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cfrag

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Everything posted by cfrag

  1. Now that's a very interesting thought! The slop hauler was only there as a filler and as a model that synergized with the whole "buffs to melee" theme. Having an alt Lenny would probably work better. As I said this is a fun list where the theme is more important than its competitiveness although it has to somehow work. Depending on how well it'll work in 3e I might even think about getting some extra models for conversion purposes
  2. Thanks for the quick reply! I'll have yo give that a thought. It won't look very thematic, but mah didn't either, so it's a matter of making it work I guess.
  3. So, I made a wrestling theme crew just for fun in M2E that was comprised of the following members: Mah Tucket Little lass Bishop (alt sculpt, for theme purposes ) Mancha Roja 3x wrastlers Slop hauler and some upgrades. However, with M3E I'm not sure this list is still legal. Since the NDA has been lifted, do any of you kind beta testers have any suggestion on how to get a somehow similar list going on? It doesn't have to be competitive, it just has to kind of work. The idea on the original list was to have a melee focused list that was thematic (hence the use of bishop instead of our emissary. Purely thematic reasons)
  4. Sorry about misleading you, I wrote this on mobile a bit on a rush. What I meant by news was actually activity in this forum and the community in general. I think its selfish to subscribe to the beta just to read info about the upcoming game if I don't plan to actively provide meaningful feedback. It feels wrong to me to know I might be taking someone else's place and that someone could be doing a much better job than me testing it.
  5. Just because it's regular doesn't make it a good thing. It kind of made it clear to me how small the gremlin player base really is, since all I read is that we're under represented in the beta and it seems like everyone who was a regular here just got into the beta. I didn't sub to the beta because I'm pretty sure I wouldn't be able to give any meaningful feedback, but this total lack of news got me looking somewhere else for some green skinned action.
  6. Like people already said, he is crazy good when its almost sure your opponent will have to drop scheme markers. He is very slippery and can take a beating if you have the stones to burn on dmg prevention, especially after eating enemy scheme markers. Funnily enough I take him more often with non zipp masters.
  7. I'm cautious about it. I'm afraid we'll lose a lot of identity if reckless and the funny/bad triggers disappear. But there's no point in speculating. I'll just keep playing m2e until m3e comes out then we'll see
  8. As someone else commented in a other thread, my trick to keep the bayous alive is to force the opponent to choose between spending resources on them vs something more expensive. I can't seem to get them to win a single attack flip, but they always score VP for me in the form of scheme markers. An extra AP turn 3 can mean 2 markers in a turn. That alone is worth 3SS. However, like people have said already, I haven't used them in GG18 yet. I find myself using elite-y crews more and more
  9. He is also immune to conditions, which can be stupidly bad:no focus, no defensive stance, no trying to get some buff conditions to try and compensating for the terrible df and wp. I don't think he's unplayably bad or anything, but if I try to build a crew around his buffs to justify his cost, he gets focused hard. If I don't build a crew at least a bit around it, he's just lackluster. I still love the model and I'll eventually get my hands on the alt model, especially since I'm making a for fun wrestling crew (complete with a makeshift boxing ring).
  10. Actually I remember reading a lot of people being vocal about their dislike for the standard hungering darkness sculpt. The same with m2e nekima sculpt, so that was probably the reason
  11. It's actually the first nightmare edition crew that I don't like The problem is not the concept in itself, but somehow i dislike the models. It's a shame, since gremlins are my only faction and its kinda ironic that these will probably be the only limited/alt models on the faction that I won't get
  12. I believe fingers + zipp is crazy good, because you can play zipp the way he's meant to be played (aggressively!) and not worry if he's dying or not. Your opponent will most likely kill him or fingers, but it's super hard to kill both! Zipp can also be used to cover fingers should your opponent choose to focus him. I used both in a symbols of authority game with some schemes that involved markers in the center and it was insane! Fingers scored lots of VP while zipp ensured copious amounts of disruption on the opponents plans
  13. I kind of feel the same. Instead of complaining here in the forums I instead chose to just not buy models from this latest wave. This is a big change for me though, since I have nearly all m2e gremlins there are ( including limited editions). So, even if @PolishSausage may come as abrasive, at least he cares enough about the game to post here in the forums. I just don't care enough since I play 1game/month on average and I have enough models to last me a lifetime, so I'd say he's doing a lot more for the game than I am, even if his words come out wrong. That s exactly how I feel. There's no way I'm buying those flying pigs when I don't particularly like the model and already have 1 taxidermist and 5 stuffed that never see play.
  14. I think he meant wild boars, hence the 5ss cost.
  15. This! There's always one enemy miniature with relatively low wp. You just need to keep 1 card or maybe 1card+ss to shut that model down for one turn, especially if he has already activated( just put it over the line between 2 quarters or in the center bubble). If you do that to 2 models every turn, it will win you the game
  16. The disadvantage is not only about having 2x5ss vs 10ss. When you have 10ss vs 2x5ss you only have to kill one of the 2 models to win the quarter, and its usually a lot simpler to kill a 5ss model vs 10ss, especially our less tanky low cost models. What I've seen my opponents do in Ours is having a war of attrition, killing models as efficiently as possible. That is usually facilitated by killing low cost, low/avg defense models. There are exceptions here, like piglets and survivors who are durable for their cost, but when I need 3 of these to control a quarter, vs 1 10ss model, I prefer taking meatier guys that can hold themselves and dish some pain back too, like Burt/swinecursed/MCTavish. It's very hard for your opponent to win a quarter if you have mctzvish there, unless there are absolutely no lines of fire in your board. Edit: this is more of a description why I think more elite crews in Ours suit my play style better. As you just said, it might be a good alternative to just play with many Mobile low cost minions and keep the opponent chasing them. I just didn't have success trying that, but it might be a matter of not employing that tactic properly 😁
  17. My experiences since the last errata are the following: - Mancha Roja: 9SS didnt make him more viable on my games. He seems to be a Red Joker Magnet, which frustrates me everytime I play with him. Too resource intensive, since the only way I found to keep him alive is to ensure he doesnt get hit, which is hard to do when you want him in the thick of battle - Burt: He's not an autotake (but never was to me anyway), but still worth 8SS. Great choice when you want a durable beater. - Haven't taken McTavish since, but I didn't stop picking him because he costs 11SS instead of 10. He just didn't seem the best choice for the crews I played - Survivors: very nice! I found them lackluster at 5ss, but at 4ss I've been taking 1 or 2 regularly. They became my filler in place of bayou gremlins whenever the scheme pool is not interact heavy -WIld boars: they're situationally useful now. I take one when I want a good distraction that doesnt cost me much (when I suspect the opponent is bringing a sniper for example, or if I want him to keep a flank). They have good wounds, so they did ok as meatshields when I fielded them - I love the mech porkchops, and being 1SS cheaper should have meant more play time for him, but I actually only fielded him once. So, I don't have a formed opinion. The ones above were the only ones fielded. I also want to note that GG18 made plenty of our models a liability in certain strats. When the strat is public executions or Ours, bringing low cost, somewhat fragile minions gives the opponent advantage. Also, when symbols of authority is the strat, punish the weak is also available, which again limits the effectiveness of low cost minions. In conclusion, I've been gravitating towards low activation count, more elite crews. That is a bigger "nerf" to a big part of the faction than the SS cost increase. Swinecursed though, have been seeing a lot more play outside wong crews
  18. Id make the upgrade from wild boar to war pig require a bayou gremlin and not necessarily a kill. Thematically it makes sense and might be easier to balance mechanically wise (it requires more moving parts)
  19. Regarding using the Pere bomb vs Kirai, there's not much I can tell: sounds like the combo got hard countered, and there's not much you can do about it. However I'd say Zipp is a good master vs kirai. If you manage to use zipp to engage kirai with Up We Go while the rest of your crew does what it should be doing (scoring points and putting pressure), the kirai player will be having a hard time. Kirai wants to use her AP and cards summoning. She can't do that if she has to deal with Zipp. Just remember: if you're going all in with zipp like that, you want a 7SS cache and to keep 1 or 2 masks in hand for the defensive trigger. Ulix vs McM is a tough one. I never had that match up (only played vs McM with Zoraida and Zipp), and it (again), that you had a bad match up. Without knowing the strat/schemes it's hard to say, but unless you had low def targets to trigger eat your fill with your pigs, they wouldn't last long. Also, pigs suffer from having low wp, which is a liability vs crews that target it. I play vs terrifying a lot. What I do is, I basically don't even try to attack a terrifying model unless I have a card to "waste" passing the duel. Most times terrifying models don't have high df, so if I try to counter cheating the horror duel by not cheating the attacks themselves. At the end of the day, you only start with 6 cards in your hand so you must prioritize where you spend them on. Again, terrifying is more of a problem with low Wp models. Using liquid bravery helps with this. You lack Wong in your arsenal :D Lightning bugs, swinecursed and the wong glowy target all ignore armor, incorporeal and hard to kill. That helps A LOT when you have to deal with the hanged. Also, if you're going to attack a hanged, make sure you do it with a high min dmg model, since you want to keep the number of attacks needed to the minimum. Bayou Gremlins are amazing when you are not using their skills :D in other words, they're useful when you use their AP to score schemes by moving/interacting/dropping markers. And that's it. If you want cheap models that are good and increase your activation count, use survivors. For 1SS more you have some HtK, armor 1 minions. They can't move as fast as BG though, so don't count on them for interact/movement schemes. You will always be getting out activated when playing against summoners. That's their thing. On the other hand, to do so, they have to forfeit master AP and their hand (they usually need high cards to summon good models). When I'm playing the summoner, I usually lose if my opponent a) kills my models in a more efficiently than I can summon them or b) they get a way to disrupt my summoning. What has worked best for me against summoners is putting a lot of pressure as soon as possible in the summoning miniatures. Engage them as soon as possible, and keep the pressure with most of your crew. Then again, I only play gremlin summoners and only played against kirai a couple times and never against nico, so take my advice with a grain of salt. Finally, the best piece of general advice I can give you is to make sure you are using your AP as efficiently as possible. Turn 1 is usually just for positioning, but from turn 2 onwards, if your opponent is using 3AP summoning with their master and your master is spending 2AP per turn just walking, you're gonna have a rough time. Keep trying and let us know how it goes. (P.S: Going aggressive also has the side effect that, if you lose, you lose fast 😂 sometimes fast enough that you can play 2 games instead of 1. It's the gremlin way)
  20. What is your friend playing with,usually?
  21. I've always liked using defensive stance when luck gets me a trashy hand, so it makes sense to grab a crier to offset this a bit. However, this by itself was not enough reason for me to buy the criers. I had a game with may this weekend and I could definitely see the crier bringing so much value it can easily become one of those "must have" models when playing her.
  22. My interpretation for defensive stance is that you use #AP and discard 1 single card to get # to defense duel flips. But then again, I don't think there's anything in the rules that stop me from doing it 3 times as a single AP action. Still, like you just said, it's hardly worth it. I guess I really must try a crier with mah
  23. D'oh! I was theory crafting about ways to cycle cards with manifest destiny without using criers, and somehow made the mistake of thinking that do over worked like using a soulstone during draw phase. So, my card cyclers are "get of my land", one of the 0 actions and defensive stance. So I get to cycle 2, maybe 3 cards as turn. Not terrible...
  24. So, I was reading manifest destiny and I wondered: there's nothing stopping me from taking do over, drawing the 2 cards then, after discarding the cards, draw them again because of manifest destiny. So I have 2 questions: 1) am I overlooking something here? 2) the way I read it, I only draw 1 card, even though I discard 2. Is my reasoning correct? I haven't seen this written before, hence my doubts
  25. I use one every once in a while, just like @Davie said. If I suspect my opponent is bringing a sniper or I'm planning to deploy my whole crew together and don't want to leave a flank exposed, I get a boar to deploy from the shadows. I don't even bother much with keeping it under control. 8wds 5ss means he won't easily die in a single activation and he will most definitely keep enough enemies busy to justify its cost. But then again, I'm fan of cannon fodder tactics ( that's why I love playing gremlins )
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