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Cadaver_Junkie

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Posts posted by Cadaver_Junkie

  1. 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.

    • Like 2
  2. A long time ago in a 40K forum far far away, I maintained a unit tactical resource library.

    Once per week an existing model/unit was chosen (often at random) and debated by the forum, with a reference list developed over time.
    Much like PullMyFinger, this library also contained discussions and nuanced tactics provided by the forum, readily updated for new models and new interactions.
    Great for new players to reference, wizened tacticians to double check interactions, and easier to search than the Forum's actual search function.

    Would my fellow Bayou inhabitants like me to maintain a project for the Gremlins? There's so much I don't know about this faction, and I'd like your input!

    If so, I'd like to start the conversation via the honourable Iron Skeeter

    If you think this is a good idea, please respond below!

    How do you play the Iron Skeeter? Do you play it? What kind of schemes/strats/masters/interactions? Do you love it or hate it?
    Favourite plays? Pie in the sky ideas? Reliable uses or things to avoid? Constructive only please!

    P.S Yes, I include a few extra "U's" in some words here and there...

    • Like 6
  3. 49 minutes ago, MalifauxDave said:

    what does your upgrade load out usually look like?

    At the moment? 

    In 10T, I'm toying with A Barkeep Never Sleeps, Running Tab and Recalled Training.

    A Barkeep Never Sleeps; It's fantastic to do 4 damage per poison with the Shadow Emissary hanging around. Summoning an unexpected scoring Apprentice Wesley has also won me games and adds much needed resilience. 

    Running Tab; It's cheap now and there's many awesome Tri Chi models to choose from.

    Recalled Training; There's nothing as satisfying as successfully landing three Binge attacks in one turn, with the rest of your crew smashing in for the followup massacre.

  4. 23 minutes ago, Tokapondora said:

    Binge is amazing if you notice your opponent holding on to some cards and can deplete their hand or if you want a cheap friendly obey for him and Wesley. Getting Wes to obey a Yasunori on a :mask1+ is a special kind of fun. It's not like the Brewmaster is loaded with upgrades to begin with, and I don't think I've ever not gotten use out of it.

    I get that, just not my play style. I'd prefer to simply hit a model with Binge 95% of the time instead.

  5. 1 minute ago, Jesy Blue said:

    Ooooohhhhhh....... all the negatives.  who needs Binge at that point?

    Agreed. I never take Binge anyway, I don't see it as efficient enough.

    By the time Yamaziko makes her Master Tactician attack (2nd activation most likely), your opponent has probably already spent two cards trying to stop Swill. In many games your opponent will have an empty hand by the time your third activation comes around.

  6. I've thought about this before, and my next game with Brewmaster will definitely include Yamaziko.

    Brewmaster is an enabler, swill provides a greater chance of succeeding with many otherwise uncertain yet powerful attacks.

    A swilled enemy master must spend resources stopping Yamaziko from forcing a 4 card discard with Master Tactician, which you could still consider a win.

  7. I take a Performer with Brewmaster in maybe 75% of games with that master.

    Just so much utility, it's hard to ignore in that crew.

    Some games, the Performer will just remove a scheme marker or two, maybe even place one herself.

    Other games she'll expunge a full health Titania! Seduction combined with Swill is also a little silly (although I tend to see it as overkill and rarely use it near the Brewie bubble).

  8. 20 minutes ago, nschwier said:

    So it seems like the crime boss is a misaki only take? has anyone used the crime boss with shenlong or brewmaster?

    I'll be running one with Brewmaster in my next game, so we'll see how it goes.

    Less synergy overall, however he'll be able to hit harder (swilled opponents), and if (IF) Brewie gets a successful bubble off, it's a safe place to stand farming activation card draws. Plus, he's a great target for Brewmaster to Obey when you really need to bring down tough enemy models with armour etc.
    Downside is, the Crime Boss has anti-synergy with Moon Shinobi (which I love). Fragile is not a good thing on an enemy target for a Moon Shinobi.

  9. 12 hours ago, Nikodemus said:

    Do you feel like you get enough damage out of them? IIRC Crime Bosses don't hit too hard and in my experience Wokou really need a harder hitter to team up with to get value out of their Mask trigger. Or is the idea that Boss gives fragile after which Wokou will be hitting moderate 4's more often than not with Bosses getting a Mask trigger swing every now & then?

    How's their staying power?

    They seem to get a fair chunk of damage out - although the Wokou Raider seemed more resilient.

    Haven't really played enough games to comment yet, but hopefully that'll be fixed shortly. I just like the large amount of synergy - Wokou Raiders giving the Crime Boss additional attacks to make proper use of fragile, and enemy scheme marker placement for card draw (and messing up enemy scoring).

    I'm someone who won't run Yasunori (I don't like the model) so I'm looking elsewhere for my hard hitters. 

     

    10 hours ago, Hargus56 said:

    Haven't tried mine on the table personally.  On paper their staying power looks decent, 9 wound, hard to wound and Call Unto Chi should be healing 2-ish a turn (supporting model like Wokou, TTB, Obsidian Oni, even a Rail Worker to take advantage of Fragile and likely enemy model).

    My difficulty with Calls Unto the Chi is that Thunders Territory seems so much more powerful!

    Then again, you can always run two Crime Bosses! One activates Thunders Territory for both of them, the other can heal up.

     

     

     

     

  10. On 5/3/2018 at 5:22 PM, Kogan Style said:

    The Prospector requires friendly scheme markers to do all its tricks other than the push they get at the start of the activation, whereas the Raider forces enemy scheme markers out, that the Crime Boss takes advantage of.

    I'd drop the Prospector and add in Sensei Yu. Then have the Raider force the drop of enemy scheme markers netting some cards then have Yu mighty gust the Raider to move the raider and place the enemy scheme markers in another location, netting you more cards for the same marker! (Extra credits - then mighty gust the Crime boss)

    EDIT: Reading the app, it seems you could do appraise, but the range is very short (3") and potentially losing a card that you just gained from the Raider/Boss combo seems a bit of a gamble unless you are fairly certain most of the low cards have been filtered out. Try it!

    I'll be giving it a shot in my next game methinks. :)

    Alternatively, how about the Bayou Smuggler? Perhaps the synergy is easier here. You just activate the Smuggler last, moving all those markers around for free and generating more card draw (as part of a walk action). Plus, this doesn't require destruction of enemy scheme markers like the Prospector.

    The Swap action is probably reasonable when your opponent only has one or two cards left in their hand. Sure, it's giving them a card cycle, but you are one card up overall (at least).

    Up Sheet's Creek could be useful against summoners especially with a large hand at the end of turn.

    And with the card advantage you should already have, your opponent would be hesitant to attack the Smuggler due to the Buy Low, Sell High front of card ability giving you even more cards.

    Sensei Yu is a clear synergy, however I'm not sure about buying the box set just yet.

    EDIT:

    Card Draw Mechanisms;

    Crime Boss: Each enemy activation in 2"
    Crime Boss: Each normal enemy scheme marker placement within 6"

    Wokou Raider + Crime Boss: Inbuilt scheme marker placement with each attack
    Wokou Raider + Crime Boss: A New Horizon, swapping low Tombs for a new card
    Sensei Yu: Card draw for every enemy scheme marker moved
    Bayou Smuggler: Free card(s) draw when taking Walk actions due to Wokou Raider's enemy scheme marker placement
    Bayou Smuggler: Card draw with 'even' result from The Swap
    Bayou Smuggler + Crime Boss: Card draw with 'odd' result from The Swap
    Prospector: Appraise, draw a card on a 6+
     

    Did I miss anything?

  11. 18 hours ago, Adran said:

    Sounds about right. Gupps are probably superior scheme runners to Tots anyway. As far as I can tell Changelings aren't normally hired as a dedicated scheme runner, but they are a cheap model that can run schemes if they need to. 

    I'll pretty much require them to be scheme runners in my Titania crew (summoned by the Emissary).

    Mostly because I think I have too many beaters, not enough to actually score VP's

  12. 7 hours ago, Angelshard said:

    My thought exactly. I'm just waiting for my bandersnatch to arrive so I can use the miner as a stand in to test it

    Nice! I have one waiting just now for a good use idea, and here you've gone and provided it!

    Looking forward to running one with Titania, definitely.

     

    • Like 1
  13. 1 hour ago, green-n-dumb said:

    - brewmaster. i dont realy belive that new 3 models will change the current state. can you name some masters that are feeling worse nowdays?

    I kinda disagree.

    I win far more tournament games than I lose with Brewmaster. I think he's a fantastic support master. Just don't rely on his bubble.

    • Like 1
    • Agree 2
  14. 27 minutes ago, bedjy said:

    If you want to play Ten Thunder, you will want to play Shen Long, that can't be a waste of money :)

    I do already have Misaki and Brewmaster however, so I'm not so sure I need a third master at the moment :D


    Maybe once I've finished painting everything. Trying to be good!

    1 hour ago, Tokapondora said:

    I mean Shenlong is pretty much the best TT master and Yu is at least for me an auto include for almost half TT's masters. I wouldn't suggest relying on/getting it for that combo though. It's rather opponent/scheme dependent.

    I'll definitely consider it.

    As for the combo, I'll be running 2x Wokou Raiders also (in a Misaki list) for supplying the enemy scheme markers :D

    At least, on paper. Hence my trepidation :)
    Maybe I'll just have to proxy it myself and report back to the team!

  15. On 27/03/2018 at 11:45 PM, D6Damager said:

    Brewmaster crews hate ranged attacks and spells. If you don't get in the bubble, you're avoiding the majority of the game plan. Also, every faction has some model that can clear conditions. Take yours when going blind into a tournament or when you don't know your opponent very well. Choose schemes that don't make you clump up. A Brewmaster crew will take models that want to stick close together for synergy purposes and to buff poison, AoE damage punishes that (especially at range).

    The bubble is a mistake for rookie Brewmaster players though- I rarely use the bubble, it’s often not as good as his other zero action, at least that’s what I find.

  16. Misaki can take Wokou Raiders, which can generate card draw alongside the Crime Boss zero action.

    Wandering River Style "Mighty Gust" on Sensei Yu or Shenlong in conjunction with Crime Boss can draw up to 3 cards for a (1) action. Probably great against Titania especially. 
    You could use it to draw 6 or 9 cards in one activation if you really wanted to.

    • Like 1
  17. 5 minutes ago, Dr Mittens said:

    Additionally, many of Lynch's units focus on the Brilliance characteristic, which can lead to new players focusing to much on the mechanic or not knowing how to utilize it. The fact that Misaki doesn't rely on any specific synergy leaves players more likely to take something for its general use/flavor rather than thinking they should only get units with the same synergy.

    This is exactly why I'm building a Misaki crew right now for my next master.

    I cut my teeth on a complex Brewmaster gremlin crew, evolved my gremlins into a complex Zipp lineup also, but now?

    I just wanna paint some dynamic ninjas jumping all over the shop and not stress too much how to use the crew. :D

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