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Bazlord_Prime

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Everything posted by Bazlord_Prime

  1. Would it work to do a wholesale copy-paste (then update) of the info from PullMyFinger? A lot's already been written there, and it's all going to disappear otherwise, when the wiki shuts down.
  2. Exactly where I was going to go with this. I haven't tried it yet, but Brewmaster with a healthy serving of Tanuki could be pretty annoying at this, even without the Pigapult. The more Tanuki that get together, it seems, the more they strengthen their own "Bottles Everywhere" Ability, which - in tandem with "Take A Little Nap", could see them poisoning each other up pretty rapidly. Which then could feed "Magic Elixir" for healing & reactivating. It's hard to picture how it might all work - or whether it would work - but I reckon it's worth a go. Especially with a Performer to use those Scheme Markers and expunge that Poison...
  3. You know what? That's EXACTLY how we should all be treating posts like this, by default. Thanks @Kadeton! I would've thought that we'd all be able to take that as read - whenever anyone is asking for advice on crews that're fun, or themed, or anything else subjective, there really is no place for egos to compete for objective dominance. I, for one, would LOVE to hear people's experiences of games that've been consistently fun to play. Me - I love playing with my Wong. BOOM! Lots of fun hijinks with blasts, Scheme markers flying around, and using Burt and Lovely Assistant to try to corral enemy models into the blast zone (I know - The Lovely Assistant is the "Wrong" Totem choice for Wong. Unless you find her to be FUN!). And, I've only had horrible experiences playing against Hamelin. That's so far been more like watching your opponent play Malifaux Solitaire. On slow play...
  4. The wording on the Upgrade (the "Spark of Enlightenment" Ability that it confers) is: "This model may take the Lightning Dance Action as a (0) Action instead of a (1) Action" (emphases mine). So, the inclusion of that term "instead of", to me, dictates that it's an exclusive choice - you either use it as a (1) or as a (0). But, on second thought, I guess that if that actually was the case, there'd be further wording around when and how long that setup would apply (like, "till the end of this Activation", or similar), so without any further wording around that, then I think I'm with you on this one, @Adran
  5. Quick question to clear this up for a mate who's loving living la vida Lo: Is the new Awakening upgrade giving Yan Lo up to four Lightning Dances per activation (3*(1) + 1*(0)), as the Pull My Finger entry suggests? Or does the wording ("instead") mean that if the Lightning Dance is used as a (0) Action, it may not be used as any (1) Actions that activation? Cheers!
  6. Yeah, it does. And now, it hardly seems worth a re-print of his card, as everyone knows what's meant RAI by those triggers, and he's not a key figure on the scene. I guess if there's an M3e in the works anytime soon, it'll get tidied up then.
  7. Triggers that resolve "after succeeding", or "after damaging", etc, resolve after Step 5 of an Action (FAQ #30). Damage is applied during Step 5, right? So when Hans' "Sniper Rifle" attack triggers say "After succeeding, this Attack ignores Incorporeal", and  "After succeeding, this Attack ignores Armor", is this wording now inconsistent with the general timing as established by the FAQ? Cause it now reads as though those triggers don't affect any damage that this instance of the Attack may have caused - the damage has already been applied & resolved. No biggie - just curious.
  8. Alright @Math Mathonwy : time for an update of the above! Y'know, since we've had Wave 4 Masters, Wave 5 models, and Broken Promises upgrades, after all... I enjoy this topic (as long as it stays light-hearted), and fun is the most important aspect of the game for me (but then, I personally derive a lot of fun from scheming my crews at home, and trying to come up with increasingly bombastic & self-defeating Gremlin tactics, so...) Problem is, I don't get to play a wide range of Masters, so can't venture my own list. It's up to you, Math & Co! 😉
  9. We're good to go! 6 players have signed up, so it'll be a small, intimate affair. I might bring some tealight candles and incense to create the "right" atmosphere... ;-) Today's the last day for late registrations, so if you've been sitting on the fence till now, head over to the website linked above and register! Strats & Schemes for the 3 rounds are as follows: Round 1: Symbols of Authority / Standard • Punish the Weak (paired) • Covert Breakthrough • Hold Up Their Forces • Inescapable Trap • Take Prisoner Round 2: Ours / Flank • Guarded Treasure (paired) • Set Up • Search The Ruins • Take One For The Team • Recover Evidence Round 3: Public Executions / Corner • Eliminate the Leadership (paired) • Undercover Entourage • Dig Their Graves • Vendetta • Public Demonstration
  10. Roll up! Roll up! Only 5 more days to get in your registrations and entry fees for Malifool's Day! Pay up by Friday 16th March (THIS Friday!), to avoid the $10 late fee. And abject, tear-flowing, bowel-loosening disappointment!!!
  11. As part of NatCon 2018, I'm running a one day, three rounds, fixed Faction tournament of 'Faux! Sunday 1st April, at the Hamilton Cosmopolitan Club, Waikato. Tourney will run from 9am - 6pm. $25 entry, to be paid by Friday March 16th (only 2 weeks away!). Late entries accepted, with a $10 late fee. Head HERE for the Registration Form and the Player Pack, and for more info. We've got great prize support from Game Centre in Hamilton, and Mighty Ape is supplying vouchers to all entrants. See you there!
  12. I had NO idea the Scion did that! Interesting! 9ss is pretty steep, but he's got a few other things going on there...
  13. Got in my first game with my Zoraida "Ply for Information" list last night: Gremlins Zoraida + 4 Pool - Tarot Reading (2) - Powerful Control (2) - Animal Shape (2) McTavish (11) Fingers (10) Nurse (7) Oiran (6) Lucky Effigy (4) Bayou Gremlin (3) Will O' The Wisp (3) (exported from CrewFaux) Neverborn Titania + 6 Pool - Pact with the Grave Spirit (1) <plus 2 other upgrades that I forget> Cyclops (8) Rougarou (8) Rougarou (8) The Claw (7) The Thorn (7) The Tooth (7) (exported from CrewFaux) Strat: Ply For Information (Gr=4, NB=0) Deployment: Corner Schemes: Surround Them (NB=2), Take Prisoner (Gr=2), Undercover Entourage (Gr=3 & NB=3), Set Up, Search The Ruins Result: 9-5 victory for Gremraida. In Short Titania'screw just wasn't constructed to resist what Zoraida was doing. With no condition removal, I was able to effectively shut down 2-3 models per turn, and in an elite crew like that NB one, with no way to remove conditions, that really hurt my opponent. He did also have conspicuously bad cards, while I was drawing fairly well. I managed to lock down one of his models, and milk it for the Gather Intel condition, 2-3 times per turn. Details Basically, I identified the Cyclops as a dangerous creature that I wanted to shut down, so I made it my Prisoner target. After it walked into Ml range with my clump of Oiran, Effigy & Nurse, I used the Nurse to Meds it every turn so it could only take Walks & Interacts, and 2 out of the 3 models just milked it for Ply each turn. (Fun fact: we weren't sure if it was legit for the Nurse to apply both "Hallucinogens" & "Uppers", to pseudo-Paralyse the Cyclops (since it's immune to regular Paralyse), but apparently that IS the case, and has been FAQ'd as such). The Oiran proved a bit useless. I had her in there to Lure in my Ply-milking target, but as her Lure requires a , and so does the Nurse's Paralyse, I found it wasn't ever happening (plus the Cyclops actually came to me, which was handy). I think maybe a Performer might work better in future. Pairs way better with the Doll as well. It's just that the Oiran's lure can drag things out of cover, which is actually a huge a bonus. McTavish dying so easily was a shame. I might consider Mancha next time, cause he can then take Mud Toss for condition removal (since I'll have 2ss extra), and Stilts for protection. Also, he'll be able to do something with those Paralysed enemies! I had The Tooth, The Claw, and Titania all Paralysed within 6" of each other at the end of Turn 3, and I just felt stink that I didn't really have much killing power left on the board with McTavish having been RJ'd to death by Titania at the end of Turn 1 :-(
  14. This ("Zenithal Method") is what I've been playing with recently, as: a). I'm cheap b). I'm lazy c). I don't really like painting, and I have little patience/talent for it :-( Using cans is a bit hap-hazard (you can so easily overspray, or get large spotty areas of paint instead, if you're not confident enough with the pressure), and so I think an airbrush is recommended), but a couple of the models have made me think that perhaps I should just add a single highlight colour and call it done. Anybody got the word on which photo-hosting service to use? I'm uninformed. But I'll post up a few pics for you so you can get an idea of what even a rough & ready stab at this method can produce.
  15. Since the challenge has (kinda) been thrown down (kinda...), here's the S&S for this weekends tourny. @DanteJH: see whether you think you'd rather run Brewy or Z for each Round, and Cadaver_Junkie: see whether you think Brewy would have any particular issues with each ;-) Round 1: Ply for Information, Standard Deployment. Surround Them, Hold Up Their Forces, Vendetta, Undercover Entourage, Recover Evidence. Round 2: Ours, Corner Deployment. Guarded Treasure, Show of Force, Public Demonstration, Set Up, Dig Their Graves. Round 3: Public Executions, Close Deployment. Eliminate The Leadership, Inescapable Trap, Search The Ruins, Take Prisoner, Take One For The Team.
  16. Good point - that's a kind of sneaky Condition "masking" effect, that could result in removal if you do it right.
  17. I love that the Criers are Ht1! It's ludicrous! They've got so much scope to just swoop in on a Skeeter and negate a model or two for "Ours", while counting themselves. They can negate the "Ply" & "Executions" conditions, and they have an okay Ml attack as well. Very cool.
  18. Yeah, the Criers are looking more & more awesome. Still haven't played one yet, but they do a lot. Re: "Disable It", are you thinking to fly the Skeeters up using one of their own AP, then use an Obey from Brewy so that you get two cracks at it?
  19. Haha! I was just talking about the Tanuki for that S&S pool, and here you go giving me the Moon Shinobi as another great option! Perhaps I should just stop fighting it? If my opponent declares Rezzers in that round, i think i might just fold and go the way of the Brew... I do love stripping cards out of the hand, tho. It's so powerful. Between that & Swill, he sure does have some great generic shut-down abilities. So Brewy could get Fast from the Tanuki, and with Wesley on board as well that's a potential 5 cards that Binge might extract. Would probably want to do one Swill tho, to set it up.
  20. Thanks! I'm certainly envious of all your positive experiences with Brewy, and I'm looking forward to creating my own fond memories with him, but it turns out that for this tournament, I'm going to go with Zoraida I dunno - I just fancy a change, I think. And also, one of the Rounds is "Ours", with "Public Demonstration" & "Set Up" in the Scheme pool. And I don't think that I'm a strong enough man to not take the Pigapult + 3 Tanuki list for that one... so it's probably best I just avoid it!!
  21. Yeah, I know - he's problematic. Has a lot going for him, but at that price point he's a little slow, and a little fragile. He already took a nerfcuddle tho, so I'd be surprised to see a buff in the pipeline.
  22. Zipp is obviously a good choice then, to counter various things. So if you don't know who your opponent is going to be running, he's probably a very good, flexible take-on-all-comers kind of Master. What about Henchmen, Enforcers and below? If you're dedicated to running a Master that isn't Zipp, what other sorts of models have particular utility against the usual sorts of things that certain factions are known for? For instance, The Guild. Known for their Armor, and their ranged weapons. Probably not a lot you can do against ranged weapons per se, unless you count the cover-generating abilities of McTavish and the Bushwhackers. Armor denial, we can take Lightning Bugs, Banjonistas, Aionus, and - as @Sol_Sorrowsong mentioned - Swine Cursed. So, what are the things we're stereotypically likely to face in each Faction, and which Gremlin/Merc models have obvious strengths against those things: Arcanists: Armor_Casting_Burning - Lightning Bugs, Banjonistas, Swine Cursed, Aionus, Strongarm Suit_McTavish, Hannah, Sue, Aionus_Lenny, Mud Toss, BBB. Gremlins: Reckless_High Activations_Slow_Poison - Anything that can deal slow_Cheap models_Mud Toss, Lenny_Mud Toss, Lenny, Akaname. Guild: Armor_Shooting - as above_McTavish, Bushwhackers. Outcasts: ummm...anything & everything? - ummm... Resurrectionists: HtW/ItW_HtK_Summoning_Incorporeal - Moon Shinobi_Swine Cursed_Bayou Gremlins, Taxidermist, Taelor_Lightning Bugs, Aionus. Neverborn: Df tech_Melee_Black Blood_Terror Checks - Moon Shinobi, Bishop_anything shooty?_Lenny, Sue. Ten Thunders: ummm...anything & everything MkII? - yep...
  23. Fair enough - I wasn't sure of how much the other Factions had. Looks like Guild are the big winners here, especially with the Witchling Stalker - 5ss, needs a 3+ , 12" range. Pretty good. @DanteJH one possible way to approach this sideways is to take Lenny, as he's immune to all conditions. He's very different in application to the Whisky Golem tho, so this suggestion may be of no use. Still, if you can get him upfield, and keep him healed, he could make a good beater against the Rezzers.
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