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Lamo

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About Lamo

  • Birthday 04/09/1991

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  1. personally i think you guys are pushing cooper to only do one thing and i think its a bit of a shame. I like it when masters can have a totally different play style based on their upgrades ( Dreamer, Somer & collodi being just a few).
  2. Well I mean many of you seem to not like trixie with somer but I don't seem to understand it...maybe its because I play a summoning somer? I would also argue that somer is more killy & has longer range than ophelia with encouragement support and he also can make any ram into three thinking luck power shots. I've evolved my list into something like this: somer family tree dirty cheater trixie gun for a lady lenny ill feed it and pet it sammy encouragement bayou gremlin 3x slop hauler lightning bug skeeter If you toss a mask to do it like dis on your first turn make 3 bayou gremlin (using encouragement on every flip) heal them all up with a lightning bug now you have the most mobile master in the game at full health without using very much from your hand. I like to have 13+ activations on turn one. You shoot somer with bayou lateish in the turn till you have him in perfect position with his defensive trigger (and 95% of the time the bayou misses doing no damage due to both Somer and gremlin having bayou two card or you can choose to relent to pull the bayou 3 inches toward somer if its within the 8 inch bubble). With somer pushed exactly where you want him he could end up in bigger hat than you range + you add in that sammy has encouragement so that makes somers bigger hat than you and his shooting attacks totally bonkers. I'm pretty sure there aren't very many other master in the game that can ruin a whole game turn as hard as Somer if he gets initiative and can see the enemy master. I think having trixie makes this set up much more viable since it drastically reduces counter play due to the fact that she can cheat initiative. I also must express how good her gun and gremlin lure are. The gun with just a rams is a great 3/4/5 damage with a double positive to damage add in encouragement and potentially an opponent with no hand...crazy. Gremlin lure to me is great for moving the slop hauler and lenny early in the game (lenny tosses her and then tosses a pig to follow her lol). I think mainly she is one of the most ap efficient models in the faction. She has three ap, can save slop haulers 2 and lenny 1.5 ap by making them charge at her or she can push away enemies and can make them slow. Both pull targets save enormously due to 1) lenny only has 2 ap ever and saving summoning and throwing ap great 2) for the slop hauler having a 15 inch heal range or even being able to charge or throw slop 20+ inches is awesome. I'll also finish my praise with the fact that she has a great ml stat and awesome triggers on them (up to 6 min damage against any model with almost any defensive ability per turn), her defensive trigger is amazing making her super resilient and lastly all of her triggers can be activated by somer which imo really takes her from great to auto include. Hopefully I changed some of your minds about trixie with somer Last thing is about the lightning bug. I think the lightning bug gives us flexibility. It can deal with incorporeal and armor models well. It can heal without relying on flips. It has a slow.. I mean what doesn't it have? Even its zero action is situationally great. I think it shines best with somer because do it like this makes him one of the best healer in the game on turns that somer wants to summon, aoe damage near lenny or on turns somer is going for a kill, or he slows targets on turns you want trixie pushing models away and slowing. He literally is a 5 point model that does more of what you need on the turn you need it.
  3. IMO I think auto include is so subjective to play style and master. For example I think Sammy (encouragement on somer is amazing), Trixie, and a slop hauler are more or less required for a Somer List...but I don't think I would take sammy for a Mah list ever. For me the 5 most useful models not including masters would go something like: 1) Trixie 2) Slop Hauler 3) Fancois 4) Roster Rider 5) Lightning Bug Honorable mention) Bayou Gremlin The bottom two haven't been released and thus have not really made a huge splash but on paper are really good. IMO what Makes Fancois so auto include is that he has 10 wounds, three ap, the highest gremlin will power and the fact that gremlin general upgrades are really good(dirty cheater and a decent zero action = win & stilts letting you dodge an attack or some dumb luck damage is awesome). Really in general Reckless is such a strong rule that almost anything with it is very powerful (regardless of whether its for scheme running or killing).
  4. Hey me and my girl friend would like to come names are Anthony and Ryan. Coming from nyc
  5. Hey thanks for the report should help get my gf started with guild
  6. Happy people got something out of it
  7. Lamo

    Bushwhackers

    Well I'm pretty new but looking at a Stats perspective they are pretty bad. Rooster riders, burt, fanc, 2x Bayou, slop hauler, lightning bug, rami, & Raphael are just plain stronger. Also like math said two damage for an extra shot is painful on a low resilience model. I think in the right list they could have a niche role but Tbh I think our two strong 5 stone models are more reliable because they can heal, do similar damage, and can deal with niche situations (high Def and low cheat cards for slop and armor and incorporeal for bugs)... Ohh and they have reckless which just pushes them over the top. I will say I love the one with the funky hat so at a minimum I'm getting the box for trixie, mah, lass, and funk hat bushwacker
  8. Set up upload pic 1) Somer goes and casts do it like this for mask. Then Somer makes three bayou gremlins within three inches of lenny. 2) cast magic blasty stick on lenny using the mask trigger from do it like this. Relent and with a double negative flip you take one damage most of the time (lenny's pseudo armor isn't ignored) 3) Profit.... for one action you just healed 6 Gremlins a total of 12 wounds and did one damage to lenny. Also if you prefer the damage to be on a less valuable model you can cast it again and basically move the one point of damage from lenny to a bayou gremlin. I feel like this heal is valuable because it lets you take (for the situation) stronger healing but still have the anti armor, incorporeal and all the lightning bug advantages. This also costs no resources because there isn't a TN and 95% of the time summoner somer is going to cast do it like this for mask. This combo could get even stronger with encouragement on sammy allowing somer a positive twist on his summoning (and shooting later) at almost no cost since the damage will be healed up when healing the bayou gremlins. The healing is also potentially way stronger than that of a slop hauler since you could have two bayou next to lenny and alternate casting magic stick on them and basically healing lenny and any other models around them for 6 and leaving one with 1 wound. Lastly this is a ranged heal bubble that can be cast from a total of 18 inches away vs the 7 inch heal range of slop haulers (relentless walk + walk + cast magic blasty stick vs relentless walk + heal). This is how I was think of using the set up Assuming a simple set up like this: pic host Basic game plan turn 1 1) Use somer to make some gremlins 2) Heal bayou gremlins with a slop hauler 3) waste some activations setting up bayou gremlins and the skeeter (use do it like this for tombs ) this leaves you at 7 activations already 3) use gracie walk as far forward as you can staying within two inches of trixie and place lenny to the left or right forward side of gracie. Then move again placing trixie afterward. and do reactivate. example: 4) this leaves a world of options. You could place trixie behind gracie to push her 6,12,18 inches towards an enemy followed by a charge, you could place trixie to push and slow enemies or you could place trixie to pull somer and other key pieces. IMO though (and it will change game to game) I think placing trixie forward and using the reactivate to move lenny and trixie even further is best because it sets up gracie for a charge the following turn, (she is basically on the center line) lets trixie pull somer and a slop hauler and either pull the other slop hauler or push a target. This can be done from relative safety since by the 9th activation many crews have finished their turn or at the very least have had most important models do their activation. Additionally due to the inclusion of trixie the initiative is highly likely. Finally trixie will be relatively safe with her defensive ability and having lenny somer and a slop hauler nearby to take the damage. 5) given the reactivation of gracie moving trixie and lenny, followed by trixie pulling somer and the unactivated slop hauler lenny can create two pigs (skeeter do it like this) followed by the slop hauler healing gracie (has about three damage from reactivate and summoning the piglet) ,trixie (2 from reactivate and piglet), and both piglets or himself and one piglet depending on if he needed to go reckless for positioning. 6) the two piglets are 12+ inches out of the deployment zone and can charge 8 threaten 9 and at a minimum with their def 6 and 5 wounds they are really annoying speed bumps that can that can tie things up and maybe do a little damage. if there isn't anything in range they could also just truffle some other models for even more movement. Obviously this is all theory fauxing but no matter what game I play I like to think about the possibilities and the tricks I can do. I think the movement shenanigans of gracie + trixie are incredible and it helps that both are extremely resilient in their own way. I also like having models that can help take each others place incase someone dies early - mid game so the list has two healers (slop haulers), two summoners (lenny & somer) and three mobility/position models (lenny, gracie and trixie). Lol something i didn't notice till after I wrote all this up is that Somer can also be one of the most mobile masters in the game by just having bayou gremlins shoot spare ap at him or have a dedicated one go and shoot at him 3 times. Between def 6 on somer, sh 4 on bayou and bayou two card on both models the bayou should more or less never hit but still activate his trigger which pushes him 4" per shot (relenting is not an option since then his defensive trigger wont go off). That to me makes bigger hat than you pretty crazy especially when considering trixies initiative tricks. Below is an example of an end of turn set up before piglets have charged or moved. It should be noted that less movement and more clumping occurred due to terrain features on the map (narrow + large piece of impassable terrain 10 inches from deployment.) Max move distance from the gracie reactivate placements is about 12 inches for lenny, 15ish for gracie & 16ish for trixie. I'm really enjoying the game because this is just one way of many to play the dozens of masters out there and I love how every model in the game has at least situational uses...unlike 40k and even warmachine (warmachine is balanced on a faction level but every unit or model is not created equal...try comparing Haley 2 & Constance Blaze lol).
  9. Yeah thats more or less what I was thinking. If Somer is the main support piece then the slop haulers are just behind him. Not only is the slop great for Somer but Bayou Gremlins and Piglets hitting on even cards is very scary. Especially when you take bayou two card into consideration late turn. To be honest for 5 points taking the limit at least with somer feels right. One question about lightning bugs. When lenny is in the crew aren't they just extremely strong aoe healers? Cast on lenny (or someone within 3 of him) with do it like this up for mask (you need it anyway for somer summoning) and then you have 6 full health bayou gremlins for one action and one health.
  10. Hey thanks for all the replies. I'm going to a tournament to get some experience playing and I was thinking about this as a base. Somer +family tree Skeeter 2x Bayou Gremlin 2x slop hauler Lenny + I'll love it and pet it Gracie +sadel Trixiebell That's 49 stones letting me take Trixie gun, liquid bravery, or just have another stone. I know most people say this game is about adjusting lists ect... But having only played a few games I feel like a list like this one would be useful due to its flexibility. First turn through the use of trixies pulls on long charge range models(somer & slop haulers) and alternating Gracie sadel targets the whole crew can move up about 8 inches while still having Lenny and somer summon 14 points onto the table. Also having both slop haulers let's me fully heal Gracie Trixie the piglets and the Bayou gremlins. Also having two gives a little insurance incase one kicks the bucket early. I feel like somer has some very powerful support due to how powerful trigger control is in gremlins as well as his ability to set up a strong board presence and then follow up with pretty huge damage. If you have any recommendations I'd appreciate it.
  11. Lamo

    New Player

    Thanks haha I just started going to Nubrand and after seeing how many people play the game I decided to jump back in to malifaux (played like 2 games of 1st ed). I went last week but unfortunately got there a touch late and Guy in Suit was actually doing another intro game. I wanted to give vasal a try to learn and get better quicker than I otherwise would. I use to go to Stony Brook and loved my time playing magic at Brothers Grim. My family still lives on the island so I'm sure i'll make a trip out to Grim if you guys hold some event .
  12. So Guys...I'm looking to play gremlins but I do have a few questions. (I'm pretty much a total noob as I only played like 2 games of first edition and haven't played since then) 1) If I bring them to a tournament will I feel on equal footing as other factions or are other factions more powerful 2) What else should I buy? I got a nice lot of models on bartertown. I have: Killjoy Sommer 8x Bayou Gremlin 2x Slop Haulers Pigapult 2x Skeeters 8x pigs 3x stuffed pigs 1x War Pig 1x Mctavish 1x Zoroida 1x Voodoo doll Ophelia Raphael Francois Rami Peire taxidermist 3x Young Gremlins 3) From my understanding of the game many people choose two or three in faction casters and use them to balance out their choices. Would Brewmaster, Wong or Ulix be better to cover flaws for Ophelia and Sommer. 4) is there a thread or something that breaks down the scenarios and schemes and what master / units tend to play better for each? Sorry for bombarding you guys with questing but I appreciate all the help I can get
  13. Lamo

    New Player

    Hello Guys, I am a new player and was wondering if anyone would be able to teach me the ropes over vassal (I've read the rules). I was intrigued by this game ages ago but never got into it. I really like gremlins and overall I'm really excited to play and would love to become a part of the vassal community. I'm available tonight (is 5 PM here already.) and tomorrow throughout the day. I'm in New York City and thats Eastern Daylight time. Thanks in advance .
  14. So I was wondering what people thought of the Viks + Pandora. With Pandoras ability to make stuff fall back and the Viks teliport to any falling back or rallying model I would imagine a high crow (+ some soulstone) would make for a very dead enemy master or important model with that kind of mobile death force. On the other hand I could take Pandora lilith and Von Schill for the grand total of one extra soul stone. Von schill and lilith have much better survivability but don't have the same punch as the Viks. Let me know what you guys think Thanks
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