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edopersichetti

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Posts posted by edopersichetti

  1. 16 minutes ago, Clement said:

    I had pretty good luck with a list that's both themey AND pretty good!

    
    Sparks
    	Do Over
    Whiskey Golem
    	Barrel Up
    Mechanized Porkchop
    Survivor

    The idea here is you go all in on trying to make Whiskey Golem work.  He may have stumpy arms, but with fast and Nimble he can walk up to within range of the Porkchop's walking rage machine, then charge into their lines and swing 3 times with :+flip.  If you don't think you can down the target in those 3 swings comfortably, the 3rd AP can be spent on Smokey Finish, making the Whiskey Golem Armor 2 Df 7 with baked in Sprung a Leak.

    It's not a great list, but most people haven't seen *any* of those models, so it can come as a rude surprise.

    I had thought about the very same list, but I keep my upgrade slot flexible rather than Do Over one could use Dirty Cheater or Stilts - it's important to keep Sparks alive as he doesn't have much else apart from Armor!

    However, I agree with @Math Mathonwy that Trixie is our best option due to the importance of winning initiative (seen many Nvb crews field Doppelganger for the same reason!) and because she can hang back and push. She's also survivable as she can dump damage onto nearby gremlins if need be. 

    Currently, my list is:

    -Trixie (Gun for a Lady)
    - 2x Swinecursed
    - Slop Hauler

    All the crew is reckless so that's a lot of AP...both beaters ignore armor and can heal. Slop heals even more plus he's a tough minion per se, his attack isn't at all bad especially the Df 4 trigger and he can shoot and has Bayou 2 card which is always nice. I'll give it a go next time I have a HH tourney.

    • Like 2
  2.  

    15 hours ago, H4ml3t said:

    @Kai just asked me yesterday if I would run the Origins Malifaux Tournament and I agreed. I hope to publish a tournament packet by Monday or Tuesday of next week.

    I hadn't checked their full event schedule but I was hoping there would be a HH tournament and Enforcer Brawl as well. I might check to see if there's time/space to run these events as well if no one else is doing it. More info coming soon...

     

    Hi! I'm planning to attend - are there still spots available for the big GG Tournament, and if so, how do I register?

    Of course, I'd love a little Enforcer Brawl and HH if there is going to be any of that!!

  3. On 5/11/2018 at 12:32 AM, AverageBoss said:
    It is my pleasure to announce to you our next Malifaux event at Coliseum of Comics. The event will be held on May 19th.
     

    Lists will be 35 soulstones. No Masters may be used. You must have a Henchman to lead your crew, and that may be the only Henchman in your list.


    The event will kick off at noon, and will consist of 3 rounds with a lunch break after the 1st.
     
    ENTRY FEE: $10
     
    PRIZES: There will be a combination of prizes consisting items acquired through the Henchman program, and additional support provided by the store. The amount of prizes in both regards will vary based on attendance, with some prizes being given out based on placement, and others via raffle. 1st place will get their choice of all prizes on hand. And again, some prizes are being given out via raffle. So everyone has a chance to walk away with something.

    SCORING: Each round the players will receive Tournament Points based on the difference in Victory Points scored between them and their opponents.

    Victory Point Difference: (Winners Tournament Points > Losers Tournament Points)
    0: (5 > 5)
    1 - 2: (6 > 5)
    3 - 4: (7 > 4)
    5 - 6: (8 > 3)
    7 - 8: (9 > 2)
    9 - 10: (10 > 1)

    A fully painted crew will earn you 1 extra TP.
    A well painted crew, or one with at least some interesting conversion work will instead receive 2 TP.
    Basing work across your entire crew will earn 1 TP.
    Having the above and a matching display board for your crew will earn 2 more TP for a grand total of 5 possible TP.

    The top player will be the one with the most TP. In the event of a tie, the winner will be determined by their average number of VP throughout the day (total VP/3). A further tie will be resolved though good old fashioned randomization.

    WHERE: Coliseum of Comics Kissimmee
    2511 Old Vineland Rd.
    Kissimmee, FL – 34746
    (407) 870-5322

    If you have any questions about the event, feel free to contact me.

    Hey! I hope the event went well! Are you guys planning anything in June? I'm based in Boca Raton, but would love to come up for some play!

  4. 9 hours ago, Ludvig said:

    @edopersichetti The theory behind their use would be that you also want to ignore reducions and that they have range 2 which isn't all that common on pigs. 

    Facing a lot of guild I wouldn't mind charging one of these guys from Major's aura to go after something with both armour and htk like Francisco or Phiona.

    True - although I feel without the Ooo Glowy they miss out on their full potential, they can be useful for ignoring reductions and range. Joss is another good target ;)

    I think they'd require careful interaction because in some moments they'd be better as pigs, and in some other they'd be better as gremlins...plus the heal is always necessary.

    ...have to try them!

    • Like 1
  5. 9 hours ago, DonCheadle said:

    I don't know, you can still use the bow to great effect even if she does get paralyzed. As for fragility, if she ever kills something she gets to go back to full HP, so they really need to do it in one swing, which I'd say is difficult. 

    I'm pretty sure Paralyzed models can't take any actions (let alone charge) - this was FAQd if I'm not wrong.

    The "if" she ever kills is a big "if": from my experience (and I have played her many times!!) is more like "if she doesn't" kill something, then she's in trouble. If you can dodge already 1 out of 2 of her attacks, it's likely her target will survive. Opponent doesn't need to kill her in one swing, it can kill her in six swing if he wants to, he just needs to survive her attacks. So at the very least, she should go very late in the turn, so the opponent has already activated all or most of his models.

    Joss has same features (Armor +2 and HtK) PLUS he has 9Wds and he can use SS....he still dies ;) 

    9 hours ago, DonCheadle said:

    We're in Gremlins, everything considered, and Ulix can summon, so we should be 2-3 activations ahead of the enemy,especially after the first run in with Gracie. 

    Yes, but I see a timing conflict. If you want to out-activate, I guess you need to activate Ulix rather early. Since he's the guy using Shot in the Rear, Gracie needs to be already in position. So the activation order is Penelope > Major >...> Ulix > Gracie. In that ... you might want to activate other models (otherwise she goes at activation 4) and she's out there exposed (because with no LoS she wouldn't be able to charge).
    Also, Ulix is the same guy for summoning and shooting: if you use 1AP for shooting, that's only 2 summons, so the out-activation might not be so massive...especially these days with 3SS Guild Guards etc.

    9 hours ago, DonCheadle said:

    You only get 8 attacks if you manage to Sooey her back, but you also get 8 if you manage to kill a model on the Rear Charge. Here her rg1 actually helps her not get tied up in multiple combats. 

    Ok but if you Sooey and shoot her again that's all of 3AP for Ulix - so no summoning. Also, I'm a bit skeptical about Sooey, it's only range 8, she is probably gonna be too far due to 8" push + 6" charge...
    Kill a model on Rear charge is a nice idea but say opponent dodges 1 out of 2 attacks, the other one does min damage (4)...target is still alive. Unless you're targeting a 4Wds model (probably Peon or cheap Minion) in which case it's probably a waste of her...talents :)

    I'm only saying, on paper looks great, but there's a lot of theory - one needs to see how it works in practice, with the rest of the crew, and depending what opponent you're facing. I look forward to doing that!

    • Like 1
  6. 11 minutes ago, DonCheadle said:

    Maybe, but between Armor 2 and HTK (and Dirty Cheater) I'd doubt they'd be able to kill her in a single activation barring something like the Viks. 

    What I'm more worried about are conditions. Rooted would be pretty nasty to deal with, Grems don't have great condo removal. 

    Nope, not in one activation...but she gives 2 Wds to herself for reactivate so there's that. I've played her a lot in my early Gremlin days - and she died more often that I would expect, sadly. Not much you can do to heal her, once she's up there tangled, unless she manages to kill something.

    Plus, of course, conditions, you're right, something I didn't even think about. A common Paralyzed or Slow, and the toy is broken because...no charge...and then of course Poison, the scourge of Hard to Kill :(

    As I and the others said, def worth a try, I'm now even more pessimistic though :D

  7. I've tried her a few times before the boost and so I dropped her because she was obviously flawed. Now I know she's greatly improved, I just wish some of those boosts were on her stat card and not upgrades.

    Yes Manifest Destiny is great - it's autotake, and in fact, it should probably be part of her card already, as I just said. I find Pit Traps useful too.

    Lass - meh, she's a distraction piece at best, even though the upgrade trick is nice. Send her up, mess with the opponent a bit, then Mah gets free Armor ;)
    The last game I had with Mah, I tried Wrastlers. They are good, especially if they can tag team, but a bit fragile - to be expected.

    Haven't tried Survivors yet - I can imagine they'd be useful. Cheap stuff is always useful - especially if they're that tough and versatile.

    Of course, I love Trixie and Taxidermists are also some of my personal favorites.

    Emissary: love the model, can't make it work, not even with Mah, who's probably the best (the only?) master to make it work. Also, not a big fan of big targets costing a lot of SS, at least not in Gremlins. But maybe it's just me and by luck - my Arcane Emissary always dies badly too. He'll stay on the shelf until Wyrd decides it's time to help him (hopefully soon) as he's easily the worst Emissary in the game.

    Agree on Bushwhackers x1 - they're good but card hungry like many other in this crew.

    Crier - love the guy, but I would imagine he'd be left behind pretty easily plus he doesn't really like to be in melee anyway so hmmm

    The rest is all obvious choices - Frank and Burt don't need explanations.

    Overall I haven't played with her enough and I don't know if I'd trust her in a tournament...which only means I need to practice more with her :)

  8. On paper it's insane, and on the table definitely worth trying. However

    - if she gets pushed too far away, then she's definitely out of range of Sooey and anything else (including more shots in the rear)
    - the shot needs a ram (not built in) so it'll be burning your SS quite quickly
    - why 8 attacks? I count 2 for the first (free) charge due to shot in the rear, then 2+2 in her activation and reactivation
    - All the attacks and pushes don't happen at the same time. There's a Penelope activation, a Major activation, a Ulix activation, and 2 Gracie activations. The opponent can focus on her after each of those - charge her, shoot her, just hit her if she's in melee. Df 5 and 8 Wds are doable, yes she can heal if she kills something but that is not guaranteed.
    At least, putting myself in the opponent's shoes, that's what I would do.

    That being said, if you catch your opponent unawares and choose your targets wisely, I agree that min damage 4 is bonkers. It's kind of...a pig version of Nekima :D
    In fact, Nekima is usually played in similar style - you push her up, she kicks ass...and then she usually dies :D

    So yeah definitely interesting to try on the board.

    • Like 1
  9. I feel Hog Whisperers sadly are not as "vital" anymore because between Ulix and Penelope you can keep a decent control on the pigs, plus Major makes sure your own pigs are not targetable. And if needed, now there's the 1SS upgrade that does just that...

    Mechanized Porkchop is cute and is a cheap 50mm pig but always underperformed for me.

    Sow/Gracie are absolute beasts (see also 

    However one of the things I have against them is that they are costly. Sow dies actually pretty quickly if targeted. Gracie doesn't but there are a lot of things that ignore Armor these days...and she does have only 8 Wds, so in the wrong situation she can really go down quickly too. Then 20% of my crew is gone for good...

    So I started to avoid relying on big pigs for damage, and instead of hiring them, I summon them. You can reliably summon 1 war pig per turn, provided you have at least a 12 - you don't even need a suit. With my build I can theoretically summon 2, at least Turn 1, even though sometimes you don't have two 12+ (despite card cycling!). Otherwise, summon Piglets. Swarm the board, and use Warpigs and Piglets as huge distracting pieces. Warpigs have a lot of Wds and take some effort to be killed. Piglets are extremely annoying and can double as scheme runners too. And the best thing? They're expendable. When the opponent finally kills my two Warpigs, I still have pretty much 50SS worth of crew...as for Piglets, usually the opponent doesn't even bother killing them, and then you have a whole bunch of free models tying your opponent and running schemes.
    I remember a game vs Reva where she had two Warpigs in the middle of her crew Turn 1, the whole crew never passed the halfway line, and Reva was constantly tied up and couldn't cast. Beautiful :D

    Summoning pigs also means you can use your SS to hire gremlins instead, so the always useful Merris for example...I love also Trixiebelle, she allows you to cheat initiative and her Lure on Pigs can push them very far thanks to their huge Cg.

    The downside is that you need a lot of warpigs (I have two, now need to buy a 3rd one because more than once I needed 3 on the table at the same time).

    ...haven't tried Swinecursed, I love them with Wong, but I feel they might not perform the best with Ulix...

    • Thanks 1
  10. 3 hours ago, Haagrum said:

    Fingers *exists* to mess with schemes and strategies involving markers and interactions. He's awesome, particularly for Brewmaster crews where he's worth using for every ability and action on his card.

     

    Fingers has his place. He is not a fighter, but he wins matches by utterly destroying people's ability to score VPs that aren't about killing models. He's the Ric Flair of Gremlins - a brilliant little coward who knows exactly what to do to get his way and influence people. He's a 'squeel'-ing, healing, Scheme Marker-stealing, whiskey-dealing, match-upsetting, VP-getting, reckless, legless son of a gremlin.

    Agreed. Love the guy!

  11. 6 hours ago, whodares said:

    What I read from this is that you are either a Nicodem or Sandeep player and you're scared of actually having to put in effort into winning.

    My meta is not that big, but any tournament those masters show up, they win. And not just win, but win by a landslide. They win so hard and so easily it's not even funny anymore.

    This. +100. If someone invested their money in a master or model just because they're ridiculously powerful, that someone needs to grow up as a player. What I always loved about Malifaux is that every master and crew always has a shot at winning, depending on matchups, skill, and even luck. Heck, I've seen people win games despite ending the game with no models alive! If some masters are way over the top, it is only right that they are brought back in line, just to give everyone a fair chance.

    I've been playing long enough to witness this in action: I played Levi before and after the Channel change, same for Ophelia and the change to Lenny's aura, and Dreamer and the change to Daydreams suit. All of the above are just three examples of master nerfs who were actually useful and helped balance the game. Levi still kicks ass, same for Dreamer, and Ophelia is still playable (although in a different way, and a different crew). I have a gripe about Colette - the Prompt nerf was ham-fisted and excessive and she's now subpar - but I think one bad errata among many good ones is rather the exception, than the rule.
     

    6 hours ago, whodares said:

    As several posters have mentioned already: buffing other masters is not really an option. I've seen it happen in other games. Sometimes it becomes so bad you HAVE to win Turn 1 or you are set back so much you auto-lose. Imagine buffing up the Viks some more giving them a 10-card hand. I'm pretty sure they would destroy anyone as you have enough cards to both Whirlwind and defend afterwards from whatever is still alive.

    Pretty much what happened to Magic the Gathering, basically you either have a win in Turn X (1,2,3) or you're done. No game should go that route.

    • Agree 2
  12. The most complained about are Sandeep and Nico, I believe. I'd be surprised if they weren't toned down a bit - it would be about time.

    Nico is insane, and I strongly support the idea of a limit to card draw - perhaps a limit of cards in hand? But at least Ressers have other options. To be honest, the situation with Sandeep is even more ridiculous - currently, in Arcanists there is no reason to play anything else than Sandeep. I've been in tournaments where every Arcanist player fielded Sandeep in at least 2/3 rounds out of 4, if not all 4. That isn't good - it isn't fun for opponents and it isn't fair for Arcanist players that would like to play something else.

    Don't worry - Nico and Sandeep players will come to terms with the fact that they now have to actually put a little effort to win their games, rather than simply push the auto-win button ;)

    @Zebo: phew, for a moment thought you were serious :D 
    Let's hope this time Gremlins get away this time at least - they've been pummeled mercilessly in the last few erratas, and they have the worst Wave 5 among all factions. There's very little left to nerf before destroying the faction completely!

    • Agree 1
  13. 11 hours ago, Fictor said:

    I'm Agree 110% with @edopersichetti, @WWHSD  and @Morgan Vening, can't explain more times the same or add something else.

    And my personal choice is never play again Colette since they fix something on her, it's a fact that I doesn't get fun in my games with an unbalanced thing like this, and I try this couple of time with so much combinations.

    I have a lot of masters to test and play until Wyrd see that xD

    I mean, sometimes I still play her and I enjoy the challenge, but I see what you mean. It always feels like playing with the handicap. Before she used to be able to play any crew with good results, now it's the opposite - any other master can play the same crew better than her.

    Indeed I've played her with, like, a frozen-heart based crew, a fire/burning based crew, a whole M&SU crew, a Blade&Claw crew...besides the obvious Showgirl-based crews. In fact, I think she's one of my most played masters ever exactly because I have tried her so many times in so many combinations!

    So yeah, maybe you're right...I have, like, 15 other masters that I could dedicate my time instead :D

    Unfortunately the effect is that if everyone does this, you hardly ever see her on the table anymore (and in fact...)

  14. 2 hours ago, grim_stoki said:

     

    You get a 3" push with prompt as well, so you could potentially push a model 9" before it activates (12" if you have Cas understudy). 

    That feels a bit extreme to me.

    I'm not sure the prompt nerf hurt Colette so badly as other models being adjusted such that her abilities are no longer cost-effective.  

    It's not like Howard or Performers were touched, it was Prompt that was touched...what models being adjusted do you refer to?

    Tbh it seems pretty evident to me that the hurt comes from the Prompt nerf - personally I've played her many times both before and after nerf (with the same crews) and I can tell the difference. It's about the flexibility and the opportunity of allocating resources where needed, as @Fictor explained in his post. Imagine a car that only has 1st, 3rd and 6th gear (I know, I'm European, I drive manual cars :D ) - it just doesn't work that well.

    Of course, they could have boosted some of her other abilities, or upgrades, to make up for it, but they didn't. In fact, in all candor, it looks like the designer just didn't calculate very well the impact that chopping the nerf in that way would have on her game. It's ok, I'm a math teacher and I can definitely tell you, calculation mistakes happen to everybody ;)
    The important is to learn from your mistake :P

    Even better, there is still the chance to fix it! :) 
    I strongly agree with @WWHSD and @Morgan Vening above - something similar to Obey with a restriction x action would be a lot more appropriate. It still would prevent extreme interactions such as 3x Howard attacks (seemed to be the main complaint at the time), but without breaking the whole bank. Tbh any of the fixes proposed would be better than the current state (restrict to Minion+Peon+Showgirls a la Collodi is another one, for instance).

    p.s. for the record, I played the 3xHoward combo a couple of times, found it extremely boring, and then never played it again. On the other hand, pre-nerf Colette certainly did not need that and could win plenty of games very well without even hiring Howard. Unfortunately it is the same sort of "exploitation" process - players finding the glitch and abusing it for the sake of an easy win - that keeps happening, perhaps inevitably, over and over again. It happened to Stuffed Piglets - and they were nerfed to total uselessness. It now happened again with the Tanukipult - I bet some money that will be addressed soon. I won't waste any more space citing many more examples.
    Poor Colette simply paid a steep price for it, and one thing is a Peon becoming useless, a Master is another thing entirely...

    • Agree 1
  15. 8 hours ago, Rufess said:

    What made the prompt so bad? I always consider the action as an alternative version of Lucius's Issue Command. In most situation the 2 actions have similar value.

    Indeed, as @Fictor here says, Prompt went from gold to crap.

    The restriction to 1x per model killed it. Before you were able to readjust your crew as needed, and most times even prompting 2x was enough (without reaching the level of the 3x Howard craziness). So yes, this "fix" prevented the 3x Prompt beater or lure, but at the same time means quite often you fall short of what you needed the Prompt for in the first place.

    In comparison to Obey for example (needs 7:mask) it only needs a 6 and has the extra push which is incredibly useful, but was restricted to friendlies only - Obey has the advantage of targeting enemies too. I think that was a fair tradeoff. Collodi doesn't need to flip (which is huge) and gives a :+flip but is restricted to friendly minions/peons/puppets (which is not that much of a restriction) - that's for sure the most powerful "command action" in game right now (and I think eventually it'll be retouched, because it's quite bonkers). Lucius only needs a 5 and is restricted to Minions 1x, so similar to Colette now, but he also has the commanding Presence so he still has more flexibility. I think Prompt is now easily the worst "command action" in game.

    I think designers wanted players to use Colette's other actions a bit more rather than 3x Prompting each turn, the problem is the most of the other actions are not very useful to support your crew: the teleport is nice but the summoning is subpar and then she has little else. She needs a lot of scheme markers to accomplish stuff, and her upgrades are usually quite bad, and overcosted. It was a ham-fisted "fix" - sadly not the only one, but for a master that's pretty severe. Add in Sandeep, who can pretty much do anything she does but better, and that's where we stand...

    • Agree 1
  16. Well for me the main problem is that she went from Top to Bottom...kinda the opposite of what happened to Lucius...but anyway.

    I remember the days when she would be able to do most scheme/strats very well, she was indeed a great generalist and you could choose her crew to fit whatever combination she needed to do. Heck, I've done entire tourneys with her as a solo master - she was one of my all time favorites. That spot is now sadly taken by Sandeep, and Colette instead struggles to do anything - I have a really hard time winning games with her. Her new upgrades were a chance to help her - missed, as they are mediocre at best.

    I agree with the OP - it is incredible how a simple change completely ruined this master. Unfortunately she suffered from a series of ham-fisted erratas that afflicted other models, but in her case it was truly deadly. People started complaining about Prompt + Howard, so what's the fix? Completely nerf her prompt. It's like squeezing a pimple with a bazooka.
    It would have been a lot easier to just make Prompt Minion+Showgirls only, or make it 1x for Enforcers and Henchmen, or something like that.

    Of course, I agree that the current GG2018 is not a good fit for her either...but still, her situation went from awesome to subpar way too quickly.

    I hope she gets some love in the July errata, currently she's bottom of Arcanists and it's pretty sad.

    • Like 1
  17. I think to play casually you're going to be fine with basic box (by the way, one of the least-value boxes in the game IMHO, as boars with Ulix are seldom useful) and some pig additions. However, I think for more competitive gaming you'll need to dip into Gremlins a bit more. Currently I play with Slop Hauler, Merris, Crier, Iron Skeeter etc.

    • Thanks 1
  18. 9 hours ago, tmod said:

    This, so much this!! The faction identity thing is important; if gremlins' thing is cheap models they need to have cheaper models than most other factions. The other factions must then focus on how to play against it instead of wanting the exact same toy. If easy access to zombies is the resser identity, the rest must focus on how to work around it rather than wanting the exact same toy... I think more and more players feel "entitled" to have everything in their faction, or they always did but are more likely to complain it now for some reason (see my thread in Faction Discussion), and I think it's hurting the discourse of the game. To the degree Wyrd is unfluenced by this it hurts the game...

    I think the entitlement culture us everywhere, but it hurts gremlins more, probably because of the swingy models.

    Eh my friend unfortunately the "entitlement culture" is everywhere...it happened to giants like MtG, Warhammer, or World of Warcraft! It was a long time ago since I played WoW, but I still remember the day Blizzard decided to add paladins to horde and shamans to alliance because players kept whining and asking for those in their faction. You play Horde? Just accept you don't get paladins....
    What about when GW decided to give a cannon (!!) to the Daemons of Chaos?? Soon enough, each faction had some sort of cannons/catapults, including, Demons, Undead etc. For me, it makes no sense at all, the game loses flavor and becomes less interesting - unfortunately it is almost inevitable and it probably makes sense from a commercial point of view. Miniature games are not non-profit, sadly...

    So yeah, I feel Malifaux is slowly crawling in this direction, with factions filling gaps and slowly getting more and more uniform. The Guild now has scheme shenanigans (Nellie), Ten Thunders gained a summoner, Ressers now have ridiculous movement tricks to counter their proverbial slow movement (Kentauroi) and have a long-range shooter (Reva) etc...plus almost all factions now have access to cheap models. I'm afraid soon we'll see Neverborn get a proper healer, or elite armored Gremlins with Htw...those are the last few taboos left :(

    I agree that, in this scenario, Gremlins were probably hurt the most since their traditional "gap" is represented by the crappy stats and the general fragility of the models, and none of that has been addressed. Instead, we're slowly getting further and further away from the Gremlin concept: did you notice that none of the newest models has Reckless, Dumb Luck, or anything else along the lines of "trade health for AP/damage"? It's perhaps not a coincidence that the only decent model we got recently (the Crier) does some of this (trade health for cards).

    So yeah, as it has been said before...hope for the best, and expect the worst :(

    • Like 1
  19. 1 hour ago, PolishSausage said:

    well, dogs/guildguard/despMercs are all 3ss models that are WAAAY better than bayous just based on stats.

    That's one of the things that really broke the toy, in fact. We lost our "strength in numbers" advantage, but our models didn't improve their crappy stats...now pretty much every faction has a way of fielding cheap, significant models.

     

    2 hours ago, tmod said:

    To be fair Gremlins won UK Masters this year, which is amongst the tougher competitions there are (Zipp and Som'er unless I'm mistaken). Doesn't address in-faction balance at all of course, but at least there's some evidence gremlins aren't completely hopeless. Don't know if he used any wave 5 stuff, but hard to imagine anything other than maybe Criers...

    Overall I think gremlins have gotten the worst of the complaining-is-better-than-practicing syndrome that seems to have hit the forum over the last 12-18 months or so. This has led to the cries of OP gremlins being ever as loud, even as more and more of the faction gets nerfed. It also means that some of the most absurd simultaneous topic have concerned gremlins (ie, "Gremlins are auto-win buttons, I rage quit" started the same day as "Gremlins are sucky so I rage-quit"). If only everyone could focus more about how to play their own faction to the top of their ability rather than how unfair it apparently is that bayou gremlins are 3 ss whereas tt Brother and Freikorpsmen are 5 (or whatever)...

    Indeed, I 100% agree that most players after a game against Gremlins just "they're OP - need to be nerfed" instead of trying to counter them, mostly because they (luckily) still retain some pretty unique abilities (like Reckless, or Dumb Luck) and, as @Omenbringer says, when things go right can be pretty nasty (although when things go wrong they implode spectacularly!)

    Perhaps the solution is in fact spreading a better culture of "practice with your faction"? After all, the same happens against, I don't know, Arcanists...I know I'm gonna have to face Sandeep at some point, rather than just crying "Sandeep is OP, needs a nerf" (which he does, by the way), I need to keep practicing to find ways to beat him...

    • Like 1
    • Agree 1
  20. 12 hours ago, daniello_s said:

    I doubt that as the patch of the OP faction stuck to Gremlins for eternity i'm afraid. Hope for best, expect the worst😅

    Indeed. Even though I struggle to see how people can think of Gremlins being OP seeing how we hardly ever win tournaments and half of the faction is well below the power curve...

    5 hours ago, PolishSausage said:

    Expect Zip and Iron skeeters to get hit next.

    Only models left in faction that became a decent staples, that and swine-cursed.

    Yep people tend to complain a lot about Zipp. However, I would hope that, if Zipp gets hit, the same happens to other Wave 5 masters which are way more over the top (Nellie, Sandeep ehm ehm).

  21. On 4/24/2018 at 4:52 PM, Fixxer said:

    Im sorry, I did mean Wild Boars. 

     Their Spiritual Curse condition will come in handy too with Zoraida or Wong crews, possibly an underrated part of the model that will be realized once played. 

    You sound very optimistic - I've been trying long and hard to include Bokors in either Z or Wong lists and they never seem to be worth it. Reactivate is very limited and the curse is lacking an appropriate firepower to justify it. Wild Boars are hardly a game-changing model....

    In the end, my thoughts about Wave 5 (many times stated in this forum :D) are that we got one decent model (the Crier) which can be very useful in certain strat/schemes situations, the rest is at best situational but unreliable (Wrastlers, Brin), useless (Flying Piglets, Bokors) or worse (Smuggler, which hardly even belongs in the faction).

    Similar for the latest errata, where our best models went up a point, and we got point decrease on a bunch of useless models with perhaps one or two exceptions (Survivors, Raphael), while other models which desperately need a hand got ignored (Rami, for example).

    Overall, we definitely got the short end of the stick, especially compared to factions which received amazing Wave 5 models (the well-known Steamfitters, Monster Hunters, Kentauroi, Midnight Stalker...) or extremely positive errata with only point decrease (I seem to recall Neverborn).

    I'm not sure what the future holds but hopefully next time we'll get a better deal!

    • Thanks 1
  22. On 4/13/2018 at 8:16 PM, PolishSausage said:

    what about the 2 story encounter boxes?

    are we looking June + on these?

    Yeah, I'd also be interested in knowing what will happen to the boxes, especially Backdraft which was supposed to be coming out now (April) :(
    Any news?

    Also, Is Brin April or May? It says April here and in the webpage homepage, but says May on the "upcoming" section in the website...

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