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I'm a Teapot!

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Everything posted by I'm a Teapot!

  1. Oh, nice! I totally missed him being a woe. That has potential. I just noticed aswell that the mysterious emissary could copy his cooler aura and apply it to a much larger area in the frontlines.
  2. I wonder if he works in my summoning pandora list with barbaros. I need to give him a try. =)
  3. In my opinion, the last weeks have been pretty meh for us gremlins players since the toys we got in book 5 seemed to be a lot less exciting compared to what other factions got. While the general problem of our factions isn't really top end balance but is internal balance I still had a feeling we would drop quiet a bit in top end power since some factions got quiet a bit better while we pretty much stayed the same. After playing some gg18 tho I have a feeling that we got some models that are just right for the new strats and schemes. Also some existing models just jump up a huge bit in the power curve when it comes to gg18. So what I've noticed is: - gg18 has a whole lot more interaction based things and this includes Strategies. Headhunter was always a good thing for gremlins, since we got the ap to do this pretty well and also a lot of heads dropped in a gremlingame. - GG18 brings us a strategy that is fully based on model to model interaction (ply for information) and two strategies based on marker interaction and engagement (symbols of authoroty) (supply wagons). - Ply for information favors ap and survivability, which balances it for bayou gremlins but things like the new gatreau bokor protection buff is a huge gain in this scenario. - Symbols of Authoroty and supply wagons need protection of your own markers via engagement and pushes to keep them away and things like dont mind me become really really powerfull in this scenario. Also agile seems really usefull in this scenario. (maybe the new wong upgrade is better than we thaught) (fingers...) What do you think about gg18 and gremlins? Of course there are changes to come, but since the playtesting just made a larger step to a new version it feels like at least parts of the current state will carry over into the final gg18.
  4. Btw catch is only once per turn if I remember correctly.
  5. Long range bombing can be done with Zipp aswell. You can shoot pere ravage up the field with the pigapult late in the turn and give him the unstable condition with sparks before and also poorly handled explosives from a skeeter. then you can fly to him with zipp and throw him into the enemies 1 or 2 times, cheat up to severe and drop 1 or 2 blasts with 4 unreducable dmg onto their crew and then pere dies exploding for his dmg ability when he dies and another 4 dmg cause of the condition.
  6. I take the lucky Effigy in Brewmaster for his Atk. Brewy is the only master who can make the lucky effigy hit things and holy shit does the lucky effigy hit hard for a 4ss minion. I love to play ama no zako and the effigy in Brewmaster and melt people since lw Ml stats are kind of solved by swill on the targets.
  7. Its a pitty southern hospitality on cassandra doesnt stack...
  8. And you can always run Cassie semi next to amina and understude her Sharp wit to make people useless if they cant reach amina.
  9. Seamus can be really relaxingly simple to start with. I'd stay away from tara and kirai in the beginning. Molly is medium hard to learn but super flexible. And her playstyle is rather agressive for a summoner. Also from a budget perspective, there is a resser buying guide somewhere in the resser forum, its really good. The Seamus and Mcmourning boxes are really good starting boxes cause they both provide essential minions to Ressers (Rotten Belles and Nurses). And Mcmourning isnt the hardest master aswell.
  10. I wonder if the woe is me pandora can fuktion as a small zone pressure unit with like 1 more mini to complement that task. So I can focus the rest of my crew towards specific schemes without relying to much on synergy and bubbled play. Most of my pandora games I had to many models to provide support for pandora and ended up not having guys for certain jobs like killing their threat on a flank etc. I thaught about Woe is me, depression, cry for me to 0 for a mask summon 2 sorrows and then project emotions to trigger the newly summoned misery auras. Also depression gives those sorrows a wp atk to use afterwards. Which single model could be a good support for this? Iggy? Cause he can provides conditions to summon off? Who else could be good for that? Of course the rest of the crew doesnt have to be totally without any synergy, but focused on doing the job the schemepool asks you to do and only subbing in as pandora support if its really needed.
  11. a hanged in a pandora or brewmaster crew... a nothingbeast in a brewmaster or pandora crew... centauroi in a ladyjustice crew... ashes and dust in neverborn with retributions eye... hooded rider with recall training, Lampads in a kaeris crew, a glowy peacekeeper, a glowy nothingbeast, a glowy archie, a glowy howard langston, a glowy nekima, a glowy hooded rider, recall training on the nothing beast... fingers in a mcmourning crew... fingers anywere.... FINGERS!!! But all of that is nothing against this: Mancha Roja in a voices Pandora crew. Sry, but that dream is a balance nightmare.
  12. anna defends people in the backfield from pushes through the challenge aura. that makes her a great hire against thunders. also min 3 into engagement is nice since ironsides wants to tarpit anyways.
  13. If the Vik starts burried she will do min 3 instead of 5. and I know she ignores armor, but ironsides can Stone and hit her back. As long as its not 3 atks that hit you, you can survive. If you play safe with your crew turn 1 and stay out of viks reach you can engage them turn 2 and activate before they have their buffs. In this case ironsides beats vik of blood up easily.
  14. Anna Lovelace plays perfectly well with ironsides.
  15. First of all, I started with tara as my first master and she gets a lot better once you get the whole burry mechanic and her new upgrades.She has a few different playstyles but from my experience karina and her summoning isnt really worth it. Tara also has 2 different factions and both bring seperate playstyles. She is really difficult to learn in the beginning but once you know what she does best in the right situation, she becomes really versatile and a lot of fun. In other words, it's worth investing some learning time and power into. Viktorias are very unique in a way that their games are pretty all or nothing when you start learning them. The most important thing with them is carefull positioning and finding a hole in the enemy lines to reach the important models and destroy the enemy crew with a brutal strike to the heart of the crew. Also nowdays there are a lot of options to make the glass cannon viktorias more survivable and more forgiving but thats more advanced tech. For the first games I'd try to focus on the schemes and strats with the rest of the crew and use the viktorias to create threat to their key models and strike at the right time. Once viktoria of blood dies a huge threat is gone and if she didnt take out a few enemy models in return its generally a bit of a disatvantage for the crew because vik of ashes is kind of limited in her use for the crew in general. The viks are, similar to Tara, even tho they are completly different in playstyles, worth investing time for because they become really really scare when mastered and can lead to some brutal viktories. Ramos is a good starting point if you like the summoning playstyle. He is easy to use and provides a lot of power for the simple requierements of the game (Model count, Fighting power, durability, ...) but in my experience people move on from him to more complex summoners with more diverse playstyles after a while. Ramos and Seamus have really good core boxes with a lot of points to work with. Viks box is also pretty nice. Tara has problems with her box only but its not that far to go from there. I wish you guys a really nice time discovering Malifaux. You have chose one of the best table top games! With more playtime you will see that malifaux has its powercurve from master to master but mainly depends on finesse and experience. Almost every crew has its hidden power and brings fun to the table. Find a playstyle that fits you, find a master with the same playstyle that you find astheticly nice and enjoy the games a bit more every game you play. Good Luck! Edit: Ah, btw summoning and ranged crews seem really powerfull in the beginning. It gets better with more experience and if you play with a good amount of terrain. Playing against a summoner, threatning them early and pressuring their resources (for example their hand) is a good way to stop the avalanche of bodies. Also there is anti summon tech (Taelor, Blasts, etc.).
  16. Its so frustrating when I try so hard to find something good on the wave 5 gremlins and when I think I found something just going to the Ten Thunders or Arcanist pages makes me go "WTF this is broken AF"... Steamfitter, Midnight Stalker, Marlena Webster, Hinamatsu..... All Modells in other Factions that are so good gremlins cant even dream about getting an equivalent.
  17. It kinda feels so wrong for me to take swinecursed for alphastriken outside of wong. I just always think: "why dont I have Ooh Glowy?"
  18. Swine cursed cannot reactivate tho. I recently played a funny game and I tryed to overcome my fears and take a Glowy Rooster after so many games of not doing it XD. Glowy reactivating Rooster and 2 Swinecursed all starting next to Aionus. We called it in the middle of turn 3 cause the swine-chicken-trio just destroyed the enemy mei crew. Aionus, Wong and big brain brin hardly did anything other then provide fast and reactivate and doing claimjump + extraction after the massacre. I lost both swinecursed and the Rooster by turn 3 aswell tho.
  19. I gave the smuggler a new review andI have to say I'm going to try him as a controll anti scheme runner to deny things like claimjump and tie up some of the weaker hitting models. Maybe his 3" Engagementrange and the schememarker repositioning make him worth his cost in the right scenario. I guess to get some work out of him we just have to ignore the bad parts of his card and black out the swap with a textmarker or something XD. I mean 3" engagement for his cost is really the best thing on his card. And of course the Artwork.
  20. AHHHHH.. I can't wait for the other factions in AR. Your podcast is great!
  21. I agree with the powerlevel difference compared to other factions and while malifaux in general is pretty good in balancing things I guess, for gremlins it feels like there is some serious hate against them when it comes to wyrd developers... Or maybe Alex Schmidt is the one to blame here =D Maybe he crushed everyone so hard they thaught gremlins were totally op.... I dont think Brewie is the worst master in faction. I've played new mah a few times now and while she has some cool things, she felt weaker than Brewie overall. I think Brewie is highly underestimated. I meant that it can be crucial in later turns if you can move wesley to a way better position before brewie dies and resummon him in the right spot, so he can get away to score entourage for example.
  22. Yes, I was aware of that. But you can use this to kill scheme runners and then drop some markers before you leap to your next target.
  23. He is tough to fit in the most crews. And tough to get use out of in the first few games. But once you play him to his potential he is really nice! He shines when every part of his card is used and in Gremlins you can use his fast for cheap models the best. He can move markers and create an enemy marker. I've used him to feed the first mate armor+1 at turn 1 and cycled some cards + got a soulstone with it. He his aoe slow duel can be nice in extraction.
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