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Cadaver_Junkie

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Everything posted by Cadaver_Junkie

  1. Previous Weekly Discussions; Weekly Model Discussion - Iron Skeeter Weekly Model Discussion - Bayou Gremlin Time for the next increasingly inaccurately named 'weekly' model discussion! The First Mate! Possibly my favourite model in the faction. Yes, he's not a gremlin per se, yet I love this guy. He's certainly eaten his fair share of gremlins no doubt. How do you guys feel about this one? Love him? Hate him? Don't care, yet care enough about not caring to post a comment anyway? Where does he shine? What's his biggest drawback(s)? Do you use him in non-Zipp crews? Zoraida maybe? Why? Discuss!
  2. I had a fun recently pairing Titania with a Teddy. Keep the Teddy behind your lines to protect it, and use Audience with the Queen to drop tasty targets behind Titania and ready to be hugged. Extra good if Dig Their Graves is in play, with the "A Trophy For, Well...Me" trigger
  3. Hadn't realised that about Turner, don't have his stats on me right now. Cheers for that. Still, that's ok - makes you spread the bubble around somewhat. And four damage is nothing to sneeze at. It also makes Akanami much more dangerous, vomiting poison all over the shop
  4. So, with the new Backdraft henchman, Brewmaster can make poison do 6 damage per hit. At least until the next edition hits, then no more Shadow Emissary (probably). Poison standard rule - 1 damage Brewmaster Upgrade - 2 damage Shadow Emissary - 1 damage Popcorn Turner - 2 damage Think it's worth working a crew around it? Probably need to add some lures in there...
  5. Oooh I always forget about the corpse marker. That could be useful, I'm messing around with Sparks a lot at the moment... And yes, I'd say both as you suggest.
  6. Often, with many people I know, only tourney legal items are used across many games. There is a perception that non-tourney legal = not balanced, regardless of true or not. I know I certainly fall in that category, although I don't really care when I'm actually playing the game. Many casual gamers will not have that issue, however many will; especially if you want to finish the game thinking you lost or won because you played well (or not), and not wonder if things on the table were unbalanced. Personally? I think we should wait until we actually have all the rules before making judgements, this might be a storm in a teacup type scenario. EDIT: Although I prefer the standard card size if I had a preference, the new cards we've seen DO look cool to me
  7. I'd have two prices for each model, printed on the card. One for 'on theme' The other for everything else. That way, say, a Moon Shinobi could be 5SS for Brewmaster and 6SS for everyone else, whereas a Whiskey Golem could be 9SS for Brewmaster and 11SS for everyone else.
  8. It was stated that sleeves exist for the new cards, not necessarily that the cards are the same size as previous.
  9. I should have been more clear - I'm hoping for info too!
  10. Not sure Wyrd would be happy with that. Cliff-notes, though, perhaps?
  11. I kinda feel the same. I have Ototo, I just find his set of skills a little boring. Tarpit as per Yvarre, sure, but I often run Brewmaster so I have that covered. No real utility, direct damage only. Sure, he can charge through smaller models (not so bad), but that's not normally much of an issue. And whilst useful, Laugh Off depends on the opponent's list, not your own. For me, he competes with so many other models that do good damage but also have utility like the Whiskey Golem or Crime Boss.
  12. I typically give my opponent bigger things to worry about. Distract by making the Iron Skeeter a low level concern. That, or hide it. I mean, they could go after my Iron Skeeter(s), OR they could try and take down Fingers who is now in their back line destroying all their Symbols of Authority, whilst a Whiskey Golem or Zipp is smashing face on the other side of the map. True though, they ARE squishy. Which can be useful, sometimes, with their explodi-ness.
  13. Regarding Wesley - I wanted to try something different this time, and just couldn't find the points to include him. He didn't end up hitting the table. Strategy was Ours Schemes I chose were Inescapable Trap (turns out I was facing a Ramos crew, and those spiders make it easier), and Vendetta - (Whiskey Golem vs Carlos). I think it was just the element of surprise that did it for me. Brewmaster makes an excellent assassin enabler - turn two, he hit Carlos with a double Swill, and then the Reactivating, Fast Whiskey Golem moved across half the board to hit him hard. I was lucky though, I found out at the end of the game my opponent had chosen Carlos for Undercover Entourage. The Whiskey Golem is height 3, and very likely to cause damage. Idea was that the Oiran would be reliably given Fast and Focused, which ended up being true. And Fast Oiran with Smoke and Shadows in a game of Ours were very useful. They can't be charged, they can do something like drop a scheme marker or make an attack or lure (if you have the card), and then still do the 1 or 2 action to disappear and claim a table quarter at end of turn. Brewmaster existed purely to neuter dangerous enemy models with Swill, or to make them an easier target - which he did (his and miss though, my cards weren't that reliable). The Whiskey Golem is given reactivate by gaining 3 poison through whatever source, and the Tanuki healing him, removing the poison, and giving the Tri Chi trigger to reactivate. The Shadow Emissary pushes him 4" and gives him fast. Means he can move 46" in one turn if he needs to. Certainly gives a 23” charge threat range, although my opponent was wily with his spiders so it was a walk into the first round of combat with Carlos instead.
  14. Was a little left-field. Brewmaster (Recalled Training, A Barkeep Never Sleeps, Running Tab) Yamaziko (Smoke and Shadows) Shadow Emissary (Shadow Conflux) Whiskey Golem (Hidden Agenda) Oiran Oiran Oiran Tanuki Fast Reactivating Whiskey Golem that hands out Fast and Focused to the Oiran is nothing to be sneezed at, just saying.
  15. Cheers I ended up changing my list massively anyway- although on this question I went with the Recalled Training. Was the right choice, led directly to a 6 point swing in my favour!
  16. I've heard about this, I mean, whyyy??? Cheers for the input! Who do you tend to run them with, and is there a standard amount you'd normally use e.g. 3?
  17. I only have one (the limited version! ) as part of my Gremlin Crier that I love so much. So my experience is somewhat limited, it's only hit the table perhaps twice. I have Zipp, so I'm considering grabbing a few more. I'd love to hear what you have to say!
  18. Hi Guys! Time for the next Weekly Model Discussion; Bayou Gremlin! Previous Discussions; Weekly Model Discussion - Iron Skeeter Apologies that this weekly discussion is about one whole week late - real life has rudely pushed it's way around. BAYOU GREMLIN It's cheap, it has mobility, it has utility. It's a minion. Do you use Bayou Gremlins? What kind of role? Sacrificial, activation control, central to the game plan? Scheme runners only? How many are typical, and what master? Against what faction would you not use these guys? Do they just give your Ressurectionists extra corpses to play with? Worth the risk? Any major downsides? Discuss! (If you want to )
  19. Hi guys, I have a game coming up soon, and there's one tiny thing I can't decide. Do I give Brewmaster A Friendly Ear upgrade, or Recalled Training? His other upgrades are decided (A Barkeep Never Sleeps and Running Tab). Background; there's going to be poison everywhere, my models and hopefully on my opponent's. I only have a couple of reasonably hard hitters to Obey, and Obey is competing with Hangover. Do I: Go for easy Obey actions OR do I ensure that the Swill I need to connect actually does connect (Recalled Training)? Additional: Has anyone else noticed how fantastic Charm Warders will be with Brewmaster? They attack WP, and he (with Wesley) can reduce WP on enemy models by up to -4.
  20. Agreed! The versatility of these models isn't really shown purely by their card stats. I'd almost consider one of these to be an auto take when I see a table with flying accessible areas.
  21. Cheers heaps for posting these by the way, and for running your on-going blog. I actually refer to it a LOT, and I’m sure I’m not the only one. Although... dammit I don’t need flying pigs but these look awesome
  22. Well ok. That is quite brutal. What would you look out for, that might make you avoid this list? Additional: i’ll be taking Brewmaster and Zipp to a 3 game tournament in a couple of weeks, and I’ll try to run 2 Iron Skeeters in each list. I’ll report back on how they fared.
  23. My god. Well, lucky I've only done that once, and I lost the game anyway. I'll just have to activate the Crier last. Hmm, I think I activated the crier last anyway! I'll fix my post.
  24. Hah! Well I guess that's why we should have these discussions.
  25. At the moment, I run two Gremlin masters, Brewmaster and Zipp. So my tendency is to use Iron Skeeters as aura taxis; I'll pair an Iron Skeeter with models such as Fingers, Sparks or a Gremlin Crier. As such, I see these guys as force multipliers and schemers more than anything else. The crier can sit back with the crew to make use of his card draw. The Iron Skeeter can activate second last in your crew; flying the Crier to shut down an important Strategy or Scheme when your opponent has little to no chance to react. You just ideally need to save a 6 of tomes or masks for the play, or even a ram if you need the 15" or 16" movement on that aura. Giving Fingers fast and an extra 12" + 40mm base movement on turn one has a tendency to upset many enemy plans, depending on the scheme or strats. Fast, Reckless, Don't Mind Me and Chatty with a bonus 12" movement can win you Symbols of Authority that's for sure. And if your opponent sees it coming you can just scoot over to the other side of the board. As for Sparks, you have all the options of messing around with: Hostile Work Environment, Accomplice & Wind 'em Up. I've also thought about doubling up on the Poorly Handled Explosives with Packed With Explosives for a double boom when you target a friendly. If you target a second Iron Skeeter, you also get the 2 burning condition for three sets of damage. Although my favourite idea for Poorly Handled Explosives is handing out enemy scheme markers to permanently ruin the occasional scheme and strat.
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