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Eorek

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Everything posted by Eorek

  1. I Think Anna Lovelace is a solid pick if you ever face gremlins, Especially against Zipp, it shuts his movement down quite significantly
  2. I second this, Go for the ammo or engage it. Killing it outright might be the wrong approach. if you lock it down it's a 14p investment or so not doing super much.
  3. Looks like I've found tonights entertainment.
  4. ... sorry for my ignorance... but where is that from?
  5. Fun hearing from someone who prefers the Moon shinobi, I've never meet anyone that had anything good to say about them. Could you share some insight? Personally I've always found that the monks and shinobi are quite identical statwise(Sway puts the monks on the same DF) Even their Main attacks are quite similar: Drunken fists of fury, Ml5/Rst DF or WP/Rg:1" 2/3/4 Fermented fists, Ml5(crow)/rst: DF or WP/Rg:1" 2/3/4 I think where the monk pulls ahead of the shinobi is the fact that it also get's positive effects from poison, without taking damage from it. That' plus the fact that it's triggers and (0) actions are in general better than the shinobi. (Reactivate is really good...) The only thing the shinobis have going for them is the drunken gremlin kung fu. But even if you manage to cheat in 2 severe cards on damage it's resource heavy and the monk with his built in trigger will do more damage on a weak damage than the shinobi did on severe. I just can't see a Shinobi out preforming monks, They'd need something that causes them no to take poison damage and maybe reckless in order for me to consider them over the monks. Sure you can take shinobis in a non brewie crew... but why would you ever pick them? I believe that even Bayou Bushwhackers would be a better choice with their critical strike frying pans. (2" engagement range is not half bad on the shinobi, but they fall behind on so much else) That being said...Moon shinobis are amazing models and I try to field them as much as I can, but I cannot see their worth.
  6. They are alright, I mean They heal alot and have nice offensive triggers... but once they have activated they are not tanky at all. Anything big will destroy a swine cursed before it gets another chance to activate with regenerate + (0) heal. Or you can bring franc and have him chainactivate with another model and nuke them down before they get a chance to activate. Master + franc, Trixie + franc or burt + franc will kill a swine cursed without any issue what so ever. I would call them good, but not broken
  7. Once they actually hit stores: swine cursed. They really shine('glow') in a wong crew Ba-dum-tsss The wong crew I usually go for is either a glowy mctavish or burt jebsen(both do fine, but i've found i prefer mctavish vs ressers and eat their corpse markers A box of slop haulers is never a bad thing no matter what gremlin master you play As others have mentioned:old cranky is the totem to go for. Some other choices worth looking into for more choices are, merris lacroix(excellent scheme runner) sammy lacroix(works well with wong if you give her oo glowy and wong his other limited upgrade) A solid box to have is creative taxidermy. Taxidermists are awesome. But what you really want is the stuffed piglets(ammo for a pigapult. Sammys summon etc). While playing wong i've often found myself using stuffed piglets to grant lightning bugs extra actions by blowing up near them Good luck
  8. Once was quite successfull playing brewmaster vs ulix(obeying his warpigs to charge stuff was fun) But overall I think brewmaster has better use in ten thunders. Stuff you should look to add to a brew master list would be stuff that can charge as a (1) action such as roosters or warpigs making them charge as part of a binge or a obey.(That being said I'd rather bring zoraida for it) Trixiebelle would be a solid choice since she can give a model a huge poison condition turn one if you have a high card on hand, but also she can cheat initiative which is super important for keeping brewmaster alive by starting his drinking contest early. And if you are running him as gremlins you might aswell include Wesley. If you insist on running a tri-chi theme I'd said stay away from moon shinobi and take Fermented river monks instead. Fingers with The upgrade that causes friendly tri-chi models to double their healing flips is quite solid as a scheme runner/healer, Put him close to a whiskey golem with it's 0-upgrade and it actually becomes quite survivable. A fun but maybe not so viable combo if you want to make a theme list is Trixie, Akaname and two fermented river monk - turn one trixie gives the akaname a high poison condition. - After that you use the akaname to give the monks poison condition to give them higher df, Reactivate etc A turn could look like this: - Monk activates with poison +3(he'll most likely get atleast one more poison) or +4. strikes twice, Does the (0) for reactivate. - Second monk does the same. - When you start to need it the Akaname can spray the monks with his ranged attack for additional poison(sometimes you have to do this before you activate the second monk as the first one might be exposed.) - reactivate a monk, Use poison +2 for drunken strength, Hit once more and get poison +1, do (0) to get +1 poison and get back to the +2 poison DF bonus - Do same thing with second monk (As I said: this is a fun combo to pull off, but so many things can go wrong. So I wouldn't really call it tournament viable)
  9. Eorek

    Gremlin noses

    'It's magic, don't question it'
  10. Reckless gives you 3 actions + her (0) I believe it's Discard a card---> place scheme marker in base contact So she could actually solo it if no other models are close. (1) place Scheme Walk 1-2 actions (0) drop scheme marker, It's a good combo pretty much for anything where you need scheme markers. usually how I get my ulix warpig summoning turn 1 going if I have her behind some solid LoS(she will be able to drop atleast 2 markers alone) Don't have cards at hand so can't really give you exact wording on stuff.
  11. Mancha says CHALLENGE!, Lucky effigy goes HIT ME!... Models in overlapping auras need to take tests no matter which model they strike. His action that lets masters heal when they flip rams is alright on a master that get loads of +flips(ophelia comes to mind) And Mah tucket +flips and + ML really benefits his low ML score. A master who can help him out with his 2 actions to "keep up" with other gremlins might be good... Brewmaster using obey and binge aswell as zoraida comes to mind. I think he's underrated as a scheme runner when you have to solo schemes and also deal with other scheme runners, if you don't play him badly he will completely gut the bayou gremlin that he has to compete with to get inspection/claim jump on a far edge his issues though is that he lacks reckless, his low melee and the fact that at 4ss he is in the same bracket as some pretty good models... I mean, add one soul stone and you get a lightning bug or a slop hauler. and if you get to do your schemes unopposed a bayou gremlin would have done the job better. I could see him having use in the thick of it, seeing him as a cheap inverted Fingers, walking around trying not to get engaged while screaming hit me and giving you points from schemes.
  12. ^wisdom Personally I'd say focus on zipp, but know how to play wong vs stuff that will try to be unkillable on a extraction marker(such as hoffman) and get a feeling for how to optimize som'er (balance summoning, tricks and his boomstick usage) on certain schemes/strats where you need alot of models(interference comes to mind).
  13. If you are bringing stuffed piglets to start with... I'd make a case for the pigapult. 24" range ignoring LoS and cover with min dmg 3 and blasts, + the fact it's a real pain to deal with cause it will be far back and have armour +5 and tied the highest WP in the game. Run it with som'er or ulix on interference and you can pretty much outnumber your opponent in any zone with launch.
  14. Indeed it does. You usually only get the aura turn 1 though as rami tends to be left behind.
  15. Schemes I've found myself picking alot on Zipp are: Neutralise the leader. Undercover Entourage, Inspections and set up. The strategy I basically always pick zipp for is guard the stash... he can simply lift your opponets model away from one stash marker and deny points if you activate him late. I've found while playing the right setup in his crew(trixie and franc) you can usually pull off a neutralise the leader early in turn 2, or kill off the leader in turn one if your opponent wasn't careful. A good example was when I played Seamus the other day, - first I used stuffed piglets to outactivate my opponent. Seamus took a shot at trixie which she redirected at a hard to kill burt.(this left seamus behind hardcover close to the centerline. - Zipp moved forward, used his (0) to pull forward Franc, shot Seamus with the push trigger on his gun pulling him within zipps aura that makes him have to discard cards to use soul stone, activate franc who charged seamus with reckless and made him throw his hat off. - Next turn Trixie cheats the initiative. Activate Trixie and charge seamus and try and cheat as many Rams into the duel as possible getting more strikes off franc, Then chain activate into franc and finish him off. (also worth mentioning is that round one trixie can push back and hand out slows to threats making the opponents crew unable to retaliate properly when you go all in vs the master the next turn) Undercover entourage... just play it safe with zipp and make sure your final attack can bring him out of harms way or that you have a high mask and a place to flee to with your placement df trigger. Set up: Have Trixie put up a pile of scheme markers, wait until the enemy model activates, use zipps up we go and score 3 points, easy. on a Tournament game I did the mistake of dropping zipp vs hoffman on extraction. Inspection was also in the pool; so I figured I couldn't out-blobb the hoffman armour blobb that was sure to dominate the middle of the board. I sent earl with zipp to one edge and sent trixie to the other. Zipp was grand at dealing with hoffman outrunner models(The scythe chick from the new guild box) and I had a pigapult kill the watcher headed for the other edge. So when facing a list that prefer staying in one big pile dominating the center of the board like hoffman and you know you can't beat him upfront, schemes that you can do while not going for the center becomes quite easy to do such as Inspection and claim jump aslong as you can deal with models not relying on staying close to hoffman. And I love when Tail em is in the scheme pool. usually your opponent will think it will be easy to pull off, but it's real easy to remove it with Zipp compared to other masters and you can just keep denying your opponent points making him waste actions and cards trying to spot zipp. Strategies I don't like with zipp would be... hmm I dunno, it's more what masters I suspect I might face to be honest. For interference I might pick som'er or ulix over zipp, but that being said: zipp isn't terrible at running that strat either. Schemes that I don't go for with zipp. Last stand sucks, I usually make my Zipp crew super killy making last stand not that viable. and for some reason I don't often go for Tail em... I simply lack the minion count to make it a sure pick All in all if I bring Zipp or any of his skypirates I like being aggressive right of the bat. Either with Rami and/or a pigapult killing the opponents models before they get to react in turn one (... a quick murder is a fun one...). and then turn 2 make sure I get to start with trix and use a zipp/burt/trix chain activate with franc to kill off even more stuff where ever I can without my opponent being able to retaliate much. This is a double edged sword though as I still keep doing to mistake going in too hard for the kills rather than actually getting points ^^ happened more than once that I've forgotten to remove an accuse in favour of taking the final wound off an enemy master and so on. that's my 5 cents and a wall of text. New to the Forums aswell, So: Hello there.
  16. Indeed, If I ever take mancha or mctavish I always try and find the ss for taking it, especially vs ressers... hanged condition of no healing is nasty vs a gremlin crew where your big models rely on getting a heal or two. Also I havent tried it... but it might be a nasty suprise for a asami tanaka player who hasn't taken the upgrade that makes flicker unremovable. "Her absolutely badass pair of two Jorogumo puts themselves in position to absolutely destroy a few models next turn. 'nope' - Mancha Roja throwing mud at them"Offensive Condition removal is not what people(atleast in my meta) have come to expect from gremlins.. and summoners want every singel extra soul stone they can get. Another combo I can think of would be using the pigapult to throw forward burt and franc and then use mancha to remove their paralysis, haven't gone into depth with that play as it would require quite some setup.
  17. His (0) that makes you have to take a test everytime you target something else than him rocks in a scheme pool with accusation in it. activate him early, slap some models around, do the (0) and see your opponent trying to accuse your other models wasting cards/actions doing it. I've ran him once or twice with sparks and not much hits harder than a mancha roja with a extra gremlin + fast... although, he's at 12SS with the upgrade, That's like getting Franc together with a slop hauler in stones, so I am not sure if it's really worth it. I've considered taking him whenever I fear facing masters who can bring a big unkillable blob of models and dominate the center of the table(hoffman comes to mind) and play around with him paralysing models etc. last but not least: Condition removal with mud toss... although Mctavish is also a solid choice for that.(it's debatable how often you need it in a gremlin crew however)
  18. He's a real solid pick when facing some lists, especially if you see captain dashel with a few guild riflemen. Not only will he almost always kill a rifleman with 1 shot(might have to use some resources on him) he is also self sustaining with his heal and he will outrange most other ranged models in the game, Deploy him with good LoS and pick off 1 model per turn without your opponent being able to shoot him back. I almost always pick him if I am up against the guild. (also remember that he likes high rams or standing close to lenny/somer's ram aura) And killing him with dumb luck isn't all too bad , Red joker cheated in on dumb luck and something explodes; sure you might kill rami. but he will have earned his points back. That being said. on boards with loads of buildings blocking off LoS aswell as with new masters/emissaries making blocking terrain I sometimes favour brining a pigapult for some ranged strength(+ it gives you a pretty sweet repositioning) but requires you to either bring or summon pigs to be efficient.
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