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McSwervy

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Posts posted by McSwervy

  1. I think that if you don't know what to expect, Brewie can be really unpleasant (almost as unpleasant as the Vickies) but once you understand his mechanics he isn't all that difficult to play around. Also, Seamus should be one of the best crews to take against him what with Belles and Doxies allowing you to get out of the bubble and Seamus having an easy time of one-shotting Moon Shinobi.

     

    That's been my understanding too. If you have a crew that can generate a lot of pushes you should be in a decent spot. It doesn't help you from being at negative flips for everything, but it does kind of cancel out the drinking contest for certain models.

  2. I irritate the hell out of my opponents with my gremlins because almost everything has the Squeal trigger in some form or another.  Oh, Vik of Blood is charging Francois?  Enjoy the 1 hit you're going to get out of it.  I tend to never dump masks out of my hand, regardless of how low they are, for that reason.

  3. Yeah.... I haven't shut up about Brewmaster in like a month. I built the box Friday night, played a doubles game on Saturday. Sunday I offered to teach him Vassal since I couldn't make it to a store this week. So it wasn't exactly a surprise.

     

    Link to the map in question: http://wyrd-games.net/community/index.php?app=downloads&module=display&section=screenshot&record=518&id=58&full=1

  4. So in my game, we got to top of turn 3 because of a late start, we'll have to pick it back up again later, but here's a little update.

    He surprised me by bringing Yan Lo, wasn't expecting that.  Probably should have.  Here's his list: 
     

    Resurrectionists Crew - 50 - Scrap
     
    Yan Lo -- 7 Pool
    +Fortify The Spirit [1]
    +Reliquary [1]
     
    • Soul Porter [3]
    • Chiaki the Niece [6]
    +Transfusion [1]
    • Hans [9]
    • Izamu the Armor [10]
    +Unnerving Aura [1]
    • Necropunk [5]
    • Necropunk [5]
    • Nurse [5]
     
     
    He's got some pretty mean stuff in here.  Like Hans. Screw that guy.  Chiaki with Transfusion?  Yup.   And Izamu. Izamu is immune to Wp duels during his activation.  It's not been fun.  It has, but I'm having to think a lot more about the moves I'm making and the map is not helping at all.  Can't remember the name of it, but it's the one in the sewers with the water splitting up the map into quarters.  Sever terrain, it's nasty.  
     
    His list is very good against Brewie. Chiaki can remove conditions from Ancestors & move poison around, Izamu hits like a freight train & ignores the Drinking Contest and Hans is making it difficult to get in close.  

    Thus far, I have lost my Bayou Gremlin & Wesley ( :( ).  Some poor movement choices on my part, but it is what it is. Fingers has been clutch, though.  He hasn't flipped any squat markers himself but he's prevented Necropunks from doing it too on his side of the board.   I am however up 2-0 after scoring for Cursed Object and for the Squatter's Rights.  Wish me luck! 
    • Like 1

  5. Tiny I hope you don't mind me piggy-backing on your thread but I thought I'd contribute to the Brewmaster experience pool we've got going on here.  I'll be playing a game on Vassal with my buddy tonight and I got these assigned from the @MalifauxSchemes twitter:

    Strategy: Squatter's Rights
    Schemes: A Line in the Sand, Cursed Object, Breakthrough, Entourage, Bodyguard.
    Deployment: Corner

     

    I'm 99% sure my buddy is bringing Ressers.  He's been on a big McMourning kick lately which could make for a very interesting game.  As far as the stratagy goes, with Squatter's Rights I want to have a decent model count to be able to get a hand (or Fingers, hue hue hue) on as many of those squat markers as I can.  ALSO, CORPSALOT, DON'T READ THIS UNTIL AFTER OUR GAME.  Honor system, I'm trusting you even though you're a filthy Resser and I know you're probably going to read it anyway.   Anyway...

    A Line in the Sand: Definitely a possibility; going to be on the centerline quite a bit anyway and if my opponent takes it too, I'll have an even easier time of it with Fingers.

    Cursed Object: I'm going to assume that it's difficult to take Wk actions when you're stuck partying with the punky brewster. I'm definitely taking this.

    Breakthrough: Maybe. A lot of the action is going to take place near the center of the table and corner deployment gives a smaller area to place scheme markers in. 

     

    Entourage: Nope. Unless I'm having to constantly move forward into my enemy's side of the table (which I think is unlikely; with Breakthrough & Entourage in the pool any Wk actions my opponent takes are probably going to towards my side of the table). I'd rather use Brewie's AP on giving people poison & negative flips.

    Bodyguard: I rarely, if ever take this scheme; typically if your opponent wants a particular gremlin model to die, it's going to happen.  Squeal! while fantastic, can only do so much.

    With that out of the way, let's take a look at the list.  
     

    Gremlins Crew - 50 - Scrap
     
    The Brewmaster -- 5 Pool
    +Binge [1]
     
    • Apprentice Wesley [3]
    • Bayou Gremlin [3]
    • Fingers [10]
    • Moon Shinobi [6]
    • Moon Shinobi [6]
    • Performer [6]
    • Slop Hauler [5]
    • Trixiebelle [8]
    Gives me a healthy 9 activations to play with. It's no Som'er list, but I'll make it work.
     
    Brewmaster: Does he really need an introduction? He's going to be handing out poison, negative flips, and Binge like a madman. I don't like many of his other upgrades, but depending on the Strat/Schemes they could be situational.  I want to save the Soulstones for his cache, so no Dirty Cheater. That's all there really is to say here.
     
    Apprentice Wesley: Pretty solid totem.  I like to think of him as an upgrade for Brewie that gives an extra AP & the Brewmaster Insurance Policy.  He can use one of Brewie's Ca actions per activation. Have a high  :mask  in your hand? Don't use it with Brewie, save it to surprise Obey an enemy with Wp 3 who somehow escaped the party bubble. Give out some negative flips. He has Wk 6, so he just be able to just keep up with a fast Brewmaster running up the table. I don't want to let him get too close to the action, just close enough so if Brewie bites it he can step up to the plate.

    Fingers: I think he's pretty much an auto-include for this pool. Flip squat markers while engaged?  Absolutely. A 6" bubble of "No you may not hand out a Cursed Object"?  Hell yeah. At first I had this spot pegged for Burt with Dirty Cheater for the same reasons Tiny suggested, bunching up guys into Brewmaster's Drinking Contest. But then I looked at the Scheme Pool and I took the hit to my cache to bring in Mr. Fingers. As much as I want to bring out Brewie's full potential, I still want to play the game as I normally would, regardless of working with a new master. 

    Trixiebelle: 2 Henchman?  Swervy what are you thinking?  I will tell you. Once Brewie is in party mode, I want to be sure that I get the initiative, and this lady does just that, allowing you to cheat the initiative with Ill Omens.  She's also Reckless with a Wk of 5. The plan is to activate her before Brewmaster, go Reckless, walk twice and user her Gremlin Lure to bring Brewmaster up the table.  I want to get him in my opponents face as quickly as possible; mostly to just disrupt what I need to quickly but also to disrupt any Nico summoning.  But wait; there's more!  Trixie has a wonderful ability called Buy You a Drink that if used correctly (like on a model with low Wp that can't cheat up), it can add a ridiculous amount of poison all at once. That ability leads me to the next selections....  

    Performer: Another model Tiny and I seem to agree wholeheartedly on.  She's ridiculous.  You have Siren's Call, which is essentailly a lure & an expunge.  What's not to like? Can't figure out what to do with all that poison you dropped onto a model with Trixie?  Just use your Performer.  She also has the ability to hand out negative flips to Df & Wp with Seduction. To multiple models with the cost of just 1 scheme marker.  Ridiculous.

    Moon Shinobi: I've heard mixed reviews with these things, but with many Resser models having Hard to Wound, I'll take the built in positive flips from Drunken Gremlin Kung Fu.  If they either begin or end their activation near Brewie, I can have them use On the House to get Poison +1 for a free 5" push when it ticks down at the end of the turn.  Makes them sort of Nimble.  I'm taking 2.

    Slop Hauler: I think a lot of people just see these guys as just mobile gremlin healing stations.  They're so much more!  They have an 8" Cg range with a 2/3/3 :blast  damage track. They can Reckless. I also like that they have Bayou Two-Card because I can see myself not wanting to use a lot of the cards out of my hand with this crew. It's also maybe the best ability ever. Seriously, Bayou Two-Card wins (and maybe loses) games. Also they heal stuff.

    Bayou Gremlin: I want activations, and this is a cheap activation. Get that end of turn Cursed Object?  Get into the backfield and drop scheme markers?  Shoot one of my own guys?  The possibilities are endless. Also, Bayou Two-Card


    Wow this is the longest post I've ever made anywhere. I'll report back once I've played the game and can type it up.  I'll probably throw up a combined post in the Battle Reports section, too.
    • Like 3
  6. If he isn't, I don't know when you wouldn't want to take him.  He gives out Rams giving you auto thinkin' luck trigger, gives out pseudo-armor to Ht1 friendly models, and gives you a massive boost to movement so you don't use your ap on things like... not shooting. 

  7. Since I´m using just plastics, I don´t got the chance to use every model desired (here in Europe, we´re happy if we get our stuff eventually...), but what do you guys say about this list:

     

    Somer

    + Family Tree

    + Pig Feed

     

    2x Bayou Gremlin

     

    Burt Jebsen

    + Dirty Cheater

     

    Gracie

     

    2x Piglet

     

    Slop Hauler

     

    War Pig

     

    49pts./5 ss

     

    The idea is to summon 2 more Gremlins in the first round and then heal them with the slop hauler. After that, Somer and Burt push the pigs into action and the 4 gremlins run for schemes, while the slop hauler helps the damage dealers by targeting opponents Df.

     

    Ideas?

    I'd throw Saddle on Gracie to ferry Som'er around. It's hard to look at a list and say, "Yes this is a good list" without seeing Strats/Schemes.

  8. Sammy isn't out yet either, though.

     

    I have had great results from Magical, Glowy Francois.  He took down Izamu in one hit....  it was glorious.  

     

    Other than that, he works well with pretty much anything.  I bring his totem pretty often, just proxy using the Young Lacroix with the gun.  

     

  9. Looking at the Brewmaster sprue, I'm pleased with the way the models are laid out. Was convinced that the staff would be at least four different pieces. A lot fewer fiddly bits than I was expecting. Kudos to you guys for that!

     

    Definitely agree with you here.  Fingers is in 4 pieces!  4!  :') They're all so beautiful.  

  10. I find luck has much less to do with winning than in any other miniatures game.  Sure, once in a while the cards just aren't in your favor but that's what your Control Hand is for, to mitigate those instances.  If you have a band hand, stone for cards.  If you still have a bad hand than you know that most of your good cards are in your fate deck and you'll have a better chances in the duels. 

    Most games of Malifaux I've played have been decided on the skill of those playing.  I'm not saying that luck isn't involved at all, just that the game gives you ways to mitigate it. 

    Can I ask how many games you've played?  Because when I started I lost my first few games because I wasn't managing my resources properly; not knowing when to cheat, when to use soulstones, etc.  After playing more games I've become much better at being able to look at my starting hand and thinking, "Okay, I have these cards in these suites, what can I do with them".  It's also interesting because in many cases, depending on Strat/Schemes, trying to hit your opponent with an ability isn't necessarily the best option, just move and drop that scheme marker where you need it, or position the model better to do something next turn.

    I don't know, those are just my opinions. 

    • Like 5
  11. From the core rulebook, page 25:

     

    Reflip Initiative:

     

    A player may spend a Soulstone from the Crew's Soulstone pool to reflip initiative if she is unhappy with the result.

     

    Seems pretty straightforward to me, you see what you flip then spend a stone if you don't like it.

     

    On page 35 it goes more in depth under part 2 of the initiative phase Use Soulstones

     

    Beginning with the player who has the lowest value card each player may elect to reflip her car (or cards) y spending a Soulstone from her Soulstone Pool, even if one or more players flipped a Joker.

  12. One thing I was curious about was that it was stated a couple of times that Wp could be brought down by 4 with a little help from other models, does anyone know what he was referring to? Don't think it was touched upon later.

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