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DanteJH

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Everything posted by DanteJH

  1. Yeah, he's fantastic with Mei Feng!
  2. Simple question fellow wyrdos, when and why do you take seamus over reva?
  3. Hi all, me and my friends where gearing up for a tournament in the area and as part of that we played the schemes and strats released for the 5 rounds. For a collect the bounty and headhunter round I chose to use Ophelia. While I did win both games I feel it was more of the crew doing well than Ophelia. I feel like she significantly lacks in damage for a gremlin combat master and with masters like Wong, Mah and Somer to pick from there are 3 much better damage-dealing masters with crew support. She may be more resilient depending on how you use her upgrades but she isn't a big enough threat for that to come into play. Speaking of crew support I find it to be very lacking. Most of her 0s can only target kin models (who are good don't get me wrong) but I'm usually taking maybe a max of 2 kin models unless I'm building for it. Her 'aim high boys' ability is great but (and this could just be me) I tend to use more melee oriented models like frank, Burt and the whiskey golem. I will say, her totems are amazing and seem to be half the reason I take her. They can use Ophelias upgrades (essentially using her attacks) and can be great if making use of 'aim high boys'. They also give her her upgrade making them very worth their low cost of 2 stones but they do have the defences to match. 3 wounds is suicide nowadays with the large amount of min 3 damage and their df/wp are lacking. Anyway, let me know why I'm wrong or how you make the most of her. I really love her fluff and am keen to play her well
  4. If you're really into the swamp fiend side of things then why are you playing the gremlin side? I suggest having a think about why you are and try to capitalise as possible on whatever you come up with. I'm not sure what exactly you're wanting help with but only taking one wisp and less voodoo doll support is my advice. Try giving yourself a ss 'budget' on different aspect of the crew like 5ss for upgrades, 20ss for beaters ect and make sure you keep your voodoo support small and stick to it
  5. To be perfectly honest I've never tried the nurse because I couldn't bring myself to buy a box that is only use one model of for 1 master. Maybe I'll try and borrow a friends
  6. Hey kin! I'm thinking of fun things to get next for the faction and it's between pigs and the lucky Emmisary. I was just wondering what everyone's opinion is on this model, I've read his pullmyfinger page and he seems fair for his cost but lacks the keywords we like (gremlin, pig and more recently, construct). Do you use him? Why not? What for? Would some pigs be better? Thanks as always!
  7. I'll back waffle in that you shouldn't bring sammy and the nurse and would go even further to say don't bring either. I've played gremraida for about 8 months now and I find that zoraida with hex bag can do enough to make it a problem for the opposition. I'm also a big fan of not using the doll for raw damage but rather I use him as a tool to really mess with enemy positioning. The idea is that you summon it right in their face, hem it to something they like and then make it stab or walk it around to get in the way of the enemy. Just engaging them with it makes life a lot harder for them, they can't drop markers, it can stop movement and if they hit it they hit their mate. It saves a lot of stones and keeping him around saves AP and gives you another activation. I really don't want to make this a lecture because I'm worried about making a reputation for myself with the whiskey golem stuff but I'd also drop crystal ball in favour of beast shape. The 15 inch place gets you set you in position turn 1 which I really like (especially if you can get somewhere hard to reach) and if you take it for the card draw, bewitch is a fantastic action, drop it on something with nimble, melee expert, ect and you can draw a whole new hand! In terms of crew selection make sure to take your bayou boyz! It might just be me but I always take 2-4 bayou gremlins with any master, it's a small amount of stones that can cause a lot of small issues that eventually add up, they're good objective runners and boy are they cute! Also, don't take the big models unless they fit for the schemes, strat or your own tactics with two exceptions, I find that Gracie, Lenny and the golem can all make very good use of the obeys. I like to have burt, frank, Lenny and Raphael as my workmen and a slop hauler to back them up. The idea is that zoraida provides extra AP if they need it, better cards to get the job done and a roadblock that so much fun in the form of the doll, just make sure you aren't putting to much into it! Best of luck! I'd love to hear a battle report of your Gremraida and I hope this helps!
  8. Welcome! What masters/models of ours do you like the look of? My personal favs are somer, zipp, the whiskey golem and the voodoo doll
  9. Thanks for the advice, I knew there must've been something I was missing. One more question, when am I taking shenlong as opposed to Mei?
  10. Hello brothers (thunder brothers to be exact), I started faux about 3 months ago and have been playing purely Mei Feng. I recently picked up shenlong's box but don't really see why I would take him over Mei. I know I must be missing something , I understand the styles and conditions and I know he can affect position greatly but he still seems to boil down to a combat master with some crew support just like Mei. I know I'm missing something so please let me know and if you could tell me your list for Shenlong that would also be helpful. Thanks guys!
  11. Picking your targets is a big part of the game and sure it might not work against a whole crew or a few big beaters who ignores armour but if you see that across the table the golem can always change gear
  12. Hello friends and welcome to my second part of 'making the whiskey golem great again'. Through this I hope to get you to put the whiskey golem back on the table or on the table for the first time. In this post I'll be addressing the reasons I've heard why people don't take him and if you haven't already looked at it please give part one a read. First off we'll start with why not take 'X'. One of the most common things I've heard people say as a reason they don't take the golem is because other models are better tanks, damage dealers, runners ect. While I will be going over common models associated with this line of argument I'd first like to say that the main reason I've taken this guy in nearly every game I've played this year is that he fits into all these jobs. While Francois deals more damage can be also move 18' a turn? He sure gets close at a cost but does he also match the resilience? Hell no, with a (1) heal on par with Fingers' and a trigger to do that heal on a ram or a tome on an attack frank can't stand up to him on that side but he still has min damage 3 or 4 on a trigger. What I'm trying to say is that while he may be outclassed as a damage dealer and arguably as a tank and scheme runner, he combines all these proficiencies into one model and most importantly, can change gear at a moments notice. I've had him do from holding the centre one turn after smashing the previous to getting me a point for leave your mark the next, he's truely amazing. Anyway, let's get to some of these aforementioned models: Burt Jebson is one of the best arguments against the golem. He's 3 stones less, has the same damage track that can easily rise if supported and has some durability to him. First off I'd like to draw attention to 'if supported', I can say from my own experience that if Lenny isn't around Burt becomes much less effective. He looses a lot and I mean a LOT of durability. Not only does he lose the 'big target' bonus but he also loses getting his defensive trigger for free with makes people want to target him more and he loses a very good slippery target. Now I'm not saying it's not 17 stones well spent but I'd rather spend 10 on someone who is more durable and fast though some how lacking in damage with a 3/5/6 damage track. Fancois is one of the dealiest models in malifaux with one of if not the most damaging attacks in the game. He's 3 stones less, a MONSTER of the field and doesn't need a third reason as to why he's good. Much of my reasoning has already been said for this guy already but he plays a different roll. Francois rushes in, kills something big, maybe 2 somethings then dies and that's ok but the golem is staying around. Again, a different job Gracie is another model I've heard is a better pick and while I don't have much experience with this model I do have a friend who has but I still can't speak from experience. I'd like to give my opinion on this one but don't think it would be an educated one so I'll move on. Fingers is another common argument and a very good one at that. He combines scheme runner and tank in one model and shares the same cost as the golem making them interchangeable. I will admit that fingers beats the whiskey golem in the scheme runner department as while he's not as fast he can drop markers while engaged and can turn enemy scheme markers into his own but I think that the golem is a much better tank and does far more damage than than Fingers. The damage is an easy argument but a better tank, that requires more discussion. We'll be comparing these guys in the scenario of holding a point as would be one of a tanks primary functions. Looking at the cards in front of me I see the same amount of wounds, similar defences (Fingers having 1 more Df and Wp) and the golem having armour +1. While we can argue that the higher Df is better than the armour when he flip over the cards and see them both with a 1/2/3 heal and the whiskey golem with a (1) action to gain +2 Df till he next activates. Now surely if they were putting everything into staying alive the golem would come out on top with the armour, higher defence and a better built in defensive trigger that can cause enemy models to lose attacks and fish cards from the opponents hand? I think so but please tell me why not below. Secondly, we'll talk about his base size. I have heard complaints that the 50 mill base is a reason not to take him and can I say that while this is a valid concern I haven't had it hamper me yet and have even managed to make to a good thing. In games these past few weeks I've been using the golem as a screen to protect high value models like a slop hauler or a Francois en route or recovering. Please give this one a go, I think it's an underused attic on an underused model that could suprise you. We'll also talk about the 1' melee range as it also fits in the the base size argument. Let's face it, it's the whiskey T-Rex! It's not hitting anything with those arms until you remeber that big base. While it doesn't solve the problem entirely it does improve the range to add an extra half inch. Now we'll move onto one of the biggest criticism which is the (1) AP to bring him up to the great DF 7 from the average DF 5. To be honest, I don't really have answer to it, it's just a thing we have to live with. Part of getting good with the golem is learning when to spend that AP to bump it up or when to start smashing, dashing, drinking or scheming. It's important to remember that bumping the DF up isn't required and knowing when to bump it is, as I said, a big part of getting your stones worth and remeber, you can't get experience without getting him on the table! Before ending this post I'd like to talk about his performance at Twatifaux, a tournament in Melbourne Australia with around 60 players. I took the golem in 4/5 rounds and he did wonderfully. First game was headhunter against a guild played and he was able to control the centre and was one of the only models left on the board at the end against a brutal assault from both Fransisco and Phiona. Second game was squatters rights and he was able to nimble drop marks on the opponents side and also get me full points for inspection. Third game was stake a claim and he held the point wonderfully till late in the second turn when he died to red joker damage. Last game was collect the bounty and he scored me full points for leave your mark and I can confidently say that he was worth his stones in almost all those games. Please give the golem a shot, I think he's an underused model that has some great potential and please leave some comments, I'd love to hear your thoughts!
  13. While I do agree with your buffing ideas but I can't agree with your first statement. I've had a perdita (who ignores armour) go HAM on him and him coming out the other end scoring me full vp for leave your mark.
  14. Thanks again for replying, it's always good to have a sceptic around. In terms of tournament s don't think he's not competitive. I've got a tournament this weekend and he's in 3 out of 5 rounds. Anyway, your concerns : 1 I believe the golem is a better tank than fingers because of his armour, option to heal after damaging while still having the same 1 action heal as fingers and in my opinion a better defensive trigger. It is important too to note that I'm not saying he's a better tank but a better all round model. Even if he's not as good a tank as fingers you must admit he's not far behind and the golem can do much more than throw around poison. Also you are correct in terms of willpower, I don't take him against willpower based crew but I have found that there are many more crews and models that target df. 2 yes I'm aware of this and fully agree with you it's just that people usually use frank as a comparison whenever I talk about damage in the gremlin faction. Thanks as always
  15. Thanks a lot, I really do hope I can make people see him like I do and yes, your right I am trying to find a new play style for him and I think I've almost found it! In terms of buffs he really needs a base of df 6 and something to do with that poison he hands out. Might be as simple as more damage to poisoned enemies or having poisoned enemies be less likely to hit A larger melee range would be nice but with his large base size it can be ok. Thanks for replying and I hope to see your thoughts again in the next post!
  16. Thanks for replying and I'll be sure to address some of these things in my next post but lemme tell you, I've been getting much more work out of the golem by switching jobs with him on the fly. I can use him for schemes one turn (he can do claim jump by himself!), tanking for the next turn and then beating someone's face in. I know that the ap fir df 7 is annoying but I'll be sure to talk about that in the next post where I address his issues. Thanks again for replying and I hope I can get you to put him on the table by the end of this.
  17. Thanks for replying EpicWaffle, I'll be sure to address everything you've said in my next post which I hope to put out next soon but I'll give you the short version. I'm afraid I can't agree with fingers, it's very important to factor in just how fast he is. My issue with fingers is that he doesn't do much besides schemes. Going back to his speed, the golem can very easily transition after he's done with the scheme to any other job that the crew needs done and further more he's just so much more durable. People point to fingers as being so good because of his in built healing but the whiskey golem and do that whenever he hits someone AND has plus 1 armour. On top of that he can put our way more damage and tie up way more models a which a good tank should be able to do. I really do feel like the golem strait outclassed fingers. I've never use Merris or Gracie so I may be wrong but I've played against Merris and she didn't impress me. Never had anything to do with Gracie but I'm aware she's amazing. Ill be talking about Burt and Frank in the next post as they are used to compare the whiskey golem with a lot and I'd like like to go into more detail. As a last note you are SO RIGHT about spending the AP the defence. A big learning curve for me was when to use it and when the kick something teeth in but it is still really annoying that you have to do it but I'll address it in the next post and hopefully convince you that he's worth it
  18. Hello all and welcome to a new series of posts I'm starting called making the whiskey golem great again. For the last two months I've been using the whiskey golem in almost every game I play in an effort to make you lovely bayou denizens what to put him on the table! To kick it off, this week we'll be looking at crews and masters he plays nice with, upgrades and when to take him. Feedback is greatly appreciate and I'd really like to get some good conversation going on. The first thing I wanna talk about is what masters he synergies well with. In my games I have found that zipp and his crew have a place for the golem and good construct support is a major part of it as one of his main issues is that he isnt a gremlin or a pig so he doesn't synergies well. Earl burns provides easy healing and in all my games he's only died once (and that was due to an Insta kill trigger). I'm also looking into sparks at the moment as I'm sure he would help greatly but unfortunately I'm a student with no job. Somer goes well with everyone and this is true for the golem as well. I have found that using the golem as a screen for the slop hauler has made a huge difference in my games as he usually dies turn 1/2. Having the slop hauler survive till turn 3 means an extra 3-9 wounds from his healing and as we know our bayou boyz like to hurt themselves. I'm very aware that he was designed for brewy but he's one of the masters I don't have yet and again, I have no money. I've also used him extensively with ophelia and zoraida. There are ZERO synergies with ophelia or her crew and is easily outclassed so he should really only be taken in the scenarios listed later. Mamma Z has a few things she can do for him, the first of which is boosting him to df 7 by making him used "fine craftsmanship" or giving him heals through smokey finish. Other than that should only be used in the scenarios that come a little later. An interesting thing is that him being an enforcer means that he has an upgrade slot. The three upgrades I've been testing are Angery drunk, a two stone upgrade that gives him flurry, barrel up, a 0 cost upgrade that gives him a trigger on a Rams and tomes to heal after damaging, and hide in the mud which is a 1 stone upgrade that gives him soft cover all the time. We'll talk about angry drunk first and what's there to say, it's not worth the cost. While the golem does have nimble meaning he can walk then flurry, he really does want to be boosting his df to 7 every turn. I have had some memorable moments like killing a him killing a teddy on his own and murdering a frank but it's not worth making him a 12 stone model because you don't get it off that often. Next we'll talk about hide in the mud. This is one of the better upgrades I've looked into and has been very effective. Df 7 with negatives to hit makes him impossible to shoot. If you anticipate a shooty crew take it, it's well worth the stone. Last is barrel up which is the one I've used the least. It seems to be the best choice numbers wise and it's a zero stone cost so why wouldn't you. It's the upgrade I'm using at the moment just because of the heals which is a 50% chance on every attack by the way. Also, a few of you might mention dirty cheater but he really doesn't need it and others will get much better use out of it. Finally, when do I take him? Unless he synergies well with the leader or crew I'm only taking this guy for a few scenarios. Stake a claim, guard the stash, squatters rights and headhunter are the strategies I'll take him in. The first couple are because if he's fantastic at holding points. I once had a mei Feng wail on him with all of her AP and extra attach triggers and have the golem almost at full at the start of the next turn. He is very durable with a LOT of healing options and let's not forget his defensive trigger which I think is extremely underrated. For those of you who don't know on a built in mask after he is damaged by a melee attach the target must pass a WP duel or end their activation immediately and get +2 poison. You'd be surprised how much it comes up and people will throw a card if it's their first AP. On to stake a claim his nimble makes him a good marker dropper and he can move 6 then drop each turn and as stated above his hard to put down, finally his durability and nimble also helps out in headhunter for keeping alive and snatching those heads. Finally if inspection comes up he is a strong consideration for me and I bet you can guess why. Next time we will be adressing common issues with the golem and work around for them. Well also be talking about bad scenarios and bad match ups. Thanks for reading, I've wanted to put this up for a long but but didn't feel like if played him enough till now. Please comment anything you'd like me to address in future and most importantly what you think about what I've said.
  19. Hi all, I'm putting together a thematic McMorning crew with grimwell and friends. Naturally to fit the medial/sience-y theme I want to take Sebastian but is he still worth taking without access to his Rezzer upgrades? What good upgrades can he take and what replacement would you suggest that fits the theme? Thanks!
  20. Hi all, I'm a fairly new gremlin player who is getting a whiskey golem very soon. After reading over him card and some upgrades (sorry papa wyrd) I've come to the conclusion that he appears a very good model with fantastic movement, a cost appropriate attack and great defensive capabilities. He also has three upgrades that each help him in a different way, hide in the mud keeps him safe en route to his target, angry drunk makes him pack even more punch and his 0 cost upgrade gives him a 50% chance to heal on EVERY melee attack. Speaking of healing can we talk about his built in healing as well as being great with earl burns? I don't have the brewmaster but the upgrade drinking problem lets him heal double. Then I started thinking, I've never seen anyone play with the golem or even talk about him in my community and podcasts I listen to. So I ask the larger community, why don't you take the whiskey golem?
  21. Hey man, so sorry to here about your local club but I have a few pointers. For round 1 in close deployment it's important to remember that you don't have to deploy at 12" inches. You have the whole 12" to deploy into so if your playing a really offensive crew it might be a good idea to stay back a bit and set up the graves. If you do decided to play defensively it's also important to remember that you can pick up ANY head so leaving a few bayou gremlins out of cover can have its merits. For scheme selection I find dig their graves to be one of the harder schemes to pull off as it required so much setup. Recover evidence is a great scheme for zipp and I would suggest taking it and recover evidence. I usually always take claim jump but in such an aggressive strat it could be rough. For round 2 your plan looks solid but what I'd be doing is sending 2 gremlins on each flank to score inspection AND claim jump simultaneously. I also like to do this because it makes the enemy divert forces from the strat. Keep in mind that this won't be effective against most crews and also to make your gremlins defensive if you have some crappy cards. Round three I'd definitely be taking fingers and plonking him on one of the markers. He makes the enemy unable to flip them with chatty, can interact while engage and can heal himself. Only take eliminate the leadership if you know you can take the leader down, if you can't take claim jump and covert breakthrough. As a final not make sure to use zips noxious fumes to block opposing models from the squatters rights markers. Best of luck out there and I'd love for you to post a little report of the tournament. With slow play just call them out and they usually pick up the pace
  22. Good luck with that victorybod, the best tip I can give you is to learn how to also play him defensively and using him and the iron skeeters exhaust to a great effect
  23. I've played a couple games with Zipp already this month with the following list: Zipp (6ss cache) +the gift of gab +rambling diatribe Earl Burns The First Mate +where the captain can't see +treasure map Iron Skeeter +hovering airship Burt Jebson +dirty cheater Mechanised Porkchop X4 Bayou Gremlins I've played both games against one of my friends who only plays perdita. I've found that it's hard for him to charge because you loose the place he does after damage. A way around this is to stone or cheat the masks. Stoning for it is fine because if the enemy is using scheme markers the first mate can make them back. Both times we used the schemes and strats you asked us to and I've taken claim jump and recover evidence both times. I send the gremlins up the flanks to score claim jump and to hopefully get people to divert forces (which they do) and I pop recover evidence turn 3 when everyone's in the think of it. I always use Zipp late in the turn to misplace models out of the 6" turf bubble and/or away from evidence markets then use the smoke as my last action to slow people down
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