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Bazlord_Prime

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Everything posted by Bazlord_Prime

  1. I didn't say they were the only Faction that's lacking Condition removal options. Sounds like Arcanists aren't all that well off either, but let's be honest: the Arcane Effigy's removal is automatic, even though it's only for a 2" range. And it's on a 4ss model. Bargain. I'll grant you that the Medical Automaton isn't flash for condition removal. It looks alright for removing conditions for friendlies, because it has a couple of tricks for placing next to them. Also, the 2 min dmg will usually be reduced by Armour. And in that case, you just need a low Tome. Also, a very cheap model, so it's pretty good at looking after its own crew, which really is what it's meant to do. Anyway - this isn't a contest. I'd like to see something along the lines of the Arcane Effigy within Gremlins - or even a cheap voodoo witch doctor Gremlin doing similar things to the Automaton - but it's not necessarily a bad thing if a Faction has its weaknesses. Maintains differentiation between Factions, and means you just have to work around it.
  2. Thing is, Condition Removal is huge in GG2018: both "Ply For Information" & "Public Executions" utilise Conditions for scoring, and those Conditions can just be removed by Johan et al. Does this now make us think seriously about taking Johan in every other list? I'm not sure. I'm leaning towards Mancha, because I want to keep it green, but there's definitely an increased value to Condition removal now, so I'm pretty damned envious now of cheap pieces like Witchling Stalkers & the Arcane Effigy
  3. Yep - that is indeed it. I've been worrying about this recently myself, and have come to the conclusion that we're just a "Condition removal-poor" Faction, I'm afraid. BBB: 7ss, needs an 8, 6" range. Meh. Mud Toss: 10 or 12ss, needs a 6, 8" range. Not bad, but it means that either Mancha or McTavish must be in the crew, and they're both big ticket items. With whom you'd rather be killing, than daintily running around supporting the much-reduced rest of the crew. Good models in their own rights tho, of course. Johan: 8ss, needs a 4, 10" range. The best option, sadly (for pure condition removal), and that's why I was gutted about his recent price increase. He's a big hitter tho, which helps. Still - only 2ss more than Mancha + Mud Toss... But Trixie could always "Lure" Johan up to 18" towards the enemy to get stuck in.
  4. Good counters for Rezzers might be Moon Shinobi, especially with Brewy or Zoraida, as Brewy could Swill them, and with Zoraida a Nurse could give them Armour +2 AND a to Duels. Taelor is also available against Rezzers, but I always have issues keeping her alive. She's a bit of a target. So what else is good against Rezzers? Anything with Ca attacks, I guess, plus Swine Cursed & Wong's "Magical" target, of course. What about against Neverborn? I'm not really sure what the Neverborn bring that needs to be countered...
  5. Chums! Was just wondering, what models do we have access to, that function as hard counters against the stereotypical traits of different Factions? I saw mentioned in a different thread that Aionus, Anna Lovelace, Hannah & Sue are all good counters against Arcanists. And from within Gremlins, I guess McTavish is good to Gator Snack on scrap markers, Sparks can use up Scrap Markers, and Lightning Bugs & Banjonistas ignore Armour. What else?
  6. Just realised that I hadn't checked the text on Sammy's own card (rookie mistake), and yep - it specifies there that no other model may take the same Upgrade that she takes. Whoops! Off to report an App bug, then...
  7. Noticed a weird thing in the Malifaux App: Sammy could be given Master-specific Upgrades that I'd already assigned to the Master. I'd never considered that a possibility. So I looked in the small rulebook, and didn't see anything forbidding it. No nested rule saying that Master-specific Upgrades are also Rare 1 by default. Has anyone actually played a crew exploiting this? Is it common knowledge, and it's just my assumptions letting me down again? So how about Brewmaster's crew doing up to 7 Binges per turn (fast Brewy from a Tanuki (4), Wesley (1), and fast Sammy from an Iron Skeeter (3))? What other filth is out there, I wonder... Edit: see below...
  8. Played a game with Zoraida last night and Bewitch got me an 11 card hand by the end of the turn (plus I'd used maybe 3 during the turn), so there's some definite possibilities there, too. Well, I'd drawn 1 via the Lucky Emissary using Zoraida's Conflux, and I think McTavish drew me 1 as well via Gator Snack...
  9. Huh - I never would have thought about Taylor being able to take her second original Attack against the Lost Love afterwards. In my mind, the new Charge would've negated the original, so I'm glad I've read this and been corrected. @solkan But how far does this extend? I'm thinking that if Taelor charges out of engagement in order to reach the summoned model, she obviously doesn't get her second Attack from the original Charge. And she's not restricted from using her "Welcome" Charge to leave engagement with the original target, is she? The wider context here being all the similar "Charge again" triggers, like Stampede (on Pigs, Roosters, etc). So I'd take it that if a Rooster Rider charged a target, damaged it with the "Stampede" trigger and then charged another target close enough to it that it remained engaged with the original target, then it would resolve the new Charge Attacks, then go on to complete the original Charge by resolving the second Attack? Thanks!
  10. Ohhhhhh...of course. Silly me. Thanks @daniello_s!
  11. Can somebody please explain this 1AP Paralyse thing for me? I'm really not seeing how it comes about. I can see the (1) Action on the Emissary of course (makes the enemy Slow, or Paralysed if already Slow), but when the Voodoo Doll gets summoned, doesn't it first gain Slow (from the Summon), then take it's Hem Action (meaning that the Hem target does not gain Slow)? Thanks
  12. And the newly-cheapened Survivors can use their 4 (0) Action to reduce enemy's Wk to 4 (and prevent Charges), to help out with that :-)
  13. Exactly! @iamthefly - send me your mate's list, please! I've got a tournament in a couple of weeks, and I want Brewmaster dominance!! ;-)
  14. Yeah, I much prefer Trixie for Pushing enemies & Pigs. Using her to drag up other Gremlins has always been too hard, since she has to get up ahead of them first.
  15. Was just listening to the latest podcast from the Critical Twits (http://criticaltwits.com/malifaux-troubleshooters-3-first-gg2018-tournament-podcast-94/) Anyway, they're talking about a recent tournament that they attended, and one of their opponents was fielding Som'er. The host was saying that the Gremlin player used "Do It Like Dis!" to put up an aura (he said but I'm pretty sure he meant ), to allow his Stuffed Piglets to use that suit on their Bacon Bomb actions for a guaranteed 4 Dmg each time. Is that legit? Re-reading the two Actions, Do It Like Dis! says: "...add the suit of the discarded card to all duel totals", so that's duels. Bacon Bomb says: "Flip a card that may not be cheated...", so that's not a duel. It's just a flip. Right?
  16. My bad - it's 2 dmg for her "Riled Up" to reactivate, but I put 3 cause I was thinking of the Hog Whisperer's "Stick'm!" (which Gracie's armour would reduce to 1). Thanks for picking that up, @Dogmantra
  17. Hah! I always forget something... Yeah, Gracie is a mean Glowy target, if you're happy having a more Ml focused threat. Hold onto those high and she can offer a 5/7/9 damage track, ignoring many Df things. With Reactivate. Which means she'd Regenerate twice (although, she'd kinda need to with taking 3 damage to reactivate. Or just hit her with a Hog Whisperer for a 1 dmg reactivate. He could also help move her upfield a little more quickly...). Great choice.
  18. I've been thinking about that Upgrade as well, but I don't have any experience with it yet. My thoughts so far though are that you might want something to move Wong into position for the (3) Action, which could be The First Mate, or Wrastlers, or just suck it up and damage Wong in Ml for his Df trigger. I had been thinking about the Lovely Assistant as well, in order to stack the deck then Accomplice to Wong, but honestly, she only sees the next 4 cards, and you'll burn through those on your first Attack, once the pulses are all resolved. Could still be useful for her Crackerjack Timing tho, either on her own or in tandem with Burt, to really pack them in for the show...
  19. I was going to stay talking about Merc options for the Glowy target, but you did say "bare minimum", so that kinda counts them out. Buuuuut, just in case you're interested in that route, have a look at any of the big Mercenaries. Lazarus is an obvious "play to your strengths" option, with his own blasting craziness. Consider Sparks as well then for Fast. McTavish is a classic choice. I kinda like the Strongarm Suit as well. Anyway, food for thought.
  20. Just - finally - scored one for myself. Can't wait to greycoat it and get it rolling on the table ;-)
  21. Got a tourney coming up in a couple of weeks, and I've been away from Gremlins for a while (the locals have been running a "use a different faction to normal" Shifting Loyalties campaign for the last 4 months or so). So deciding which Master(s) to reacquaint myself with is proving a little challenging. I was in the middle of a Brewmaster kick last time, stubbornly trying to get myself to the point where I could crack him, and that was going alright. But I'm wondering now if I was just trying to prove a point about him not being as bad/NPE as he's reputed to be. Plus now, he has a couple new upgrades that look pretty interesting... But don't ALL the Masters! :-) So, if I'm going to choose two Masters to practice with before the tournament (I don't think I'll get in more than 2 practice games before then), I'm leaning towards Brewmaster & Zoraida. Thing is, they're not totally dissimilar in what they do. Maybe it's just their Obeys they make me think that, but they're both what you'd call "Support", or "Buff/Debuff" Masters. Anyone think I'd be painting myself into a corner of inflexibility with regards to Strats & Schemes if I made those two my primary choices for the 3 game tournament? (There are no S&S published for it yet, as it's a last minute event). I have every Master except Ulix, and have most of the Factions models available to me. And I'm more into having fun while being a bit competitive, rather than going hard-out to optimise & win. Thanks!
  22. Yep - issue 30. Took me a while to find it myself! I started reading part two and just drew a blank on what had happened before. (And actually, I haven't read the Broken Promises stories yet, so I copped a few spoilers. Completely my fault, I know - must get onto that!)
  23. I second the above, and remember that Sammy's third option with Jynx is to prevent the target from declaring Triggers. So if you can get her within range (8") of the Flesh Construct, she can use either that Jynx (if it's already engaged), or the "no Walks, no Charges" one (if its not), to mitigate the FC's attacks. Plus, the FC is only Wp 2. Sick... Another generic Upgrade to look at besides Stilts, is "On Yer Tip Toes". It makes all friendly Ht 1 models within 10 count as Ht 2, and it can be carried by a Master or a Henchman, so Sammy or Francois could carry it (it also benefits the carrier), and just make sure anyone near the FC is covered in that aura. Mancha is awesome, for the reasons you mentioned. McTavish is awesome, and could easily shoot at the FC three times per activation, without randomising into engagement. He's got a 14" range, but he won't easily negate that from HtW. The Sow is cool, and has a to Damage to negate the HtW, but she's pretty soft, and her damage track may or may not deal wth the FC quickly enough. On the plus side, when she dies she drops 2 Piglets, which are enough to keep the FC occupied for another Turn...
  24. @Mason Loved "Nemesis, Part Two"! Interesting conclusion, the effects of which I'm looking forward to seeing on the tabletop... But I've got to learn how to do this "shrill, ear-pissing whistle" (last line of the first column, pg 60). That effect is definitely going to be worth the trouble
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