Jump to content

Four_N_Six

Vote Enabled
  • Posts

    646
  • Joined

  • Last visited

Everything posted by Four_N_Six

  1. With Brewmaster I have Fingers with Wesley, Fingers gets Drinking "Problem." I've been wanting to throw First Mate in (I can't stand Trixiebelle). His push is much better for a Brewmaster crew than Trixie's since it's in any direction. Probably a lot easier to get models into the contest. I also tend to bring around the Whiskey Golem with his new upgrade. Keep him near Fingers and he heals a Hell of a lot thanks to Drinking "Problem." Other models tend to be cheaper to give me some activation control and help moving models around if I have the option. A performer works well once in a while, but I'm not great at spreading a ton of poison around (I focus too much on Brewmaster just giving stuff Hangover), so the performer doesn't tend to do a lot when it comes time to rip out that poison. I've tried the Akaname once, and plan to give them a better test once the box is available and I come back to gremlins. What other models do people tend to use to help spread that poison around? I'm typically only doing it with Fingers, Brewmaster, and sometimes Whiskey Golem. Gotta be someone else I'm missing to help get it stacked faster.
  2. I typically take two and leave Claw in my case. I like the model but I don't particularly like his attack or challenge compared to the other two. My ladies can get free attacks (good for taking out weaker models. Probably not great against Lady Justice), and really good scheme marker placement at range.
  3. Could be horrifying in certain cases (Lenny). I did my Widow Weaver normal skin tone and it's creepy enough to love.
  4. Didn't want to make a new thread for this, but the talk of all this errata stuff got me wondering about one of my favorite masters. So, assuming Wyrd wants to be nice and make Brewmaster competitive for us, what changes would he need while still keeping with his theme? I'm thinking of a Lucius style overhaul, but I don't really have many ideas on what to do that would keep his contest a focus while also making him useful in a lot of tournaments (I've tried a few times, never seems to work).
  5. I always put a lot of value into a Being able to stop your opponent from cheating fate is very useful a lot of the time. Toss Barbaros in so they have to pass that in order to hit the Poltergeist in the first place and he's just golden. Harder to kill than people give credit, if you put the work in for it.
  6. Her only upgrade that I use every time is her forest. Everything else is situational, and chances are I'm happier with FGF on her. She isn't the most tanky melee master, but she does have a whole lot of tricks to make up for it. That particular episode of S&S has the best advice I could have gotten with her, which is to ignore her sword for a while. The other tricks she can do are extremely useful in a lot of situations, so her sword should be considered secondary to everything else she does. That way when you add the sword back in, it's just icing on top of an extremely dangerous cake. Being able to root enemies is a good enough trick on its own, and the one I use most often. I will use Tangle Shadows to throw her around, but I don't use it on an opponent as often as I should. If you have the suit in hand, doing that is more effective than walking with her.
  7. This is how I was for a while, but when the excuse to get the rabbit came up I had to go for it. I agree about the investment, unfortunately. Maybe if it's a scheme heavy pool and I can have Merris in the crew to get the job done early it'll be worth it. Never tried Sow and Gracie, typically just one or the other. I prefer Gracie, as her damage is more consistent (especially if Old Major gives her the ram she needs for the turn) compared to the Sow. Once that thing starts taking damage (which, against a smart opponent, will be right away), it really falls off in usefulness.
  8. Ironsides (obviously), Soulstone Miners, Arcane Effigy, pair of Gunsmiths, two union miners, I think they were. I don't remember anything else, but that's only 40 stones, I think.
  9. I thought it might be better to post this here than making a new thread, since it's on the same sort of topic. Had a tournament this past weekend. Decided I wanted to play my precious greenskins one last time before I do Ressers for a little while this year (though the tournament just made it harder for me to switch. I do love these little bastards). First round I ran Mah Tucket against Ironsides. Every time I do extremely poorly against an opponent, I typically consider it to be due to my lack of understanding of opponent models. This wasn't much different. I'm familiar with Iron Sides, but nothing else in the crew was something I knew of. Ended up with a 4-8 loss in Headhunter. I took Frame for Murder on Old Cranky (which I scored full 3 on turn 1), and Recover Evidence. Primary reason for my loss here was having Fingers as my lynch pin model. He was blocking heads and evidence (opponent took it as well), while also picking them up for me while engaged. He became a high value target and I didn't have much of a back up plan (should have had the First Mate as well). Second round I lost hard, which was partially my mistake and partially my opponent's extremely dumb luck. Misaki (another crew I'm mostly unfamiliar with) against Zipp. This is the first time I've lost with Zipp, other than the first few games getting used to a new master and crew. His dumn luck was rocketing Misaki straight at the First Mate, who I was counting on for Stake a Claim, killing it turn 1. This was dumb luck, because he only targeted the Mate to get rid of the piano upgrade so he wouldn't have to worry about it. Problem was, the upgrade was on a skeeter. Sucks for me, lucky for him. Third round Zipp absolutely annihilated Rasputina. Corner deployment, Zipp got to her, dropped her into the back corner, and shot her with the gun all game to keep her at walk 1. She was essentially useless the entire game. This is the game where First Mate stood out the way he's supposed to. Ended up with armor 6 (opponent only had scheme marker schemes) and helped me get the new always scheme (name escapes me, but after this game I don't hate it as much as I did when I first read it). That game ended up 10-3, and I only actually killed 1 model the entire game. A good way to end the day after a couple of losses. My big issues are: 1) I tend to have a plan that hinges on one model. I don't have a back up a lot of the time, and boy does it screw me over 2) I tend to get a plan, and then abandon it before it's complete, which costs me games. Zipp had Misaki down to 1 wound in round 2, and then I was counting on Pere (a hiring mistake, don't ask) to finish her off, which he didn't do. So I almost had her killed to get my 3 points for it and then walked away before she was finished. Mistake. I'm used to them.
  10. I've never hired a War Pig (Rabbit), and I heard a lot of complaints that one of our fixer upgrades was for that model, since not many people would hire it to bother with the upgrade. I'm not amazing with Ulix, so I've never had more than one on the table at a time from summoning. That's probably also due to my primary opponent playing Outcasts this year, so it always gets shot to death before it can do anything. Not 100% clear on that bit. As for piglets, I typically get between 3 and 6 on the board, usually on the lower end. My thing was always getting my 3 out to help get the markers to summon the War Pig and then move onto other things. This is also why I tend to have Sammy summoning for Ulix. 1 less piglet a turn, but Ulix especially has better things to do with his AP than just summoning. I believe I'm in the minority on that, but having Sammy summon, maybe give the saddle to Old Major to drag her ass around, it allows her to be where she needs to for summoning, while also moving up the board with the crew. Then you have her always amazing Jynx ability for when it may become useful. Plus her (0) to summon some stuffed piglets as well, if your opponent has markers on the table.
  11. This is the great part of this game. I haven't used Lightning Bugs in forever, but I used to bring them a lot. Pretty much anything in this game can be made to work. Obviously there will be others that might be more of an uphill battle in terms of getting them to work as opposed to something else, but that doesn't mean it can't be done if a certain model fits your style and preference better than something else. Personally, I'll still take the First Mate in most of my lists, but Trixiebelle has fallen off. Haven't really used her since September when Zipp came in.
  12. Different play styles, I suppose. I can only think of a couple of instances where he's been killed before I want him to. He's one of my more resilient models. Add in the fact that the first game is headhunter, he can pick up heads while engaged, and stop my opponents from picking them up at all, and I have an MVP for that game. In between heads and evidence, he'll be healing the rest of my melee monsters. He'll probably become a high priority target very quickly, but he won't be going down. Especially with Cranky nearby giving him Df. Just another chance for loudest squeal without burning a soulstone.
  13. I run her very elite, and will be in the first round of a tournament this weekend. Mah, Whiskey Golem, and Burt Jebsen with Old Cranky nearby (gotta pass that attack from Burt to Cranky for Frame for Murder). The rest of my crew is about annoying my opponent and scoring points. Fingers will probably be around for the same reason.
  14. My campaign list started with Sybelle, 3 Belles, and Datsue Ba. That was more because I was just starting ressers, and that was all I had available other than some spirits at the time, but it has worked effectively. I'd probably avoid all 3 Belles in the future. Being able to disrupt your opponent's positioning can be a big deal, though. Especially in the early games with smaller crews.
  15. I agree that the second attack is allowed, but I don't see it summoning a Gaki. The model was dead before the attack was made, the attack isn't what killed it.
  16. I still vote on walking toward the Wisp. The Wisp's ability says the model must walk toward "the model that applied this condition." I understand the confusion, because the enemy gets it from Hem, etc. However, Hem says that when this model gains a condition, enemy model gains the same condition. So the Wisp is still the model applying the condition, it just transfers to the target through Hem.
  17. I'm interested in the survivors as a cheap minion that won't get blown away in one shot. Having the option of going ranged if necessary is a nice touch, as well. I've been wanting to try them in my Brewmaster kill list, but I haven't gotten around to trying the list at all yet. I think they'll do well with Brewmaster putting targets onto
  18. I just use the Young LaCroix as extra Bayou Gremlins, haven't had any complaints yet. I haven't needed more than 6 on the table at a time, but have other small gremlins to fall back on if it ever happens. Sammy is one of my favorite models. I use her in a lot of my crews, even when I don't need the extra master upgrade. Jinx being able to root enemies when they need to be somewhere (especially after Zipp tosses them away), or being able to remove defensive triggers? Have someone in range of Marcus or The Dreamer? No defensive trigger, and Dreamer is most definitely dead.
  19. When I run Lynch, Darkness has Addict, Lynch gives him Casting Expert for the 3 AP, I have 3 Illuminated usually, and I don't own Beckoners. My game really turned around as Lynch when I stopped trying to activate him last in the turn, and instead started activating him pretty much first. Lynch hands out Brilliance, and the other 4 wreck house with their insane bonus against Brilliant models. Obviously things change up from time to time, but that's usually a typical turn. I run Lynch in kill heavy scheme pools primarily.
  20. I don't use Bugs all that often, but I do use Mancha quite a bit, and Lightning Bugs are considered pretty good for their 5 stone cost, so why not push the Wong box? He's one of my favorites, anyways. I haven't tried Taxidermists on the offensive yet, but I wanted to in a Brewmaster kill crew. Having Mah around to up their Ml isn't a bad idea, either.
  21. Depends on the Pandora you're looking at. Liquid Bravery isn't a bad idea in general against Neverborn, but it depends on the master you're using against her. If you have other useful (0) actions, then it isn't going to do much good. Your absolute best option against Pandora is going to be Zipp. I'd probably consider him to be the perfect counter to her, out of all factions. His Ml attack is against Ht, so she can't push to reposition herself, and you get to place her wherever you want to, mitigating her ability to easily use Misery.
  22. Dogmantra has the standards covered pretty well, so I'll bypass that (along with my usual preaching of "Buy Zipp), and focus on your plan to grab Mah Tucket, and what can help her out. Mah can run pretty well with any crew you have, as she's independent of her crew. Other than needing "gremlins," she doesn't have anything that specifically effects the Bushwackers, or Kin the way Ophelia does. In that regard, you'll need a few independent killing type models, and some good scheme runners. Ophelia's box comes pretty well prepared with killers, but I don't use the Kin very much to run schemes. Not that they can't, we just have better options available. If you do plan to dive harder into the faction, I'd suggest Wong to supplement Mah. The Lightning Bugs are great scheme runners for 5 stones, probably some of the best if you have the right card in your hand thanks to them having Reckless. Not only do you get the Bugs, but you're also getting Mancha Roja, who I almost always bring with Mah (along with the Whiskey Golem). He's another melee monster, and if you have the suits in your hand to burn (not something you want to do every time), then you can get Mah and Mancha both to Ml 8. For killing power in Mah, I suggest bringing either fast melee models, that can keep up with her (Mancha because of his 12" charge distance, the Whiskey Golem because of Nimble and 6" walk distance, or the Emissary for it's pushes and 6" walk), or some ranged models. In that regard, I push McTavish hard, because he can keep his distance, but also doesn't randomize into engagement, so he can help Mah kill whatever she's with without having to worry about hitting her. He can also create soft cover and eat markers if you need to trash scheme markers, or corpses if you're facing down Ressers. I also tend to use Old Cranky over Mah's normal totem. Once in a while I'll bring the Lass, but Old Cranky generates those soul stones when you kill a model, and Mah Tucket is very good at doing that.
×
×
  • Create New...

Important Information