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Thatguy

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Everything posted by Thatguy

  1. Let us know how your games go!
  2. Freikorps can be a tough nut to crack. With armor and shielded they're resilient, with healing from Librarians, the Trunk and sometimes VonSchill they can bounce back quickly. With Rocket Boots and Diving Charge they're pretty mobile. Multiple Rocket attacks a turn can punish you if you group up. I don't play Dreamer, so I can't give key word specific advice. Being able to put Leap on beaters means you're often going to want to keep extra resources around to protect key models, even ones that are normally safely behind your front line. Target priority is always important, but I think that goes double for Freikorps given their ability to bounce back. Hannah and Arik or OoK beater are usually my priority. Freikorps has some amazing support units, but if your crew doesn't have the mobility to get to them it's probably not worth over extending.
  3. I think Cooper would be my first pick, if I were to drop something since she's pretty cheap and makes more cheap things. Sparks works well with the Akaname, but at 9ss kinda gets away from the cheap gribbles angle.
  4. I think one of my favorite things about Moonshiner is how well he supports the little guys. With the help of Moonshiner all your models should be able to ping out 3 damage a turn between Bar Room Brawl Tipsy Slide and Another Round. An extra three damage a turn is stellar. I want to try out a Little Guys list with: 3 Fermented Shojo 2 Tanuki 3 Akaname I know Akaname are usually just there to make markers, but I think they will work well with Brew2. They make makers for Open the Gourd. The extra pushes help you use thier 2" melee to outrange other models. Thier slow on thier attack is better since Brew2 doesn't have Intoxication. Thier real weakness is survivability. But I am hoping that with enough poison, they can constantly be at 4DF. They're also the only model in the crew with Perverse metabolism, so the Poison Damage from Another Round could help them stick around too, if they aren't offed in one activation.
  5. My experience is the opposite. All it takes is one Poison Free beater and Brewmaster 1 is in a world of hurt. Without poison he's stat 5. You're Drunk,Go Home is after succeeding not after resolving like Squeel or Butterfly Jump. With a Stat 5 the chances of you getting it off are pretty miniscule. Intoxication is a pretty hard to keep up on models if they have even a small amount of condition removal. If you've managed to stack poison 3+ on most of the enemy crew congrats, the game is basically in the bag. But it's definitely a "Win More" not a comeback mechanic. Also while Lure and Liver Damage make Brewmaster 1 get up close and personal, Brew2 can chill back at the very edge of Tipsy Slide range and still support his crew with Another Round and Open the Gourd. Tipsy Slide and Another Round let you dictate engagement. While a mobile beater may be able to get out of engagement and hit Brew2 chances are with Butterfly Jump they aren't going to be able to swing twice.
  6. Switched back and got a game in with OG Brewmaster. It was rough. I had some bad luck and lost Shojo early. True to form, Brewmaster died before making it to turn 4. I'm hard pressed to find good reasons to play OG Brewmaster over Moonshiner. Ok
  7. Gotcha. I think it depends. If you want to upgrade models turn 1-2 it means setting your own models on fire. So you would get 6ss "upgrades" but at the cost of like a 7ss OoK model and some wounds in you own guys.
  8. I'm not sure I understand. Ulix doesn't attach upgrades. It's a replace action. They don't even get a summoning token.
  9. I think this is a big part of my disappointment with Somer. Going from a summoner to a non-summoner means your really need to buff your crew. If you used to summon 20 points of models in a 50ss game you really need something that boosts you guys to preform better. Aside from no one working with markers, the crew as a whole didn't get any better. Work Together is a side grade at best. I've only run him once, but I liked him a lot. The biggest thing for me is that he doesn't implode the second he's confronted by a poison free beater. With his ability to do his main poison shtick at range, he's got less incentive to be in the thick of it. I often struggle to get OG Brewmaster to survive past run 3. This seems like significantly less of an issue. The crew in general has a lot of tricks that make it function way better than I would have expected on paper.
  10. I saw someone bring up that the text box for Unaffected by Terrain didn't include impassible, blocking or destructible.
  11. Do we know if Traits like Blocking count as effects on markers? If so the ability to drop a dozen ice makers a turn that only block movement and LoS for the opponent seems brutal. Especially if you can toss through them.
  12. It seems really strong to me. I hope we see more Lelu and Lilitu play. Refilling the hand before cycling again seems good, and let's Nekima activate later in the turn on turn 2+.
  13. You're right! There goes my idea for a new Frankenswine enforcer. Interestingly Ulix specifies Minion only in the second part of the ability. If they dropped the undead part you could replace the fae boar with a War Pig. 🤔
  14. Actually looking at Ulix, it looks like they may have cut them from the keyword at a late stage in the design process. Ulix's card specifies "non-undead Pig" but there are no Undead Pigs. Maybe that was an attempt to future proof Ulix. But I don't see any hint of them adding undead pigs to the faction in the future. Which makes me want them now. Lol
  15. Both undead pigs lack the Pig hey word. I guess being undead does that. Which makes some sense, because otherwise Ulix would be able to bring them back fun the dead and turn them into living pigs. As for why Taxidermists aren't Sooey, I couldn't say. I guess the same reason Rooster Riders aren't Big Hat. Someone shuffled all the minions into Keywords in 3rd and didn't think they fit.
  16. Had my first game with new Brewmaster. I like him a lot. Bar Room Brawl does a lot of work. With Tipsy Slide and normal moves your models can get an extra 3 ping damage a turn pretty easy. Even if an enemy model only fails one Another Round that's another 2 damage. All the extra movement is pretty great too. I had fermented monks with poison 15 on then without significant effort. I'm eager to try him out some more.
  17. Anyone had a chance to play with me Zipp yet? I'm still trying to wrap my head around him. He seems like he has a lot of 1 per turn things to keep track of. That and it seems like he wants to activate early, but his card draw looks like something you'd want mid to late turn to refill your hand. He and Somer both seem like a really bizarre design choice. Like Somer got a scheme marker title, though his crew doesn't do anything with schemes. Zipp now seems to be Distraction focused, when his crew doesn't do much with distracted. First Mate's Menacing Croak and Distracted counting as another condition for Mancha's Finisher trigger are the only things I can think of.
  18. How much Poison did you get on him? It seems like ticking down 3 a turn it wouldn't last long.
  19. Someone asked me what crew is best if you want to play Mindless Zombies. My first thought was this crew because any of the mindless zombies you bring can be plastic surgery targets or two corpses for whatever you're trying to do. That made me think of Rotten too. With Residents of Rottenburg any Mindless Zombie can potentially interact to drop a scheme marker and then interact again to pick it up, getting a card off Reduce Reuse Recycle. Rotten and 8 mindless could draw you 9 cards a turn. Lol probably not a great investment for 24 stones but a fun idea.
  20. So you're saying that nothing in the rules say I can't? 🤔 Jk thank you for the clarification.
  21. This might be a weird question, big can Gremlin Raid let a model with the Comfortable Hat upgrade push in any direction? The model can count itself as a scheme marker, and by the new towards and away rules you pick points on a missions base. Could you pick points in opposite sides to let the model push in any direction?
  22. That is true. I feel like OoK picks are less common in HH. Because of the small pool OoK taxes hurt more and with only 4 models keyword synergies seem more important.
  23. Nice. You guys are putting in a lot of work!
  24. I agree it isn't something the game NEEDS, but it is something that I WANT. I think Henchman Hardcore could use a little more love. It's one of the easier ways to introduce players to the game. It's also an alternative that can be posted in under an hour which is a big plus for me. The Starter Boxes seem to have been made sorry that goal in mind. Keywords with more henchman have more leader options, which is something I would like to see. For the purposes of Henchman Hardcore I think keyword grouping is probably more useful than faction+Keyword grouping.
  25. Does anyone have a list I'd the number of Henchman per keyword/Master? I was looking at making Henchman Hardcore crews and it struck me that some key words are spoiled for choice and others have only one option. Do we thing that sound is these keywords might get a second Henchman at some point? Like in Bayou: Swampfiend-4 Infamous-2 Kin-2 Wizzbang-2 Tri-Chi-2 Tricksy-2 Big Hat-1 Sooey/Pig-1
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