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PositronMike

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Everything posted by PositronMike

  1. You can score schemes turn one as long as they don't have a caveat like any turn after the first. Off the top if my head you can score set up, public demo, vendetta and dig their graves turn one. Can't remember any others at the moment.
  2. The summoner who causes the most issues for me is McMourning as he summons by killing your models. Therefore not only are you losing a model he is gaining one at the same time. Out side of McMourning the worst to play against is probably Ramos due to the lack of investment he requires to summon. He only needs a scrap marker, soul stone and a 1 AP action to get three models out a turn. Due to the low summoning cost he can then usually hire several big beatstick models to murder your crew with and the masses of spiders means he will have activation control as well.
  3. If you are wanting to do public demo and set up at the same time you can take Brewmaster and hire 3 tanukis and the pigapult. Out activate your opponent and then fling 3 tanukis in range of your set up target. Each tanuki activiates and even though it is paralysed it can still take a nap to drop a scheme marker as it is an ability not an action. So at the end of turn 1 you are 6 VP up.
  4. I prefer the chatty on Mortimer as you don't need to activate him to turn it on unlike Philip. However if he just doesn't work outside summoning crews then the chatty wont make me take him. I was thinking of using him with Reva and McMorning as they are the two masters that interest me the most. His ability to put poison at range is nice for the good doctor but I am not sure his corpse generation helps Reva as he is relatively static when creating them.
  5. I think to date the only models released before the book they were in are Aionus and the University of Transmortis models. Everything else has been released at the same time or after the book they are in.
  6. I am looking at starting Ressers however I want to stay away from the traditional Nico, Kirai, Molly summoning crews and play around with the other masters. Having looked through the books a model that is very intriguing is Mortimer mainly due to his chatty bubble and his ML7 attack. When playing against Ressers I have only seen Mortimer taken as part of a summoning engine and usually with Corpse Bloat and My Little Helper on him. So my question is does he do enough outside of these crews to warrant selection? If you do take him outside of a summoning crew what upgrades do you tend to put on him?
  7. Not played a huge amount of GG18 with Jack however my core Jack build hasn't changed massively. I always take all 3 curses and writhing torment on Jack. The Emissary, Sue and one Guilty also always make the list and a second Guilty quite often gets included. I like to go quite minion and enforcer heavy with Jack so Dead Outlaws and the Cross Roads 7 models are always in consideration. I think Jack can do all of the strats quite well mainly due to the extra movement he gives the crew and the opportunities for extra damage from curses. As I tend to build very much to strats and schemes it is easier for me to give a list for a specific situation but in general I tend to go for 8 model crews with Monty as the only henchman if I take one, I find I use most of my stones for cards and damage prevention on Jack so I don't really have any spare for henchmen to use so I like enforcers instead.
  8. I don't agree that he is too squishy, I don't think I ever lost Jack in a game when I was playing him as a beater. The issue now is due to how damage bonuses due to triggers works he does not hit as hard so can't fulfill the beater roll as well. I would say Jack is one of our best control masters and has the most movement tricks of any outcast master. I tend to use Jack as a crew support piece a lot more now and use his ranged attack to drop curses on models to disrupt them. I still like to take all 3 curses and Writhing Torment on Jack so then it comes down to the crew I am using as to which is the other upgrade I take.
  9. My Jack Daw lists have changed a fair bit recently however three models who always hit the table for me are the Emissary, Sue and a Guilty. The Guilty will make Sue tormented giving him extra movement from Jack to help position him. The Emissary will give Sue the regen token so he can regen the hurt damage. Apart from these it depends an awful lot on strats and schemes as well as what I feel like taking. Since the change to how bonus damage to triggers work I have not been using Jack as a beat stick and concentrating more on the control aspect as a result I quite often end up taking a couple of crossroads 7 models, usually Greed and Envy. Copying Greed's once per turn action with Jack is very nice and can also be fun to try with the Malifaux child although it is rather easy to dodge.
  10. Gracie, Old Major and Piglets are all good options to move Wong around for his (3) action. Of the 3 Old Major probably has the most flexibility due to his ability to move Wong close enough to him with a (0) so that he can be picked up by using saddle when Old Major walks. Old Major buffs the Swine Cursed when they charge in pig form and can actually make Wong work surprisingly well running mainly pigs.
  11. Brin helps in the games I have used him. He can be annoying due to his aura which means that people will then need to divert something to attack him that hits against DF. I am still playing around with him but I think he has a place against Neverborn and Ressers.
  12. I don't agree that Parker suffers from summoners. He is actually one of our best models at shouting them down thanks to his Hands in the Air action. Stick that on a summoned and you will ruin their day very quickly. I have done it to Sandeep very effectively. Sandeeps crew also has another very good target for the action in Banasuvra if he is not in combat as he will then be dropping cards just to be effective. The summoned it works least well on is Nico mainly due to his immense card draw however it can still be effective if you tag multiple models with the action.
  13. Juju is now interesting due to the cost decrease. He is now similar price to our other beaters and whilst he is slow we do have a couple of options for making him move out of his activation.
  14. Big Brain Brin is interesting mainly for his aura that means models who cause a friendly to fail a WP duel must pitch a card or take 1 damage. This can really mess up certain crews. I have had him cause a Pandora player to dump their entire hand after inflicting on a bunch of gremlins near him. He also upset Zoraida immensely, so far I am relatively happy dropping him into the crew if I am facing neverborn and the strat or schemes call for models to bunch up.
  15. Hamelin is actually really good in Ours as long as you pick the correct crew. You want to use the rat engine to out activate your opponent and then use Hamelin's AP to move models out of the quarter they want to be in with either Pipes or Obey. Your crew wants to mainly be big beaty models as you can use your summoned rat catchers and rat kings to scheme run. So a tough to kill crew that packs a punch that Hamelin can allow to out activate your opponent and move models around after their activation will work really well.
  16. What schemes and strats are being used for this? Just debating what faction I am going to be playing
  17. @Freman Not a fan of Franc as the glowy target unless you have a specific enemy model in mind you need him to kill asap that he will need the ignore armor or htk. I also don't rate On Yer Tip Toes for Wong, I would much rather go with Do Over or even just bank the extra soul stone. As you are taking Explosive solutions I would actually suggest swapping out Franc for the Emissary and make the Emissary glowy. They are both 10ss however when you get Wong placing blasts near the Emissary with the trigger from explosive solutions they are now 4 damage blasts from a moderate flip. Plus Glowy Emissary can be fun as he will be in damage 4 with 3.
  18. I think one of the biggest impacts on why some gremlin players are so despondent about the increase in cost of Burt and Franc is to do with the lack of high min damage attacks we have. Normally min damage 3 is something people tend to class a good beater model as having. If you go through gremlins and just look at models with a printed min damage value of three or higher ignoring triggers on a 1 ap attack this is the list I have found: Lenny, Whiskey Golem, Old Major, The Sow, Lucky Effigy, Lucky Emissary. That is 6 models across the faction and all bar the emissary are book 1 and 2 models. Other models can get higher than min damage 3 if they use triggers however the only 2 that have the trigger built in are Burt and Franc. So there are 8 models that can reliably hit min damage 3 or higher on a 1 AP attack, 3 have been cuddled, 1 has been buffed, 1 has an attack stat of 3 and one hardly sees play as it doesn't synergise very well with the rest of the faction. If you were to go to another faction and cuddle nearly 40% of their min damage 3 beaters you would probably see the same outcry. I think the errata has actually been good for Gremlins as it will hopefully change which models see play although in my experience so far GG18 is causing a much bigger shake up than the errata.
  19. Interesting read, I agree Fingers is amazing in GG18. I also think our competitive masters have been shaken up a bit as well Zoraida has been given a big boost as has Wong for me and Zipp is as amazing as always.
  20. Once again you pick a day I can't do. It's almost like you don't want me to play
  21. The best way I have found to score this so far is denial of interact actions. For this reason I would suggest Zipp and Fingers and you form a defensive position and lure the enemy in. Zipp can also go and fetch enemy models with Up We Go and retreat afterwards thanks to his mask trigger
  22. Fingers in that scheme pool will be pure gold. I would also suggest going with a fast crew so Iron Skeeter's towing ht 1 models will be useful. Out of yur 3 masters Brewie or Zipp would be my choices. Zipp is fast and can stop interacts so he would be my preference. However I would takeBrewie if going for punish the weak and take some killy henchmen. Brewie can the Swill the enemy model you want to kill that turn and he can also Obey your models into position to do the killing.
  23. Definitely. He was in my crew every game of the tournament. Chatty is amazing in GG18 and I saw it first is excellent. Scheme marker removal actions are also going to be very useful which is making me think Brewmaster using Kegger might become an interesting choice.
  24. Zipp also helps defend your markers, combined with Fingers you can almost guarantee that you will have a marker left on the table at the end of the turn.
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