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Palooka

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Everything posted by Palooka

  1. Agreed. I love the way that you can correct joints with a bit of extra glue, etc.
  2. Cheers man. Always good to have more players - we're able to get about 40 to an event if we try at the moment, so a big growth period for now. AL.
  3. There's no clarity on whether is a part of the damage track or an 'effect' - as it IS a part of the damage track. But by the same token I can see the argument for and against it - I just want to know what the intent is.
  4. (as an aside, great to get clarity on the whole Black Blood Shaman thing)
  5. No clarity on the Pandora blast markers with self harm/loathing conundrum? I PM'd you, dang it!
  6. Hey mate,

    I'm a stockist in my local area - we've been without fate decks for over a month and it's starting to hurt our community - any idea when they'll be available? - al

    1. Nathan Caroland

      Nathan Caroland

      Three to five weeks.

    2. Palooka

      Palooka

      :( Okay. Is that including the time it takes to get here - or is that when you chaps will have them back in stock?

    3. Nathan Caroland

      Nathan Caroland

      When we have them. 

       

  7. Wong is lovely and easy to play, once you get used to all the many, many things he does. One thing I'd recommend if you want to get the best out of Francois is a Slop Hauler - stops him from killing himself with Dumb Luck. I'm glad you had fun with Ophelia. More games will really give you that experience to remember what everything does - just dive in and play! Al.
  8. I think a pretty pertinent point to mention is that Brewmaster is not the easiest crew to learn the game with, either. I looked at him on paper and thought he'd be easy - he wasn't. He work really well sometimes but he takes an awful lot of clever positioning to get the best out of him. Ophelia is probably the better option to use to learn the game with, out of the boxes you have. Al.
  9. Hey guys, Not a lot of photos got taken on account of the day being STUPIDLY BUSY. But a couple of kind folks took a few snaps on our FB event page: https://www.facebook.com/events/152841851734532/ Have a squiz. We're hosting another one in late Jan, so I hope to see you there. AL.
  10. SENSATIONAL. Now can we get a rough ETA so I can stop using the old metals?
  11. We have them in Australia. I suspect something is up with your LGS or their distributor.
  12. Couple of things I noticed here - I one hundred percent agree with the Ophelia box. It's a great buy. Secondly - I tend to run the Whiskey Golem as a super fast all purpose guy rather than a beater. He's decent at beating for sure - but he's also super decent when used as a scheme runner or a scalpel. But it's true, 10SS is a lot for what you pay for. Burt is a great box to buy for most crews. However - Slop Haulers are usually something I'd take in other crews. Healing is so accessible in the Brew crew that it seems a waste to pay more stones for more healing. Al.
  13. Moon Shinobi work well in any Gremlin crew, as they do a surprising amount of clean damage - because the -s becomes +s REALLY helps with damage flips. You'll get critical, and by that token, Critical Strike, rather often. Fingers is THE premiere Henchman for anything scheme related. He will work wonders in any Gremlin crew - he's a great target for Bodyguard as he's incredibly difficult to kill and heals super quick - he's ridiculously fast, he's great at locking down models with a hefty melee attack regarding disengaging strikes. Most of all, he can swap your opponents scheme markers for his own, and he's great at laying them himself. Hell, he can tie up two models while running schemes. He's just straight up amazing. Brewie and Wesley are specific to that particular crew, so they won't go in anything else. Funnily enough - most of the time I only use half of the Brewmaster box when playing with it, but I use the other half in other Gremlin crews. If you want a "one box fits all" approach you'd probably be better with something like the Wong box, or even Ophelia. But I hope that I've helped by talking about what you've already got. I don't have a lot of experience with the Ten Thunders but I have heaps of experience with the Gremlins stuff. I literally take Fingers in more than half my Gremlin crews, he'll never get old. I have to be clear - the Brewmaster is a tough "all purpose" master. He's got some great tricks but they're not always that easy to pull off. Al.
  14. Firstly - I think you're looking at the list wrong. The Brewmaster doesn't kill things - he makes them get very, very, very drunk. Typically in a Brewmaster list, there is a pile of people in the middle with the Brewmaster making them take ridiculous amounts of WP checks which continue to further poison them - so they're either cheating in really high cards to guarantee they can do anything, or just end up drinking more. I'm lucky to kill one model if I play Brewmaster - and I've come to realize it's the nature of the Master. I like this setup: Brewmaster with a Lucky Effigy. The Lucky Effigy does two things - one, he reflects any attacks off the Brewmaster with another WP check (they need to pass a WP13 check to attack the Brewmaster - remembering that the Poison value is reducing their willpower here) - and secondly, any rams you flip (at all) while using the Brewmaster will make him heal a wound. Well worth it, as he's got a dirty great target on his head. Merris LaCroix - makes you immune to blast and pulses within her range, allows you to fiddle with your deck, and she's cheap, fast, can go reckless (take a wound to gain an AP) and has flight. Not to mention she's ace at running schemes - so she protects the Brewmaster and all his friends from indirect attacks and can bounce around running schemes when the vast majority of the enemy crew is locked down by Brewmaster. Whiskey Golem - now that you're not worried about killing things - we need something solid and fast to either spread poison or run schemes. The Whiskey Golem is terrifyingly fast, pretty solid, and sprays poison on things. So it's good at running schemes and does all the things the crew needs. I really highly recommend it. Not to mention that people target it pretty heavily, meaning that it's less heat that models like Apprentice Wesley and Brewie need to take. The setup I usually take is: Brewmaster with Binge (Binge is a great way of ripping the opponent's cards out of their hand so they fail On the House tests more easily) Apprentice Wesley (he can copy Binge when your opponent is running low on cards - meaning you can get them to throw away 4 cards a turn!) Lightning Bug (good Scheme Runner, as they can go reckless to have 3AP for the turn, then drop a scheme marker at the end of the turn - not to mention they can make models slow, muck with both your and their cards, heal models, damage models - they're amazing for 6 points. Plus they're pretty hardy for a gremlin. You can get them in a separate box but I'd highly recommend if you're looking to branch out with Gremlins to just buy the whole Wong box, you won't regret it) - if you are reluctant, I'd replace the bug with a Shinobi. Fingers with Drinking Problem (he adds more poison to people to begin with - great way to start off your Brewmaster bubble by splashing poison all over everything - and he can also heal up your dudes real quick. Finally, Drinking Problem allows you to drag people into the brewmaster bubble REALLY quickly) Moon Shinobi (I only take one - I find them speedy scheme runners that have a surprising punch - but they're too expensive to take multiples of - I might just not be using them right, but they seem a bit lacklustre despite the punch they carry) Merris Lacroix Whiskey Golem Lucky Effigy It might seem like a very elite crew for gremlins, and it is. But man is it effective. I think that you're spending a lot of unneeded soulstones on upgrades - the Dawn Serpent might seem like an ace way of killing things - and it is - but you're essentially paying the SS for Running Tab just to be able to squeeze it in, and it doesn't really synergize with the rest of the crew. And Hold Their Hair Back is something that the moment they're properly locked into the Brewmaster bubble and on Poison 3 - you are essentially releasing them for the cost of paralyzing them for a turn, as they then lose all their Poison and are back to full WP for taking the "On the House" tests. Finally- I know you don't want to hear it, but Trixibelle is so close to mandatory that it's not funny. She allows you to guarantee getting the initiative, meaning you can activate the Brewmaster first, turn on Drinking Contest, and then zap the opponent with Binge to drag out their good cards. Just because you don't use the rest of that box straight away doesn't mean you won't eventually. Also, Performers are an excellent addition if you're really desperate to kill things, as they're a merc that can be taken by any faction that allows you to damage someone for their full poison condition - likely some heavy damage when they've had a few too many. Hope that's helpful, Allan.
  15. Sorry, I meant Roll the Dice. You can't use it to generate dice more than once a turn.
  16. Game of Chance with Stitched (I run 2 starting, occasionally summon more), Widow Weaver lets me draw a card each time an opponent fails any horror duels around her and I can usually get 1 or 2 Horror Duels on her own activation alone, along with wings of Darkness upgrade on Dreamer. You can only use Game of Chance once per turn, can't you? And I applaud you if you're managing to get people to fail horror checks, it never seems to happen when I play.
  17. How are you refilling your hand with cards? I noticed that was one of your gripes - and to my knowledge the only way to refill your hand with those models is the Roll the Dice on the Stitched.
  18. Hey guys, GETTING TO FAUX YOU is a 50ss event day - open to beginners and veterans. A three game single day event with a heavy focus on fun games and getting to better know your Malifaux. Veterans will be paired off against beginners in the first round to help with their round - with a focus on help and fun - as such, prizes will be awarded more for best sportsmanship, most fun had, best painted and silliest happenings. Event is on the 5th of December at The House of War in Ringwood - the biggest gaming venue in Australia! For more information, please read the following player's pack:https://www.dropbox.com/s/bpgm87dy3iorif7/Gettin%20to%20Faux%20You.pdf?dl=0Everyone who buys their ticket BEFORE the event goes in the running to win a Limited Edition Nightmare Whiskey Golem! - AL
  19. Demos are once again running on Fridays this month - also I'll be popping up the details for "Getting to Faux You", our one day Malifaux event on the 5th of December, shortly! Al.
  20. Yep - that's what I assumed - I misread one word in the OP and thought everyone was saying that Zoriada was the controller (the OP said "am I wrong" and everyone said yes - I thought the OP had asked if it was right - thus my confusion. Thanks 18 hour day! ) Al.
  21. So to be clear - in the example of the Rat King, the acting model is the Rat King, not the Obey - as an Obey forces a model to take a (1) AP action, right?
  22. Can you clarify what you're getting at here? Fair - that was as clear as mud - what I'm trying to say is I got the impression that from the response that the acting model isn't clearly defined in this scenario - ie; is the acting model the one performing the action or the model controlling the Obey with regards to the summon? I would assume that if you controlled a Rat King to burst into a catcher and a rat that the person controlling the Rat King would still control the end result of this sac. Al.
  23. OH right I thought you were trying to justify the inverse - that's fine.
  24. I daresay when your interpretation of a rule depends on creative reading of it due to a lack of clarity - it's often the case that it's not accurate. If you can point me to an FAQ stating something of this nature I'll take your side here.
  25. How does the acting model change in this situation to make it so they belong to anyone other than the acting model's crew?
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