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Cueball

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Posts posted by Cueball

  1. 1 hour ago, Fixxer said:

    Actually, IMO the Bayou faction is solid. I would say that there isnt a ton of issues to post about honestly. 

    I spent extensive time with Ulix and Somers, getting them right in the beta. They were definitely the two masters that needed help. Other than that Ophelia, Zipp, Mah, Brewie, Zoraida, and Wong all got minor tweaks here or there but havent had any huge overhauls. I think the faction from its inception, creatively and tactically on the field, were just solid. There is nothing glaring here beside what WAS happening with Ulix and Somers, a summoner and a wonky support/replace master. 

    Ophelia, Killer crew/strike team, reckoning master, upgrades, and a bevy of enforces that all have their place. She couldnt be designed better IMO. 

    Zipp, he's been reigned in from his 2e craziness. He is still ZIpp though, a scheme denier and annoyance piece that can be anywhere. His playstyle is fun and his special rule "showboating" might be OTT but hasnt been proven. Of all the masters in Bayou, he may be the broken one but nobodies going to complain about that due to his charisma. People want Zipp to be good for some reason. Im happy with what his crew provides.

    Mah, Amazing... fun, She has movement tricks, can beat some ass, and has Roosters as pert of her keyword. She is very versatile and can take on most scheme pools due to her simple design. Push friendlies or enemies, crew wide buffs, and melee prowess. Really dont see any glaring weaknesses to her crew and Scamper is a fun challenge for opponents to deal with. 

    Brewie, LIke Zipp, he may be 1 or 2 on the power scale... ridiculous synergy with poison and many ways to dish it out. Turf war will be his home as nobody will want anything to do with the center of the board if he's there with all his buddies. Could be interesting.... His hiring pool is vast to either brawl or scheme run, I like where he is and again, wouldnt call for a nerf as he hasnt been proven to blow anyone out, just solid.

    Zoraida, being a AP multiplier and rather set in her ways from the beginning is arguably solid too. She might've had more conversations in the NB forum though. 

    Wong, Shockwaves and hurting each other for tokens that provide suits and/or fast. This is classic Gremlins, they have a bit of range, decent melee, and some  healing. All around solid master/crew with options into different S&S

    Sure other factions are more popular and have very enthusiastic and dedicated fans, some of that has to due with how much longer they've been a faction. Some of the other factions have masters that are proving to be problematic, hence the huge amount of posts. Colette, Molly.... etc.... 

    I would say its a quiet forum because Bayou players are concise more than anything. :)  These are just my opinions... I could be way off, but that's why we are here.  

    This is the post I have been waiting for, nice to see some positivity and details on where the masters currently stand.

    I haven't had much chance to beta test as my playgroup are taking a break from faux.

    Any chance you could give us more details on brewie? What his crews look like? Must takes etc? There is only so much I can guard from reading his rules, would be good to hear how he plays out on the board.

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  2. How are you finding Ulix in general, he is favourite master by far so I am hoping to play a lot of him.

    When is he at his best? When is he at his worst? 

    What are the sort of tricks you find yourself pulling with him? 

  3. 4 hours ago, longfanz said:

    I heard somewhere about a student of conflict to give Sonnia fast first turn.

    Yeah I had heard that too, Its definitely going all in on the alpha strike but I guess you are happy to sac the student for the flame as there is no way the student will keep up with Sonia.

  4. 41 minutes ago, Ludvig said:

    Something like this, don't know if he has tweaked it more since then.

    50 SS Guild Crew
    Sonnia Criid + 5 Pool
    - Cherufe's Imprint (1)
    - Counterspell Aura (1)
    - Cherufes Parting Gift (1)
    Malifaux Child (3)
    Dr. Grimwell (9)
    - Expert Sleuth (1)
    Francisco Ortega (8)
    - Wade In (1)
    - Hermanos de Armas (1)
    Papa Loco (7)
    - Numb To The World (1)
    Guild Investigator (6)
    Watcher (4)
    Brutal Effigy (4)

    The investigator and Francisco pushes her and Francisco + Loco buffs her. Don't remember the intricates of activation order. You keep her somethat safe and Grimwell does the last push. It is pretty tricky to stay safe from it since Grimwell will push her the last bit needed and she can chain activate after he goes.
     

    That's perfect thank you, does the watcher scheme or set it's self up for LOS turn 2? 

  5. 15 hours ago, 4thstringer said:

    What faction are you playing against?  Id bring Sonnia against ressers, gremlins, or NB, Nellie against tt, arcanists, or outcasts. 

     

    I am playing against Outcasts. How does Nellie fare in quarters? Is it a case of reduce their crew down and then take them?

  6. I am playing my first game of interference tomorrow and really can't decide who to take. I have Sonia, Nellie, Perdita and Lucius available but have only really been focusing on Nellie lately.
    The Corner Strats are where I really struggle with Guild as there is no one who stands out as auto take for the strat.

    Who do you field in these sorts of games, what do your lists look like?

    Thanks.

  7. I used both in Symbols yesterday and it was well worth the points, fingers saving my last marker whilst zipp scored me punish the weak was the swing I needed to get the win. Having two 6inch auruas just covers so much of the board.

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  8. Cranky is Wong's totem, the cycling combos with Sami LaCroix who usually caries glowwy. His main selling point for me is the fact he drops a marker aswell, means that Wong can pick it up with his zero for scheming or cranky sits with MCtavish giving him gator snakc and refilling your soul stones when MCtavish kills something.

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