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Scirian

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Everything posted by Scirian

  1. My personal favorite play group is Mah, Trixie, and Mancha Roja. Trixie cheats initiative (preferably for a Ram), Mancha swings in, deals some awful; Mah pushes in and pushes him out of danger, deals out some awful; Trixie pulls Mah out of threat range. Repeat until something dies. I went up against Ironsides with this load out and it was pretty successful.
  2. You're a good man who deserves bad things.
  3. If you run Som'er then I have news for you! Gracie. Don't thank me, just buy the model, print the card, and win. For 10ss she's a bargain! (0) action Reactivate, that's 4AP! She has a 1ss upgrade Saddle that lets her drag around any gremlin, let me say that again ANY GREMLIN! Use her with Som'er, take the summoning engine on the go! Invest in Burt as well, their movement shenanigans are amazing. Or bring her with Lenny and Saddle. You now have a walking tank on your hands: Ml: 6 4/6/8 damage profile w/ Armor +3 I saw her take down a fully realize Dita avatar by herself...BY HERSELF. Sammy is a great suggestion because it's true, the summoning engine is no longer dependent on Som'er. Also, Som'er can be carried by Gracie. Hooking Som'er onto her, he doesn't need to spend AP walking! His (0) action Do it Like Dis lets him hand out suits to friendly models. Set him next to Gracie, discard a Ram, you have effectively doubled BOTH their damage profiles.
  4. A bit curious about the wording on Levi's Channel ability. What does "exactly" two damage mean? If I take Survivalist on Levi he now has Hard to Kill. I abuse Levi's Chanenling at two wounds, he suffers the two wounds, which is then prevented by Hard to Kill. He has technically suffered the two damage, but not the wounds. Does Channel still go off in this instance?
  5. Scirian

    Uber Gracie!

    Hats off to you sir. Regen +1 on a Gracie is just nasty since she'll probably be activating twice a turn anyway.
  6. Scirian

    Uber Gracie!

    She really didn't change much in the beta save gaining a shiny new upgrade. I was wondering what other people thought of the old gal. She's a total tank. I've played her as a frontline beat stick and she just soaks up damage. Her reactivate mixed with Eat Your Fill is gnarly to contend with. Combined with Saddle she becomes a tank and can ferry all save the Rooster Rider wherever she goes. Saddle is amazing! She can ferry Burt who does some amazingly tricky things now as well. She can bring Lenny and bloody the whole field. She can even bring Somer so the summoning engine can go mobile. Personally, I think Lenny riding Gracie's a bit much, both balance and fluff wise, but damn is it fun. I think she became one of my favorite models with the advent of Saddle and Burt's triggers.
  7. I've considered using him for 10T Brewmaster. Graves and Tannen to push people into the bubble, Izamu to keep them there...forever. Haven't had the opportunity to test it, but would love to hear some thoughts.
  8. Out of curiosity what sort of use does Hamelin get out of his hiring bonuses? I never saw the point in hiring Hounds...can anyone convince me? Also what's so great about Candy/Baby Kade/Iggy? I see some of the awesome sauce, but not in the Outcast faction. Can anyone help me see the light?
  9. I find Rat Kings to be very easy to kill. Eight wounds and no defensive tricks does not resilient make. Nor are they great beaters, but they can put out some damage and Blighted. Their reason for being is to destroy scheme markers/hand out Blighted. Kill a weak enemy model and drop Blighted on everyone in 6".
  10. I love the three core masters in wave one. Somer, Brewmaster, Ophelia...in that order. Maybe. Somer is so much fun to play. He wrecks face. Brewmaster has so many interesting crew options and got some neat tricks in wave two to the point that I have two different load outs based on faction. Ophelia only comes in solid third because I played her too hard prior to her update and so leaves bitter memories in her wake.
  11. I wouldn't risk Hamelins survival on his survivalist upgrade. You're putting your master at a pretty poor disadvantage. The only thing keeping him alive is hard to kill. Positive twists to healing flips is great, but no one in your crew can give them out. I would switch in a librarian somewhere in that list if you really do want to go the non theme crew
  12. Som'er is probably the best choice to start in gremlins. He's how I started in the faction and I've never looked back. He is great for almost any situation. Though I tend to be a bit timid with him as a backfield summoner, he can scrap with the best of them by doubling his damage profiles via Thinkin' Luck. I think that's the beauty of Som'er, there are so many ways to play him, and it's good for whatever your playstyle might be. Try him with different crews and see what happens. Strength lies in gremlins' ability to get luck on their side. Bayou Two Card is so good that it makes my head spin. The ability to cheat from the top of the deck makes my opponents crazy. Also the number of AP skyrockets with gremlins. Most of Som'er's crew has access to Reckless, which means 3AP per model. When you have more models than your opponent and increase their AP in addition to that, you effectively double your available action pool. To recap: Doubling Actions, Doubling Chances, Doubling Trouble As far as things to augment Somer: I would always recommed a Slop Hauler; they keep my green army alive. I really love the Kin with Som'er as well. Franc is probably my favorite Henchman; point him at something and it dies, auto dumb luck means his damage profile in melee is 4/6/10. He never survives the game, but he removes one or two massive threats before he turns to green mush (he Red Jokered the Strongarm Suit...I felt bad) Raph is possibly the tankiest of the gremlins; with an average number of wounds and armor, Raph can take a pummeling, add in Dirty Cheater and you have a near immortal gremlin! Rami is an easy sell, but Franc and Raph are my preferred Kin, but to each his own; he has a long ranged rifle, the ability to dumb luck, and an easy cast heal, with reckless. Turn one, move him to position, following turns, reckless, focus, fire, heal, repeat. Take him with dirty cheater and you can get two shots off without needing to heal. Lenny is popular...I don't love him, the big dumb brute, but he has his uses.
  13. I'm too tired to make heads or tails of these buggers. I brought one or two of these guys in my games during the beta. The first time he was turned to paste by an unburied Rogue Necro...thank you Tara! The other time he was solid gold in my Pigapult crew as an alternate slop hauler. He seems to have received a lot of fiddling with numbers and where/when things happen. What are some thoughts? Good? Bad? Ugly little bugger?
  14. I'm excited to play Levi, which is saying a lot. Beta testing him for a year has taken its toll on my local group. But he looks in a solid place where I can have fun with his core group. His ability to directly summon has been curtailed. But summoning off of death seems much more interesting from a fluff perspective anyway. I appreciate his abilities again and find it about as streamlined as any other master while still providing the shenanigans I love. (e.g. The fifth turn waif in enemy deployment/sac A&D to pop Levi for Entourage)
  15. I like to think the changes to Burt are what made Gracie more desirable. But truth be told it was probably the addition of the saddle that really made her make sense to me. Darguth put it nicely, why wouldn't a Burt or Som'er ride Gracie into battle? She may be slow, she may be old, but dern it, she's still got it! Her reactivate makes her really great for activation/AP. Her damage profile is nothing to sneeze at. But it is her survivability that impresses me most. Gremlins are usually easily replaced or do something incredible before they vanish (like Franc). But Gracie is a truck that just keeps on keeping on.
  16. Burt looks so solid that I could cry. Our little guy is all grown up. He feels exactly in line with his character and fits a pretty little niche in my crew. With Gracie/saddle/dirty cheater, I see this pairing going far! The movement shenanigans are exactly what I was looking for. His slippery ability becomes infinitely more valuable when you have a tank like Gracie nearby so darn near always. That little bit of synergy (and fluffiness of) Sic em Girl! made Burt a solid choice with Gracie in a lot of my crews.
  17. They forgot it. And it's never coming back.
  18. Yes, tell us the shiny secrets! We wants it. We needs it.
  19. They should be like Rat Kings Field enough Teddy's and when the time is right, they morph into an uber Teddy Three heads and as many stomachs makes for a lot of snacks awww yiss...
  20. The real problem is avatars were changed fluff wise after book three. If you read book three, avatar states were in response to a leveling of power across the masters. When a master avatared (in game) they gained the attributes for the rest of the game. Similarly, in the fluff, masters would always stay in their avatar state. Perdita is constantly in communication with her mount, mcmourning crafts a monstrous beast, and zoraida achieves a state of youth. Spoilers: Levi dies, like for real, becomes a spectral remnant of himself that he brings together in his horseman persona. Now, that is not so in m2e. The avatar states are very much like a super Saiyan transformation where they can flit between the forms. I think, from a gameplay perspective, this is very good, it doesn't lock you into one state or the other. Fluff wise, I feel it is backing away from the pre established canon. It's easier for some: Perdita and somer can hop off their mounts, kirai and mcmourning stay more or less the same. The problem arises when you consider Levi/Seamus. They have full blown body transformations. Take it as you will.
  21. Essentials? Never. It depends on strats, schemes, and opposition. If Ophelia is your crew leader then there are some considerations. She's ht 1, living, which means it is possible to devour her. If you're up against Ressers/Arcanists, then consider stilts as it's a solid defensive option for any ht 1 model. Dirty Cheater on Raph? He is now immortal. Dirty Cheater on Ophelia, she becomes a demon...an unholy demon of doom. Franc also likes Dirty Cheater I find. The young are some of my favorite models. Put or Reload Big Threatnin' Gun on Ophelia. Now the young are Sh 4 4/5/6 damage. To sum up... Don't bother purchasing Ophelia's guns, she can get them from her young uns. However, the (0) actions her upgrades give are insanely useful. Dirty Cheater is hands down one of the most useful abilities for Henchmen and Enforcers. Stilts is always a consideration if you play defensively as is the upgrade that grants Stubborn.
  22. I haven't used him in a long time because of all the other models that need testing. However, the last time I fell in love with him was in a Levi crew. I ran Levi as fast as he could waddle twelve inches down the board and used his (0) action to pop Killjoy right in the face of a displeased Zoraida who just happened to be in charge range. Flipped double moderate on a negative flip on my first of three attacks. If I had managed to hit her a few more times she might have been removed from the game turn 1. He paralyzed her next turn due to a Black Joker flip against his terrifying, which was so incredible. Killjoy bombs are a lot of fun.
  23. I like the old shogunate route. Back before Misaki became an Outcast master I was hoping she'd stay pure and the new master would be Outcast/Ten Thunders. I like the idea of a rogue shogun, able to hire/infiltrate mercenaries from the Outcast or Ten Thunders factions. The guy from Dead of Winter seems like a dead ringer for the new Ten Thunders Master Takeda the master swordsman and his crew: Doshi, Roshan, Hiro, and Po
  24. Check out the upgrades list in the gremlin arsenal box: http://wyrd-games.net/shop/Arsenal-Box-Gremlins-Wave-1.html It suggests that some major revisions have happened in her upgrades!
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