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Cadaver_Junkie

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Posts posted by Cadaver_Junkie

  1. 16 minutes ago, aquenaton said:

    As an anti scheme runner he seems fine, but he only seems useful on games with many marker schemes, where he shines. His jump is very good on tables with good ammounts of terrain.

    Perhaps he's less suited to the many of the current GG schemes and strats?

  2. Lemme add some things!

    I love this guy.

    I might be biased though, first game I ever used him was against Colette, true match made in heaven.
    First Mate was upgraded with Where the Captain Can't See and Treasure Map; he was on armour 4 early turn 3.

    He's fast, with a built in leap on any 4. 

    I see the "Where the Captain Can't See" and "Treasure Map" as automatic upgrades for this guy. You can jump somewhere, easy access to enemy scheme markers, draw two cards, discard two cards, gain a thing based on the discard, gain armour + 1, and kill that scheme marker. Can't find an enemy scheme marker? Have an Iron Skeeter fix that with Poorly Handled Explosives.

    Do this next to a Gremlin Crier for much card draw. Do this against Titania or Colette for hilarity.

    He's great at scheme running, perhaps not as great as Fingers but this guy has other utility too. 
    His damage track ain't great but it's ok, he also has pounce, can push, and can eat a model from time to time (well, rarely but still). Perfect Camo.

    I see him as a jack of many trades henchman, who excels at killing scheme markers.

    Auto include for any Zipp crew of mine, and worth considering with other masters.

  3. 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! :D

  4. 1 hour ago, Monster said:

    Bumping because I just picked up a this box finally and would really love to hear how people are using her lately! Any and all current tactical/ relevant info greatly appreciated.

    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

    • Thanks 1
    • Agree 1
  5. 10 minutes ago, Jesy Blue said:

    Popcorn Turner and the "A Barkeep Never Sleeps" upgrade are both the same ability, Alcohol Poisoning, which specifically states when you are within range of 1 or more models with this ability.  So no matter how many models with Alcohol Poisoning you have, enemy models are only affected it once a turn.  You can only max out at 4 points, but you can always use a Tanuki to burn half away immediately, which will always leave 1 left.

    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

    • Like 1
  6. 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...

  7. 9 minutes ago, Polar43 said:

    maybe im not grasping this correctly , but besides what I am assuming are a specific number of tournaments, you can still use the removed masters any other time.

    I would think casual, lgs or with friends was 90% of games played, in which case, surely those you play with are not going to care or whine about your master choice?

    Im not being argumentative, Im just trying to get a feel for why people would be very upset over what I imagine is maybe 10% of their gaming time

     

    being new though, I may be speaking of things I know nothing of....

    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 :D

    • Like 1
  8. 8 minutes ago, Dr Mittens said:

    If I could change one thing, it would be to have discount or budget on theme models instead of tax on everything else. It would ease list building as instead of keeping in mind taxes on tons of units and either having odd ratios or pushing people away from cheap off theme models (as 3, 5pt models at +3 cost is generally worse than a 15pt model +1 in most cases) you would just spend the budget/discount on theme models and everything outside your special rule is default.

     

    This also plays into loss aversion, as getting a penalty feels a lot worse than getting a bonus, even if the underlying numbers are the same.

    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.

    • Like 1
    • Agree 2
  9. On 7/18/2018 at 4:36 AM, Mrbedlam said:

    I've played Ototo a few times with McCabe and he just doesn't ever do as well as I want him to. For the same price I can take a Crime boss, get some card draw and drop Fragile on models or take a Dawn Serpent that can't be Lured.

    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.

  10. 10 hours ago, wobbly_goggy said:

    Question - how do you stop them getting smashed? They're not strong and go down to a couple of OK attacks in my experience.

    I've had a bit of success with the obvios franc /fingers shenanigans but if a half decent opponent sees what you'll do, Mr skeeter is blown up or moved out of position easily. ... (in my experience)

    I try hiding them but thein movement isn't so amazing that I've found I can  afford to waste movement going behind the best cover available (their smoke helps but there's that risk of extra wounds...and with my luck. ..) 

    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.

  11. 47 minutes ago, Da Git said:

    Wow! Certainly left field. I'm glad it worked out well.

    Why no Wesley in the starting list? Do you discard the Upgrade for him? When? 

    Would you be able to give a bit of a run down on how it works? 

    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.

    • Like 1
  12. 15 hours ago, Da Git said:

    Congrats on the win. Recalled Training ftw!

    I've never tried Brewmaster before, what list did you end up running? 

    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.

    • Like 3
  13. Cheers

    On 7/20/2018 at 11:53 AM, Jesy Blue said:

    If you're planning on the Obey & Poison route, the willpower will already be low enough to ensure the control, no need for Recall Training as they will be on negatives and/or negative flips.

    Additionally, I've seen someone overlap Drinking Contests with Sensei Yu and put Charm of Vanishing on The Brewmaster... at that point you give up and pick another target in another part of the table.

    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!

    • Like 2
  14. 28 minutes ago, Diceman87 said:

    and separate feet for gluing.

    I've heard about this, I mean, whyyy???

     

    28 minutes ago, Diceman87 said:

    I find I use them to control the activation game in turns 1-3, and get schemes from them before they burn out.

    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?

  15. 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 :D)

  16. 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.

     

     

  17. 6 hours ago, PirateCaptain said:

    Iron Skeeters are alright, carrying franc is good, carrying pere is good, carrying anything to vantage point is good, if your area uses vantage point they're great for going on top of buildings and being annoying that way.  If your opponent doesn't have flight they can fly up and scheme on rooftops which is hilariously fun

    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.

  18. On 5/11/2018 at 2:27 AM, GMort said:

    An unboxing and review of the Flying Piglets...more pictures, rotational views, assembly tips, etc. can be found by clicking on the link...

    http://gmortschaotica.blogspot.co.uk/2018/05/unboxing-malifaux-flying-piglets.html

    Flying+Piglets+-+Group+Picture.JPG

    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 

    • Agree 1
  19. 15 hours ago, Platov said:

    As for Iron Skeeter - there are some ways I use him.

    Most obvious way - Franc slingshot. Late in turn 1\2, Skeeter transports Franc ~14" ahead, and gives him fast. Then, Franc with 4 AP charges opponent master\key model.

    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.

     

  20. 1 hour ago, Platov said:

    That is, actually, wrong. You can not do that. Crier cannot be moved, pushed or placed if you activate his aura. 

    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.

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