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Flippin' Wyrd George

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Everything posted by Flippin' Wyrd George

  1. I'd love to, but together with lumping my figures it's not really feasible on the tube! Could maybe manage some scatter though.
  2. Sneaky scheme markers can be deployed this way, very easy for your opponent to miss though! 🕵️‍♂️🐷
  3. I used three Flying Piglets in Plant explosives: Detonate, Hold Up Their Forces, Search the Ruins, Assassinate, Claim Jump yesterday. I took Hold Up and Search. Two Flying Pigs had a bomb, while the third was running interference. They scored my first Hold Up by bombing in at the last second to my opponent, but didn't have the staying power to gain the second point was the scheme was revealed. Two had bombs assigned but one, unfortunately, blasted off into space and was unburied next to Lord Chompy Bits 😂 Was very impressed though. Think I will hire a least two every Zipp game!
  4. The model still suffers 1 damage, it just gets reduced to 0. The second part of text doesn't seem reliant on the first part, and the ability doesn't read like "if this model suffered damage" so I think its probably fine, Radek! I'm sure Wyrd would have made it irreducible if they wanted the damage to stick.
  5. I've just finished building my third Flying Piglet today. Going to get some colour on them and, I think, hire 3 in every Zipp crew. (Even if just to abuse Showboating!)
  6. When my models only had 2 AP and had to use both of them to hit the Coryphee because of concealment, and the Mannequin had a way to heal, it didn't matter so much.
  7. 🤮🤮🤮 This crew was just gross. It went so wide, so quickly, that there was nothing my hired Zoraida crew could do to stop any of Matt's scheme or idol points, especially with Colette being able to teleport to any friendly model she wanted. I'm not even sure he killed any of my models except the Silurid, and Bokor very late on? There was no need. I tried to kill the Coryphee (which had to be done at range with focus because they were so far out and concealed), but they are just replaced with a significant Mannequin so it doesn't feel like any inroads are made. The Soulstone miner and Colette stay hidden until they are needed, and then teleport where required. I think I could have put most any Bayou crew on the table and the outcome would have been the same. A very well put together, cleverly constructed, crew. I'm going to have to seriously think about my hires vs. Arcanists in this sort of scheme pool!
  8. Hey all I just got back from the Scottish GT this weekend and had a whale of a time. Had a brilliant first day where I was top of the draw but got smashed back down into mid table mediocrity day 2. During the weekend I found myself reliant on hiring one particular cheap minion in most games, out of key word: Piglet. For a measly 4 stones I have a reckless, relatively quick scheme runner with Demise(Delicious Bacon) which can be used for a multitude of options: Activating near the centreline, dropping two scheme markers in one activation (delicious bacon a third if you fancy). Being moved into a position and killed by opponent (or yourself) for a scheme marker in hard to reach places. Torpedoing 15" towards a Take Prisoner target on a final activation of the turn Moving 10" and still having AP to score strat points or scheme run Bombing into Outflank position at the end of the turn. Sitting centrally and running towards a Breakthrough model to deny the opponent their scheme If you find a way to put shielded on the Piglet you effectively making it fast every turn through Reckless Reckless is so powerful. The Piglet can stay in relative safety behind some terrain until required. Don't get me wrong, defence 4 and 3 wounds they are extremely easy to kill, so they don't want to be in the thick of the action, but they operate very well down the flanks. You will probably get one good meaningful play with the Piglet before it dies, so use it wisely! And you can even think of their squishyness as an advantage to get you some reliable delicious bacon when you need it! So yeah, across the weekend I think Piglets scored (or denied my opponent) a net gain of least 2 points in each game I hired it. In some games, even more! They were worth 4 stones every time. My question to you is: which cheap minions are you finding yourself regularly hiring or relying on in encounters, and why? I'm trying to branch out my hiring pool and curious what you guys have found ☺️🐷
  9. I am hoping the format will follow suit of Gencon by restricting second masters.
  10. Thank you! It is pretty much entirely from TT combat and was assembled for just under £100 I think... Who knows about the wheel! Perhaps there was a drought 🤔
  11. We use plenty, I reckon. This is a typical board minus some concealing/severe.
  12. Currently: Nightmare Retainer/Ancestor Tormented Are the main three I've played against that I found extremely hard work to make any sort of an inroad with to the point it is not fun. Most of my local community agrees with these. Nightmare we've had a good go at and are making some progress but its a constant uphill struggle which I think is mostly down to balance rather than player skill. I've heard rumblings over Monk , Qi and Gong and Amalgam as well but haven't experienced those first hand yet. So yes, the majority seems resource/control based.
  13. After playing an average of about a game a day since release, plus many many closed and open beta games, I've had my ups and downs with this edition. The rule set is definitely much more tight, and use of the same name abilities, actions and triggers has really streamlined to a much simpler playing experience with all the complexity Malifaux had to offer. The new conditions are working a charm as well. However, I do have some serious concerns between power balance between certain keywords. There are some extremely oppressive crews that made it through the test that I outright don't have fun, or an answer to, when I play against them. I hope, after a little more settle time, there will be a sufficient errata to address some of the more oppressive experiences. Perhaps I'll find counters to them before then, but I don't think its likely! For instance, in a game today vs. Tormented I had my entire 6 card hand discarded by Jack in a single activation and there was nothing I could have done to stop it 🤮. Super not fun. From a tournament standpoint I'm looking forward to Gaining Grounds. I'm really enjoying getting to know M3E with a new faction at the moment though! General balance feels closer than wave 5 M2E, but the few imbalances I've come across feel much more extreme than anything from wave 5.
  14. Yeah I knew there was a reason I wasn't obeying the Sow - the Hog Whisperer has a clause that you cant take actions that name models (piglet) So that isn't legal. Is there another way?
  15. Yeah I can super see why summoning multiple piglets with The Sow could be amazing! I will definitely give it a go some time, but with UK events not allowing unreleased beta models yet, my pigs are on hold until I can get some official Squealer rules!
  16. So I managed to get a game in against Dreamer with Ophelia. It was reaaaally tough work but I scraped a draw. I tried to go for the Daydreams but they were too far back - if I was going to shoot them, I was walking into a group of 3 stitched and Chompy. I pulled the crew a part a bit by splitting up, this helped somewhat, but the stitched still dropped my henchmen around turns 3/4 leaving me in an uphill struggle. I think I killed 4 or 5 stitched across that game. Chompy pulled back when damaged to lick his wounds and came back out with a vengeance - cache of 6 went a long way to protect him. I just managed to deny my opponent their ley lines while scoring mine (out of keyword piglet standing out as MVP and grabbing a 3 point swing across the game!) 4-4 draw. Toughest M3E draw I've earned so far. Dreamer is very hard work, but I'm making some inroads...
  17. Thank you, you talk a lot of sense. Much of what you've discussed I've tried but there are a few ideas I could run with. I tried the shooty heavy crew but found they lacked armor, and stitched being able to reach my crew turn 1 meant the low armor models would just die T2/3. I've used Inferiority Complex a fair amount but never thought about multiple copies because the cost. I suppose if it's going to make a big swing its worth it though! Might try and find some shielded to support them. I'm not sure I've found much slow, though I feel slow on stitched makes little difference because they only tend to use one main action per activation. Respositioning also felt counter intuative because the daydreams can move them back into place. i think I will try going for them early game next time to see what sort of an impact it has. My main issue is that I am finding, while I can apply pressure and getting going, there is no stopping easy 12-15 damage a turn on my models, which in a faction with very little armor, means I am losing 1-2 important models each turn, and this snowballs horrifically. Hoping to get some more Dreamer time today and I'll report back!
  18. I think you only need a few support pieces to have a successful crew. to be honest. A Slop Hauler feels like a must for the healing and summoning off of ram cards. Other players swear by the Hog Whisperer but the moderate obey TN and competing for rams with the Slop Hauler puts me off. I like Big Brain Brin with Ulix as you can stack your deck towards the end of the turn with a bunch of severes, or, their relatively low defence means they are very succeptible to conditions which he can remove. Turning off triggers, arcane reservoir and card draw is gravy. I also liek First Mate as a beater, but I'm sure you can manage without him. So yeah - its nice to have options but if you're just starting out I'd suggest some haulers as a first port of call!
  19. Some of the UK meta has already restricted double masters from competitive play. There is way too much untested abusability for it to work at tournaments, for the sake of everyones enjoyment. Shame. It is a really nice idea to add variety, but there are few extreme combo's that ruin it for everyone
  20. This is all true but (armor/shielded aside, of which there is little in my faction) this doesn't change the 3/4/5 damage track which 3 models will access, pretty much resource free, every turn. Soulstoning hasn't proved a sustainable way to survive the sheer quantity of damage flips coming my way. Yeah I've tried to go for him early but it is very difficult when he stands towards the back and has multiple models standing in the way to block charge lanes. I have tried rushing him with a min 4dmg henchman that used stones to get around serene countenances but it was either passed off or stoned, and I ran out of resources trying to protect from retaliating pieces. I could try to shoot him with focus, but this is easily passed off by discarding a low card - I don't really have the opportunity to get more than 2 or 3 straight attack flips on him during turn 1. Shockwaves would be interesting,though, might need to give these a go!
  21. Hey all. My regular opponent has been running Dreamer for the past few weeks and I am really struggling to find an answer to deal with the crew. I use Bayou. His usual list is: Dreamer Lord Chompy Daydream x3 Alp Stitched Together x2 Vasilisa Coppelius/Widow Weaver (dependent on game) Cache of around 4-6 I am struggling to make any inroads versus this crew whatever I try. He plays in such that the crew is Lucid Dreaming from the first activation. By the end of turn 1 after summoning an additional stitched together, he has reliably removed 4-5 weak cards and put aside some severe's. He also uses two or three the stitched together to Gamble their life, replacing the flipped card with Fiendish Gamble to essentially guarantee a 3/4/5 dmg flip on the target, he'll often then charge and have a swing which occasionally sticks another 2/3/4 dmg. This has put serious pressure on my crew early Turn two he has reliably removed 10 weak cards and again has a bank of severe's. He does the same as turn 1, but can scheme run a little with summons/spare AP he doesn't need for moving. Turn three there are 14ish reliably removed weak cards, as well as some low moderates. Around this point the game has generally gotten away from me and I find it extremely hard to chase as my opponent is reliably winning most top deck duels, especially defensively on the def6 models. He is also succeeding most every low TN duel as many weak cards have been removed. Normally at this point my opponent has 2-3 stitched, a couple of alps, as well as the majority of the starting crew (perhaps chompy and another starting piece has dropped by now). Now, I'm relishing the challenge of coming up with a solution to beat his crew, so what have I tried? I have tried attacking the stitched together early to try and remove them from the table, but between defence 6, armor +1 and fiendish gamble, they are very difficult to shift without irreducible damage. Also, with Vasilisa, Dreamer and Widow Weaver it is very easy for my opponent to summon them back, so removing the stitched feels like a futile exercise. My opponent does need a summoning card or stone available, but it hasn't seemed a problem so them far. I tried killing the support pieces, Vasilisa, Chompy and Widow Weaver - Vasilisa is very frustrating to move as she has armor 2, and can heal herself for 3/4/5(!) damage with a ram on her Field Repairs. I have pretty much given up on killing her. Between Widow Weavers teleporting and terrifying she is difficult to finish. I have tried leaving the stitched together alone, accepted they will do their thing, and gone for the other pieces. This is very difficult also. Chompy Bits I can deal with, but Dreamer is difficult to touch between his defensive tech. Stripping his hand is something I've considered, but then you still have the Serene Countenance to deal with all the while my crew is taking a battering from all angles. And to be honest, removing Dreamer doesn't feel like it achieves THAT much when there are two other models which can summon, and the rest of the crew still lucid dreams. I have tried bringing the Twelve Cups of Coffee upgrade which gives me access to Diversion to shut down lucid dreaming, but my opponent stays away from this now. I have tried obeying my opponents models to hit Dreamer - this had a lot of success, but he has now wised up to it and keeps non-incorporeal models between his big beaters and dreamer. (I guess obeying the stitched to gamble is going to be my next step as that is lose/lose for my opponent). I have tried completely ignoring most of the crew and running schemes. This did not work, my models were removed with sheer weight of attacks So here's my question. How have you guys dealt with Dreamer, or how have opponents dealt with your Dreamer? I'm really at a loss of what to do. It feels like a constant uphill struggle, taking a battering of hits whilst struggling to make any sort of inroad to a crew which can, with some work, replace any damage you cause. I think the only viable method I've come across is card discard or using obeys, but I don't want to be forced into hiring Zoraida every single time my opponent announces Neverborn. Hoping the hive mind may have a few ideas I can try! Ta for reading the essay 😂
  22. Yeah Twelve cups just makes him more of a tarpit and shuts down a lot of tricks.. I haven't really played around with removing scheme markers for focus but that is a brilliant idea. I'll have to find ways of generating them for him to use! He does take resources to keep alive but it can pay off to have the reliable beater.
  23. Mixed results Very very good with Twelve Cups of Coffee, a bokor for healing and a decent cache. Can stick him in the middle of the board and its very unlikely he is going anywhere! 2" engage and a trigger to focus from his 3/4/6 attack means he can put out some real reliable sustained damage over multiple hits if you want to use the resources. However, unsupported even with demise and regen, at defence 3 he will drop like a sack of anything
  24. We just have different interpretations of the word must and I have failed to persuade you towards mine. Good luck in your endeavor to find a solution that satisfies you.
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