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Blacks85

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Posts posted by Blacks85

  1. 1 hour ago, Omenbringer said:

    I think Ulix is a lot like Som'er in that he really benefits more from his staple models than for more "elite" oriented builds. You have mentioned issues with getting benefit from the Sow in other threads but I value her much higher in the crew than Sammy carrying one of Ulix upgrades.

    I absolutely agree with you on Ulix, that is why I've picked Sammy only for the hunting bow to play with the pigs. 

    But I don't understand, why do you think the same about Som'er? I do believe the elite part of gremlin works great with the built-in :ram Som'er and its moskito can spread around.

    4 hours ago, Dogmantra said:

    Ulix w/ Husbandry, Dirty Cheater

    Old Major w/ Corn Husks, On Yer Tip Toes (if not using the pigapult)

    Yeah right, dirty cheater is absolutely smart on Ulix...stupid me. ;)

    But why the "On Yer Tip Toes" on Old Major?

    I can't see the general utility of this upgrade...hum 

  2. How do you usually set up Ulix and his upgrades?

    I've also figured out that - having many upgrades and only 3 Aps - Sammy Lacroix would have been a nice purchase for Ulix. 

    • Clobberin Stcik, Husbandry on Ulix
    • Corn husk on Old Major
    • Hunting bow on Sammy LaCroix 

    However, this is a pretty heavy core for a 50SS crew...it's almost 50% of the team.

    Are you always (or often) playing Sammy with Ulix?

    Because on the paper, hunting bow seems amazing....but in game I was not happy of this upgrade performances.

    Clobbering stick also, despite combo with Sammy, wasn't really exciting to have...maybe I was lucky with hands but I've always summoned without think about Clobbering.

    Generally speaking, after many games I've never been able to use the Sammy LaCroix casting for conditions. Do you like her in general? Do you usually throw her in the brawl?

    Because I've always kept her back...but having such a short range I should probably fearless send her in the front.

  3. I've tried the sow for the second time, and I have to agree with my first impression :(
    But I will keep trying it a couple of times more.

    This time I've instant killed Langston in a single charge (I had red joker for DMG in hand..and started charge within Old Major) but only because he made a slight mistake in movement and I could abuse it to charge Howard first. Then Joss charged him and it has blown up as usual right after.

    Sure the trade was absolutely positive and Yes, I've under-estimated the DMG output of the SOW. But still the problem, you can charge only if opponent makes movement mistake OR if you use the pig engine to out-activate and then move + sling shot its rear.

    I think this second way is the only consistent I've found (I still have to try the flying sow :D:D) but I don't know, does it worth?

  4. 15 hours ago, Omenbringer said:

    I don't know if it is any more durable than Gracie. For the same cost I think she is quite a bit better in a lot of ways.

    It does seem strong but is an example of the counter design I mentioned. Benefiting from the aura is likely to inhibit its mobility.

    It's definitively a counter design, no sense imo.

    Anyway, do you really prefer gracie? It's a model I haven't understood yet. Mv4...is not that exciting imo, while she can get reactivate.

    Assuming she has not a :ram built-in (or do you run her only with lenny / somer?) she has roughly the same damage of Emissary, same durable but Emissary is much more mobile and has a 3" range. Moreover, it has a built-in usable (0) for the master and a Slow/Paralyze CA that is usually useful.

    Why do you prefer Gracie?

    ps. Oh wait, the emissary isn't a Gremlin? duh... :(

  5. 3 hours ago, Math Mathonwy said:

    I'm building mine at the moment - haven't had them on the table yet. But I could see them in a Somer crew as Corpse Markers should be plentiful. They seem like OK pieces but their problem is that their competition is all amazing.

    Yeah, they should have been 6 SS model...still ok, not strong anyway.

    Tonight I will give them a try and report my thoughts

    • Like 2
  6. 15 hours ago, Omenbringer said:

    Honestly I dont think he makes much sense with any of our crews. He seems really at odds with himself, i.e. small area support abilities on a model that wants to be really mobile and not tied down. As a beater he might be alright but I think there are cheaper options that also do it better.

    I tend to agree with you but:

    • It's much more durable than gremlin dmg dealer, even if the output is lower. You can throw it into the brawl pretty serenely
    • It has 3" engage...which is almost unique in gremlin
    • It has a utility of throwing slow/paralyze which - after 2 games - resulted to be nice
    • It's amazing with zoraida and Mah (Yeah...with mah, lol)

    But you are absolutely right saying that has no sinergies with other models

  7. Angelica is good, but you might play without her.

    Mechanical rider is - imo - the most versatile model in this game...it gives you the possibility to score extremely easy from many schemes and strategies. But you have to purchase at least some archnid or things to summon...a couple of at the least.

    Johan is a stand-alon underpriced always strong model...that plays incredibly well with all M&SU but also alone

    Gunsmith are very nice for output damage in my opinion.

    Then you might point at Ramos box...because promp tlangston and Joss....is just strong. :D And it gives you model for mechanical rider too! 

  8. I wouldn't focus on killing him...or beating outcast beaters with beaters.

    I think you just can't with resser. 

    Play the game different by luring A&D into a flesh construct or something quite Woundy that will keep it busy for 2 turns...and it's a win for you.

    Play the scheme game that is almost impossible to contest for outcast and you will be happily winning the game :D

    Or focus on summoning...giving models and models to eat to their beaters. That is the worst thing happened to me while playing outcast

     

    • Like 1
  9. 10 hours ago, unti said:

    Thank you very much guys,

    I really like the idea with ashigarus and in combination with the emissary they have black blood. Thats 5 damage on a 6 wound model that probably used reckless the first turn. Sounds like a dead rooster, haha.

    Thx again, i need to try this!

    Maybe a little sidequestion: what schemes do you pick when facing an aggressive list (2 rooster riders, trixie+sow,...)?

    Rooster riders are huge bomb, but you can super-easily kill them once they have exploded their impact. So hunting party would be very easy to do...

    Same for the sow, it's very fragile.

    But what combo is trixie + sow? just curious...

  10. 1 hour ago, Dogmantra said:

    I'm also wondering what sort of board you're playing on. In my experience if charge lanes are difficult to come by then you're also going to be able to get cover pretty easily, making being shot to death much slower.

    Fields are very full of terrains...Sure, it is to stay in cover...but hard is the cover, hard is to charge across the cover.

    And even if in cover, a couple of shoot with focus can easily reduce below 5 the wounds.

    1 hour ago, Math Mathonwy said:

    OK, this is going to be really silly but giving her Flight will make those Charges a lot easier and Taxidermists can give Flight. It does require a Mask, though and Taxidermists aren't all that enticing due to stuff like Burt and Francois at the same SS cost.

    That would be fun! And technically even very strong :D Maybe with somer? He likes the mask :mask

    Have you ever tried the taxidermists? Even only think to hire one of them instead Burt, Francois, Rami...or even the less lucky Raphael makes me cry.

  11. 1 hour ago, Munindk said:

    Maybe you dont need the Sow to charge straight away?

    Since she's a glass cannon you want to pick your targets carefully, if your opponent can retaliate on her she wont last long. Charge late in the turn, on a flank with few enemy models around, with the movement shenanigans as Dogmantra suggested or simply out activate your opponent.

    Or maybe you dont need the Sow to charge at all? The mere threat of a Sow charge could dictate where your enemy moves his models.

    I think the Sow is easily worth 8SS if used wisely, but if you just charge her in to do some damage you're probably better off with Rooster Riders.

    Sure thing, but if you don't play it aggressive it's very easy killable by ranged attack.

    A katanaka can ~~automatically kill it with shen long and two 11+ cards if in soft cover only (or two katanaka, two trapper)...anything else can hit it seriously with a Focus + Sh action and it doesn't take too much to reduce it below 5 Wd (making it very less effective) or kill it.

    The only time I've faced it I have killed it shooting with Von Schill in a single activation.

    That is why I believe it has to throw into the brawl as quickly as possible.

    It is also HT3...very hard to hide or to stay in cover. And being back, I think it brings ~nothing to the team !

  12. 9 hours ago, Dogmantra said:

    The Sow is great. Firstly I strongly disagree that War Pigs have a better damage output than The Sow.

    I'm very happy to read it! I will be more than happy to give it a couple more tries.

    However, I still can't find a way to make him charge straight away (even with the surely devastating shot in the rear...). Only option that comes to my mind is to out-activate opponent, push him and finally activate as one of the latest model.

    Because also move behind a terrain in hard cover, give it defensive :+fate to "shot in the rear later" is not that much helpful with Df4. If you want to kill it, you can keep cards and do it.

    It might be interesting with Zoraida...Maybe next time I will try it with her.

    Thanks

    • Like 1
  13. 23 minutes ago, Kobayashi said:

    Anything Brewmaster and Wong? Any experiences? I thought Wong is so beloved... :s

    At a first sight, I don't think it makes any sense with brewmaster.

    You try to build a bubble and work to "hang" people with poison too.
    It doesn't help you in either way...he's just a beater. The extra "sad-sad" swill doesn't seem to be good.

    With wong looks better because having blast at +1 DMG is consistent.
    You can throw the emissary in the brawl being very resistent...and shoot with wong into the melee with a very destructive dmg output.

    Still probably the two worst master to which use the emissary with :D

    but only theoretical impressions !

     

  14. 27 minutes ago, Math Mathonwy said:

    I think that at the point where you have eight Bayou Gremlins on the board, it is most of the time a good idea to do something else with Somer's AP and his arsenal of tricks than keep on Summoning.

    (There's also the special edition Bayou Gremlin that you can get from Mystery Boxes which would get you to nine)

    You might be right, but first and only game I had with Somer

    • exhaust their forces
    • Interference, 
    • Leave your mark
    • Take prisoner
    • Catch and release

    I didn't have to care at all to someone to die or kill anything...

    So I wanted to spam gremlin as hell onto the battlefield, I've summoned 14...and ended with 11 of them!
    (He was a summoner too, we've finished with 40 models into the board :D)

    Surely is rare, but it may happens! :D

  15. Just a little addition to Daniello_s good suggestions....

    1) Generally speaking, levy biggest prop is that he can give you 3 free activation, so you can play more high SS models

    2) Try Wrath. It's definitively amazing for 8 SS, it brings you so much DMG and it's extremely mobile. Also Envy and Greed can give you some exciting possibilities...Lust is a trap! She doesn't work, too fragile with too short range.

  16. 59 minutes ago, daniello_s said:

    So after first game you think you can judge the value of the model? Well, well..

    Don't hate me! I try to do constructive post! Because i'm trying to find value in the most possible number of models :)

    I don't doubt that charging, maybe with some :+fate has a devastating damage output, the question is how can you nake him charge before it get shut down

  17. Hi All,

    Yesterday I've made my first game with "The sow" and it confirmed me the impressions...is too soft for a 8 SS model (He's got destroyed turn2 by a charge of Mei Feng, no chance to reply back)

    Df4 with Wd10 doesn't seem enough to get him close to the action safe and sound...It needs to charge before enemy or it would be destroyed. With a 50 mm base and lot of terrains, it's very easy to block its charge line and charge it back. 

    With 1 SS more you can have a much more TOUGH Df5 Wd12 "Eat your fill" Warpig that is also more mobile (charging with 1 AP) and with a better DMG (it's very unlikely that SOW can hit with 5 or more wounds...)...and the sow has Ml 5?!?! why?!?!

    Sure the sow can leave 2 piglets back - but if you can't heal them or activate before enemy can attack them - they will surely die having only 1 Wd left.

    It has a situational "Scheme marker removal" utility but the Warpig has a push for gremlin which is - surely less situational and impactful.

    Usual question....When do you think The sow is a good choice? and how you'd get the most value out of it?

    Thanks

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