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edopersichetti

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Everything posted by edopersichetti

  1. Now there's a much more intriguing mystery preview! Mmmm Widow Weaver's dead husband?
  2. My 2 cents, as a Gremlin player: this list is just not as strong as is depicted. My guess is that any expert player or even a non-expert player with a good list (some of those mentioned above) will be able to counter it. "Problem" solved
  3. Well yeah, I guess every model from Bayou Bash should be usable in Malifaux, as they're Wyrd models, right? You can assume they have nothing to gain from it, I'm actually not as sure as you It's clearly a way of getting the hype up. It's not a biggie, really, I've seen much more ruthless advertisement methods...but I find it hard to deny that it was a Bayou Bash model...made out of the same material, with all the other models, and in front of the box...how much more evidence does one need?!? My 2cents: it's a Bayou Bash model which can be "officially" used in Malifaux. Which, as I said, should be nothing new, seeing how I've seen every sort of Wyrd models from other games (including puppet wars!) used in Malifaux...
  4. Lol There is a photo lying around....so someone somewhere is not being entirely "accurate", let's say. Photo attached, "mysterious" model is bottom left.
  5. It's clearly Bayou Bash. Of course, it still could be used to represent stuff in Malifaux, whether officially or not (conversions with Wyrd models are allowed in tournaments so...) Not a big fan of the artwork however, nor the new material used for the latest released models - it looks like all of ToS, Bayou Bash etc. are using some sort of pre-assembled PVC, plus for example the new alt models are metal etc. #savetheplastic
  6. I hear ya. Metal minis are a pain, IMHO they're even worse than the resin ones, or that cheap PVC that Aionus was released in. It looks like Wyrd has been experimenting for a bit, I guess trying to cut costs, but unfortunately the hard plastic that they use is so good, that anything else would be a massive step back and very disappointing. When you set your standards high, it's hard to go back without letting down your community...
  7. Thankfully, and rightfully so, I should add! Already the Tanukipult is a bit of a problem, now this would make Tanuki a serious problem!
  8. Hi all I still have a few extra LE models and foil cards that I don't need and I'd love to trade. I live in the US so good old $$ are always an option, otherwise I'm looking for a few selected models (below). Have: - LE Miss Fire (alt Willie) - LE Katanaka Sniper - LE Johana - LE Translucent Pink Dreamer Crew - LE Malifaux Child - Sonnia Criid Foil card - Kirai Foil card - Mei Feng Foil card - Dead Doxy x1 Want: - Flying Piglets - Serena Bowman - Big Brain Brin - Bandersnatch - Gunsmiths I could use Akaname and Tanuki too, but I'm not playing Brewmaster much lately so that's not so important.
  9. Actually I think he might be best out of faction - with Titania or Colette for example, where there is a huge amount of scheme markers being placed...but still, a very situational model at best.
  10. I agree unfortunately this happened. But then, it would have been enough to change the draw part to "if hired in Gremlins only", as it is now. I don't understand why they changed the part where both players get to drop a card, it doesn't seem that cumbersome or complicated to me... 1. Flip for attack, it either hits or not 2. Opponent decides whether to drop a card 3. Active player decides whether to drop a card 4. Resolve Really, this is cumbersome??? Also, why the re-draw? If opponent decides to drop an odd card and prevent the Swap, they should at least pay a little price, not being rewarded for it!!!
  11. Hiya! I am writing to talk a bit about one of our Wave 5 releases, the Bayou Smugglers. I think most people agree that our Wave 5 has been pretty disappointing, save perhaps Criers which are the only ones I've used to some effect so far. But today I was looking at the Smuggler card, and in fact it is even worse than I remembered! Did the "Swap" action get further nerfed after the last beta test??? I followed the whole Beta testing quite closely. In the beginning in fact there was no "Swap" at all, and obviously the model was extremely underwhelming. Then the Swap was introduced (plus other minor changes), and the model kind of made sense. In this version, both players got to put down a card (or choose not to) and then resolve. You had a decent chance of either making the swap happen, or at least draw two - with some mind games possibly involving the opponent deciding not to put the card down, you deciding not to put the card down, etc. The usual cries of protest and OP rose from the community but I thought the action was ok: it had great potential but still a 50% to not give the desired effect and compared to similar effects (like Lilith's or Yan Lo's) was understandably less powerful and less reliable. Still, it was a nice trick, and worst case scenario, you got to burn a card off opponent's hand, and/or draw two cards. In the last beta version I have (6/7) it was still like this. As I said, I was just checking the Smuggler again earlier and I noticed the new "Swap" action. I couldn't believe it. Am I crazy or it doesn't make any sense? The active player now does not get to drop a card, and the opponent instead draws another card after dropping his. So the opponent can pretty much guarantee the swap not happening. Even worse: you don't get the consolation of burning the opponent's card - instead, he can actually use it to his advantage and cycle a bad card!!! Who ever thought this was a good idea??? For me, this completely killed off the utility of the action: 80% of the times you'll end up using 1AP for a short range, Ca 5 attack just to draw two cards - assuming it hits without you having to cheat it. I'm not sure this makes much sense. The model already suffers from very little in-faction synergy, which in Gremlins is crucial, since he's not Gremlin or Pig for example can't be healed etc. His passive abilities are very cute but not sure that by themselves they're worth the investment. Barter economy means you get to cycle cards without using the SS - nice, but the price to pay is a 5-card hand. Smuggled goods could be useful, but I'd rather pay 2SS more and use Trixie who can do a very similar thing. Buy Low Sell High can get you a couple cards if the enemy cheats fate: again kinda nice, but nothing to die for. His tactical action is very card hungry so it kinda balances out. I don't know, they seem extremely clunky and they seemed so already with the last version I was aware of - I am baffled. Thoughts?
  12. I'm happy if you've had good experiences, but I think Brewie at high levels is simply not solid enough. The only way I found to make him work (and it seems to be general consensus), is to use him as a mass debuffer, using multiple Hangover actions to hand out Swill and hard hitters to take advantage of the negative flips. So, not revolving around the Poison mechanics at all... The new upgrade helps making Obey somewhat viable (mostly on your own guys), but it has to be said that, apart from Binge, all of his other upgrades are also rather meh. In terms of competitiveness he is unfortunately well behind his fellow Gremlins: Somer, Zipp, Ulix and Wong for sure, but I'd argue that with the new upgrades even Ophelia and Mah are now at least situationally competitive. Most of the times I've seen Brewie at a tournament is because he can hire Tanuki and use the in-famous combo with Pigapult. So yes, he's not top tier even in his own faction, let alone in the whole game! I didn't say "liberally", just more reliably. Right now it is too difficult to put more than Poison +1 or +2, and on more than one model. Drinking Contest as a (0) has the problem of pressing him to win initiative, and also, it goes away at the end of the Turn. I seriously doubt he would ever be OP even if they tried. Don't get me wrong, I'd love for him to be good, at least with his intended use, but there's still a way to go. It's encouraging that similar steps have been taken for other masters. For example, with Ophelia now a Kin-centric crew is viable (even though her Upgrade mechanic is still a bit clunky and Rami is still a sub-par choice). It'll just take a few more steps for Brewie. He's an extreme case, like Ironsides or Lucius: they were universally regarded as pretty bad, and impossible to fix with just a touch here and there, so they went through an errata with major changes, and they are now actually pretty good! To go back to the original post, I hope Gamins will help spread Poison around - as for Brewie himself, I hope to see him in an errata soon (like the above-cited Ironsides/Lucius).
  13. It's a well-known fact that Poison Brewmaster just doesn't work. Too hard to reliably spread poison around, plus a number of other little problems with the mechanics that in the end make it too clunky (for example, it would help if his Drinking Contest was just an aura, rather than a 0 action). But, if these guys have a way to reliably spread poison around, it's already a step in the right direction. Akaname help, but they need to soak up some poison themselves first, to be really effective, so the mechanics is still kinda clunky. For sure, more options are always welcome. I feel designers are really feeling our struggle with Brewie, and lots of changes and new releases look like Brewmaster help: Akaname, Tanuki, reduced cost of Whiskey Golem, Shinobis etc. Don't know for sure how they'd differ: probably armored so tougher to kill, and have the option to give burning. Akaname's shooting attack is only poison +1 unless they manage to soak up some poison on themselves, and also mid-range. Yes they are scheduled for April if I'm not wrong.
  14. Thanks for clarifying these two, they've been giving me headaches for quite some time now. So for Surround Them, you can score 1VP if you only have the single marker in your deployment zone, and then 2 more for each other opponent corner. Clear. For Trap, you do need two models close to the same marker - we've been playing it the other way so far, but it's official now Very interesting also the initial clarification about models counting as two, especially because it opens up scenarios that I didn't really thought of before - for example, to score Inescapable Trap you can drop a scheme marker next to just a single bone pile
  15. Awesome, looking forward to this box! Could this be the much awaited solution to Brewmaster's problem?
  16. I think all Gremlin players agree that Wave 5 was pretty weak. But some of the models are at least usable. Let me start in reverse order: - Flying pigs are useless, I agree. As hires for sure, but even as summons, most of the times you'd choose a Stuffed as a disruption piece, unless you desperately need that extra scheme marker. - Wrastlers are a bit fragile but I'm curious to try them with Mah, they have the potential to hit hard in Melee (Tag Team has Ml 7 and potentially 4dmg even on min damage) and the shove is useful as it's no resist. Situational, but they might work... - Yes, Smuggler is confusing and confusingly designed. Moreover, it suffers from very little synergy with faction, not being a Gremlin or Pig (same problem, for instance, as Emissary). The Swap is potentially nice (kind of a less-reliable Tangle Shadows) but exactly because it's less reliable, it might just disappoint you when you most need it... - Of Bokors I have already said, even Faded is very limited as of what it can target and only ends at end of turn...perhaps if it lasted until next activation, but as is, not worth 6SS. - Brin is not a bad pick, condition removal is very important in GG18, keep in mind he has a huge target on his head for exactly this reason and he really dies quickly. - Criers for me are the best of the bunch, in 3 out of 5 strategies (Ours, Ply and Public Execs) their Gremlin Bureaucracy can really mess up the opponent's plan for scoring. Card cycling is also good. You need to carry them around, but that's easy enough with Skeeters or Saddle. I play them regularly with Ulix, Mah and Zipp, for instance. So yeah, I would appreciate if anyone has some experience playing Bokors: at the moment I'm not even planning on buying them, since I have enough models already sitting on the shelf...
  17. Guys, I might be missing something, but I really don't see why the bokors would be the strongest Wave 5 model? IMHO, they are nearly the worst, if it wasn't for Flying Piglets (but those at least can be summoned). - The condition they give out really doesn't seem very relevant, after all there's very few models with decent Ca actions in faction and if you want to field a gunline we have plenty of actual guns... - The attack is mediocre at 1/2/3 and short range...the trigger for Slow needs a suit and we have plenty of better options to give out Slow - Spiritual Possession is just meh because of lack of targets. Gator and Wild Boar...really?? Unless you play them with Zoraida, but even then...you reactivate an Adze? A Silurid? Who even hires those anyway? Sure, in very specific situations reactivating a scheme runner could be useful, but it's still situational. On top of that, it takes 2AP (full activation) and needs a 7 to be cast... - The (0) is probably the best of the lot, but again it needs a 7 to be cast and provides a one-shot protection...to a minion or enforcer...and until the end of the Turn! I could see its utility on a henchman, and maybe if it was until the next activation, but as is this is still too limiting - it seems most of the times won't really do much. Unless you have a 7 of tomes, which could allow you to cast Spiritual Possession on a non-Swampfiend (for which you need another 7)...so a bit of a holy grail there. It seems very situational and lacking appropriate targets in faction...perhaps during testing developers (and the community...) were afraid they could be too powerful and so all these actions were restricted to minion/enforcer only (and Swampfiend!), but this way they seem a bit lackluster. I have played Gremlins since the very beginning of M2E and I own all 7 masters, this is just to say that I have a discrete amount of experience...and yet I can't really see any role for these guys, and can't justify spending 6ss for them. They seem they would work ok mainly with Wong or Zoraida but we have many better options for them two...
  18. I agree that it's hard to draw a line, some of the lists I play could be considered kind of gimmicky too I guess...
  19. Simply put, the game is bloating (and we all knew that) and the more models come out, the harder it is to balance the whole ecosystem. Indeed, I also noticed that most of the times the crazy gimmick combos happen when certain models are used in other crews from the original one, even worse, sometimes mercenaries! Look at McTavish being constantly played out of faction...just why?! Thematically makes little sense to me, in the end it became such a problem he had to go up 1SS. McMourning with Forgotten Marshal, Malifaux Raptor (Arcanists) and 2 Grootslang (Neverborn) is just silly. Really, how on earth is a crew such as this even legal?! Glowy Lazarus + Bloodwretch + Sparks in a Wong crew...is like...what the hell? Who even thought of that??! As a Gremlin player, I'm like, how did you even come up with that idea? I could go on forever Unfortunately, I think restricting models is exactly the opposite of what Wyrd is trying to do (more and more out-of-faction hiring seems to be the thing now).
  20. I'm sorry to have apparently started a big discussion. Sorry - I didn't want to imply anything bad about you or your playstyle. I just wanted to mention the Tanuki + Pigapult combo as an example of, as you say, exploiting mechanics to be competitive in Gremlins, of which I am not a big fan. I don't think it is necessary - personally I try to win games without having to resort to these combos, it is definitely possible I'm just speaking against this kind of combos (in my own faction) because they can be detrimental. When stuff like this happens, it brings an errata - sometimes the "fix" is a bit ham fisted and can bring more damage than the original issue. A perfect example is with Stuffed: players were exploiting them for out-activation, they got nerfed, but the nerf didn't just solve the problem, it actually resulted in a damage for the whole faction (we all know at 3SS they are rather useless hires). I'd hate to see the same happen: in trying to address Tanuki + Pigapult, comes an errata which actually nerfs either model (in particular Pigapult) beyond what the scope of the fix should be. @I'm a Teapot! the fact that other factions have their own "filthy" combos should not justify Gremlins following suit, but rather the opposite, it should hopefully lead to said combos to be addressed as well (see Papa in a Box, for instance). p.s. I also play Neverborn and Arcanists, so I do have quite a few different perspectives p.p.s. last time I saw Ironsides appear in the middle of my crew Turn 2 (together with Joss), I won the game 9-3 p.p.p.s. that combo with Oxfordian mages + Captain pushing like there's no tomorrow is nevertheless quite bonkers
  21. Indeed, Public Demo is just a "meh" scheme, and the problem is that if it's in the same pool as Set Up it becomes possibly quite annoying...sure you need 4 out-activation advantage, but that's not that hard to obtain with Gremlins (at least 2 or 3) and in any case the opponent has no clue about who is the target...having to hire a 10SS merc is not really a viable solution. Really, how many crews hire Lovelace out of faction just because they're scared of possibly facing the pigapult+tanuki? Heck, I don't even know how many people actually own Lovelace apart from Resser players... Scoring your own VP is not really a counter, is what any player is tryiing to do anyway Killing Pigapult or Tanuki is the only possible counter I see, but that's pretty hard if they're all hidden in the deployment zone...Pigapult doesn't even need LoS so could be well behind a building! I think the combo is actually pretty bad. It's good that the community got to know about it, but I am convinced it'll be addressed asap.
  22. It's 23 SS, it's well worth the investment if it scores you 6VP...in a tournament game, such a head start is almost always beyond reach. For me, any combo for which the opponent doesn't have an answer is NOT fine. It is not fun for the opponent to lose like that. I'm sure this is not how Set Up was intended to be scored either. And I agree with @PolishSausage that is probably overlooked during testing phase, and I think it will be addressed sooner rather than later. Nothing wrong with trying this thing out mate, it's good to try out these things and it is helpful to highlight design flaws/features. I spoke with your opponent, he was rather furious, so it must not have been fun for him
  23. Toss is ok but - is 10" and not 24" - can only do it twice (Reckless Pigapult can do it three times) - it's a push, not a place The problem is not placing A scheme markers but THREE scheme markers, simultaneously and pretty much anywhere on the table without even activating, so that a scheme like Set Up becomes auto-score. All you need to do is deploy Pigapult and three Tanuki next to it, and then wait for your "designated victim" to activate. To do the same with Toss and Kin/Flying Piglets, you need a lot more resources and planning...
  24. Fling? What's that? The problem here is that Tanuki ignore the Paralyzed given from Pigapult and so they are able to place scheme markers without even activating - for me, that's an unfair advantage and I'm not aware of any other model that can be Launched and still drop scheme markers.
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