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Four_N_Six

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Posts posted by Four_N_Six

  1. I might be remembering this wrong, but if a model is supposed to unbury in base contact with a model, but they can't legally place, do they stay burried or are they placed as close as possible? I thought they stay burried, but I don't have my rule book handy to check. 

    I'm specifically thinking I regards to the Bandersnatch. He unburies when a model equipped with Shadow Lair either loses the upgrade or is removed from play. So what if the Bandersnatch can't place when the upgrade ends? Would it just stay burried? 

  2. Yes, I meant the positives on his pulse for lightning jump.  I haven't tried QML on him, as I tend to just blow everything to Hell instead, but it's not a horrible idea depending on the schemes in the pool.  I never run him with full upgrades anyways, unless I'm against Guild or Outcasts and want Hide in the Mud just in case.

    With him using Gremlin's Luck, it essentially guarantees you're hitting whatever you want in engagement.

  3. I can agree on the Som'er thought with the 50/50 Skeeters.  I've only run him two or three times, so I haven't had enough testing to get more use from Skeeters.

    I agree about Henchmen, though.  I see myself stoning for prevention on them more often than my masters.

  4. I really like those black and white jerks.  I was considering that type of color scheme for the Neverborn dogs when they come out, but not sure if I'll follow through.  Reminds me of those "Scary Story" books from when I was a kid with the absolutely terrifying artwork.  Really cool to see it done well.

    • Like 1
  5. I suppose it depends on the crew.  With Wong I definitely say to cram those stuffed pigs in.  Even if they just sit around waiting for a dumb couple of models to come by, Wong can capitalize on a few extra.  I don't know that I'd use them in other crews as SS filler, but I tend to go right up to 50 with models and upgrades anyways.  Very rarely am I trying to make sure I have 7 stones available.

    That being said, I also run Old Cranky with Wong, Mah Tucket, Ophelia (sometimes), Ulix, and Som'er most of the time.  There are rare games when Som'er's Skeeters are a better idea, but generally speaking those 4 Masters bring Cranky.  Not only does he give you a great :+fate Df, and a +1 Wp, but in a perfect world, +4 Soulstones.  Up to +5, but it's relatively unlikely turn 1 unless your opponent is feeling especially suicidal.  With Cranky around, it's much easier to ignore that starting 6-7 Soulstone pool.

    • Like 1
  6. Sammy is definitely a great addition to a Wong crew.  Since his second limited upgrade is passive, I think her ability benefits Wong the best over other gremlin masters.  Wong getting :+fate to his lighting jump ability while also making his Glowy McTavish stronger is just gross.  Even more important for her to be there once the Swine-Cursed make their way in.

  7. I love the First Mate, but as a gremlin.  To be honest, a lot of his extra use for me comes from his being able to reliably devour scheme markers as a (0) action, but he can't do that in Neverborn.  In that regard, I think you're better off using a normal Silurid.

    On the other hand, it's not that he doesn't have his uses.  He can not only scheme run, but his damage allows him to reliably take down opponent scheme runners, and his drigger on Menacing Croak means he can keep his camouflage after activating, giving him some extra survivability against opponent scheme runner hunters.  He's not difficult to take down without his upgrade, giving himself a ton of armor is really his best bet at staying alive.

    On the other other hand, I feel like Neverborn have this pretty well set.  The Rider is good at hunting scheme runners effectively, normal Silurids can do 2 markers a turn if you need them to, and we have plenty of fast cheap models for taking down runners if the horseman is too expensive.  Problem is that you're investing pretty heavily to bring First Mate along, and at that point I think you're better off with a fast runner that can take down opponent cheap models and then a cheaper scheme runner like an Insidious Madness, instead of putting all of it into the First Mate.

  8. My plan is to just run Gremlins only for the event.  I was just taking a break to run Titania and Neverborn again, but I'm definitely a gremlin at heart and want to do them for the event.  So every game I can get in will be green.

    I'm hoping the kid can be raised in a good environment of banjo music and whiskey.  Let Sparks take the kid in and have an apprentice, or the apprentice's apprentice and train under Wesley or something equally hilarious.

  9. It's possible to, but Barbaros doesn't necessarily benefit Nephilim specifically that I can recall.  He's big and sort of scary but he benefits whatever is nearby.  It also depends on what other models you were running.

    If you want Nephilim for pushing and melee, Teddy has a push built into his attack and he hits like a bastard with the benefit of also being a Nightmare.  Dreamer can buff him with his tactical action, and with a 4 of anything he's letting Teddy push and make a free Ml attack.  I'd almost suggest using 2 Teddy if you wanted the extra oomph.  Plus, you know, Chompy.  It's pretty much his only deal.

    The only reason I'd lean toward staying full Nightmare or close to it is because with the new Wisps, you have a pretty reliable cheap new pain in the ass.  I haven't tried it yet, but they can warp 15" to Teddy and then push him 6" for 1 AP if you also have Baby Kade in the crew.

    I'm not familiar with many Nephilim beyond Barbaros and Angel Eyes, so I'm not sure how it would work with the bigger ones.  I'd be concerned about being starved for soulstones if you run a big one without trying to make it a grow list.  Although, hiring Mature Nephilim might work out fine if you use summoning Dreamer.  You wouldn't need the soulstones for any nightmares if he can just summon them in.  If you're doing it that way, it might work out just fine.

  10. I've been thinking about this a little. I'd like to preface this post with 2 things. First: This isn't really discussion about the original rule in question, but it is on topic and I didn't want to start another post just to mention this. 

    Second: I don't actually think this is a viable option, and would expect it to work very rarely if ever tried in game. It's just on topic and technically plausible. 

    So if you were to set this up, it could alpha strike like Hell. On a turn that you can get the attacks in, do the Pere bomb or any other idea (the bomb upgrade from the Iron Skeeters is more reliable). All you have to do is keep 1 card in your deck. It gets flipped, then the next time you would flip cards, it gets shuffled back in and re-flipped. The idea is to flip that card and cheat whatever it is. If you use your red joker and all face cards, they get shuffled back in right away, and you've essentially loaded your deck so that you can only flip face cards. 

  11. So many moons ago, before I switched to gremlins for a while, Barbaros' sword arm broke off at the seam and now that I'm going back to NB for a while, I'm unsuccessfully trying to fix it. I've tried my modeling glue, tried gorilla glue, and it doesn't even get tacky to where it might stay after it dries. It's like in sticking then together with water.

    I've  used my knife to shave it down a little so it's just plastic on plastic, figuring I'd green stuff the gap later, but it still won't hold. Any other ideas? I could probably get my friend to pin it if necessary, because I'm out of ideas. 

  12. I have issues losing under certain conditions.  Mainly speaking, if my opponent capitalizes on my ignorance.  I don't mean in the game overall.  I mean I've never seen that model, or that entire crew before, and they don't tell me key information on a model.

    Perfect example:  I'm Dreamer vs. the Victorias.  Never seen them before.  My nightmares are nearby and one Victoria cleaved through and killed almost every nightmare I had.  Afterwards he says "Yeah, you shouldn't stand around the Victorias like that."  At that point, it's just bad sportsmanship.  I tell my opponents when they're about to screw themselves over, so that the game comes down to skill and strategy and not my opponent not knowing to be near Brewmaster.

    I got a lot better once I started learning other crews.  I have two friends I play with a lot, and they both use the same few masters each, one Arcanist/Outcast and the other Guild.  Once I knew what to expect, it wasn't a problem anymore.  Same with them fighting against my Gremlins/Neverborn.

    Learning your own models is important, too.  I forget abilities some of the time, and it's always when it's a model that isn't being targeted.  Lenny gives an Aura to nearby models that is essentially Armor +1, but since I'm not looking at his card when something else is being attacked, I would forget about it a lot until I'd used him a lot more.  That's definitely one of the big things.

    I still don't worry about denial.  To me, scoring my own points is more important than denying my opponent.  Opportunities will come up to deny them that won't interfere with scoring your own, but I'd say focus on your own scoring first and once you get better at doing that, work denial into your game plans.  If there's a scheme runner dropping markers and you have something nearby, I'm not saying to ignore the thing, but I also wouldn't shoot a model across the board to deal with it if he can score me points, too.

    Like I said, learning your opponent's models is paramount, so you know what to expect and how to avoid it.  My two friends I play with mostly are good about warning me about new models stuff, and we let each other take actions back that end up screwing you over (walk actions to bad situations, etc.).  Most people seem alright taking actions back as long as cards haven't been flipped, because the Malifaux community is a lot better at just having fun over winning most of the time.

  13. Every single time it's someone's first time against Brewmaster, it's painfully obvious it's the first time they've seen him on the field.  Once you know his trick, it's not a difficult fight (meaning the Brewmaster player isn't getting an auto win).

    The thing about Brewmaster is that pretty much everyone knows what he does, but until you've fought against him, you don't really know what he does if that makes sense.  Everyone knows he's the perfect tarpit and pain in the ass, but until you fight him it doesn't exactly sink in.

    Every game I've used him in, I ask my opponent "Do you know what Brewmaster does?" and they say yes.  Then they get stuck in the contest and say "Let me see Brewmaster's card," as if they didn't believe it was everything they try to do near him.  Always makes me chuckle.  Because I'm a bastard sometimes.

    • Like 1
  14.  

    I would like to see how zipp, sparks and Whiskey Golem do. 
    W.Golem can buff himself to +2 def for 1 ap a turn. He has nimble so he can be fairly fast if needed. Buffing W.Golem any more is just fun. He could be very durable, a large model to hide your models behind... so just throw him at whatever you want tarpitted or dead... I mean his Ml isn't terrible.

    His Ml stat isn't terrible, and he hits like a bastard, but his painful 1" :melee means he isn't much of a tarpit (I would have been MUCH happier if his new upgrade just gave him 2" :melee instead of the built in heal).  Being able to give him extras for free (meaning without Sparks making him a construct first) is icing on top, and I'll be trying him in my Zipp crews in the future.  Gotta take a greenskin break and try out Titania for a bit, but I'm a gremlin at heart.

  15. In a faction of tricks and jerks, the Mysterious Emissary just escalates things.  Especially considering that the conflux were supposed to be adjustments to masters.  I think the conflux for Pandora is one of the better ones around, and then add his terrain for more board control on top of that.  Love that thing, but too broke after Gencon to worry about it for a while.

    I really like the Lucky Emissary.  I think it does very well with any master, as it just adds a lot to the gremlins, but I don't think any of its conflux are very good.  The only one I'd consider their specific conflux for is Som'er.  However, I think the model is good enough on its own that the conflux isn't the important part of what it brings to the table.

    Those points being said, I don't see myself hiring either one of them very often.  Though I'd like to try Mysterious with Titania and see how the terrain adds to her being a huge pain.

  16. If I'm being completely honest, Lilith doesn't have a core crew for me.  If I feel like playing Lilith, or if I think her trees or movement will come in handy, I'll choose her.  However, my crew with her is built for whatever the game needs.  Completely built on scheme and strategies, and then Lilith is thrown on top.

    She is thematically a Nephilim.  Although, there isn't really anything on her card that benefits them specifically.  She is a completely independent master, and your crew can be hired to do anything you want.  I'd use a crew you're familiar with and have them lead it.  Mainly because she's got so many tricks anyways, she's slightly hard to learn.

    Best advice I've heard when learning Lilith is from Schemes and Stones.  It was suggested to play her as if she doesn't even have her sword.  Use her vines and teleport ability and get used to them.  That way, when the sword comes into play, it's just icing on the cake.

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