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I'm a Teapot!

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Everything posted by I'm a Teapot!

  1. You got good stuff! Id recommend anyone to start with zipp, because he is one of, if not the most forgiving master in the game. He just doesnt die and he ignores positional mistakes because of his incredible mobility. He is an independant strikeforce and doesnt require much synergy gameplay. And he is just SO MUCH FUN! Wong is kinda more complext in a weird way. He has simple mechanics and the whole crew tends to be simple, but he is in no way as forgivinh as zip and he requires some finesse to get the right use out of the glowy target and wong himself. Knowing when to strike with who and what cards you need to acheive your goals is a bigger thing with wong. Brewie has his own playstyles and seems weird to a lot of new players because he approaches his goals differently than most masters. First off using poison mechanics as bonus effect and not depending to much on it is key to being efficient here. Also pressuring the opponent is what brewie does best. But you have to know the limits, where you can be save while forcing the enemy key models into dangerous situations, because they find themselves swilled in threatrange of your beaters or totally drunk around brewie. But once you established enough games with brewie the playstyle feels more natural and isnt that hard to do anymore. Sidenote: Get some Tanukis, they like to share some tea with The Whiskey Golem and this will make you enjoy playing your Nightmare Golem!
  2. well moving 15" and placing 6 is good, but brings 2 things: - Out activating opponents might get serious hits on ironsides before turn 2. With the raptor taxi you get attacked by 1 Opponent beater at maximum if you lose initiative. - Blocking enemy models can protect their supports/backline
  3. Dont use hold their hair back. Swill an opponent then use mancha and make him get paralyzed reliably, since the df duel is on (-) and just finish him with a second atk and the "finisher". Kills any beater in 2 Attacks and a swill.
  4. So here's the secret tech: Malifaux Raptor: 3ss Anna Lovelace: 10ss Oxfordian Mages: (3x 5ss) Union Steamfitter: 6ss Emissary: 10ss Steamfitter gives ironsides the anti severe thing and armor +1 Oxfordian Mage hits raptor with (1)atk for burning and 2 dmg and with the (0) for 1 dmg Ironsides activates next to the emissary and gets +2 Adrenaline. Goes defensive if you have spare cards. Anna attacks ironsides with the bury trigger for 1 dmg and ironsides cheats a low card to burry. blablabla...finish the turn... End of turn: You chose the end of turn effects to be in the following order: Raptor unburries anywhere on the board, in the best spot to provide massive enemy engagement. Raptor suffers 1 burning dmg and dies. Ironsides unburries in base contact with the raptor engaged with as many models as possible. Ironsides choses to not lower Adrenaline. Turn 2: try to win initiative if possible.... if not its not such a big deal since Ironsides has armor for the rest of the game and the anti severe condition (Wich btw prevents red joker since red joker is severe plus weak and counts as sever for rule purposes.) Activate Ironsides first: - Gain +1Adrenaline (New upgrade). - Gain +1Adrenaline for each enemy engaged. Activate the challenge aura, spent about 8ap beating opponents up. If u took recharge soulstone: profit. Pro: - positions ironsides anywhere on the board - gives her what she wants: binding a lot of enemies - Solid dmg output due to high adrenaline - Very durable ironsides with armor etc. - If the enemy spreads out - whatever kill an important target 1on1 and continue with your job. You decide who you want to engage, not the enemy. Cons: - Sacrifices a 3ss model - U need to take Anna Lovelace (Not really a con tho) - Ironsides is passive in turn 1 (Doesnt matter if its not close deployment)
  5. As a Viks player who is starting ironsides at the moment, ive got to say: Ironsides in combination with the steamfitter should be able to deal with the viktorias in close combat if u can win the duel on 1 attack or more. If u take 7ss cache and stone for prevention on every hit by vik of blood, you can survive a charge, because the steamfitter condition reduces severe dmg to moderate. The problem is, that with wave 5, a good viks player has a ton of options to get the viks in range of ironsides without spending any of their ap. Slingshot is a thing of the past. There is more efficient tech these days. And while the viks have never been bad cause they always threaten to table you, with wave 5 they become top tier since marlena is incredibly broken with them (giving a glasscannon a safe button) and they are just so safe now. That being sad, Ironsides got a huge boost with the new upgrades and she can pack a punch now. There are ways to play ironsides agressively, interrupting they enemy backline turn 2 and letting amina deal with the frontline. Basicly wave 5 gives you 1 Adrenaline for turn 1 (2 if you take the emissary - which is considerable right now) and the steamfitter is a huge buff cause armor 1 on a 14wds master is a big deal. You can heal so many wounds with ironsides because adrenalin is so easy to stack right now. With some trick plays you can start turn 2 with ironsides and have 6+ Adrenalin before anyone has hit you. Viks are some of the only alphastrikes that can actually kill ironsides before she can heal back up.
  6. the Viks, played well, kind of ask their own question and open up a side strategy for the opponent: how do I survive this? Therefore they can basically do every strategy but shine at killy ones or holding ground strats.
  7. The thing with mancha is, he needs nimble for his rebound. One way to solve this is brewies obey. A better solution is gracie. And also the picture of a hight 2 gracie and a hight 4 Gremlin riding her into a rebound spot 😄. Threat range 18" + his 13" charge is fun!
  8. The no soulstone Aura can still be there if he himself attacks henchmen or the master.
  9. In other lists I find him to be to expensive aswell, but that Zipp lists is very cheap in some aspects. First off no upgrades are needed on zipp (other than the dread pirate Zipp) and you don't ever need Soulstones since Zipp is burried after his activation and his cache is enough for cards or suits in the first 2 turns. Enough bayous deal with out activation and Trixie cheating initiative is also a huge swing in turn 1 outactivation. I've had no problem outactivating with all the bayous, Gracie's reactivate and Trixie. If a faction has the Soulstones to hire Killjoy efficiently it's us and Zipp is perfect for this. Also, do over is worth a lot for Killjoy since he activates at the end of the turn and still wants cards to hit. Ive had bad experiences with francois killing himself and being to slow without a skeeter. But I'm kind of inexperienced with him. Mancha Roja in a Brewie Crew killing any swilled model via paralyze and finisher is my new love ❤️
  10. Nice Episode! My Addon to the Zipp Part: played the Dread Piraten Upgrade in my Last tournament and I love it! Indeed show off works nicely with the summoned bayou, but ontop of the pretty reliably placeable 3 dmg pulse it is also one of the best Killjoy delivery Systems in the Game. You can pick the most important target in the enemy crew and attack it with Zipp to place it perfectly, burry, incite a weak Enemy, explode the Bayou, unburry Killjoy perfectly in Range for the (1)ap charge and then cheat Initiative with Trixie and or use Moodswing to get the First 2 activations in Turn 2 for Killjoy and Zipp. That Is a dead Master turn 1 or beginnend of Turn 2 in most cases. In my game I scored quick murder against nekima Turn 1. If you're crazy like I am, you can take Gracie and the Student of conflict and start zipps 4 ap activation around 18" forward on the board and really hurt someone. Have you ever seen Hamelin die in a tournament? Yes? Ok, have you ever seen Hamelin die turn 1? This list can do that since Zipp can place Hamelin away from his stolen and then he has to survive all of zipps attacks, a 3dmg pulse and 1(2) Killjoy Charge(s). Not many masters can survive this. 😇 Greetings from Southwest Germany!
  11. Does he have dont mind me? If not id try to trinket him up with the emissary to be sololy schemerunning in their backfield while being basicly immune to all non henchmen and non masters.
  12. So u Need 4 Poison on the golem aswell as on the monks for reactivate. Dont use Trixie for this in Turn 1 since you want to wait with her so you can push him at the End of the Turn. I did it like this: Wesley Attacks the golem twice for Poison 4, then the Tanuki reactivates the golem. If you take Fingers you can attack the 2 monks, giving each 3 Poison and Place a Schememarker touchin Both of them for the tanuki Aura giving them Both Poison on activating while in Contact with a Marker. If u dont take Fingers just use Brewie to give them Poison 2 each via (0) or melee Action. Then the monks activate, take 2 rounds on the house and reactivate. Do whatever Is best in the 2 Bonus activations and when the Opponent is out activated there Is 3 Times Gremlin Lure plus nimble Walk to get to the Prime Target and flurry Twice with the Whiskey golem
  13. If u really want to be fancy tho, take drinking problem on the whiskey golem, get swill on 2 important targets and use the (0) 2 times to lure 2 people in 8" towards brewie.
  14. leave sparks and akaname at home, throw in trixie and a few fermented river monks and u can out activate and push the golem 3 times its charge before his first activation, then nimble if ur not already in 1" of the enemy master and flurry 2 times. Next turn cheat initiative, nimble to the next target and flurry again. No need for armor if you out activate and then cheat iniative. And trixie + fermented river monks are way more usefull then sparks and akaname for the rest of the game.
  15. the trapper cannot shoot things behind walls and a good opponent wont let a trapper shoot at the totems.
  16. I'd pay 9 stones any game to remove the primordial magic or the malifaux child, a soul porter, graveyard spirit, will o whisp, copycat killer, ... ... ... and then be a decent sniper for the rest of the game. Psychological advantage on top if u make your opponent play from behind so soon.
  17. With wave 5 there is literally no pool brewmaster is bad for. And fingers is one of the most efficient models in the whole game and in 9 of 10 pools he is worth every single of his point.
  18. The generic resser Totem "graveyard spirit" gives armor+2 to anything in base contact to it. Since nothing beast is ht3 its pretty easy to hid the graveyard spirit behind it. Also Ressers have options like Yin who has really good synergy with things attacking WP like the Nothing Beast. I played a game of extraction vs a Lynch crew and put yin, the Nothing Beast right in the middle, with the graveyard spirit behind them giving them both armor 2 and tara a bit further behind, with some rotten belles. The forgotten Marshal and Tara did Claimjump and NB+Yin scored Extraction and Show of Force. Lynch had a pretty good crew vs my Incorporeal Void models cause he had Stiched togethers and his own casts. When he tried to break my Tanks at turn 2 and 3 it blocked basicly his whole crew my Nothing beast just by Armor+2, discarding card and blocking 1 dmg cause NB was near Tara and it is a void model (New Dead of Winter Upgrade) and soulstone prevention. I lured his stuff in and he slowly lost his crew over the turns 2-4. I didnt bring a nurse but she can basicly heal the NB back to full if its getting dangerous. Or bring Chiaki. Also Decaying Aura is strong on the Nothing Beast. With the new upgrade "out of time" tara can stay alive longer is she playes defensively.
  19. ahhh, pls dont tell people about this.....
  20. Take scout the field and I pay better on another model. Kill the most important oneshottable enemy modell with doublefocus in your first activation of the game. Almost every player brings a cheap totem or something similar to the game and its surprising how many of those can actually get oneshot by hans.
  21. For the comparison: If u take the Whiskey Golem and reactivate it, taking drinking problem on him has 2 benefits: - The Aura is better on a 50mm base and lets fingers heal himself more efficiently. - Its actually the only way to use the (0) on the upgrade twice and push 2 enemies 8" towards brewie. Dont underestimate those 8". Since the terracotta condition can give the whiskey golem more survivability and the tanuki and the golem himself can heal it pretty well its not such a big deal that the healing doubleing doesnt work on the wiskey golem. Trust me 1ap 6 heal is worth so much on fingers in the right moments. Ive often found myself in the situation that fingers has a few wounds left and needed to survive and move a little bit further and drop a scheme marker but wouldnt survive with just healing himself 1 time. Also healing 6 on your master for (1) and a high card is kinda hardcore and common in this case since the Whisker Golem and Brewie hang out together for most of the game. People are used to the Whiskey golem not doing much on its own due to the 1" range and basicly only atk or selfdefence actions. So often he is overlooked and people dont realize he can pull 2 people towards the drinking contest and how much 8" can be. Terracotta (autotake) + Whiskey Golem + Tanuki are some well spent 22SS in a brewie crew. Shadow Emissary makes the WG super fast and adds in 1 more poison dmg most of the time since his aura is 10" and suddenly those 2 or more lured in Modells take 4 poison dmg each turn (New Brewie Upgrade and Emissary) in addition to whatever damage a reactivating fast nimble whiskey golem and a doublefocused Shadow Emissary wanna do to swilled targets during the turn. The enemy hand is pressured by pick your poison from brewie and wesley and in some cases missdirection. On top of this fingers can take death contract since he is the most annoying piece in the crew and people love to spend a lot of resources to kill him, which happens in later turns most of the time, when soulstones are rare and he might kill his murderer with death contract if you destroyed the enemy hand before. Dont overlook fingers atk trigger aswell. Giving out poison in a bubble is worth so much more in a crew with quadrouple poison dmg. When it comes to the Dawn Serpent you have to consider its strengs and its playstile and if it fits into the playstyle of a crew. My experience with the Serpent is limited to the other side of the table since I dont own him but my regular opponent played him a lot. Whenever I played against him i had the following impressing: - He was brutal when kiting and using his flight, range and blats the most and was only ever used to its potential when paired with mccabe. - Once he got in range, I dropped him really fast and I didnt have a hard time doing this cause his defence isnt that great and holding a spot in melee isnt his strength. If I would play him, I'd use him as a flanking threat and I wouldnt risk charging him in for some poison (since poison is so easy to give out anyways in this crew).
  22. Are actions with the restriction "once per turn" useable by Hannah? My idea for wave 5 brewie is a reactivating, flurrying Whiskey golem which got pushed 3 times by trixie after out activation. 6 Attacks on the enemy master turn 1 sounds kinda sweet. And all u need is a teapot
  23. Roosters and Stuffed piglets are not worth to hire anymore due to lazy nerf methods by wyrd.
  24. So I've played a lot of games with Zipp, Zoraida and Tara. My honest oppinion: - If you wanna have fun and be competitive at the same time - Play Zipp. He is flexible, fast, super hard to bring down and his wave 5 upgrade is crazy! He can do basicly anything. - If you want to be flexible, fast and have good tanky options, Tara is the way to go. She got a nice boost in power with wave 5. I'd stay with Resser Tara tho since Centauroi are absolute beast with her. (Expand Tara's Threatrange by 18"(24" with some Medication) And who doesnt like a Nothing Beast with armor+2 incorporeal, 1dmg Voidblock and Soulstones and Voidshield against Severes or Red Jokers. And heals. =D - Zoraida can do a lot of things and is far away from being a non-competitive master right now. But she still feels like working way harder for her wins.
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