out of Los of theiron crew. It's worked for me a few times. I'd take mctavish*. And francois if points allow. Skeeters aren't killy. But they can do wonders for other models and decent at running schemes themselves.(with Earl it goes to stupid amounts of it) *I'm really fond of mctavish.like stupidly fond of him.
  4. I've been trying one skeeter and the first few games were pretty rough.. but it's getting better. I'm one of those people that have to try all manner of things and found his crew can kill things pretty easy. Porkchop, Sparks and a Warpig are scary with zipp picking and choosing what models go into the charge lanes. Haven't really stuck Earl with him yet, will try next game for sure though I want to try him with mctavish and gators too. Same idea, tossing models into charge lanes for gators and mctavish. Any idea if there's any place other than pull my finger we could set up a general Zipp tactica?
  5. *points to the taxidermist* *innocent whistle*
  6. I believe it's height 1, without flight I think the non pig you were thinking of is on the Catch! Ability
  7. After I try my list and see if my idea works for zipps playstyle, I'll be able to let you know what I find out. But I think the Warpig, stuffed piglets and piglets are going to be a thing for zipps crew. *maniacal laughter* Basic thought is with sparks, Warpig (hellllllo new Warpig upgrade) and mech pig, Sparks turns Warpig into a construct, armor 1 and fast. Warpig charges from Walking Rage Machine aura. 4 really angry attacks, or two charge and 1 big one. If Earl is nearby his aura will hurt as well. Piglets get airlifted into enemy lines and given fast. Stuffed pigs too. (The 3" move, then damage two can literally blow up a stuffed piglets with set up where opponents can't react) Oh. And a hog whisperer cause why not a reactivate warpig?
  8. The first two I did. First game was blah. Didn't do anything. More my fault then anything. Second game I did and he did great at scheme removal. Being able to leap away from combat and remove a scheme and then walk or whatever was nice. No damage but. Third game (I realized I forgot a game against a lilith, which slaughtered me. Lilith being able to cast through smoke and send herself into the back row of my guys slaughtered me. I have no idea how to fight her honestly) he got me a few points with his croak. I honestly think in a schemey heavy pool and strats requiring positioning, he will see use. His croak and how I used like, Hamelin obey for moving the enemy around is about the same for strats. And launching models into your own after they activated is amazing I think his croak is going to win his worth. I think people see his upgrade and get focused on his role there Imo. But for sure situational to me so far. Oh. Something I didn't realize, he's a sky pirate so leaping around with a piano of dropping model is amusing and potentionally helpful if you lack iron skeeters. And I'm excited to see more swamp fiends with zoraida and mctavish.
  9. So I've gotten a few games under my belt with him and I've been theory crafting of a all comers type list for him. Let me start off by saying he's been a difficult master to figure out, as I'm sure every one has been aware. My first game against titania was met with zipp doing nothing and my crew dying terribly. I tried running him as a scheme runner aND supporting my crew (getting them out of sticky situations, etc) didn't work. 2nd game was against Viks in turf war. Turn one I lost everyone but zipp and early. Using zipp as an annoyance model and tie up models. He got ignored. So it's part of bad match up or not knowing the enemy crew and just chance, I get that. And crew comp. But I've been debating on running, Zipp - 3 upgrades suitable to the game. Typically gift of gab, rambling diatribe and another sky pirate upgrade. Earl burns Warpig (the new upgrade works perfect with this) Mechanized Pork chop Sparks Iron skeeter with an upgrade Merris. I've found the mechanized Porkchop isn't terrible in melee. And I feel it gives me a decent list between scheme running, ranged, melee. Now my thought process is this The Warpig is mildly terrifying anyway. Give it armor and fast via sparks and charge it up with pig charge and taking wounds via Walking Rage Machine to get a positive twist on everything. If the Warpig goes down, Porkchop isn't terrible for melee and sparks can turn his attention elsewhere. Merris is for schemes, and I opted to take her over any of the height 1 scheme runners because her having flight is still useful, her cost and her ranged attack is solid still so she's not just a scheme runner. Iron skeeter for the 0 action tag a long and whatever upgrade I need him to take. Usually dropping pianos. So this list leaves me with 9 points to play with left over I've thought about the survivors, constructs already with the option to shoot seems great. I know people prefer 2 bayou gremlins over one of this guy, but in a zipp crew with sparks and earl.I feel they'll be worth it. I've had a lot of fun with 2-3 stuffed piglets in this crew as well. And thinking a lightning bug for a good solid general model. Thoughts?
  10. Damn.... I have one. Guess I'll start searching the Web for replacements. Thank you!
  11. Apologies if this is in the wrong area but figured I'd check with people who bought the new box set. How many flight stands are suppose to come with it? I got one. Which seems odd to me
  12. The Somer plus his gremlin explode plus the dynamite just sounds funny. Throw Sammy in there for a summoning engine, and a pigapult with stuffed piglets and you're set lol. I'm excited to see what iron skeeters and burt can do. Throw in a few big pigs and you have a burt and pig (via Burts trigger Sic Em or whatever it's called) delievery system. In the crew itself, Im very interested in sparks and mech pig with him. (Enough so that a campaign game I'm starting with sparks building into Zipp) Without him on the field though, I'm not sure, but I wonder if using the Iron Skeeters, hog whisper (or ulix), and piglets might be good together. Fly up with two of the skeeters, each carrying a piglet, drop piglet off in the back of enemy lines. Charge, call em back with the hog whisperer. Kinda like back in 1st edition with somers skeeters and the good old air traffic support. I dunno, just quick thoughts.
  13. I could be wrong, and I'm overly fond of Somer, so take this as my thoughts and not that you have a bad idea. But really? Somer without his skeeters seems like blasphemy! I actually never really thought about him without them. This does seem like a more combaty list, so I'd look at encouragement upgrade pretty heavy. And dirty cheater on Francois, he's shooting again trigger and dirty cheater work wonderful together. I may have to try old cranky with him in a more aggressive lIst but to me no self respecting bayou boss would be seen without his two Guard skeeters. (I kid, I kid)
  14. I always liked Lenny, Burt, 2 skeeters. Lenny and Burt by each other is crazy. Critical strike, with Lenny's aura, and the aura the skeeters can give to do add rams too, just pump Burt up to crazy levels of damage. Take Gracie too for her +2 damage and you have a ball of doom. Not sure what the points total is there, but if I recall it's 28? Toss in a slop hauler and upgrades and you'really golden. My preferred Somer list anyway.
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