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Lawgnome

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  1. I've found that Brewie works best as a ranged debuffer when playing TT. The drinking bubble just isn't reliable enough without Trixie. You don't really need to focus on poison, since the debuff bubble is only 6". If you can get a single hangover off on a priority target, your other models (such as the sniper) will have a much easier time wiping them away.
  2. I actually asked the same thing in my own thread a few weeks back. The official answer is that the charge and the 2 attack actions each require a drinking contest wp test. Note that this only applies if they are trying to charge from within the 3" drinking contest bubble. If they are between 2.1" and 3" from Brewie, then they test to drink 3 times (assuming that the charge doesn't get drunk away). If they charge from greater than 3", then only the 2 actions will require drinking tests.
  3. I count using a 0 action as declaring it for the purposes of drinking contest. Otherwise, you could just keep using the 0 action until you eventually flipped high enough. That really neuters Brewie, especially if that 0 is a push.
  4. I play Lynch as TT, but I'll help answer what I can. He's one of my favorites. 1) I tend to play with Woke Up With a Hand and Rising Sun, but this is personal preference. I use Jakob as a mid range blaster and Huggy as an in-your-face bruiser. This playstyle works well with these two upgrades. Rising Sun keeps bringing Huggy back, so you can be cavalier with him. Woke Up With a Hand lets you be useful no matter when you activate. If you are judicious with card use, its a pretty easy 6-8 damage smack to the face (without any randomization). If you need to, you can activate early and get a decent hit in against something. Woke Up With a Hand gives you tactical variety when determining when to activate. For a third upgrade, it really just depends on what I feel like playing. Expert cheater is fun just for the mind games it allows. It is very unique and changes how the game is played. 52 pickup has its place. It has no cost and no resist, but it is short range and dependent upon getting aces. If you flip a bunch of aces on your opponents turn, it won't do anything, whereas Woke Up With a Hand can work no matter what you have in your hand. Plus, its longer range, so you don't have to be quite as close to the action. 2) See my above comment. A lot of models in the standard Lynch crew can pass out Brilliance. Not a lot of them can nuke a target into the ground with a single shot. Activate when you feel it is most useful. If your Beckoner is dead, you may need the Brilliance trigger. Most people find that he gets the most benefit out of activating last, but you need to activate him when it is most strategically viable. 3) He really can't recycle aces himself. Mulligan would be super broken otherwise. 3 Aces would turn the ability into (0) Draw 3 cards. This is the same reason that Sensei Yu puts cards back into the library, rather than discard. 4) I can't really help you there. As I said, I play TT. Rail workers are nice with him, as are TT Archers. 5) He's good at most strategies and schemes, really. He's not the one doing it, though. Think of him more like a support piece with cannon attached to it. He keeps people from cheating and gives you card advantage (and occasionally blasts someone in the face for 7). So it depends on what you bring for your crew. 6) Use a beckoner. No reason you can't lure yourself. Besides Squeal!, he really doesn't have any movement tricks of his own. If you want movement tricks, he is dependent on his crew. No jumping shenanigans like Mei Feng or lure shenanigans like Brewie, unfortunately. 7) I've never used him. Can't help you here. 8) It could be good. I just use TT archers or snipers, but again, TT player. Give it a try, see what you think. I tend to find that Lynch crews like being in close, so you may have a hard time shooting.
  5. I had my first game with TT brewmaster last night. I lost pretty terrifically vs. Rasputina, but it really was through bad plays on my part. I really like brewie, and look forward to trying out different things with him the next time I try. It was a 50 SS game. I had: - Brewie Binge Running Tab - Fingers Drinking problem - Apprentice Wesley - 2x moon shinobi - 2x illuminated - performer I played against - Raspy Whatever the push and ice pillar upgrades are and the shatter upgrade - Snowstorm the upgrade that stops activations when hit by melee attacks - Wendigo - 2x december acolytes - 3x silent ones We were playing turf war. I had plant evidence and cursed object, and he had assassinate and a line in the sand Mistakes that I made: I pushed too far, too quickly. I had everything set up for Fingers and the moon shinobi to be very mobile scheme runners. Instead, I activated the illuminated first and walked right up into easy december acolyte range. Scratch one illuminated from the top. I pushed brewie up way too far, not realizing that each of the silent ones is a mini raspy. I was used to mostly melee fighters, so it just didn't occur to me. By the end of turn one, Wesley was the new brewmaster, and I had lost both an illuminated and my performer. Decent tactical decisions: I was able to lock down Snowstorm indefinitely, but raspy was able to get away. I got a lot of movement out of the moon shinobi, and the ability to hit WP prevented a lot of the defensive tricks from her crew. During set up, I set both shinobi in range of fingers. His very first activation hit both of them with poison 3, so they were zipping all over the place. He also got a clutch 6 wd heal on Brewie, so I think that drinking problem was definitely worth it. For the future, I don't know that I am going to take binge. If he had a crow in hand, it was totally useless vs his crew (paralyze vs frozen heart). I didn't have a mask in hand, so I couldn't even use it to move Brewie around. And honestly, I got better use of my AP by handing out hangovers. Fingers and the moon shinobis get along great. I got a lot of pushes out of that initial poison hit from fingers, and it really let me get my shinobis anywhere that I wanted. Also, it is hilarious to see someone cheat out an ace on the defense flip. Shinobis mess everything up. When dealing with december acolytes, I need to remember to let them pull me to them. They are going to set up out of charge range of my stuff. If the are 12 from Brewie, give them a hangover. If they are 12 from an illuminated, let them pull it in. That sets me up for an easy charge later, rather than just giving them an easy target without the benefit of regenerate. Play defensively with Brewie. I don't need to start the party bubble immediately. Any hangovers I can generate at range will be far more useful for future attacks, rather than just pushing myself into harms way. ESPECIALLY against a heavy casting crew. They won't care if they accidentally randomize into their own guys, because they will just heal up due to the drinking contest anyway. I currently have some snipers on order, and will probably pick up a dawn serpent too. I'm not sure how often I will take Fingers, since 14 points (running tab + drinking problem) is such a massive part of your crew. He's great at what he does, but I might be able to get more use out of those points elsewhere. All that said, I still had a great time playing with him. It will definitely take more work to figure out the best way to run him, but he certainly is fun.
  6. Best as I can tell, you can win with any master, it is just a matter of making sure your crew can handle the schemes and strategies. When choosing your first master (or three), a good way to do it is to look for a few masters from one faction that you like the looks of. Read up on their particular play style and see if that looks fun. If you stay in one faction, at least to begin with, you will have more models that you can mix and match with. That said, if you choose ten thunders, you may be branching out quite a bit. Not bad, just something to be aware of. Welcome to Malifaux!
  7. I was able to find the answer to my first question, but what about the second? If you declare a charge when you are between 2 and 3 inches away from Brewie (i.e. out of his engagement range but within the drinking contest range) do you have to make 3 drinking contest flips or 2?
  8. I was looking at the Brewmaster and have a question regarding charging and his Drinking Contest: If a model charges Brewie from outside of his 3" drinking contest range, do they have to flip to see if they take a drink on each of their attacks once they are in the bubble? Similarly, if they declare a charge from within his 3" bubble (but outside of the 2" engagement range), do they only take a single drinking contest flip for the charge, or do they need to take 3 flips for the charge and the two attacks?
  9. We got to play another game today. I am excited to report that I lost by a spectacular 3-10. I couldn't be happier. We played a 40 ss game. I had Mei Feng, Kang, 2 rail workers, 2 metal gamin, and an illuminated. He had Ramos, Joss, brass arachnid, large arachnid, an electric creation, and a performer. The strategy was whichever one gives you points for having 2 guys around the center (the name escapes me), and I took bodyguard and a line in the sand. My friend took bodyguard and breakthrough. The only thing we did that was different from a normal game was playing with open hands so that advice could be more easily given. Turn one he pulled my illuminated into joss's charge range, leading to her death. My rail workers were dropping schemes everywhere, but my friend just kept destroying them with the performer and the large arachnid. He spent a large part of the game just getting spiders to gum up Mei. Didn't want to kill her, just distract her. It was a huge improvement. He was playing to his schemes, rather than just to kill stuff. By the end of the game I had 2 rail workers and a full health Mei, and he had roughly 14 activations. It was really impressive, and I am really happy to lose like this, because it means the learning game we played really sunk in.
  10. Use proxies and do a mirror match. There is no way to claim imbalance if you are both using the same schemes and the same crews. Plus, he might learn some new tricks for Lady J that will make him appreciate the master a little more.
  11. I had a similar issue. Here's a link to my thread if you want a bunch of other ideas to consider: The way that I found works well for teaching the game is this: - Low points (35 or so). This means that there are fewer models that he needs to learn at a time - Mirror match. Take the same models and the same schemes. This gives him twice the opportunity to see how his crew works - Unlimited soulstones. Learning how and when to use soulstones is an important part of the game. If he's not already comfortable with using them, this lets him try them out in every situation without worrying that he'll run out at a crucial time - Open hands. When he is trying to learn the game, you don't want any surprises. You are running the game on easy mode until he learns how to play. - Teaching attitude. Discuss every move you and he make. Explain why you made a move, and discuss the moves that he makes. You don't want him to feel that he can't do something because you will take advantage of it. Explain the consequences of a move a turn or two out so that there are no surprises. These things all helped me. The game is very well balanced, all things considered, but there are a lot of moving parts that take a while to learn.
  12. It always boggles my mind that a company (especially a company with GAMES in their corporate name) thinks that having less balance and loose rules makes a game better for casual players. I'm super casual. I actively play to have fun, and refuse to play with people that can't have a good time unless they are crushing their opponent. I haven't played in tournaments, and I may never do so. That said, I have never once looked at a set of loose rules and thought "oh, this looks really casual friendly". I just say "oh, this is a really crappy game. I think I'll stick with 8th edition WHFB (with some house rules. Purple Sun is not good game design) and Malifaux. Unless they release some sort of rules fix to tighten up the rules and get rid of some of the stupid stuff, I don't think I'll be playing AoS.
  13. Finally got a chance to play again using many of the ideas from this thread. Complete success! We did a combo of the low points, mirror match, and infinite soulstones ideas, as well as having the same schemes. It was a 35 point game with Ramos, Joss, a brass arachnid, an electric creation, a steam arachnid swarm, and a performer. The strategy was Recon, and we each took a line in the sand and outflank. Thanks to Joss, there were more scrap counters than we could possibly use. I wound up winning a close 7/6 victory, and he didn't get frustrated. It taught him to play to the schemes and strategy, rather than for killing people, and he learned how best to use lure models. Very successful, and very fun. Best of all, that means I'll get to play again
  14. The break into gremlins is going to happen after I get my hands on Brewmaster
  15. That is exactly the same boat I am in. Mei Feng seems like fun! Hmm...I'll need some arcanist stuff to make her better... Also, I want illuminated, so I better pick up Lynch.... I hear Lynch is really good with neverborn. Maybe I should get Pandora? And the cycle continues.
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