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Mxbedlam

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Everything posted by Mxbedlam

  1. I really wish that we had some sort of access to Staggered, it would make this crew sing so much more and turn stuffed and wong into a bigger threat.
  2. If anything I'm good for word play. New tricks! Put cups of coffee on one of these dudes. Place pit traps on either corner. Have them rush to the pit traps and just jitter around on them the rest of the game to have nearly unkillable outflank models.
  3. I'd use it to keep Reichart alive. at 5 or less HP with H2W and H2K, 2 or 3 HP is a big deal on keeping him alive. That being said, I'm not fond of using a master AP to do it
  4. So after some consideration here's some fun shenanigans you can pull off with test subjects: Traps make them injured which jumps their defense significantly. scamper means that if an enemy cheats they can bounce around in a pit trap and get to absurd Df. Hollerin' can push them into charges. Obeying an enemy model within 6 of them and cheating down can create a whole smorgasbord of charges thanks to Scamper. Trixie can spend a 5 to make one charge.
  5. Some observations from my 2 games so far. (Grain of salt as I'm still getting the hang of him). 1. This crew can get to support models real fast, and can get them real dead. Waifs? Better be in the back corner. Stolen? Probably dead turn 2. Basse and Reichart are tanky bastards. I think LLC is gonna be pretty common on them but they can wade in and keep some of the heat off your squishier minions. 3. Pathfinders and Traps are the serious MVPs in this keyword. I see this crew is a board control shooty list and that's what Pathfinders are best at. Putting traps in the way and shooting things dead. 4. Stoic Nod not being a bonus action sucks on my two big beaters. Might be worth bringing some outside healing.
  6. Off the top of my head BBB brings these tricks to a Z crew: Auto slow on anything Cursed. Triggered Stun on anything Cursed. Protected Bayou can drop onto the Voodoo Doll if its near by. any 9M in your hand is a free Calculate with a Bokor and a 7 for Z to do it, not to mention just how much tankier he is with a Bokor. Turning off triggers is so good and highly underused with Brin. Auto Take? No not really but he's a strong consideration
  7. Yan Lo is a really hard match up in general. GoB with 12 cups might tie him down pretty well. Or a Crier. Either can be somewhat tanky. Overall vs Yan you gotta disrupt their plan as fast as possible, something Somer isn't the best at just because in general the keyword isn't fast. Another thought would be to surprise him, and go out of keyword. Have somer summon Bayou just to give him some bayou bash support and bring roosters and Emissary to get to his crew early
  8. That's sort of my thought too. I've had survivors dropped on me by Mei and I hated it. That being said, I think Cooper might be a way to make it work. Possibly an Akaname for spare scrap. List could look somethig like: Mah, Lass, Cooper, Akaname, Sparks, Whiskey Golem, 2 Survivors. Akaname can drop scrap and have Cooper gain poison to summon whiskey gamin to run around and scheme as well.
  9. Played Basse vs Levi last night Wedge, Reckoning Basse (llc), Dette, Reichart (llc), Judge, 2 Austringers, and a Pathfinder. HIs crew: Levi, 2 waifs, Rusty, Ashes, 2 Prospectors, Stalker. Game ended 4-3 for Basse. Was one of the hardest games I've ever struggled to win.
  10. Mxbedlam

    Mah-chines!

    Who has run Mah with her construct sub theme? I keep looking at Survivors and Test Subjects and thinking they might show up on the board where they lack on paper. Who's run them and what would you bring with? Porkchop seems like a must have. Cooper could be a thing too. Whiskey Golem? Emissary? Pigapult with some stuffed piglets?
  11. Georgy is pretty necessary for pig eating grin as bayous just don't feel worth spending the card. I also have no problem sending GoB out on their own as they are gonna survive. . As far as Good Ol Boys in general, they are good but they are by no means necessary especially as they are a pretty expensive summon on their own. I only drop them in when there's a good scrap to be had and their inherent tankiness can win the day. OR when I feel cheeky and wanna have Sparks put Bombs in their belly.
  12. Ophelia doesn't need a big hand to do well. She is usually shooting at a stat 7 for her main gun and has flexibility in grabbing the upgrades she needs. On her own she can threaten a side of the board, especially if Zipp funnels them to her. Zipp is also a fun second master to bring with Mah who already has a good bit of movement and denial, he can run a flank, drop pianos and push people out of the way in order to force models towards bushwhackers and roosters. Plus, Zipp loves an elite crew so that he can have more pass markers to make pianos. (Also, Mah's leader ability can give him a few more to use)
  13. Without a doubt. You have to read the board and the opponent's deployment well. Last night the Lynch player put all of his models towards the top of the Wedge. Let me kill Huggy and the Illuminated in the first turn. By turn 2, Pale Rider had cleared out Lynch and the blasts had whittled everything in his crew down to 4 models none of which had full heath thanks to blasts and pot shots.
  14. Played my first Basse game last night and I find that he is so punishing to people who don't understand positioning well. My opponent played Lynch in wedge deploy and put most of his crew pretty far up the point of the zone. Letting me get Reichart and Basse in with focused shots to murder Huggy and his illuminated and put damage on most of the rest of his crew. The two of them with LLC were tanky enough to not care about the rest of his crew
  15. Correct. We realized that long after ward.
  16. Last game I played was Reckoning into Rasputina I brought Somer (Complex) 2 Skeeters Brin Lenny (Ghillie Suit) Emissary Banjonista Gluttony He had: Raspy, Wendigo, Miner, Golem, Blessed, Snow Storm and 1 or 2 Silent Ones I started with summoning 3 Bayou Gremlins. He tossed some pillars up and Lenny reacted by Tossing the Emissary through them. He moved Silent One up and dropped more pillars. Emissary charged the blessed, trampling a silent one and the blessed in the process. Flipped a Red Joker on damage on the blessed. Then steamrollered back to almost where he came from to kill the Blessed and trample the silent one again putting it to 2 wounds. Game went pretty badly for him from then on. He killed the emissary in turn 2 but not before it put a huge chunk of damage on Raspy and dropped a scrap marker he couldn't eat to heal. Gluttony kept knocking bayous into ice pillars for cards and removing pillars. Also kept slamming his miner into the markers it was laying down for Breakthrough. All in all, i was in control of the game from the get go
  17. Mah and Ophelia are the easiest to use right out of the box. Somer really wants all his summon options to run on all cylinders and those aren't available yet. Mah box + Roosters+ Gracie is a strong list right off the bat. Ophelia box + Sammy is strong too. I would start there and play around until you get comfortable with them before branching out too far. This game can suck you in with all the options and its best to hang on to a solid core for a bit before jumping off the deep end unless you like the challenge.
  18. Generally I start with: Somer Skeeters Georgy & Olaf Lenny Brin Cranky and then I fill in from there depending on scheme pool. Lenny and Georgy are flex points, I usually take them but they can be subbed in for Emissary or another fast beater like Whiskey Golem or Mancha. Turn 1: Its so hard to say, as I don't always do the same things. USUALLY I will summon 2 or 3 bayous on turn 1 and then try to get everyone in position to score turn 2. Positioning is hugely important with this crew. Make sure you have everyone you need in Somer and Lenny's auras. I do a lot of move once and focus if I don't need to get too far up the board.
  19. IC I usually bring in when I need it for the Ruthless most days. Saves a lot of cards in my hand on a big beater or master like Somer or Mah. Coffee goes on any minion who's got better things to do than walk. All Stars are: Warpigs, Criers, Bokor, Roosters. And of course my Brewie tech, where giving him Diversion plus his built in Slow just shuts down almost any model that isn't a master. Ghillie Suit is more specific, but on anyone with Toss or Ride with Me is fantastic.
  20. OK hi guys, time for me to get back onto the forums and tell you all about my new favorite crew! If you are into complex turns with a variety of options and no end to shenanigans that are bounce between busted and brilliant, this is the crew for you. So quick things that make this crew work how its supposed to, or at least how i play it. 1. Bayou Gremlins. They are meant to die. I repeat, they are meant to die. I will almost always summon 3 on turn 1 with Somer because they are effectively cards in the bank for future turns. 2. Pig Eating Grin. Nothing in the crew is more abusive than this ability. Summon 3 bayous into a beefy guy, use Make Me Proud to blow one up. It kills the other 2. Draw 3 cards, discard 3 cards. Georgy and Olaf Shoot that dude 3 times plus 2 damage from Make Me Proud. Very little lives through that, especially if you have Focus on G&O. 3. Obey Saturation. You have criers, Cranky and usually Brin who can all force Obeys for relatively little resources, especially as you should be drawing cards pretty regularly to fill your hand back up. Criers can force Bayous to interact or if you have the mask, make Brin Calculate again. Brin doesn't care about markers for Pull the Strings cause Bayous are gonna blow up any damn way. Cranky is less reliable but its there. 4. Mass focus. Sure G&O take 2 damage most of the time for this but you have a spit hog, you did summon a spit hog right? 5. Flexibility. This crew can turn on a dime thanks to the variety of models that Somer can churn out. Need movement: Banjo. Need control: crier. Need a tank: Good Ol Boy. Need disposable road blocks: Bayous. Weaknesses: 1. Somer wants to play midfield. You gotta play him cagey. Its ok though as usually there's so many bodies up the board they have to wade through the corpses of Bayous to get to him. 2. Blasts and Shockwaves. You really need to take 3-5 man groups with this crew where Somer and Lenny sort of make up the middle of a much larger fire team. Clumping everyone together is a good way to die quickly vs Sonnia or Raspy. Play smart and make your opponent have to choose where to apply pressure. 3. Specific cards. You gotta make sure you get the cards you need in hand. 7 SS is my minimum, Brin helps alleviate that some with Calculate and Reservoir. OoK models for this crew: Not many honestly, you really need to play a lot of Big Hat to get value. That being said, this is the only crew I auto take Brin. Calculate + Bayou Two card just gets absurd as you tear through your deck. Gluttony: You make so many corpses thanks to dead Bayous. Punish your opponent by pushing them into Corpses and taking damage. Emissary: This monster is just the best honestly. If you put a Ghillie suit on Lenny you can toss him up the board. Then he pushes 12. and suddenly he's threatening your opponent's support models. Rami: Sometimes you need models dead from very far away. Sammy: Just getting on this train, and haven't tried her too much yet but you can use ricochet triggers to give her fast and glowy plus draw MORE CARDS. Ranged injured is sweet for those Out of Activation attacks and turning enemy scheme markers into stuffed piglets that Somer can blow up from nearly anywhere on the board is real good. That's my quick run down of Somer. There's more, so much more to it but the bottom line is that his strengths are much greater than his weaknesses and in the hands of a player who can assess the board state mid game and make quick decisions to turn things around Big Hat is absolutely absurd.
  21. Here's some fun things to do. Use Lenny (With a ghillie suit) and Alphonse to toss the emissary around. Every model it moves over has to take the duel or take damage and it can push or charge itself back over models to the next pitcher and get tossed out again. Emissary never fails to impress
  22. So in that regard, Wong WANTS to shoot his own guys to make them fast and give them glowy. Somer summons with upgrades that make his bayous drunk. Mah still yells at people and her kids have reckless. Zipp still drops pianos. Ulix pigs still have mandatory triggers. Brewie is still both getting drunk and getting people drunk. Its still there in the context of the abilities. What isn't there is Dumb Luck. That mechanic is completely gone and rightly so as it was the most abusive thing in the faction, especially on models like Francois. Gremlins are still a wonky faction with small access to defensive techniques that hurt themselves and blow shit up, but the lost the more risk big win big mechanics from last edition that could often be gamed so that the risk didn't matter.
  23. I think the constant attention to Somer has helped him from being too excessive. A lot of his card draw potential is keyed back a bit and he can now be more toolbox summoner with a decent gun than the bayou spam card drawing killing machine he was early on. A good player is gonna capitalize on his strengths but the need to be close to Bayous for buffs now is probably going to be prohibitive to a certain degree.
  24. For Zipp I would recommend Mancha and Wrasslers vs literally anyone that relies on markers, they disrupt the plan so hard
  25. ^^^^^ This. Somer isnt the same. His best 2e comparison is pre uber Nicodem honestly. Brewie plays more like 2e McM. Zip plays about the same. Ulix is way more aggro. Mah is more movement shenanigans and versatility. Ophelia crew is mostly the same. Z is the same but that's ok cause she might as well be new considering how few people played Grem Z
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