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DanteJH

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Everything posted by DanteJH

  1. For somer bayous are definitely better because you get more and I’ve found that somer works best with swarm tactics. With zipp I think you take bayous if you want to play with dread pirate but take survivors if you don’t. They’re still good models and if it wasn’t for dread pirate I’d take them every time with zipp because of his great construct support
  2. Yep, totally agree with a lot of this, I think brewmaster is horribly underrated and underplayed. I like that you’re using drinking problem and the moon shinobi, I think they’re actually very powerful options that get overlooked. What I don’t agree with is trying to reactivate things with the tanuki, I’ve found it’s always too much of an investment to reactivate the whiskey golem (though he is a great model and I take him in most of my crews period) when they could be doing some of their other fantastic actions. I take brewie exclusively in marker heavy pools to make use of the tanuki, fingers and abuse pay up. Instead of taking drinking problem on brewmaster I recommend taking it on the golem or fingers to make use of the 0’ action and also let brewmaster get the benefits. Pay up is brutal when you’re taking 2 tanuki in a marker heavy pool around brewmaster when he heals double, I regularly have him suck up 4 markers to heal 8 damage.
  3. I play themeatic brewmaster in friendlies and a more serious one in tournaments. I think it’s important to note I take him in marker/interact heavy pools For friendlies brewie with stilts/hide I the mud, drinking problem and running tab if I want Tanuki (which I usually do) wesley whiskey golem -barrel up fingers Mix of moon shinobi or Tanuki depending if I want more death or more markers i have a LOT of fun with this list utilizing an underused upgrade that means I very rarely suffer casualties. for serious games brewie -stilts/hide in the mud -running tab golem -barrel up/drinking problem fingers francois/trixie -dirty cheater raphael/sammy -dirty cheater/binge x2 Tanuki I have 3 versions of this list, one more offensive, another defensive and I take drinking problem if quick murder or eliminate is in the pool. Ive never compared lists with other brewie player (I’m the only gremlin out of the 60 people that play tourneys in my area) so I don’t know how you’d read this but I can assure you I’ve never dropped a game with him yet!
  4. Hi, I play brewmaster A LOT and I totally get what your friend is feeling, I’ve had a lot of people concede games because they FEEL like they can’t do anything. Here’s what I hate to play against with brewmaster: if people just ignore him it’s extremely frustrating because brewmaster does nothing on his own, give him one model to play with or just make him waste his ap moving because getting a model fully drunk takes a couple ap. As for Wesley, usually brewmaster wants to go as early as possible so if you can kill wesley after he activates brewmaster looses a huge safety net. With the summoning him back, it’s a 0 action which means that drinking contest can’t be put up so take that chance to get your hits in, remember, brewmaster is only df 5 with almost nothing defensive. Brewmaster is very weak to shooting, any way you can hit him outside his bubble is a pain (unless he takes hide in the mud, good upgrade) but he hates casting even more. One thing that I can’t stand is ruthless, it just ruins a lot of his power. He’s also very strategy dependant, if he’s forced to spread out in something like ours or needs to kill poeple in executions you’ll find a very hard game ahead. To be frank tell your friend to remain vigilant, a big part of brewmasters game is actually crushing the opponents will and in tournaments, I play brewmaster in a way to make them hopeless and frustrated, that’s how he ACTUALLY wins. I’ve won more games by conceit than not with brewie not helped by the fact it’s usually peoples first time playing him. I encourage your mate to have another go with him because I love his flavour and his themeatic crew, good luck!
  5. Current list is schill -survuvalist -shirt comes off -scout the field (neither terrain nor Los can stop the schill!) lil box librarian specialist trapper 2x freikorpsmann i like to stay in theme btw (so yes, ik that the specialist is trash)
  6. Hi wyrdos! I’m building a von schill list and have 10ss left. I looked at what’s thematically available and found 2 option, Hannah and Lazarus. Which one do you bring and why?
  7. I like any idea that involves gremlins and explosives. I’d increase the defensive stats and give him 2 extra wounds. Besides that I love how unstable he is, I love Pere as well and want more gremlin explosions!
  8. One upgrade liquid bravery have fun
  9. I've had a lot of practice with them and find them most useful in somer, Ophelia, and zoraida crews. I usually take 2 in both somer and Ophelia as the usually higher activation count makes the push and card draws more worthwhile. They are especially good in somer as most of their valuable triggers are on masks which skeeters or somer can pass out. If you have you triggers and hit your attacks you can do 8 damage a turn. In zoraida they are a bit less useful but pariniod is still very handy to spread around. I can't speak for the lightning bugs but slop haulers do attract more fire and can be left behind. There attacks being able to hit WP is also useful as most defensive triggers are on DF
  10. So I never used the pigapult. I was on a tight budget when I started and I could buy more for cheaper but now that I have a proper job I looked into him but has he been hit to hard with the Cuddle? He looks like a lot of fun but is he still viable
  11. Zipp is a great master who revolves around having high mobility and annoying side effects. A combo that must be used to get the most out of him is getting earl to give zipp his masks through regular mantanance. In terms of lists, I would take zipp with one limited and diatribe, Burt, frank, earl, slop hauler, iron skeeter w hovering airship, pere, Raphael and 2 bayous. Don't bother with the pigaplult, just get the generalist upgrade deck to get access to dirty cheater and stilts
  12. What do you think will actually be useful in a seamus crew though?
  13. Hi wyrdos, I've just seen seamus' new upgrades but I'm not familiar with showgirl models. What models are there and why why would I take them?
  14. DanteJH

    Help me!

    Hello lovelys! I've got my first fixed master tournament coming up and I've picked zoraida to compete! I was just wanting to get everyone's two cents and crew lists. Here are the schemes and strats R1: standard/extraction/claim jump/accusation/set up/hunting party R2: corner/headhunter/claim jump/leave your mark/inspection/covert breakthrough R3: flank/guard the stash/claim jump/eliminate their leadership/dig graves/quick murder/tail'em R1 plan: hunting party and claim jump. Zoraida uses repulsive at the end of turn to push enemies off the marker. 2 bayous claim jump with a bodyguard R2 plan: full inspection sending two squads and putting cover on zoraida/sammy with raven form. Lenny and slop haulers to help hold sides R3 plan: whiskey golem as highest ss model. Zoraida uses obeys to heal himself and buff df. Schemes entirely depend on enemy crew Thnaks for the help and suggestions everyone! Also, should I buy mctavish before the tourney
  15. My biggest hope is that these new upgrades really encourage theme. For Ophelia I'd like an upgrade that lets her discard a card to keep a used gun but let her draw one if she lets it go. I'd also like an upgrade that lets nearby Kin to use her guns for free (no discard) or just something to encourage using the Kin. For zipp I'd like more sky pirate upgrades mostly. I'd love an upgrade that embodies the air ship like being able to retreat/air strike/anchor ect. But only being able to use it if you have a curtain amount of sky pirates as a crew for it for zoraida I'd like her to be able to hire swanpfuwnds cheaper and also buff them or give her triggers on her obey finally for Somer I'd like an upgrade that buffs minions of 5ss or lower and gives him a good obey. I'd like the second one to give somer a sizeable bonus but only if your crew doesn't contain over a certain amount of enforces or henchman cause diners the big boss!
  16. For the most part I use him as a bodyguard/buffer for a model like Burt or for a group of smaller models. I agree that he maybe isn't priced right but I think we can all agree that the pricing of our models is fucked in our favour, generally speaking
  17. Honestly, you want somer. Seriously. If that's not an option I'd say Ophelia if you want to go less pig heavy but I'd go ulix if it's more pig heavy
  18. Hi wyrdos, I've gone to Germany for a holiday and brought some models with me and have managed to find myself a game on Thursday. The only issue is that I brought a master I'm not familiar with with a very limited pool of models. I brang tara, aionus, nothing beast, karina, death martiel, void wretchX2, nurse heartsbane, scion of black blood, angel eyes and a blood wretch. I'm not sure what to do in terms of a list but here's the WIP Tara -knowledge of eternity -dead of winter -obliterate symbiot aionus -scramble nothing beast -void shield -scout the field Karina -faces of oblivion death marshal wretch X2 please share your thoughts and tips, I have no clue what I'm doing
  19. I'm interested in the ronin you mentioned, what's the deal with them? Also, is mud toss a 1 or a 0? If it's a 1 I'd still argue for johan
  20. Yeah I just wanted to make a point that you can do some funny stuff with the pigapult. Aside from that I don't think he's actually that good in gremlins
  21. A recent post on the gremlin forum about aionus got me thinking about merc use in gremlins. For a merc to be used I feel that they must bring something new that the faction can't provide or do a job we do have but better and for a good ss cost. The mercs I think can be worth it are as follows and I'd like to hear your thoughts. Freikorps trapper: for the same cost as our sniper, rami, I feel he does the job a lot better. First off he has from shadows which already is just much better. He also has a better damage track with decent triggers and let's not forget that 6 wounds and armor +1 are nothing to shake a stick at. The main problem I can see is that he shoots and gremlins already shoot extremely well. Nevertheless, if you want a sniper or reliable long ranged damage I'd be mercing this guy in Killjoy: the only reason he's on this list is because of pigapult bullshitery. Sling something into enemy lines, get it killed, win the game Johan: he's great in melee and survivable which gremlins are somewhat lacking. This is all well and good but your main reason to take him is because of his 'rebel cry' action which clears all conditions from a model. As of yet, if you don't count the playtesting gremlins don't have condition removal so johan definitely has a place. Oh yeah, and he's only 7 stones Greed: a bit more situational but greed can be a pain in the backside for many summoners as most sommoners rely on cards on soulstones, both of which greed attacks. As well as draining stones and cards from your opponent, she can also provide you some on occasion with her ram trigger on her 'the greed spreads' attack which might I mention is a Ca 6 that deals a flat 4 damage. Greed has a bunch of other tricks but she is expensive coming in at 9 stones so the match up matters Performer: lure, manipulative, blah blah blah... it's a 6 stone expunge for you brewie players out there and BOY is it devastating. But yeah if you're playing brewmaster these guys can expunge chumps and lure them into your drinking contest aura. Aionus: scene marker manipulation isn't something gremlins has much of that aionus has in bucket loads being able to move ever scheme marker in play for a 0. He's got more scheme marker stuff but he can also make your guys fast for a card and hand out slow like no ones business. Oh yeah, and he's got 3 ap. His main issue is his cost at 13 stones but I can guarantee in the right pool, he'll win you the game Please share your though as I'm very interested in this subject.
  22. Yeah I think you could be right. Even having a good use for that 4 or 5 to make a bayou fast is good. Also, handing out slow to the enemie crew could make it easier to overrun them as they won't have the AP to kill all the summoned gremlins. I'll give it a go
  23. Do yourself a favor and pick up somers box, it comes with some essential models that will fill in your crew
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