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Platov

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Everything posted by Platov

  1. That's hilarious. I will do same thing with my piglets, since i have 7 of em.
  2. Hm. I love Mancha Roja, and according to lore, he won tournament. So, I guess, I'll get that alt Lenny for convertion reasons.
  3. It's quite easy. One is black, the other is not.)
  4. OK, here we go. Our nightmare box. My little pony - themed Ulix. Opinions?)
  5. Sommer have the ability "Survival of fittest", which let's you draw 2 cards if gremlin in 6" is killed. Banjonista have the ability "Bayou Blues", which let's you draw 1 cars if gremlin in 3" is killed. Bayou Gremlin activates with reckless, and stays near Sommer and Banjonista. Sommer activates, does "do it like this" for masks, and "git yer bro"es 3 times, killing gremlin, and summoning new one. Drawing 3 cards, each time gremlin is killed. There you go, 9 cards. Also, you sycle 2 cards for SS at the beginning of the turn. That's it.
  6. That, exactly, is my point. Both opinions can be right, or wrong. Thank you. I guess, I'll ask my local henchmen on their opinion.
  7. This in not convincing. And what about "there is no "this model's controller flips a card" on said upgrade, either. And such reference exists too. And I belive, that if you flip a card from a model's action, during this model's activation, and there is no reference that this ismodel controller who makes this flip - it's models flip. " Because there is" model's controller " reference on Lynch Card, for example.
  8. I think, I solved this one. Let me show you an example. Old Cranky's "let me tell you a tale" says: "discard a card to draw a card". And if you do it near Sammy, or Crier, you can draw additional cards. Because it's obvious, that, even without reference, it's still Cranky, who discards a card. It's his ability, printed on his card. And there are a lot of such examples across every faction. Same applies to Wong. It's printed on his card. It's his ability. He flips those cards, even if there is no reference. UPD: I can even say: there is no "this model's controller flips a card" on said upgrade, either. And such reference exists too. And I belive, that if you flip a card from a model's action, during this model's activation, and there is no reference that this is model controller who makes this flip - it's models flip. Sorry for bad English.
  9. But the action, resulting this flip, belongs to a model. Like, if you do some additional flips from trigger, it is considered that this model makes those flips, even if there is no reference in wording. That's why I'm a bit confused.
  10. Hello everyone. We had a little debate today, on wich flips are affected by "A Gremlin's Luck" upgrade, and I need some advice. Wording is: This model gains plus flip to all flips it makes during it's Activation wich are not part of duel or damage flip. 1) Shooting randomization flips. That one is quite obvious. 2) Pulse flips from Lightning Jump. Quite obvious too. 3) Healing Flips from Quality Mash Liquor(or any other way to make healing flips during Wong's activation)? 4) Prevention Flips during Wong activation(from hazardous terrain for example)?This one is in question, because prevention flips are made by "player", not by "model". 5) Flips made for "Oooo... Ahhhh..." action, from "Behold my Effervescence!" upgrade? This one has strange wording. Not "This model flips", but " Flip a card for every model", that's why clarifications needed. Thank you for your answers.
  11. As for Iron Skeeter - there are some ways I use him. Most obvious way - Franc slingshot. Late in turn 1\2, Skeeter transports Franc ~14" ahead, and gives him fast. Then, Franc with 4 AP charges opponent master\key model. There is even specific list for that: 50 SS Gremlins Crew Somer Teeth Jones + 4 Pool - Family Tree (2) Francois LaCroix (8) Trixibelle (8) Burt Jebsen (8) - Dirty Cheater (1) Iron Skeeter (6) Iron Skeeter (6) Banjonista (5) Bayou Gremlin (3) Bayou Gremlin (3) It works wthis way: Somer draws 9 cards(2 Survival of Fittest + 1 Banjonista) for killing and summoning new gremlins. You can kill 1 more, if you need more cards, but 9 + 2 for SS + 6 in initial hand is quite Ok. Bayou Gremlins give you 5 chaff activations(2 initial Gremlins, +3 summoned.) Then you activate Banjonista(Pushing Gremlins 2" ahead). Then Trixie, to "lure" opponent models away. In the end, we have this order of activations: 2 bayous, Somer, 3 more bayous, Banjonista, Trixie, 2 Skeeters, Franc+Burt. You have 8 activations before you even start attacking. Then you fly Burt and Franc ahead. You have 12-18 cards in hand, so you will most certanly have needed tomes. Then you charge Franc and Burt, both with 4 AP, to the enemy lines. With good cards in hand, they can kill alot of models, if you choose wisely. But there should be at least 6" between them at the end of your turn. Turn 2 starts, you take new cards +2 for SS use, you cheat initiative with Trixie, activate Burt, then Franc via companion. Both have Reckless and 3 AP to kill even more opponent models. That combo can be devastating, if you do it rigt. And it's quite hard to counter. And, as you can see, Iron Skeeters are the reason, this combo exists. As always, sorry for my broken English.
  12. That is, actually, wrong. You can not do that. Crier cannot be moved, pushed or placed if you activate his aura.
  13. I ment THROW enemy model in prison. Like: You make smoke screen, charge enemy model, and throw it with "Up we go".
  14. Hm. Well, i don't have any secret tricks, except of playing with caution. But I'll try to explain. Zipp is highly mobile, and i try to use that as much, as i can. I don't rely on Earl much. I place Earl, like, 12-15" ahead, near the centerline, and leave him there. On first and second turn i try to save as much masks in hand, as i can. With 2-3 masks in hand, and SS use, Zipp is almost impossible to pin down. And then i stick up with hit-and-run tacktics. Zipp makes diatribe or grab a rope, walks 1 time, and charges enemy model i want dead. He uses "up we go", throws enemy closer to your crew, and follows enemy model with trigger. Then, he does the same thing again, and flees with trigger. First Mate or Franc makes the kill, if "kidnapped" model is still alive after "Up we go". In general, i don't play reckless. And I always fall back, after attack. But at the same time, i play quite aggresivly. It depends on enemy master, tho. I utilize same "hit and run" tactics for both masters i love, Mah and Zipp. There is one thing about Zipp, that you can use to surprise your opponent: His smokescreen is impassible, and you can use it to wall-lock opponent models. Or you can just throw enemy model in smokescreen-prison like that: It's not game-winning wombo-combo, but it sure can help some times. As for the lists, well, i don't use one list, it always depends on schemes and strategy, but there are always alot things in common, so ill try to give a list with some explanations. This is my most agressive list: 50 SS Gremlins Crew Zipp + 6 Pool - No Quarter (1) - Rambling Diatribe (1) Earl Burns (3) The First Mate (9) - Where The Captain Can't See (1) - Treasure Map (0) Francois LaCroix (8) Burt Jebsen (8) - Dirty Cheater (1) Iron Skeeter (6) - Poorly Handled Explosives (0) Lightning Bug (5) Lightning Bug (5) There is stones left, so i can take DC on Zipp as 3rd upgrade, if im not sure about how i will play schemes. Zipp is my disrupt, he moves enemy models, or supresses scary chargy things like Rail Golem, Langston or Killjoy with "twitching" condition. Earl is mostly for marker-placing. But i can use masks-aura turn 2, or turn 3. First Mate is my anti-scemerun + his Pounce can be good for "free" kill sometimes. Franc - my master-killing tool. It's deployed near skeeter and Burt, but i activate him turn 1, and walk ahead. Skeeter then makes him fast. He's activated already, so he will have fast turn 2. Franc slowly follows Zipp for supre-killy combo. Zipp "Up we goes" enemy master close to your crew, Franc activates via companion, and charges enemy master with 4 AP. Few can survive that. Burt and Skeeter work together from turn 2. Skeeter gives fast to Burt, and places him where he is needed. Also, skeeter goes as "Sucker" target, he's annoying, so enemy wants it off the table asap. Bugs, well, they are just best 5ss minion we have. Quick, good at schemerun, with decent atack action, acces to heal and so on. They act as schemerunners, or go for killing heavy armored opponents. Yes, 2\3\3 is not much, but 3+3+3 is 9m with ignore armor. And that's kinda ok. Heavy-armored models rarely have more then 9 wounds. If i expect alot of scheme markers, i can switch bugs(Or 1 bug and Franc) for Fingers with stilts. He is walking medkit with good resilence, and amazing shemerunning capabilities. Rarely, i can use dread pirate Zipp with 2 bayou gremlins. It's 9+1 activations at the start of the game, and it's good for interacting on the enemy side of the field. I hope, my post will help you. It's not much, but that's what i learned playing Zipp. And sorry for my broken English. If i knew Engish better, i would translate my Zipp guide in it.
  15. OK, I should have used search. Yes, they stack. Issue solved.
  16. Hello everyone. Gremlin emissary with Mah cornflux can discard a card, giving you a second chore. Question is: can it be same chore? Like, 2 times +1ml, or double card draw. I thought it's not possible. But now I see no restriction.
  17. Well, in general, it's not worthy to attack Zipp. To kill him - you have to spend a lot of activations and cards. That's why I rarely take dirty Cheater on him. I prefer limited upgrade + Diatribe or supply drop. Diatribe gives you ability to cycle cards, and supply drop can be useful sometimes, if you get lucky.
  18. Yep, I do think so. Zipp have flight, best df/wp trigger in the faction, and insane mobility. You can't charge zipp and make 2 attacks. You can't flurry him. And you can't even paralyze him, because of upgrade. I do belive, that Zipp is most resilient Gremlin master. I played a lot of games with him. Like, A LOT. About 70-100, and as far as I can remember, he died only twice. One time - from Pandoras aura, other time - random BJ appeared, on Langston charge. Anyways, this kind of statistics makes me belive, that he's much harder to kill then Ophelia(Mah, Wong, Ulix, Brewster and Zoraida).
  19. Burt is one of the best additions to zipp box. He's strong beater, he's not as expandable as Franc, and he is cheap, because he's in solo box. But Zipp+Ophelia boxes are a good combo anyways. As for Golem - he is not so good, as he looks. I mean, he's good, but there are better options(Burt).) Zipp is mostly about disrupt. He's extremely annoying as opponent. He's almost impossible to pin down, and with his mobility he is everywhere. In my opinion, he's a little bit easier to play, because he is kinda die hard, and he can stay alive longer then Ophelia. And also, Zipp is good against summoners. He can attack early, and "kidnap" enemy master with "Up we go", placing him near your beaters, like Burt, Golem or Franc(then you activate Franc via companion, and slice enemy master to pieces, giving opponent no way to react). This works equally good against any support model. Slop haulers are, well, OK. But with wave 5 upgrades, Ophelia don't need them much now. And Zipp don't need them at all, they are just too slow, and can't keep up with the crew. 1 is totally OK. As for Pere - best way to use him - blow him up among enemy models, late in turn. He's vulnerable, and if you will taxi him with Skeeter - he will become target for very next enemy activation. Even if you manage to place him near opponent, he then will be paralyzed, or pushed away. Pere combo is good. Really good. But a bit unreliable.
  20. I will also advice using Burt. He's just good, and can use that Skeeters for healing+fast and mobility. Fingers also looks good in marker-heavy scheme pool. Also, Iron Skeeters are good, but you rarely need more then 1. And also, on Pere blowing-combo: it's good, but depends on who you are facing. If enemy master can summon or have activation control - even with 8 activations you will have hard time blowing Pere up. It's good combo, but it's also quite easy to counter it, cause pere have low df and wp.
  21. There are quite a lot of card draw in gremlins. Old Cranky + Sammy LaCroix (+Gremlin crier) Gremlin Crier + any card discarding models(Or Mah Tucket). Somer with his Survival Of Fittest ability + Banjonista(This combo can draw a lot of cards. Really a lot. Up to full deck in your hand, if you build a roster around it, but it's stupid.)
  22. Okay, here is the story: My friend made up silly Somer crew, wich can, actually, take 54 cards in hand. It's all around Gremlin-killing, and it's really possible with Somer, Banjonista, and ALOT of Bayous. And so, my question is: What happens, if i HAVE to do flip, but i have no deck, and all 54 cards in hand? Malifaux.exe stops working? )) p.s. Yes, i know that this crew is(almost) unplayable(You can discard RJ with Df stance, and have RJ for any flip). But still, this looks like a rule-braking situation.
  23. Looks like I will post 4th list. Mah is my favorite master, and after book 5 she got waaaay better. But I still rely on Rams much, and it works quite good, because of emissary and crier. It's kinda melee-based crew, everything is about killing enemy models, but in current GG it's totally fine. 50 SS Gremlins Crew Mah Tucket + 4 Pool - Manifest Destiny (1) - Know The Terrain (1) - Out For Blood (2) Mancha Roja (9) - Dirty Cheater (1) Lucky Emissary (10) - Conflux of Bushwhacking (0) Burt Jebsen (8) - Dirty Cheater (1) Gremlin Crier (7) Wrastler (5) Wrastler (5) 7 models is not much, but i find this list quite good. Mah is for positioning, hunting enemy schemerunners, and occasional hit-and-run. Mancha, with +1 more Ml, and positioning from Mah, is absolute monster. Imo, best henchman with Mah. And with 7-8Ml he can insta-gib even enemy Masters, with 3 hit combo.(Arm Lock+Pelidriver+Finisher triggers). Im REALLY surprised, that noone offered Mancha as good addition to Mah's crew. Burt, well, Burt is Burt. He does his Burt stuff. Emissary is good for chosing Chores, and he's a Ml beater, so he fits well in this crew. Crier helps with additional card-draw, with manifest destiny, and Mah\Mancha\Emissary discard he is quite good. Plus, in late turns, you can sacrifice him for +flips, and then sacrifice Bayou Gremlin for one more turn of +flips. Ml 8(with Ram Chores) 5SS minion, 1\2\3 damage 4 times per charge. They are, imo, designed for Mah, and they are good with her. And they can take a punch. They, also, can act as schemerunners. Slow, bad schemrunners. And yes, i don't take totem at all. Lass is ok in general, but additional Wrastler looks better.
  24. Yep, exacly. And 16", in my experience, is overkill most of time. So you push 8", and then just squeal Somer out the way after second attack.
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