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scottb

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Posts posted by scottb

  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?

    • Like 1
  2. 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)?

  3. 7 hours ago, Boomstick said:

    Here's the list I've been toying with recently.

    Declared Faction: Gremlins 
    Crew Name: Shindig and Shine 50ss 
    Leader: The Brewmaster - Cache:(3)
       A Barkeep Never Sleeps 2ss 
       Binge 1ss 
       Stilts 1ss 
    Apprentice Wesley 3ss 
    Fingers 10ss 
       Drinking "Problem" 2ss 
       Do Over 1ss 
    The Sow 8ss 
    Banjonista 5ss 
    Banjonista 5ss 
    Performer 5ss 
    Performer 5ss 

    2

    As I don't have Performers, can you suggest anything for replacements?

  4. 9 hours ago, Boomstick said:

    I'll have a more fleshed out idea for you a bit later, but having played against Lynch with Brewie multiple times recently, two thoughts: 1) Poison cannot be reduced, even if it does extra damage from Barkeep Never Sleeps, so get Huggy into the Drinking Contest, Swill him, and let him wither to nothing. Also, Banjonistas! Cast attacks at range, ignoring armor (for the Illuminated), and they're Wp based, so throw the Sow in there and get extra attacks!

    Looking forward to hearing your further thoughts.

  5. 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!!!

    • Like 1
  6. 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.

  7. 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)?

  8. 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?

  9. 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?

  10. 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.

  11. Ah, that makes more sense about initiative, though I guess the issue is then about whether having the right chore is the more important factor over winning initiative itself - I guess that will be very situation dependant.

    Yeah, I definitely am not saying there should be no minions. Replacing the Slop with a Bayou could be risky, plus the Slop can go Reckless for less damage to itself (can the Slop also heal itself?). But then, the Bayou has a quicker walk and can get away from Ml attacks without having to take damage.

    I have insufficient experience to know if Mah should take her Lead Lined Apron over Know the Terrain (as a way to keep the Slop Hauler), but I can certainly see the usefulness of Mah being able to control her engagement rather than stuck in a particular combat. I guess one way of looking at the armour is that it will likely take at least 2 (probably more) hits to kill Mah - so the armour basically takes her up to 14 wounds at least. Thoughts?

  12. Thanks for the detail @Four_N_Six

    I am at a full 50SS so would need to drop someone to fit in Know the Terrain - is it worth that? Would it be worth dropping the Slop Hauler for a Bayou, then adding in Know the Terrain for Mah and Dirty Cheater for Mancha? That would seem quite a gamble! But then the Slop Hauler isn't likely to be that close to Mah/Mancha who will be in the thick of some action potentially!?! Plus the Slop can't heal McTavish or Emissary and Merris will be away doing her thing. Might be worth dropping?

    You've still lost me a bit on the winning/loosing of initiative bit, but I can see that Emissary allows you to get the Chore of choice - and maybe that is what you mean by "winning" initiative?

    Also Mah has Horrible Hollerin' which seems a great way to get pushes and as reliable (if not more) as other means.

  13. Yeah, good point! I think it's possible to flip most of the models listed towards the other schemes, it is just that Merris is so good at that one - but I am aware of how easily Merris can fall...I am not sure she has ever survived a whole game for me!

  14. Thanks Dogmantra

    19 hours ago, Dogmantra said:

    she could score both full plant evidence and protect territory on her own fairly easily

    Quick question on Merris. Her "Bombs Away" tactical action - can it be used to drop scheme marker with 4" of another scheme marker (which usually isn't allowed) since it's not an Interact action?

     

    Based on what you've suggested and from another thread here's a possible crew, thoughts? The idea being to have models that can push enemies out of the centre circle.

    Mah - Lead Lined Apron (2)

    Lucky Emissary (10) - Conflux of Bushwhacking (0)

    Mancha Roja (10)

    Merris (6) - scheme marker

    McTavish (10) - range attack plus can limit TT buffs via Focus

    Sparks (7) - for nullifying TT pushes/buffs

    Slop Hauler (5) - the only minion, too much of a risk?

    TOTAL 50SS

  15. Thanks again @Four_N_Six

    I am liking the Mah idea and that of pushing enemies out of the middle! I don't have Whiskey Golem but will have a look for others that can do pushes (I can think of Pigs but they are minions). Without WG, do you have other suggestions off the top of your head? Maybe Mancha? Or someone shooty since I'm low on shooting attacks with Mah and Emissary?

    47 minutes ago, Four_N_Six said:

    Emissary means I don't have to hire Trixiebelle, which I always appreciate.

    Why do you say this? I don't follow the logic. What ability/role is the Emissary covering?

     

    Based on what you've suggested here's a possible crew, thoughts?

    Mah - Lead Lined Apron (2)

    Lucky Emissary (10) - Conflux of Bushwhacking (0)

    Mancha Roja (10)

    Merris (6) - scheme marker

    McTavish (10) - range attack plus can limit TT buffs via Focus

    Sparks (7) - for nullifying TT pushes/buffs

    Slop Hauler (5) - the only minion, too much of a risk?

    TOTAL 50SS

     

    I am unsure about adding Old Cranky because he is such an easy model to die and give away a VP to Make Them Suffer.

  16. I just can't see how to ensure I score from Turf War each turn but prevent opponent scoring from Make Them Suffer. To my mind (with limited experience) I need enough models to get points from Turf War (i.e. cheap minions) OR I get tough models and hope to survive long enough (though unlikely) to score with Turf War - one seems more likely to score from strategy but give away points, another seems less likely to score from strategy but deny points to opponent. I just can decide!

  17. I just can't see how to ensure I score from Turf War each turn but prevent opponent scoring from Make Them Suffer. To my mind (with limited experience) I need enough models to get points from Turf War (i.e. cheap minions) OR I get tough models and hope to survive long enough (though unlikely) to score with Turf War - one seems more likely to score strategy but give away points, another seems less likely to score strategy but deny points to opponent. I just can decide!

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