Jump to content

Four_N_Six

Members
  • Posts

    646
  • Joined

  • Last visited

Everything posted by Four_N_Six

  1. I have absolutely no problem using them with Wong still. Guaranteeing I hit my explosive pig that's engaged with at least 2 enemies (hopefully) is well worth it for the , , and pig damage. I've never been a fan of activation control play style anyways, so I could care less. Though I do understand the people hurting from it.
  2. If you're going for filth, Pandora is a pretty damn good start. She can be difficult to learn, but she was my first master and I never regretted it.
  3. I'd say it still applies. Looking out of the normal factions for those suits helps. First example that comes to mind is on Zipp in Gremlins. He needs a for his defensive trigger, which I'd consider a control aspect (same with all the squealing we like to do), and he also needs a on his Ml attack for the trigger, which is still a control trick.
  4. I don't have a slot in this fight, but if the story doesn't call for it either way, then does it matter? I'm all for equality and representation, but not if it's being done for the sake of just having a character in the game like that. If it serves the story, I'd love it. If it's thrown in on top just to add it in, then it's going to be obvious that it's being done on purpose. If that's the case, you might as well take the South Park approach and name the character Token. Which, I can only imagine, would be potentially more insulting.
  5. With Frame for Murder a thing, I'd say you can pick whatever the hell you want. In those situations, I'd rather feign a big beater going forward so it isn't obvious that it's my FfM target when I try to keep it alive through enforcer and minion attacks, but as soon as a henchman or master come at it, suddenly I don't have cards to cheat with. If I throw a sacrifice forward, I'm basically guaranteeing I'm only getting 2 points from it. I can sustain a big guy through enough attacks to let the 3 point kill come in. Other than that, I typically use it on Lilith
  6. The original meaning, that I take, is that "negated" is just the dictionary definition. So in that regards, it means cancel. So "can't be reduced or negated" means "you're taking the poison." It's different when it's used on a condition. In the first regard, it isn't being used as a keyword for the game or in reference to an ability. For the Arcane Emissary ability we're looking at, it gives a specific condition called "Negated," but then specifically defines afterwards what it means in this case. That's how I've always seen it, anyway.
  7. I'm going to throw another vote in for Zipp over Wong, though the two of them make up two of my favorite masters. With Zipp, you're getting the First Mate, who is a great scheme runner, and if you play him properly, also denies enemy schemes quite easily while making himself fairly survivable in return. The Iron Skeeters are a pretty good addition to an Ophelia crew. Just being able to pick up and drop off the dangerous Kin where you want them to be, while also potentially making sure they have 4 AP on their activation, is well worth the stones for their cost. The Sky Pirate upgrades they can take is just extra icing. I'm not sure how thematic pianos flying in an Ophelia crew are, but I'm sure she'd welcome any kind of offense that she can get.
  8. Considering the jerk that placed 1st, I'd say it was a long shot, but I definitely see your point.
  9. The idea is to use the smoke, move Zipp, then "Up We Go" your target into the smoke. It works, I just don't see many situations where it's useful to be honest. You're wasting 3 AP from your (fairly versatile and annoying) master to trap 1 model for 1 turn. The tradeoff doesn't seem incredibly beneficial other than very specific situations. Of course I could be missing the point entirely, which is definitely 100% plausible.
  10. I still have a ton of fun playing him, and ended up taking 2nd in a local tournament playing him exclusively. It takes some careful model choices for every scheme pool, but it's not impossible to make him great. Even if all you're doing with him is getting Swill onto a high priority target and sending the Whiskey Golem or Burt after them (or both, as I tend to do). That's a model that probably won't survive. I always use Drinking Contest because as a (0) with no cost, there's really no reason not to do it. But don't focus your game around it. Maybe in the future they'll make it easier to make that his "thing," but for now it's gotta be secondary. I prefer First Mate to Trixie in a lot of situations, and this is no different. His Croak is much better than her Lure in a situation where you want enemies near Brewmaster, since it's in any direction as opposed to directly toward or away from Trixie. Yes, you can't cheat fate, but worst case scenario your opponent gets 1 activation against Brewmaster. If you play him right, it won't matter. Every game I put 1 soulstone onto Brewmaster's card, and 1 card face down as soon as I get it (13 with one of his suits for his Df trigger, Red Joker if it comes up). So their 1 activation they might get some rounds turns into their big hitter just going away. Besides, an intelligent player wouldn't get first activation against Brewmaster and use it to try to kill him. There aren't exactly a ton of available models that could kill a master in one go. Getting that first activation, best bet is to haul ass the Hell out of dodge before you get trapped again. If you had other models, maybe ones that don't randomize into engagement, that's a different story. Brewmaster is one of my favorite masters, so I'm always advocating for his use in Gremlins due to his unique theme. It's doable if you want it to be.
  11. I can see doing it for certain situations, but most of the time I'm not sure it's a great benefit. Fun to try. First thing that comes to mind is copying Zipp's "Up We Go" to drop something away, so he's not engaged and can now use the big gun. But I agree with Adran and using once per turn actions. I just can't think of anything great off the top of my head to use it with.
  12. I don't recall the user but I've seen something on Youtube about it. I haven't heard this episode yet, but I'm assuming that it's referencing the diagram to place the markers and block a model in? If that's the case, you essentially place them in a triangle around Zipp. X Z X X
  13. I would say yes, since it says "target." I'd imagine if it went against normal rules, it would just say something like "take this action again against a model hit by the effect."
  14. I use him with Kirai or when I'm using Seamus with spirits. He's great if you have a spirit crew, and he seems pretty good when you have corpses that you don't need. I don't think he works well with Reva since she wants those bodies to stick around. I wouldn't put him at the top of the henchmen list, but I don't own a ton of Ressers, so he does the job for me when I need him.
  15. I agree on a boost to Brewmaster, he's my favorite gremlin, but automatically giving for being near him is way overkill. I can see something else. Like if you have Poison +3, you have to pass a Wp duel or gain slow. Something like that maybe? But still a stretch. What Brewmaster really needs to assist in his effectiveness is more models that can deliver poison effectively without making it the only thing they do, and/or a way to deliver poison at range. The main issue I have with him is getting him close to models without having the poison buffer to keep him safe.
  16. You could always use Wesley to give the Shinobi Swill. He can only get 1 per turn, but he's got a better chance of getting it onto a Shinobi than he does getting it onto a target that a monk is engaged with.
  17. I use both, typically. Gremlin's Luck makes sure I randomize into my own model on the first attack most of the time. That way, it can be a stuffed piglet, and I blow it off the board, and then get 3 attacks on whatever's left in range.
  18. My mistake. Then I have no idea where he got that thought from.
  19. I know it's a big investment from soulstones, but I tend to bring both First Mate and Fingers if there's a good amount of scheme running needed.
  20. I've also been using Do Over. Essentially, the way you want to play Wong (if your opponent is grouped up) is to hit your own models with Lightning Jump. You'll have the best chance of getting to severe damage, and that gives you your 5 and just ripping through enemy models. When things go right for Wong (ha), he can do the same damage to targets surrounding his main target with his attacks. 3 from the blast, 2 from the pulse. If you have the Emissary, then you'll do more damage to surrounding targets than your main target. Our models can take it with all the healing we get. I've been wanting to try using a Magical Whiskey Golem for this strategy, since it has a little more defensive ability and can easily heal itself. With Gremlin's Luck on Wong, you'll nearly guarantee you're hitting what you want to hit. With Do Over as well, that's a guarantee that your master gets 4 shots a turn if you want it.
  21. I haven't looked in the rulebook for it myself (just haven't had time to look), but a friend of mine recently told me that he's been playing reactivate wrong. The rulebook apparently says that reactivate models get to activate a second time during the turn, after all other models have activated. Just pointing that out so you don't assume you can get fast on a Stitched and then use it right away again before it gets killed.
  22. I don't like McTavish either, so most of the time my Glowy model is Burt. I use Gremlin's Luck on Wong, and it essentially guarantees he hits what he wants when shooting into engagements. I'm a huge fan of Sammy LaCroix for the other limited upgrade, and Jinx does wonders in a lot of situations. Merris is good in a Wong crew, because he can manipulate scheme markers to pretty good effect, and if you use her ability to stack the deck, you have some more control over hitting good damage from Wong, or making sure you hit what you want if you don't give him Gremlin's Luck. I typically bring Fingers or the First Mate for my scheme running needs, let my Magical model engage the dangerous enemy model, and let stuffed piglets try to engage groups of enemies. The main thing to remember is dodging mistakes that people make. The main thing I had to learn was worrying about hitting as many models as possible with his and damage. It was my main focus in a lot of early games with Wong, and it gave me quite a few losses. If you can hit a main target and then and/or into one other model, that's Wong doing his job. He doesn't have to hit 4 models a shot to be effective, and that's the first big hurdle I had to get over to start being effective with Wong.
  23. 1st Mate makes it into a lot of my crews, whether Zipp is in charge or not. Especially in GG2017 and how many scheme markers can be on the board.
  24. I like the idea of talking only about masters without the crew. Only issue is then you see masters that are considered on the better side, like Zoraida, and all of a sudden she's one of the weakest without a crew to buff and obey.
×
×
  • Create New...

Important Information