Jump to content

Eorek

Vote Enabled
  • Posts

    43
  • Joined

  • Last visited

Posts posted by Eorek

  1. Only 2 turns? sounds like slow play regardless of summoner or not. Could pick schemes that are easy to cash in on early if you face the same guy. 

    If there are lot of summons there will usually be alot of corpse markers, with franc and burt gone up in price I could see a use for a taxidermist to make use of all those corpses(I almost auto include a taxidermist vs ressers for example).
    For all intents and purposes your crew is quite elite and will prefer staying semi close to lenny. Having fingers blocking interacts in a crew like this might be something . 

    You can only go so far with list advice though. what works for some people doesn't for others. Try and see if you can make changes to your game play. For example:
    You can usually spot what schemes sandeep has early in his game on his behaviour. Think what schemes he has and deny him his points and focus not entierly on what schemes you have. 
    Plan as far ahead as you possibly can. read up on sandeep and his crew properly and know what they can do and think about what your reaction to it and what is the expected result of your plan. 

    And also practice makes perfect. 2 games against sandeep usually isn't enough to get a good feel for it. play more and often and think about the game afterwards(what was good and what was bad play etc). Like I've played against Hamelin maybe 15 times and I still get surprised sometimes. 
     

  2. I've always felt that ophelia handles the construct quite well.

    Like both her, rami and franc can do quite some damage with dumb luck.

    Just go with my eyes closed on ophela and engange one of your choice. And save a ram or two on hand incase you dont flip one... Or use soulstones. Make sure franc is close for companion(oo it's a girl is a good skill here.) and have him nuke whatever contruct is left standing.

    Most models in the box should be able to bring down a construct if they can companion into either ophelia or franc.

  3. It's worth mentioning that you learn the game by making a plan with the schemes and making a crew around it. That being said here's what I'd do: 

    First game Zipp is perhaps the best master at Entourage. keep him midfield until the last turn and just move into the enemy deployment zone. 
    I also think protect territory might be quite easy since zipp can move away any enemy model trying to deny it. 
     
    Second game I'd look at murder protege. zipp has this really killy combo that is easy to pull off with francois LaCroix where zipp uses his grab a rope to get francois into position, then he uses up we go to bring the intended enemy model within charge range of francois. chain activate into franc using reckless and charging said model(if you have 2 good cards on your hand you could even focus and then charge to cheat in a severe damage with dumb luck)
    Protect territory for same reasons as in game one. 

    Third game... I don't remember take prisoner being that simple... you just wait until your opponent activated a model on a flank, fly zipp there and score full points. 
    Breakthrough is a good one too, just fly earl up the board and have zipp keep stuff away from him.
    Vendetta can be done the same way as I described murder protege in the second game. 

  4. 3 hours ago, GrumpyGrandpa said:

    I’ve been wanting to try out BBB with Lenny, in an attempt to see if I could make our lovable giant a bit more viable. Unfortunately work doesn’t allow for much playtime these days.

    You mean with reactivate? I don't have the card with me, but isn't lenny immune to conditions?

  5. He is a sniper who can double focus around stuff like hard cover, or double -flips on attacks(midnight stalker...jack daw...yin etc). 
    Have a high ram/stand close to lenny/have somer teeth give him a ram with do it like dis and watch him put the pain on stuff on the other side of the board. 
    He is also quite self sustained with his heal, so you can keep him alive through multiple dumb luck shots if you play your cards right. 

    I've used him a few times when a quick murder is in the pool on a open board or when you need a model to stay behind and hold a quarter of the board you deployed in. 

    You need to find a target who has lower DF than his shoot though if you wanna use his shot early in the round, or drain your opponents hand while keeping whatever card you intend to use for rami... he's done wonders for me in some games, in others he's just missed everything. 
    He always makes it into my "bring to tournaments"- box. 
     

  6. hmm, he maybe would be a good pick against ressers/TT to deal with a potential yin? Say you play iron skeeter + franc or burt, you buff up franc and deal with yin early in the game. 

    Also condition removal is never a bad thing vs ressers.

    I deffo think Brin will make it into the "bring to tournaments Gremlin box" rather than the shelf at home. 

  7. 5 minutes ago, Math Mathonwy said:

    His problem is that if he is useful, the opponent will kill him. And he is arguably one of the easiest things to kill on a "toughness to SS" ratio in the Faction.

    This is true, I could see myself bringing him as a backfield piece handing out sober ya up to pieces going after jack daw. 

    I don't have his card on hand, but can he use it on peons? Say the pigapult. 

  8. To follow up on the death marshal recruiter counter... Would he be able to pull it of with the upgrade a debt to the guild? 
    If you are sure you will face the vik bury bomb could even bring 2 just to make sure you get the job done ^^. might atleast make your opponent go for another build if he/she knows you have a counter to it. 

  9. Isn't Carrion emissary a good pick for reva against gremlins? 
    Popping out shards and then first thing that happens is reva killing of a mid tier gremlin(such as an iron skeeter) with the zombie it spawns. 

    Fingers is a god in headhunter if you don't stop him, He is though not that hard to kill for his cost, especially if you pin him down with either making him stuck between your models or anna lovelace... speaking of...

    Anna lovelace is really good against most of zipps crew movement shenanigans. 
    Think it makes skeeters unable to ferry models within her aura. they can't move earl around with other skypirates... zipp can't use grab a rope, First mate can't leap, fingers can't squeel. Deffo a model worth looking into getting. (* I don't actually have annas card so I might be wrong on exactly what place/push etc she prevents)

     

    • Like 1
  10. As some people have said: Burt is a good addition to any gremlin crew. He especially likes the dirty cheater upgrade(healing one wound + hard to kill will make him a pain to finish off)
    I'd also invest in a box of slop haulers as gremlins tend to hurt themselves, these are especially good with somer teeth who summons but I like em no matter what master I play.
    A worthy mention is also Merris Lacroix as she can both protect your crew and is a really good scheme runner. 

    What to play and how to play it really comes down to what the schemes, deployment and strat is flipped. 
    I'd suggest looking at the scenario and making a plan for what model will score what points. 
    For example: 

    I generally field Zipp over Somer in strategies where I benefit from blocking my opponent out of points by making em unable to reach the markers such as Guard the stash or Extraction. 
    Schemes Zipp loves are undercover entourage(he is super hard to pin down), Leave your mark(can drop off earl far up the board) but also quick murder and sometimes eliminate the leader as he can bring a enemy model our from cover and have his crew nuke it. 

    Somer teeth really shines if you face ressurectionists or any summoner with his discard the whole hand ability as they can't reliably summon anything then. 
    He also preforms really well on schemes where you want alot of models such as Reconoiter or interference. 

    But finally it all comes down to how you think you will be able to score and deny points for your opponent. Read all the schemes and strats and get an idea how you would gain points for it, Trial and error. 

    An example: Eliminate the leader is in the pool and I've picked Zipp and francois in my crew. if I now face a master I am confident I can kill I'll pick eliminate the leader and set it up so I can use zipp to drag is master towards francois, use francois chain activate and nuke the leader, hopefully doing loads of damage, forcing him opponent to use his soul stones and discarding cards(zipps upgrade)
    And say it didn't work, then you analyse what went wrong, and do it better next time or try something new. Trial and error... Experience comes with time. 
     

  11. 3 hours ago, Rosskov said:

    I still hope one day he will get an upgrade that allows him to make bayous into survivors #he'll be back.

    When a bayou gremlin is reduced to 0 wounds within 3" sparks may take a Ca5 TN 16(crow) flip. if successful summon a survivor into base contact with the bayou gremlin before removing it. A Bayou gremlin used to summon a survivor does not count for any strats and schemes and does not leave a corpse marker.

    ...Gremlin machine apocalypse incoming

    • Like 5
  12. 12 hours ago, MikiPL said:

    I have a little trouble, but I think my question will fit here and I don't have to start another topic. My friend is good competetive player and he's often playing agressive Von Schill list with one or two Trappers, Hans, Ama No Zako, Strongarm etc. I'm beating him with Wong list including Bugs, magical Gracie, Burt Jebbsen +/- Merris, one Slop - so things that can ignore armour. I can also win with Ulix list spamming with Piglets and Warpigs - he has just too much pork to handle with ;) But when I try take Somer or Ophelia I'm loosing poorly. How should I build my Somer or Ophelia list against Outcasts, especially Von Schill? Thx for advice.

    All of this depends alot on scenario but: 
    Ophelia against outcasts is something I would only do if I knew for certain my opponent was fielding jackdaw as she can plink away upgrades and negate his -flip when attacking him making him one dead jackdaw. 
    Otherwise Somer is usually a stronger pick than  ophelia. 

    Two trappers and hans? Quite the sniper squad, sounds like you could make use of the terrain and just stay out of line of sight. Another option would be something like the iron skeeter rush having 2 skeeters who drop off a fast ophelia and burt(or a lightning bug) in the face of those snipers late in a turn(have 6 stuffed piglets for activation control etc...) and then just using plink + soulstones to keep ophelia alive when he retaliates. 

    Something that counters snipers well might be worth considering like the pigapult if the board is full of line of sight blockers(beware hans though) or rami if there is alot of lanes of line of sight as he can usually outrange other snipers. 
    The pigapult is quite  a solid choice vs outcasts in general, it will decimate viktorias, threaten Leveticus waifs, Give jackdaw a hardtime if you can either give it + flips(earl burns) fast(Sparks) or no -flips (big brain brin...upcoming model) . just don't take it when playing collect the bounty... 

    When it comes to somer teeth though I must admit I fail when playing him in his summon version... I've had quite some luck when playing him in an elite crew. 
    His skeeters should be excellent at shutting hans down, but trappers will be harder(they have some sort of 0 action push right?)... I'll just let some one who plays somer better talk about him^^

  13. I've always found that it's easier to stop the viktorias, killing one usually stops alot of the tricks they can do such as slingshotting blood, sister healing flips and so on.

    That being said, I see some potential in viktorias... but I think they are alot harder to play properly

  14. 3 hours ago, Tris said:

    Which movement are we talking about - Zipps own or the movement of his crew?

    Becuase I´m under the impression that Zipp mostly takes walk actions to get where he wants^^

    Zipps grab a rope. Him dragging earl. Skeeter ride. First mate leap. Zipps df trigger. Are the zipp ones i was thinking of. 

    But also ever singel form of squeel. Saddle. Trixie luring gremlins. Hitch a ride. Nudge them on. Let mah handle this.  Lenny toss. Pigapult launch. Etc.

    It basically shuts down alot of stuff in almost every crew that makes gremlins good when it comes pushes and places. 

    'Nekima charged a somer with auto mask on df? Loudest Squeel? I think not'

    But yeah. Zipp still gets around. But killing him gets easier and he cant move his crew around as well as he is able.

    • Like 1
  15. 36 minutes ago, Runeman said:

    I am in no way an expert on the Moon Shinobi, but I have been using them in several games recently. Also I have never used the Fermented River Monks, so my thought are merely first impressions from looking at their cards.

    First there are a couple of points I disagree on:

    The weak damage of the Monks does not exceed severe damage of the Shinobi, rather it equals it, but only if the Monks expend their primary resource.

    And the Shinobi have more things going for them. Mainly they have a defensive trigger that allows them to push and they have an easy way to get access to +flips when in a Brewmaster crew, making the defensive trigger more likely. But they also have other ways of getting pushes which can be really good depending on terrain and strategy. 

    With their defensive trigger, they are very good candidates for a mobile Som'er crew. If you don't mind taking a bit of damage on them, charging them with a piglet can allow both to relocate very quickly, in the ideal case both will end up more than 18" from their starting point. So they offer something special to him. In rare cases their defensive trigger can also work well with Zoraida allowing them to push after she obeyed them. But I agree that you shouldn't bring them unless you have some way on capitalizing on their special kind of mobility or on Drunken Gremlin Kung-fu.

    In summary the Shinobi have a few things going for them:

    • 2" engagement range
    • Defensive trigger
    • Less dependent on activation order/special resources
    • Pushes
    • Slightly better direct interaction with Brewmaster (Swilling one can really make it a nuisance)
    • And finally who doesn't want to turn the opponents hard/impossible to wound (as well as a few other defensive abilities) into a liability rather than a defense

    And they have a few negatives:

    • Less damage (depending on resources) - my experience with Moon Shinobi is that they consistently do 3 or 4 damage per hit without having to cheat the damage, but the Monks can probably do a bit more if you want to expend their poison.
    • No reactivate (and this can be very important)
    • Takes damage from poison

    In my opinion, the positives outweigh the negatives by quite a margin, but I guess a lot of that is up to play style. I think the pushes and the 2" engagement range gives them a lot more tactical options and the defensive trigger, in particular when combined with swill makes them worse targets for a charge.

    I see. For me reactivate was the definite dealbreaker. Getting an extra activation out of them litetally doubles their effectiveness.

    But as i said in my initial post... i am sad to say i'd never bring either to a tournament

    At 6 p you can instead get a rooster rider. Cast swill on your intended target and then obey a rooster rider to charge and that feathered monstrosity will bring some pretty sweet carnage

    Or better yet. Go 10t and get access to yadunori

  16. 1 hour ago, farmoar said:

    Thanks Eorek. Are there any other "silver bullets" for facing some of the other factions?

    Afraid i wouldnt know. I just play gremlins... and i always know what merc i save my red joker on dumb luck damage for...^^

×
×
  • Create New...

Important Information