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Mxbedlam

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Everything posted by Mxbedlam

  1. Gluttony and honestly just an almost absurdly easy Dig Graves.
  2. Mah. deploy way back. Put traps in front of juicy models to make butterfly jump hurt Nekima. Always use the shielded option on Mah. Plus Ill Omens to help counteract Ancient Pact. Use Mah and the bushwhacker's push triggers to make Matures and Nekima eat pit trap damage also focus shots to the face. Mah is a min 5 with a ram in hand and a stone.
  3. Gonna argue with you about their damage. Stat 7 2/4/5 on G&O with focus almost all the time (Thanks Cranky). 2/3b/3b with a 1/2/4 richocet or a 3/4b/4b on GoB with focus (btw it effects the Ricochet trigger) is a good amount of damage. Add in Somer's Gun and Lenny's pig tossing and the key word can pump out a lot more damage than expected. HOWEVER its not always consistent which is fine, because as you pointed out, there's a lot of shots going on.
  4. Worth noting this effects Wong's Up In Space as well. If you Black Joker the flip that marker is gone baby.
  5. Hoff is a tough nut to crack for sure, but the solution to Hoffman is always quantity of attacks over quality. Armor piercing isn't reliable enough. Hit him for 5 small attacks vs 1 big attack. 12 cups shuts down his bonus action pushes so brew can absolutely lock stuff down. Emissary can be fast enough to get in and take out his support and heal pieces in the back field and Brew generally has enough healing to deal with most of the scary stuff.
  6. Practice. 100% the more you play the more confident you become in your movements and options. Play fast, play hard. I have started timing my matches even outside of tournaments lately so I can play a game in the alotted time.
  7. Ulix is much much faster honestly and a lot less versatile. Take Ulix when you need fast models and want tons of scheme markers around. Take Somer when you want board control
  8. Its recorded. Just up to Craig to work through his backlog!
  9. So I have quite a few Brew games under my belt, and he's one of my favorite masters. Generally an akaname and a tanuki are easy top picks for my lists. Here's the Deal though, you don't need 3 poison on every model. you just need 3 poison on the models you want to lock down. So for instance, Brew can hit someone 1 time (2 poison), Lure someone in (2 poison), then bonus action with a low crow to splash poison on everyone around him (3 poison for both). Tanuki are really there for extra heals and focus. Its honestly flat out amazing. I find that most people end up getitng tied in with the big 2 inch engage models and don't have the chance to target the tanuki, making them decent Claim jump targets. Fingers is all about the denial. Your opponent simply can't do dig graves or detonate charges, or probably even harness the ley lines while fingers is near the scrum. Usually you are gonna have 2 or more models trapped in Brew's drunken web, so getting hte trigger on small favor means you can have one of those models hit another. He's not an auto take but when hte pool says scheme markers, he's golden Cooper is the crux of an engine. IF you bring her its generally to make the machine work. I bring her in a Robots list with Brewie that includes the porkchop and the emissary, which along with the Whiskey Golem means that she's support healing, shielding the main beaters of your crew. Combined with the fact that you only need 1 or 2 poison on her to get a gamin train started to do some schemes outside of your bubble. Gamin are amazing. flat out. Bring them early, liquor them up and suddenly they are poison bombs into the heart of your enemy, or they are using that poison to score outflank or search ruins while the rest of your party does their thing Popcorn is wierd. He looks like you want him in the bubble, but he is so excellent on his own pushing the strategy buttons and threatening scheme runners. He's deadly fast and has breath of fire, which means he has a long reach. Shinobi are NUTS when used properly. They benefit greatly from distracted, which they hand out, your opponent has to get to them to engage them which they can usually squeal or bonus action out of. If they need to get in the mix, they can hand out not 1, not 2, but 4 different conditions in a single activation. Most models don't deal well with being distracted, staggered, poisoned and stunned. Akaname are key models. bring 2. keep them safe. Sure they die easily but they are 4 points. Its ok. As long as they drop 2 turns of Scrap, Scheme, Move 4 inches they have almost scored you the second point of dig on their own. OR they have given you fuel to heal/sheild/summon. The key to keeping Akaname alive is that the rest of your crew needs to be too aggressive to be ignored. Brew himself: PUT COFFEE ON HIM. Seriously. WIth coffee he turns off all bonus actions and eats scheme markers for focus. Then his passive abilities make them slow, putting him back to nearly the oppressive levels he could get to in m2e. WIth all the crazy healing in the crew, Brew doesn't usually die unless some heavy range takes him down. Pairing him with Trixie means that you get twice the lures and dictate the fights where you want them to be and with whom you want to fight. Make your opponent afraid of his damage output too. Don't be afraid to pull a master in and Drop 20+ damage on them in a single activation. They should fear the brew You summed Whiskey up pretty well. He does the things, beats the faces and spews out more poison to buff and debuff. Go whiskey. Occasionally I like Complex on him for shenanigans OOK: Trixie, you nailed it. Emissary. He's a construct. Cooper buffs him. He has long threat range that a lot of brew crew doesn't. Eats markers. Gives you free cheat off the deck. Porkchop makes scraps for Cooper. Buffs your melee. Who cares if you take damage, you heal it all back. Good Ol' Boys. Tanky sons of bitches that have drunken strength. Sure its a stat 4 if they are on their own but 2 of them can stick together for some real heft.
  10. Which will be different for every player. Some people have unlocked Wong others havent
  11. I think Kin needs to be bumped up the ladder to Mid Tier, but for the most part I dislike this sort of ranking because its highly subjective. I know people who can win every game with Mah and yet I can barely scrape wins out with her. Conversely i have only lost like 2 games with Brewmaster so far and I've played him a lot. Player skill brings a huge amount of agency and for the most part the gap in keyword power is low enough that outside some pretty obvious answers its hard to really make a determination. Also keyword vs specific master is a thing too. As a keyword Swampfiend is kinda meh especially when you compare to Tricksy but Z is very strong.
  12. I think a write up might very well help others and you. Its interesting what you discover when you put it down on the page and think back on it with a better eye on what happened. 17th isn't last and those day 1 placings shifted hard on day 2 so don't beat yourself up too much. Plus this tourney is probably a pretty good representation of how masters is gonna look. Some of the best players in the game where there
  13. I have to concur about why would you kill the bayous in your deployment zone? They can get up the board and do more as road blocks or surprise schemers if your crier is in range. Cranky does best if he's sort of hanging in the cover aura of Lenny. Shouting orders is his best thing on his card by a wide margin, and he needs to be fairly close for that to happen
  14. Daw is gonna be a hard match up for Dashel in most cases. Jack put a huge amount of hand pressure on a list that already uses resources like no one's business.
  15. Why pay the extra Scrip if you don't get the BJ too... HEEEEYOOO
  16. I'd absolutely consider it at that point just for the bonus action and marker move.
  17. Good to know! Just got some real surprised reactions this morning so thought I'd make sure everyone is on the same page. It would really suck for a Nellie player to not know this and get irritated that its a "nerf" or for another player to feel cheated because they lost to it
  18. So because its come up in Guild FB chat and other places, its important to know that RAW, an opponent can choose to remove all markers in base contact instead of drop a marker when the Headlines trigger is declared or an interact is forced. Your opponent doesn't have to drop a marker just because they are forced to interact. I'm sure this might cause a lengthy discussion so keep it civil and hopefully won't devolve too quickly. It could probably use a FAQ for clarification purposes.
  19. I really like that idea for wraslers. Using Toss in the Mud on a charge is cool
  20. Bayou Errata: Give us full clarification on Shockwaves with Pigapult and Wong's Uncontrollable Magic. Plus clarification on Launch into Space as far as Marker orientation. Agree on Mah Focus, though if you do that, leave roosters alone. Shouting Orders needs to just be focus as a bonus action, no discard. Smugglers: we have enough stealth in faction. What they need is a good movement option, though I guess you can always put coffee on them. Man they are hard to fix without starting from the ground up. Unique action: I know a short cut: rg 6" stat 5 TN 12Mask: Target a friendly model. Place that model in base contact with a scheme marker within 6" of this model. I might be able to think of a little more later on but honestly Bayou is in a pretty darn good place right now
  21. Mxbedlam

    The One

    That's why I like Brew. He not only slows them down he shuts off most of their cute movement tricks and that damage over time stacks up
  22. Mxbedlam

    The One

    Who is your go to master for the Bayou? The one you feel comfortable playing into most or all pools based on playstyle and strength? Mine is undoubtedly Brewmaster. He offers just the right amounts of control and damage to let me dictate where and when fights happen. The only strategy I balk with him is Cursed Idols and that's mainly because I'm freaking awful at Cursed Idols.
  23. I will say that I very rarely get much chance to use Free Loot in an Infamous crew because my opponents are too saavy to take marker schemes, but that is a huge strength in that I can usually pin down what schemes they did take by process of elmination. As for Toss in the Mud, its a nice gimme. When you get the chance to use it (Like on a Fire Golem) its golden, but its not something you constantly try to set up
  24. you know...that's not a bad idea. Its a start at least
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