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Platov

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Posts posted by Platov

  1. Never wanted to hire them. They look like summon-only models. And it's quite worthless to hire them at the moment.

    Dunno bout the first option, but having something like " This model is treated like it has same keyword as master. " might be an option for additional synegry. Third option might be interesting too. So yep, i totally agree with Scoffer, they need improvement.

    • Agree 6
  2. 47 minutes ago, MetaphoricDragn said:

    Aesthetically I just like the Whiskey Gamin and Golem so I've been eyeing Brewmaster in m3e as a possible expansion.  If you don't mind me asking, what does your construct list look like?

    Oh, ofc.

    Hiring Pool Remaining: 7 / Soulstones: 7

    The Brewmaster

    Apprentice Wesley (0)

    Fingers Leong (9)

    Whiskey Golem (10)

    Cooper Jones (7)

    Akaname (4)

    Akaname (4)

    Sparks LeBlanc (9)

    You can switch Sparks(Still testing Sparks with this crew) with Emissary, he's construct. You can add Tanuki\Shinobi, or switch one akaname with something. Depends on schemes.

    Brewie+Fingers for poison+disrupt, Golem as beater, Cooper for summoning, akaname for spreading poison and markers. This exact crew was for Dig Their Graves and Claim Jump.

    • Like 1
    • Thanks 1
  3. I have a construct-themed crew for Brewie, and there is 3 things you can use them for:

    1) They help to stack poison on friendlies turn 1
    2) They can place scrap markers for Gamin summoning.
    3) They can guarantee you 1 point for Dig their Graves, placing scheme and scrap\corpse markers in your deploy. 4SS model brings you 1 VP. Good enough for autoinclude.

    Also, they are cheap, and they have ok stats overall.

  4. On 1/20/2019 at 3:21 AM, gelter said:

    Yep, i played vs him. He is so strong. Do a lot of dmg and heals so much. Maybe he is to strong? 

    Against Pandora he will suck i think

    He's good as he is. Against some crews he can be devastating, but mostly he's just ok. He's weak against gunlines. There are a lot of models that, in my opinion, should be nerfed. Like, Fuhatsu(stone-using, unlureble, insane damage track) or Jury's ability to damage summoned models anywhere on board by just activating(It should be aura with range, auto-damaging looks unfair. Bayou gremlin have 2 health. Summoning them against crews with jury is just pointless). But Brewie is ok as he is. Fair and quite strong. Much better then in m2e.

  5. 7 hours ago, CustardBomb said:

    Twitchy looks brilliant for that. Would  let you disengage from combat to.

    Nah, you can't disengage with twitchy.

    "Twitchy: After  another  model  ends  its  Activation,  if this  model  is  unengaged,  this  model  may  move  upto 1""

    • Like 1
  6. 8 minutes ago, rawshark said:

    Yeah ok. I always used to play him with his obey trigger upgrade and binge and just throw my crew around with him and now the lure means he has to move first if he wants to use it on his own crew (and I hate moving my master early in a round 😅).

    So if I forget about the lure as a friendly ability and start thinking about getting opponents drunk more, I might have more luck?

    My initial disastrous game was due to needing opponents to have poison to do anything to them but having spent the first two rounds stacking it on my own guys and then struggling to do anything potent with them against sober opponents. The balance between the two seemed difficult to find.

    Also I thought only he and the fermented river monks benefitted from being poisoned. Oh and akaname can drop things with it I suppose. Everyone else gets poison, takes no damage from it, but it just ticks down. 

    I guess I have to get more aggressive with his crew 🤔

    Exacly. In my last game, first turn, i pushed brewie ahead with Golem's trigger, then lured enemy beater with smashed trigger. Then lured him again, blood-poisoned, and tied him up with charge, succesfully dealing 5+2 damage, and 2 poison(+2 dmg at the end of turn). And that was quite easy. New brewie is good for agressive play, where you take centerpoint and hold it. Big stats and heal make brew quite sustainable.

    • Like 1
  7. 19 minutes ago, rawshark said:

    Moon shinobis didn't seem that great I thought too.

    As for shinobis, i made a conclusion, that monks and shinobis are quite equal, but there is one thins. "Stealth" helps shinibi agains gunlines, and poison\chi mechanics of monks are better against melee. So, i decided that i'll use drunk ninjas against shooting crews, and monks agains melee. Like, hunting Fuhatsu with Shinobis are quite an option.

    • Like 1
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  8. 8 minutes ago, rawshark said:

    This is so interesting to hear! I think I must be playing him poorly because I've been underwhelmed 🤔

    My opponent hasn't been scared of anyone in my crew any time we've playtested. Brew vs Jack Daw, Brew vs Cooper, brew(&somer) vs Lucius. They've just come forward and cut me up or moved me out of their way...

    Moon shinobis didn't seem that great I thought too. What am I doing wrong guys? What am I missing?

    That is strange. We have ways to spread poison, making Brewie dangerous. Like, you go ahead, lure enemy models, spread poison with Fingers(causing the commotion with the obey at the same time). It's especially good against melee crews.
    And, about Brew. If you stack poison on him early turn one, and succesfully land a charge after that, you can deal... Let me count... 6(+6 poison)+6(blood poisoning)... 12 damage minimum, +2 at the end of the turn. Or around 27 maximim damage. That IS scary. And after first hit, you will attack with 8 stat, having a good advantage.

  9. 4 minutes ago, CustardBomb said:

    I honestly don't know how to approach fingers anymore. A lot of this is hang over from 2nd ed but without reckless he feels seriously slow and his lack of don't mind me stings a little, especially with that rule being present on minions now (such as Sabotures from Archanists). I imagine hes likely to fulfill a different role now. I just haven't worked out what that role is, and when I would take him over popcorn. Especially since Chatty is a lot weaker now to. 
    Have you had good experiences with fingers? I would love to hear your thoughts on his M3E itteration. 

    Yep, tottaly love new Fingers. Imho he's autoinclude in Brewmaster Crew.
    First thing is "A Toast!". Good for card draw, and amazing 6" pulse to spread poison, without any card flips. He's still undesirable target for enemy attacks, and Toast+His attack is 100% obey trigger, since enemy model have 3 poison. He's solid support, and good model for claim jump, as far as i can see.

  10. Ok, i have 2 crews for brewie right now.

    First one - just Tri-Chi with 2 monks and 1 tanuki.

    Second one - construct-based, with Akaname for scrap markers, Cooper and Sparks.

     

    Overall, i find brewie good. Like, really good. One of the most damaging Bayou master now. He's still tarpit with his slow aura, he have lure, obey-like trigger, attack with 4 minimal damage(with trigger), EVIL blood poisoning ability with 6 damage max, and best stats. Like, as far as i know, he's the only master with 7 df, 9 wp, and 8(!!!) attack action stat(via ability, but still). And, he can heal himself.
    With such utility, he can do alot of things, and he is good at everything he does. In my opinion, he might be new Tier-1 gremlin master.

    • Like 3
  11. 3 hours ago, Ikiwith said:

    I wrote the name of different Spanish politicians on the base to know who is who. Another guy on AWP wrote his ex-girlfriend names xD.

    That's hilarious. I will do same thing with my piglets, since i have 7 of em.

  12. 2 hours ago, scottb said:

    Can someone explain how this works?

    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. 

    • Like 1
  13. 25 minutes ago, Adran said:

    I can't find anything in the rule book that backs up this assumption. 

    Some actions tell us the model flips the cards, some tell us another model flips the cards, and some don't tell us. It's certainly possible that they expected the assumption that if they didn't clarify it defaults to the model, and the different wording on Wong is just a space or time of writing the rules thing. 

    It's also possible they are deliberately different and if it doesn't tell us the model flips it doesn't

    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. 

  14. 48 minutes ago, Domin said:

    It's not obvious, since there are models, who have a written wording "this model discards": Sommer, Ma, Francois. 

    So it seems to me that Crier works with them, but not with Old Cranky.

    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. 

  15. 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. 

  16. 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.

  17. 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.

    • Like 1
    • Agree 1
  18. On 7/5/2018 at 6:05 AM, Cadaver_Junkie said:

    An effective trick with the Crier is to activate that model's aura first (e.g. Crier's Gremlin Bureaucracy is the Worst Bureaucracy ability).
    The crier can then sit back with the crew to make use of his card draw and the Iron Skeeter can activate last; flying the Crier to shut down an important Strategy or Scheme when your opponent has little to no chance to react. You just ideally need to save a 6 of tomes or masks for the play, or even a ram if you need the 15" or 16" movement on that aura.

    That is, actually, wrong. You can not do that. Crier cannot be moved, pushed or placed if you activate his aura. 

    • Agree 1
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