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scottb

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  • Birthday 08/26/1983

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  1. Saw this on the FAQs about M3E: "What are Pass Tokens?Pass Tokens are generated by the Crews at the start of each turn. The player with less models gains tokens equal to the difference in number of models. Players may then discard these tokens instead of Activating a model to pass their Activation, or hold onto them for a bonus to their Initiative flip in the following Turn." https://www.wyrd-games.net/m3e-faq Seems like it could be quite a big change, especially for Gremlins/Bayou?
  2. Has Nicodemus disappeared in the third edition of Malifaux? Just saw the email about the changes and went looking for Masters I play, and others I know...can't find Nicodemus.
  3. Would it work removing the Sow and taking Sammy/Sue with one less Performer? A list I'm toying with for tomorrow is: Brewie with Never Sleeps, Friendly Ear Wesley Sammy with Binge Fingers Sue Banjo Banjo Performer But I am worried about having too few models and little healing. Sue seemed good for Hungering Darkness and giving some range attacks and Ca defense. Sammy with Binge allows Brewie to focus on Swill/Obey. Seemed sensible to take 2 Banjonistas so that they get their trigger. This is my first game with Brewie though, so feedback welcome. The encounter is Turf War with Line in Sand, Distract, Protect Territory, Bodyguard, Plant Evidence. A lot of good schemes to choose from, what works best for Brewie and/or the above list (whom I'm taking mostly to try out)?
  4. As I don't have Performers, can you suggest anything for replacements?
  5. Looking forward to hearing your further thoughts.
  6. Thanks already. I have banjonistas and Sow but not Sue.
  7. It's been really helpful to read this and try to get my head around Brewmaster - I am thinking of trying him out in a Turf War game tomorrow. Would he work? It is likely that my opponent could take Jakob Lynch, Hungering Darkness, Illuminated x2, Dawn Serpent, Beckoner and maybe Mr Graves (although, that may be the most likely change since he died quiet easily to Francios and Bert last game!). Schemes for this game are Line in the Sand, Assassinate, Bodyguard, Murder Protege, Power Ritual. Was thinking Brewie with 'A barkeep never sleeps' (2) and 'A friendly ear' (1) Trixie (8) Sammy (7) with Binge (1) Wesley (3) This core would allow me to give out Swill and Binge (especially handy against Jakob and his card swapping ability), control initiative and use Obey/Gremlin Lure to push people out of the centre. Was thinking of taking Fingers (10) to help towards Line in the Sand. That would take me to 32SS and leave 18SS - and that's where I am really stuck as all the advice gets me confused! Any ideas? Suggestions I have seen include: Slop Hauler, Moon Shinobi, Mancha, Burt, Sow, Rooster Rider, Swine-Cursed and of course Bayous. I have also wondered about McTavish to give some ranged support that doesn't randomize. I am tempted to have Fingers as my sole 10SS model, as that way if my opponent goes for Murder Protege, I know who it will be at! Also, any ideas for dealing with a Hungering Darkness which is Incorporeal? I guess Swine-Cursed is one option with Magical. Too many options!!!
  8. If you didn't have Whisky Golem, what would you substitute in @Lokibri?
  9. scottb

    Turf War

    I have another Turf War encounter coming up and still struggling with it. I now have Brewmaster but not Zipp yet. Would @Four_N_Six or any others have suggestions different to the above? The deployment is "close", the schemes are Line in Sand, Assassinate, Bodyguard, Murder Protege, Power Ritual.
  10. Thanks to @Dogmantra and @Rosskov. I am now toying with the idea of Mah Tucket + 6 Pool - Manifest Destiny (1) - Know The Terrain (1) - Dirty Cheater (1)The Little Lass (4) - Lead Lined Apron (0)Fingers (10) - Stilts (1)Francois LaCroix (7) - Do Over (1)Burt Jebsen (7) - Dirty Cheater (1)Slop Hauler (5) Bayou Gremlin (3)Bayou Gremlin (3)Bayou Gremlin (3) I could drop one of the upgrades and get another Bayou to take me up to 10 models. Thoughts? I'd probably team Mah, Lass and Fingers to cover 2-3 markers, and Francios and Burt to try for Murder Protege. Would the Slop be best to back up Fingers/Mah or the other pair (assuming they are too far apart to both benefit)?
  11. Thanks for taking the time to reply. A few queries: Fingers will shut down two markers for Squater’s Rights, what would be the plan for the other 2-3? Tie up with Lightning Bugs (since 2” melee and can heal)? Also, how would you plan to score from the strategy if the markers have enemy crew nearby and thus preventing interact actions? Finally, is Burt really good enough to deal with Murder on his or would he have to team up with someone?
  12. Thanks @Dogmantra. Out of curiousity, would you go for a different list completely? Is there a better way to go about Squater’s Rights?
  13. Thanks @Rosskov and @Dogmantra for your feedback. Unfortunately I don't have Zipp yet - he's on the shopping list! @Rosskov - without Zipp, what you would have done? Also, @Rosskov , what do you mean by 'manifest destiny'? Are you meaning 'conflux of bushwhacking'? Yeah, having re-read Outflank I had already thought about changing to Murder Protege or Protect Territory, maybe the later as that gives the Bayou's something to focus on rather than split the attention of the bigger guys. @Dogmantra - get your point about dropping one big guy to replace with two little ones. I also hear your point about Mancha being a bit vulnerable. The thing with Mancha is that he can also potentially push models away with 'Whacked with a Gremlin' and still have 1AP left over to interact. If I was to give him 'Quality Mash Liquor' would that aid his survivability - though I would have to drop 'Dirty Cheater' so that I can still get a Slop Hauler and a Bayou Gremlin. Saying all that, I am aware that the Sow's ability to heal, built in Terror, 2" melee, big base and farrowing could be a really handy mix. Thoughts?
  14. Any recommendations for Squatters Rights? Schemes are assassinated, protect territory, outflank, murder protege. My opponent is going Ten Thunders, which could be a variety of Masters as he has several of the dual faction Ten Thunders. Playing about with ideas, I wondered about: 50ss with MP/PT and outflank Mah Tucket - Cache:(5) Lead Lined Apron 2ss Know the Terrain 1ss Fingers 10ss Stilts 1ss Mancha Roja 10ss Dirty Cheater 1ss Lucky Emissary 10ss Conflux of Bushwhacking 0ss The Sow 8ss Bayou Gremlin 3ss Bayou Gremlin 3ss My idea here had been to take people who had big engagement areas, might be a little tough to take down, could push themselves or others around, plus Fingers would do his thing of negating and interacting, and the Bayous go for outflank. Feedback? It's been a while since I played.
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