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bandages

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Everything posted by bandages

  1. Depends on what limited upgrade you're giving him. The common consensus seems to be that 'Ooo Glowy' is still the most powerful (Giving your Magical models; Regen +1 and +1 DMG) With that in mind you'll have to think who you'd like to give the Magical condition to. In the past the usual suspects have been popular; McTavish, Burt, Frank, Gracie, Mancha, ect. If you're going with one, or two, of the Magical buffers (Sparkly Lights being the other - Ignores disengaging strikes and can interact whilst engaged) Then I would strongly advise at least one or two Swinecursed. They, as well as you're Ooo Glowy target, benefit from the buffs making them Reckless, ML6, 3/4/6 with a 10" charge and regen +1. I am considering the following; Bringing Sammy, Giving her the 'Sparkly Lights' upgrade, Wong takes 'Ooo Glowy', and making the (now 9ss) Whiskey Golum the Magical target. Nimble, 4/5/7 dmg, with a heal. It means 3 models can be decent beaters or scheme runners (if you bring two swine cursed). This also allows Wong the freedom to be a bit 'scheme-ier' Personally, in 2018, I sort of feel like the days of running a few Bayous into a corner then dropping scheme markers is dead and you need models that have reliable survivability and damage. Just my 2 Cents.
  2. Hello, just wanted to check with the hive mind if we played a situation correctly in my last game. I was playing Ulix vs Collodi, near the end of turn one, Ulix had managed to summon a War Pig obviously into base contact. My opponent then managed to get Colllodi in to position to hit the War Pig with ‘Pull the strings’ and got the ‘My Bidding’ trigger off, allowing him to take immediately take a 1 action. As the War Pig has the 1AP charge, he announced that. We had a quick check in the rules book and it seems that, a) they don’t engage each other (pg 48, 2nd paragraph) as they still consider each other friendly (pg 23 Black box) he could charge even though he was base to base (The charge action states that a charge cannot be taken if the charging model is engaged, pg 39, but they’re technically not engaged?) Did we play this right? I can see no reason that you can’t declare a charge action even when you’re in base to base in this specific scenario? Thanks in advance
  3. I've been sadly waiting for the Burt/Frank point increase, so it's not a surprise, and they are probably 8 ss models. But, I am disappointed with McTavish, from a Gremlin perspective, I really didn't think it was required. In regard to the 'beater' buffs, I just don't think they have balanced our options. Mancha at 9 is still not better than Frank with slits or Burt with DC. The Gollum, needed to have his Iron-Bound in built and a better Melee. It has probably made Taxidermists the go to option at 7ss, which is a good thing. On the positive side, in my humble opinion, Raph at 6ss is a bargain, especially with DC, he is a real threat and has the potential for some really skewed damage. Survivors are a more reliable scheme runner at 4ss. And I'll probably try the Bushwhackers at 5, but i feel they would have been much better at 6, with Mah's card cycling ability on 'Get off my land'. My 2 Cents!
  4. Said this on the Facebook post, but those cards are really stunning. Very minimalist, Bang and Olufsen, reminds me of the cover art to Joy Division's Unknown Pleasures.
  5. Super easy, just some 75/25 Acrylic paint to water, and stir gradually adding the saw dust incrementally. A bit of progress on the board and the terrain to support.
  6. Thanks! The board itself probably only took an hour to fabricate, including the cutting, sanding and application of the hinges. Each subsequent stage probably took anywhere between half an hour to an hour; cutting and forming the cork for the terrain, polyfilla-ing the transitions, adding the sand and gluing the wooden walkways. The drying times have been a bit of a killer in terms of getting onto the next stage each day. The most time consuming part was the cutting and carving of each individual lollipop stick for the walkway which was probably 2 hours of work, then painting and detailing each stick was probably three! Overall I've spent about 10 hours on it so far with maybe 4-5 more to do on finishing the details. Some homemade flock. Dirt cheap and easy to make as long as you have a timber merchant (or most hardware places) so that you can get the saw dust) Anyway, some flock has been added. I'm not delighted with the results. It now feels more like marshland rather than lush Bayou or muddy swamp. Im hoping the addition of swamp tufts, reeds and Bayou themed terrain will bring ti back to my original design, but we'll have to see!
  7. Does this count as necroing a thread? surely not... Anyway, been a while since I've updated this blog, mainly as my new LWGS doesn't have a very heavy Malifaux presence. Subsequently I've spent the last few months scratch building Grot tanks and converting a 40K Grot army! Anyway, this is meant to be a Malifaux blog! I've recently discovered a new WGS, a bit further out from where I live, but alot of Malifaux events and seemingly a strong community. With that in mind I am able to start on a project I've been planning for ages, a Bayou/Swamp board. # Flocking, foliage and water effects up next.
  8. Thank you! Unfortunately my new job doesn't have a laser cutter (boo, hiss) so there won't be any terrain for a while.. Anyway, Trixie all but finished, just needs some water effects on the base. Dispite her 'prominent' features he's actually a relatively small model, when in comparison to say the female young Lacroix.
  9. Been a while since I last updated this, but we moved country! Anyway, Mancha Roja ready to win the Royal Rumble
  10. Thank you all for your responses! Cheers they're just simple coffee stirrers, cut in half then filed a bit on the edges. The nail heads are lengths of thinly rolled up green stuff then thinly sliced. Here are a few more finished models: Lightning bugs are amazing moels but an absolute nightmare to paint and even more terrifying to store...
  11. Math has given a superb overview of where to start. In terms of play style, I’d say that you really need to consider Zoraida’s upgrades when deciding on a crew. In my experience she is the VP scorer, be that via Animal shape movement shenanigans or Tarot reading’s Scheme marks shenanigans , and subsequently you can afford to tailor you list to; killing things or denying your opponent’s VP. Some potential tips: - Don’t be afraid to Obey your own models to focus (Obviously before they activate). The more I play the more I see the value of plus and straight damage flips. Being able to cheat in those 6-10’s for moderate damage really makes a difference for some models. This is even more prominent when Playing Gremlins, as you have many models that can go reckless; Focus, attack, focus, and then Zoraida can use their focused attack with the Obey. - Use Bewitch. On a master, every turn, if you can. The potential of having 12 cards in your hand for those focused attacks to get maximum usage cannot be under estimated. - I’m awful at using this one, and it is situational, but Repulsive can be a game winner on its own. Not many models will easily pass the TN 17WP duel. - Proxy some Rooster Riders. Wow, I’m actually getting exciting about playing Zoraida again!
  12. I just printed this off and stuck it the photo frame where my wedding picture used to be...
  13. There is a distinct lack of decent youtube based Malifaux Videos, so this is a welcome addition. Clear, concise Batrep with user friendly diagrams. Subbed. Keep it up!
  14. In my opinion this is very simple. The most important word, in relation to this discussion, is 'Instead' on the Drinking Contest action. You tried to do a (0) action, you failed the Drinking Contest, you must take 'On the house' instead. The fact that On the house is a (1) action is irrelevant as it says you must take it instead.
  15. Thanks! The Moon Shinobi's are nearly done but in the mean time here's a Wesley.
  16. Wow, I was wrong twice on that one! apologies and thanks for making me read it correctly.
  17. I'd say yes. Page 38 of the big rule book; 'A model may take only one of these "free" actions per turn.' Drinking Contest says; 'which declare an Action must succeed on a TN12 WP duel or take the (1) on the house Action instead' You've declared the (0) action and thus 'spent' the free action. Otherwise, with models that have 2,3,4 (0) actions you could just keep attempting to cast those.
  18. Hello, If there are similar threads then I apologise in advance. There are many concise, informative threads about; ‘How to kill Master X’, or ‘How master Y can deal with Master Z’, or ‘What do you bring with this Master?’, but there seems to be a sever lack of how to target specific Masters (be that killing them, wasting their AP, nullifying their threat, etc.) Even the Pullmyfinger wiki is lacking in some instances of the ‘Playing against’ subheading. The Schemes and Stones Podcast does a good Job of addressing this in its Master reviews, but I thought that there is scope for that information to be in text format. The premise of this thread is for players to reveal the secrets of what works against their favourite master, how they can be ‘dealt’ with and how you would deal with your own master if faced with them across the table. The intention is to give quite generic information, which can hopefully be used and applied by each faction. I’ll try and keep it in a fairly easy to follow format; Stats, Defensive Triggers, Defensive abilities, Relevant upgrades, What this Master doesn’t want to see and Tips and Tricks. In a sense, almost the inverse of a Master guide. My Master of choice is currently: Gremlin Brewmaster. Stats With DF 5 WP 6, Brewmaster is pretty generic in his Statline. On first sight you’d think that targeting DF would be the best route but he has a reasonably powerful trigger if you fail the attack (and he gets the suits, stones or cheats it in. Thus actually targeting his WP if you can debuff him or give him a condition is the more effective way to go. Defensive Triggers/Abilities You’re Drunk go home, is a lovely defensive trigger which works when you fail an attack action and the Brewmaster has a Mask or a Tomb (not inbuilt). It allows him place you anywhere in your deployment zone. Nasty! However, with DF 5, it can be reliably negated with attacks of 7 and 6 in most instances if you really want the attack to go off. In my experience I’ve only been able get the trigger to work maybe once every two games. Another Round allows Brewmaster, and other models, to take a (1) 1/2/3 heal (and gain poison). Again, this is not an ability I have used that much as I want to try and get as many Swill conditions on my opponent as possible, but it is more effective with the ‘Drinking Problem’ upgrade. Offensively this means that you could have a Brewmaster with a few stacks of poison on himself, which would be ideal for an expunge, or a performers ‘Sip of Wine’ trigger. Relevant Upgrades As stated, ‘Drinking Problem’ doubles the effectiveness of the healing, however it’s only on Tri-chi models so again, I’ve seen few Gremlin Brewmaster crews take it, thus I wouldn’t imagine it that powerful. That coupled with the fact that Brewmaster wants to be activating first in most turns means that he might not be in a position to require the heal at the start of the turn. There are three generic upgrades I’d consider, but generally don’t take. ‘Liquid Bravery’ adds – flips to WP duels. If I was facing Brewmaster with this upgrade I’d have to go down the DF attack option. ‘Guardian Stone’ allows Brewmaster to stone to increase his WP and DF, but only for that duel. Potentially Powerful, but in my experience you’ll need those stones for extra cards and suits in the game. Finally ‘Stilts’. A few Brewmaster Players take this to increase the Aura height of the ‘Drinking contest’ from 2 to 3. It also allows you to abandon the upgrade to reduce a melee attack to 0 wounds. Very nice, If your opponent has this upgrade, it’s probably worth thinking about just range attacking Brewmaster (a common theme in how to play against him). What this Master doesn't want to see Condition Removal - Brewmaster can, in theory, be in the face of the model/s by turn one. He wants, by turn two, to have a few enemy models on poison and with Swill +1 or 2. Something that can remove those conditions (Stalkers), or not even attain them (Hamlin) in going to cause him a lot of problems and mean that his most effective game plan will be out of the window, and he could have lost a lot of AP in the process. Solid Ranged attacks - Something that can reliably target Brewmaster, especially if they ignore LOS, preferably at “12+ range will drain wounds if they have the cards. Tough models with Hard to Kill - The fact that they’re unlikely to be one-shotted means that once they activate, on one wound, they can simply take the ‘On the House action’ and heal back to gain the hard to Kill Models with Defensive Pushes or models which can Lure/Push - Pushing yourself out of the 3” Drinking contest Aura with a trigger is a godsend as it is not an action, and thus is not required to pass the drinking contest WP check. Other models with Ill Omens - Not going first means that Brewmaster really is vulnerable without the Drinking Contest Aura and/or those close models on Swill. Tips and Tricks These are anecdotal finding but seem to have worked well against me in the past. Kill Wesley – at DF 4 and 4 wounds he can be one shotted by a lot of minions and snipers. Take him out asap as his ‘There must always be one’ ability in essence gives Brewmaster 24 wounds. Bring Blasts and lots of them – Brewmaster himself, aside from upgrades, has no damage spread attacks and subsequently will want to be in a Drinking contest with a few enemy models but also some models of his own to attack the Swilled models. This means that there is a high chance that you’ll have 2-3 Gremlin models within a 6” diameter. Hit him, or sacrifice your own cheap models, to get as many blasts going as possible. I once lost Trixie, Burt, Brewmaster and Wesley to a Red jokered Sonnia Criid Flameburst. Feed him Chaff – Brewmaster wants to be taking out models with Swill and the Drinking Contest, but he wants those models to be worth his AP. If you can get some low cost, Hard to shift/kill/wound/armoured models surrounding him, near his own deployment zone, he won’t be able to utilise the drinking contest to its full potential and your beat sticks can go around killing those pesky Gremlins with ease! Stick a HT3 50mm base model in front of him to block the Drinking contest and intoxication Aura. Yes, they might be an expensive model, but it might also save you your Masters AP and 10-15 stones worth of other models’ AP too. Hoping this helps and that others can post their own tactical advise about how they’d tackle their own Master!
  19. Tiny, if it is OK with you?, I'd like to also post my Brewmaster findings here as I go through the games and understand his nuances. So I had two games with Brewie this week, both against the same opponent and subsequently the same master: Sonnia. Needless to say I was worried about her blasts,especially around the Drinking Contest area. I planned to play one game with a very thematic crew; 2 Shinobi, Golem, Wesley, Trixie, etc. and really try to build up the Drinking contest at every opportunity to see how well it would fair. In the second game I planned to take only Wesley and then base the crew around having one or two models at +2 Swill, then bringing a ranged crew to put as much hurt as I could. Game one was Turf War. I took Body Guard on the Golem (knowing it was not a wise move! just wanted to see how he'd fare) and Muder Protege on Samael. Initially the Drinking contest worked reasonably well in the turf war bubble, locking down a Stalker and Fransicso, but Sonnia simply focused and was able to get off some pain against the cluster of my models in the middle. However, on turn four, My opponent flipped a 13 on initiative, which I didn't have in hand to ill omens, and all hell broke loose. Sonnia, using ancient runes, was able to +flip her flameburst attack and with nothing decent in my hand, she got a straight flip for damage which she then cheated in a Red Joker, Killing Trixie, Brewie (Even though stoned for the damage reduction but only flipped 1!), wesley and Francios! the fact those three blast markers can be placed 2" away was very nasty. Luckily I'd managed to push out a stalker from Turf war, Trixie's Lure, so I was on for full points on Turf war and the Golem was on for 3 points for Bodyguard. By the end of turn five, going defensive with the Golem and popping the Ironbound condition (+2 def) meant that I was still above 1/2 wounds on him and on for 3 points I 'd hidden a Bayou gremlin behind some hight 3 wall, I was winning 7-6, but my opponent flipped a 12 and the game went to turn 6, Golem got hammerd, ending in a 6-7 loss. Lessons Learned: 1)The Golem is now way near as bad as he is made out to be, his melee is respectable and with the Ironbound condition, defensive trigger and armour +1 he can do a decent job of surviving a few attacks. However, in my opinion he is a target, and that +2 def is a must. Yeah, you could get wesley or Brewie to Obey him to do it but that's a waste of a potential hangover cast as far as I am concerned. Which means than If you need him alive for a turn or more, you have a 1AP model (He has nimble, but you want him in the thick of it right?) 2) The Drinking Contest is brilliant but, very conditional. I wouldn't advise at all that you build your offence around it, if there is a potential for it to happen and you have the cards fine otherwise, you're much better off handing out Swill 3 times. 3) Wesley dies. I listened to the very informative Schemes and stones Podcast by Mike Brandt on the Brewmaster and he stated that a good Brewmaster player knows how to hide Wesley, well i am clearly still not getting it as he is the number 1 target for my opponents. The fact that he has to stay within 6" makes it seem like you should be able to hide him behind some terrain, but really to get the most out of him you need to be benefiting from the Tipsy Aura (3") and the ability to cast magical extension on a target, which means he'll most likely be within 2-3" of Brewie. Something I need to figure out. Game two was Reckoning, I took Frame on Francois and announced Protect, which he also announced, Bodyguard was in the pool and I think he took line in the sand. The intention with this game was really to see how much debuffing Brewie could put out on two models per turn, and subsequently if I could kill them and how well a predominately ranged crew would work. I brought; Lenny, Shinobi, Wesley, Francois, Raphael, and Burt and had 6 stones remaining mainly for drawing more cards, No upgrades. This game was a bit of a whitewash. Lenny tossed up Raph and Francois 8 1/2 inches, Trixie then double walked and Lured Lenny to form a potent gunline in the middle and gaining all those rams. Francois let off a few reckless shots wounding a few different models then Nino Fired back at Francois, and he lost a few wounds, then Sonnia, seeing that Francois was wp7 for ancient runes burnt stones and high cards to 2 shot Francios, I even burnt a stone to give the impression I wanted him alive, by then end of turn one had all three points for frame. Brewie then double Hang Over-ed Sonnia, Raph went reckless and ended up putting a total of 20 wounds into Sonnia, he killed himself in the process, but it was well worth it and as it was on turn one, so he didn't get the points for reckoning. From then on Burt with Lennys Aura and a Moon Shinobi with +2 Swill and Trixie wiped out most of his crew, and on turn 4, with just Samael left, he retired from the game. Lessons Learned: 1) +1 Swill is good, but +2 is truly amazing. Against Sonnia, her flipping 3 def cards, was allowing me straight damage flips each time. I would say that from now on I will try and x2 Hangover on my number one target and Hangover & One for the road another. If I get the opportunity, and the stars align, i'll try drinking contest, but It just feels like there is less orchestration required with the ranged Swill approach. 2) Use Wesley to pop Swill on the Shinobi, Yeah you need an 8, but It's more reliable than trying to swill an opponent. Don't be snobby about a 7" Tiny Green fists of fury charge, attacking on positives, with the potential of cheating down to equal you opponent's def score for double negative flips to be double positive on damage. I found, when charging, it to be a very consistent 6 overall damage. And, during your first turn with the Shinobi, Seriously think about taking the on the house action, it'll give you 2 poison, but in essence it'll be a 5" push at the end of turn one and two, which might allow you to do some better things for charge avenues and LoS. 3) This is more of a Gremlin lesson than a Brewie one, but I think the real key is getting as many reckless models in a crew as possible. 3 AP with Raph, Burt, Francois and Trixie really makes a huge different, especially against swilled targets. Other anecdotal observations: 1) Trixie. When you can get the best out of her; Ill Omens, Slap with Lenny/Franc next to her, Turf war to Lure opponents out, she's great. But, there are times when; your opponent flips a 11+ for initiative and you need those high cards for handing out Swill, You have to use an AP to move into a decent position to get the most out of the gremlin Lure and Opponent Push, buying her Gun upgrade makes her 9 stones which is 3 Bayou Gremlins or a Francois with Stilts and Dirty Cheater, she just feels like when other enforcers/henchmen die she gets worse. Again anecdotal to my own games, but something I'll have to work on. 2) Binge. When I first saw it I thought it was one of the few overpowered Gremlin upgrades and an absolute must. However, It seems that, more than any other Gremlin master I've played (all of the plastic ones) Brewie needs all of his AP (for handing out Swill) for his crew to work effectively. In theory you might have a situation where you somehow get your opponent to throw away a Tomb for the Booz trigger (Looses all in built suits for the rest of the game) or a Crows for Paralysed, but in practice, you'll still be wanting to go first with Brewie, and subsequently you're opponent will probably have a full hand to choose an effect of thier choosing. Yes Wesley could use it but at CA4 it has the potential to be unreliable. 3) Brewie is so much fun. Even when you loose, his mechanics generally allow for a tactical game. Apologies for the the wall of text, this wasn't the intention, but hopefully it helped someone who might be thinking about taking up Brewmaster.
  20. Thank you for all of the comments! A quick update, the Golem is done, as is Brewie. He's a bit 'dark' for my liking, and I'm still not sure about the sign, but overall happy with the theme.
  21. This thread has been an excellent source of information, and I think a stick is in order! Anyway, yesterday I had my first game with Brewmaster. It was vs Guild McMourning in Turf War. We both took Power Ritual and Protect Territory. Initially I thought this would have been an ideal set up as it ties in so well with Drinking contest. Without going into too much detail I was on the receiving end of a bit of a pasting (10-3). Mainly due to poor play from myself; Bayou Gremlin Scheme runners got wiped off the board turn two, I focused too much on trying to lock down McMouring and Trixie and Francios were down to one wound (via some horrid Severe and Red Joker damage flips!). Anyway, going back to Brewie, I realised this; if you are going to try and be as effective with Drinking Contest as you possibly can be he needs all of his actions to; a) come off and allow his supportive models to benefit from it in terms to LOS, charging routes etc. This means that he alone is very card intensive. I would argue that, to make it AP efficient, within the drinking contest you’re probably hoping that during that turn you give at least 2 models Swill and Poison. This leads to a bit of a conundrum, as you must choose between using your high cards to get the Swill off (Hangover) so the Poison (Swig) will be easier to apply, or using your High cards to put Poison (Swig) on so that Swill (Hangover) has a higher chance of being applied. Either way, as you’re using you’re 0 action for Drinking Contest, you lose out on using ‘One for the Road’ That means that to get poison on two models you’ll need to use Swig, the problem with which is that it is against their df which is slightly counterproductive as you’ve spent all this AP trying to debuff your opponents wp. This also means that the excellent ‘Binge’ upgrade is potentially side-lined if you are going for this set up. The next issue I came across was Wesley. His ‘There must always be one’ ability is superb, but, he doesn’t do much else. He must be within 6” of Brewie, so that means that there will be some turns where he is just walking. Magical extension is an interesting one as, in theory, you’ll be using it against models with lowered wp. However, Hangover and Obey still have TN of 12/14Mask respectively, so you’ll still need 9’s and 10’s for them to go off. Binge works well, but again, only on models affected by the lowered wp. In my opinion you’re better saving a 9 card and popping ‘Swill’ on your Moon Shinobi in the hope that he has a charge lane to something juicy and guaranteeing you a series of + flips. Which then leads to play style. In my first game I played badly, it wasn’t Brewie. However, I did start to wonder if Drinking Contest was worth it at all. Perhaps it would be more effective to; Ranged Hangover – Brewie hands out x3 Swill. You bring a ranged crew; Francios, Bert, Raph, Rami, etc. and are almost always hitting and hopefully getting some decent damage. What this means is that you’re not dependent on you models being in melee range (as you don’t want to be shooting at Brewie) with the Swill target, which means you’re not too clumped for scheme markers and blast attacks. Also you have much more scope for using ‘Binge’ Shinobi Swill – You bring 3 Shinobi, and then Hangover each of them, giving them (Swill) + to all attacks because of Drunked Gremlin Kung-Fu, hoping that they can Charge/x2 Melee attack each time, this is efficient AP use as you’re nearly always going to be passing the Swill, rather than the risk of your opponent defending against your ‘Hangover’ cast. The other 25-30 stones can then be spent on models that don’t even have to interact that well with Brewie; Kin, a shed load of Bayou Gremlins, Rooster riders, etc. Anyway, this is far longer than I wanted it to be. As I have said this was my first game, so really these are just anecdotal musings. The other thing to say is that I really enjoyed the game, far more so than with Ophelia and Somer. I get the feeling that if you can get Brewie to ‘work’ you’ll have a lot of fun.
  22. I really like them, Gracie's basing is inspired! The only sight criticism I'd give is that the lime green rim on the bases distracts from the excellent paint job of the models.
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