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Lokibri

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Everything posted by Lokibri

  1. So, last weekend i had the chance to try some more with Kirai with the official tournament schemes and strats against avery nice guy in my area. He was playing Colette (new to that crew) and i played Kirai for the 2nd time ever. His crew was the complete dark carnival crew with some upgrades i dont really remember (but the scheme marker placing was also in it, that was mentioned in the latest errata). My crew consisted of: Kirai - Absorb Spirit Datsue Ba - Spirit Whispers Chiaki Izamu - Unnerving Aura Philipp and the Nanny Guard the stash his schemes: Leave your mark and claim jump my schemes: Leave your mark, Tail'em What i could learn out of this game: - The Errata was a good thing, so that those mechanical flying apes can`t so easily claim jumps and leave their mark - Izamu doesnt even need to attack, as long as he holds some models in his unnerving Aura - Hanged are a very good model in general, but sometimes u need something special for mobility or just more resistant like night terrors or shikome - Drowned are just absolutely INCREDIBLE!!! I like them even more than hanged and was considering taking jakuna ubume instead of Philipp and the Nanny BUT - the card advantage is just incredible when eating markers! That is just WOW. Also a nice target to push with Datsu and then swap with izamu. As long as they didnt activate they got manipulative and if an enemy wants to attack her and is in melee just swap them for izamu! - I forgot to move kirai because of all that summoning but ikiryo alone is worth a move to get the spirits in the radius. - Never forget to score even though killing your opponent is fun, you win with VP not with killed models. It was very close in the end, even though he had 2 models left out of 8 or 9. He saved his master 2-3 times by sacrificing another model, which i didn`t expect to happen, but he did. I then realized i need at least one henchman or a master to survive to score, so i tried to kill his master again and he swapped for his henchman...then exploded a flying ape next to him to let him die. That lead to round 5 where i couldn`t score, except for stash and he had his last round scoring VP for leave mark. We then decided he couldn`t score any more VP, while i still got the stash and had 2 modles ready to deplay scheme markers for leave your mark. So, all in all i won 7-5 and was a bit overwhelmed and nervous, but we had a blast! It was totally friendly, smooth, with many laughs and had fun playing this great piece of minitaure game :). And most importantly: I learned a LOT! for the tournament!
  2. That was my thinking, but i dont have the cards nor book right here :). So, i wasn`t sure, why no one above mentioned it. I think that is NEAT.
  3. Just a short question: Couldnt you also remove the slow from Banasuva with the effigy?
  4. Jeah, just added that it was a corner case ;-). You are totally right
  5. Well i can say one thing for sure. After i got devastated plenty of times by a seemingly overpowerful Nekima i just ordered a beacon pizza and Nekima delivered in a flight :). So, in clear words: Putting Nekima down for a lil pig that also has to charge nearby firiendly models that normaly lure you their way isn't just hilarious, but also pretty effective. And if the enemy wants to kill it pretty fast, that is one activation of another big hitter, that they normally are able to buy, because 13 Stones is costly and normally enough (except having Lillith as Master) or enough activations to make it worthwhile. In this time my schemes are getting done :). But i guess it was a corner case and i think a straight WP duel between wong and target non-leader model would be better as an extra action :). Maybe too good.
  6. I totally agree with you both! It was just to start him up again, after he lost fun playing malifaux because he got demolished in the first games. (In addition i played Wong that killed 2/3 of his crew with 1 attack...pandora placement you know). So, we wanted to get back to it really slowly. We will add the main strategies next time, and after that we will add 1 scheme. All playing with 35Soulstones so he has some crew setup he is familiar with :). Thanks for your advice, i will consider it and try it out with new players :). Nice to have you guys here :). I will keep you posted :). Saturday is a new trial and error day :D.
  7. I also would recommend Burt. His hardto kill, reckless and dirty cheater are amazing. Also he is slippery and the ability to target another goblin can pay off pretty well. He hits also hard in ranged and melee and if the opponent wants to pin him down, you can get a trigger that hurts while defending ;). So absolutely Burt! Go forit
  8. Just a minor update: I played against a Pandora Crew yesterday with Kirai. My crew was: Kirai Datsue Izamu or Nurse and Flesh Construct Chiaki Lost Love and some upgrades vs Pandora: Pandora Poltergeist 3 Sorrow Nekima Lilitu It was desastrous! Pandora managed to avoid ever triggering Ikiryo and we played without any objectives, because he finds malifaux very complex on itself. So, we always ended up clumping, which made it possible for him to kill all of my summons with his AoE effects. That was pretty disappointing and a minor set back, but i also made a crucial mistake with izamu in game 1. Nevertheless, i really learned a lot in those games: Pandora is not cool against summons and always play with objectives, when playing :D. And: Always summoning the highest value you have in hand, isn`t the way to win. Summoning 2-3 Night Terrors would have been so much better then getting Drowned that were easily killed by Nekima. I am finding my way with Kirai :). Was fun anyway
  9. As it is my first tournament ever,i will most likely write a battle report. Thanks for the advice and i will keep you posted. Nevertheless i am still open to new thoughts, tips and opinions :-)
  10. I can see your plan here and would add the following suggestions: - Corn Husks are an upgrade to absolutely LOVE! It is incredibly good against scheme markers and piglets just wont get very, very annoying. - I dont like the Aionus modle here so much, because models like old cranky, Old Major or maybe even gracie with burt are much more synergetic. I can understand you anyway, if you really WANT to play Aionus anyway, because it is a cool model :). - Merris in this crew maybe a little subpar, because dropping scheme marker for 0 sounds nice, but with corn husks you are getting so much more out of your piglets! And piglets help outactivate. - Also your crew might get a problem with the "Set er off" ability, that nearly every non-named pig has. That can be devastating without old major. - The slop haulers are very nice, but you got no moevement abilities to let them follow without using reckless. So, if they want to heal, they have to use reckless, walk and heal. Also, slop haulers are great, but i struggle to put 2 in one crew, because they are still a point investment and pretty easy to kill. You wrote, that you get 4x time healing which is not correct, because the healing costs 2AP. If you want to heal 4 times, they just have to stay in position and Aionus must be nearby. That is a dream for every master with Blasts or Area effects! Also, your lightning bugs can heal you and your crew up. - If you dont ant to go pigs, you are lacking Ulix Pig-heal, which is the main reason you included 2 slop haulers i think. Just think about how many times you really can heal with slop haulers, when the battle i raging. Most of the time my opponents see the slop haulers and go focus on one model, killing it rather fast! - remember that the bugs also decrease the other suits numbers. That is a fact that can be dangerous if you dont have the masks in hand. - Man, you are hungry and i mean CARDHUNGRY!!! You want to summon war pigs and give out fast from Aionus and that man is crazy! You need so many card 7+ that is is really, really hard to come by with. It is not easy to summon 2 warpigs at the beginning and this is why. In general i like your idea of abusing that warpig summon, but in this case it is pretty tough. Just think of someone pushing away Ulix and the warpigs or piglets set off...a desaster :). Also Kaeris or any other master with Blasts will be pushed and dragged along to unleash hell on your well packed ball of synergies :). Just bare that in mind :). In other words, i like your idea, but it can be pretty fragile. I also love Ulix and was writing an in-depth guide for him, so maybe i will finish that soon. Have fun and see you in the Bayou! PS: Please try to describe HOW you do all that stuff. Sometimes it was a bit confusing :).
  11. Wow guys, thank you so so much for that advice. I can see a plan behind your list and didnt even consider it doing that way. But that is a really neat way to summon, get cards flowing and get a nice summon the turn. What i isee lacking here a bit is healing, because those spirits are coming half dead :D. But your list looks sweet! Thanks alot
  12. Hello ressers, I normally play pretty much gremlins only, but liked the summoning masters very much (like Somer and Ulix) and so my path to the ressers wasn`t that lng, because i had an eye on it all the way anyway. So in about a month there is a tournament going on here and it is my first ever tournament with 35 Soulstones and gaining ground rules. So, i would need some help of you guys! In a general matter speaking i like out-activating my opponent, because AP win games. Thats why i love Summoning-Masters. So, i decided to go with Kirai, because of her ability to summon models without a corpse marker and my GF plays molly then. I made some lists, that i would like to show you guys and i would appreciate some tips for the schemes and strategies, and of course tips and hints for my composition. Build 1: Kirai Lost Love Datsu Ba - Spirit Whispers Flesh Construct Izamu - Unnerving Aura Nurse So, this build has a pretty clear path to go. I want to use the flesh costruct as a Generator for all kind of spirits. Just push it to the limit and summon as many spirits as possible. Heal those spirits up with seishin and lost love and just send thos spirits into battle to do as much dmg as possible. After the spirits are healed the only thing left to heal is the flesh construct. That job will do the nurse and heal it fully but of course that construct gains paralyze. It is apretty high investment (11 Stones) but i got a battery fully charged to let the spirits appear. The downside is obviously a pretty card intensive build and nearly no option to draw additional cards. Izamu does his job at soloing and getting models involved and sticking to them. Datsu tries to finish off low HP models and helps summoning seishin. Build 2: Kirai - Spirit Beacon, Unforgiven Lost Love Chiaki Datsu Ba - Spirit Whispers Izamu - Unnverving Aura In this case i mainly summon from seishin and heal the newly summoned spirits up with chiaki to remove the slow condition and heal from a distance. Not so much point investment and the upgrades make this build more flexible but less sustaining while not being so card hungry. Also i got 2 Stones left and with the Lost Love as another model i can dismiss, i potentially got 6 Soulstones for another model like a jakuuna ubume or a crooligan +2 Stones. I was also thinking about phillip and the nanny in some cases to draw more cards, but that seemed to be a little of a long shot since it is 35 Stones. So, please let me know your experinces and maybe you got some hints and tips for me :). Thanks
  13. You differ here between a corpse marker and a model. What Nico does is: He names a model. Then he targets the mindless zombie, but he let's it count as a Corpse Marker (for this particular action). So, in this case, there is only 1 target and that is a corpse marker, which does not count as a model. So, in conclusion there is no action, that would trigger the Challenge from Barbaros.
  14. Somer is great, Ophelia is okay, but i would also take in consideration Ulix
  15. Hey Nikodemus, first of all thanks for the response! We both use the app and also used it for the scheme and strategy pool. Anyway, thanks for the information :D. I use it to build my crews beforehand, but he doesn`t and that is probably where the mistake happened. Yes, we always draw first and then flip for initiative. I was a bit tired and you are correct. The way i wrote it, it can really confuse. I am aware of that rule, but after 6 1/2h of playing, i just made the mistake and didn't remeber it in time. As i said, it was exhausting and i was still a bit ill. Anyway great thanks for your response and hints! And i hope you had fun reading it :D. I feel like he wants to avenge this loss soon :D.
  16. "When the Queen returns, let lose the Pigs!!!" - Ulix Hello folks, here we are with some battle report of a battle we played yesterday that lasted nearly 7h of playing, because both of us didnt want to make anymistakes, had the time and overthought every move twice before we made it. It was intense and exhausting! But also it was so much fun :D. It was a 50 Soulstone battle. The pictures are at Turn 1, End of turn 2 and End of battle. So here are the Schemes and Strategies and of course the Crews: Strategy: Turf War Schemepool: Deliver a message, Protect Territory, Take Prisoner, Bodyguard and a Line in the Sand. Deployment: Standard My opponents crew: Neverborn Titania (Behold my glory/The queens champion) Primordial Magic Barbaros The Thorn The Claw The Tooth Aeslinn Doppelganger (We later found out, that he had spent 2 Soulstones more than he could, but didnt chage it at all, because we were midgame) My crew: Gremlins Ulix (Husbandry) Old Cranky Old Major (Corn Husks) Gracie McTavish Gremlin Taxidermist Slop Hauler Before Turn 1: My opponent (Markus) immediately reveals both of his schemes, which are „Deliver a Message“ and „A Line in the Sand“. I am pretty happy about him revealing it, because i like to know what i am up to. In my case i didn't reveal any of my stuff and chose „Take Prisoner“ on Titania and „Protect Territory“, because my piggles can drop schemes for 0AP. I won the deplayment flip and wanted him to start the deployment. He won the initiative and wanted me to start the round. Turn 1: The first turn I pretty much had in mind, what I wanted to do. I just move some models forward with 1 AP and drop scheme markers for the “Triangle of Doom!”. I immediately spent a Soulstone to draw 2 additional cards and make sure I can summon 2 piglets and a Warpig if I met the requirements without too much interruption. So I moved the taxidermist and Old Cranky forward while dropping schemes. Titania sent forth his knights and immediately rushed in with Barbaros and “Challenged” everything withing 8'', which caught my Old Major within its zone. We advanced a bit and I let gracie take the lead as I used reactive on her to be able to move later on again and heal her up with the slop hauler that followed “the old pig knowing the way”. Major also dropped a scheme of complete the triangle of Doom for summoning the “War Wabbit”. Markus placed his Titania on top of a ruin to get the overview, while thorn and Tooth tried to flank me but got shot at from McTavish stand on this side. Ulix then activated to summon 2 Piglets and a War Wabbit spreading wounds and getting some more models on the field. Gracie was then challenged the first time from a knight and she couldnt do anything else then walking towards him and getting stabbed. The Slop Haulers heals right up everybody after Ulix cared about his piglets getting 2 dmg and healing 4 Pigs up. So Ulix got 6 dmg total and got 2 wounds back, sitting at 4. Turn 2: We both are eager to start the turn, but Markus wins the initiative, leaving me with a pretty bad hand, so I spend another Soulstone to draw and discard 2 cards. But no luck again for me...leaving me with one 10 as the highest card and then a straightline from 7 downwards. While I try to save Gracie from all the challenges pouring down on her giving her negative effects, I can`t get a hold of her or give her any healing effects and she is close to dying, but put up a good fight! I send forth Old Cranky to support my Gracie which is looking pretty rough at that time. And before I can protect him with my war wabbit, he gets slaughtered in 1 attack from Barbaros. and again Markus lets Barbaros walk in the middle of the Turf and get the “Challenge” up and running, effecting pretty much every model I have. This is where the tough time started...and where I screwed up pretty badly. And I wanted to hit my head on the table...plenty of times... Okay, time to go aggressive and let some pigs fly! I succeed on the cast and my pigs are now free to fly around! He also summons a little stuffed piglet, that sits in fron of Titania and 2 other models of him. But he lures the stuffed out with some challenges of the autumn knights and gets it to a safe zone to explode. I luckily flip the suit that makes it explode for 1 dmg in 4''. Markus then proceeds to attack Gracie and finishes her off after some heavy lifting to kill her. Unable to Call forth another Pork, I choose to activate Old Major and he goes forward and puts titania into a rough spot. I use ulix who succeeds the challenge trigger and cast prod on my war rabbit which happens to attack Barbaros with a ram...and succeeds so it immediately charges titania...which is bad for me, because I have take Prisoner and I dont want to attack or kill her. McTavish binds thorn and Tooth and eats some markers too, as do my piglets while dropping schemes for 0!!! This was a pretty awesome ability for me, digesting around 8-10 markers in the whole game and getting healing out of it. His Doppelganger than copied the spear of the Claw and tried to throw at my war wabbit with a little bit of success. Old Major just does some movement action and making sure my charges are devastating, again leading the way for my slop hauler and ulix taking a ride. We both score for Turf War victory points: Gremlins 1 – Neverborn 1 Turn 3: We both know this is a crucial turn and really want to begin to get most activations out of our models, before some of them are killed. Again this time I use a Soulstone to get some better cards, but can find myself with a 12, which enables Call forth the pork. Because of his doppelganger, he is allowed to cheat the initiative, which he does and immediately let Barbaros walk in to challenge AGAIN (dude, this one is getting on my nerves pretty badly...) and he even manages to finish off the slop hauler, whos plan was to slop Barbaros up and then rush him with my pigs...but DENIED! So I have a pretty bad situation at hand. All my models are under this effect and I burn my cards like hell! McTavish does a good jo keeping the other knights at bay, while eating some schemes. His Titania then activates and does her AoE skill where everyone is forced to make a WP duelor a scheme is put in basecontact. I flip THREE 1s in a row and get schemed all along! This sounds not too bad, but whenever I activate a pig, I suffer 2 dmg when a scheme is in base contact...so he leaves me with no other choice, than call forth the pork and immediately propper care for my pigs. He then Prods the war wabbit, which is at 7 wounds, hitting his Primordial Magic for 2 and then for...a Black Joker...oh my gosh...this was bad timing for sure...Markus then activates his Knights and Aeslin doing some nice damage to the War Wabbit leaving it with 3 wounds remaining...my choice is clear now. Activate the war wabbit, take 2 dmg and eating this strange magic thingy and chew on it like it was gum! First attack...fails, I have no cards to cheat and he spends some of his cards to make this even harder. But then I flip a solid 10 and he is unable to cheat it to a number I cannot beat. The war wabbit did his job! He gets a mouthful and falls to sleep his wounds off. 11 wounds healed at this time! PHEW! That was close...but Titania still within my pigs binding them to her...He wasn't as relieved as I was after this attack as you can imagine. By this time he heals all of his wounds on Titania through schmes and it is useless to hit her anymore. But he takes his revenge and lets tooth and thorn finish off my McTavish in a pretty brutal way...even the gator was stunned...or slowed from that ability of thorn...i do not like it... And now Target No. 1 has become Barbaros, because he is draining my cards. I activate the War Pig, charge Barbaros...with minor success because he became Titanias Champion as he killed the Slop hauler. The taxidermist gets to work now and gets pushed away, so he charges in and skins this dude alive! More corpse markers and finally free of this annoying model. The dust of war clears out and while having summoned 4 models with a value of 16 Soulstones, I still do have less than Markus. Not a single model killed except for the primordial magic. I then send out a piglet to eat some schemes, while he uses thorn to pull this piglet into engagement and finish it off with a spear through my porcine friend. The other piglet just runs around dropping schemes and eating his to prevent dmg on activation. End of Round 3. Models lost: Gremlins: Gracie, Slop Hauler, Old Cranky, 1 piglet, 1 stuffed piglet, Neverborn: Primordial Magic. We both score for Turf Points: 2:2 Turn 4: Again we both want to begin and the doppelganger allows him again to start the round. Seeing his Titania in the middle of 2 War pigs (one of it a war wabbit, which he still denies the “pig” trait, because it is fluffy!) and old major makes him rethink his positioning...he decides to use titania first and immediately uses the scheme AoE effect again. I dont have any use for my high cards and with some lucky flips I manage to deny all of his potential scheme markers with only 1 card to cheat. He does some damage to my pigs while dropping 1 scheme again. I activate Ulix who sits behind the big pigs and proper care and prod the hell out of my war pigs, getting crows and rams again to heal and rush around. I use proper care again and immediately a Soulstone to prevent dmg. Luckily enough I manage to heal my pigs up and survive this with my Ulix. He proceeds to pull out his titania with aeslin as she shoots into this engagement and hitting titania twice but one time with the trigger to pull her out. The this cast goes against the war pig blocking LoS for his doppelganger and Claw to attack my ulix who sits at 1 Wd with 1 Soulstone left. At this point he tells me, that the way is soon clear enough to kill of my master, even though I know that he has the deliver a massage scheme. He the unleash a flurry of spearthrows on Ulix with Claw and Doppelganger copying it. As the wall of pork stands, Ulix denies nearly every single attack and is able to defend his 1 Wd. But then 1 attack comes through and he is unable to deny it...i got 0 Soulstones left for dmg prevention or my pigs go rampant...lets hope for the best. He is on only 1 -flip and the first card he reveals is a red joker...Okay, he is gone, nevermind. He flips the 2nd card...and it is a Black Joker. I mean what are the odds? Holy Smokes, my master lives!!! (Which turns out later on is pretty bad...in this case) He had his turn already, but he lives for another round! My pigs freed again because titania is finally gone, I charge EVERYTHING in LoS immediately, gaining bonus on every single attack and dmg and manage to eat the Tooth alive with my warpig. Old major just goes a bit forward before he is engaged with the thorn and titania. My piglet drops a scheme and eats his, again :D. End of Turn 4. Casualties this round: Gremlins: McTavish Neverborn: Tooth We both score for Turf War Points: 3-3 Turn 5: We flip for initiative and he wins again. I had the luck to draw a red joker two very low cards and 3 average. He softens up my war wabbit with aeslin pulling it towards them while dropping scheme markers. 2 are now on the centre line. My turn. I immediatley recognize that if I can eat 1 scheme marker from the centre line and let my master die, he cannot win anymore. Worst case he pulls away my old major and I still got 1 scheme marker for protect territory. We didn`t know how the ruling was, so I didnt activate ulix to prod and proper care for a suicidal action. In fact this was a possible option, because nothing states the opposite (had it cleared out in the forum later on). So in this case I waste a whole activation of my master and charge my own master with the last piglet alive. I cheat his defense down and dont use the trigger and my own piglet finishes off its own master...unable to charge thorn which is behind a pillar, I must take the charge action, ut with major still alive the pig cannot charge own pigs and so he charges into the lovely couple that shared spears all the time. The doppelganger and Claw. Without damage but binding 2 models with one piglet I am pretty happy about this outcome, although I was not able to eat the scheme marker in the middle. His Doppelganger hits with her fists, because she is unable to do anything else. My Warpig kills of thorn and manages to walk in the middle to eat a scheme marker. By then he suspects me to have “take prisoner” and has one chance to do something against this. He tries to walk away from the piglet and succeeds and I put down my red joker to deny it...he doesn't even try again, because he could only walk and not get the cast down at this point. Score: Neverborn: A Line in the Sand (revealed): 0 Deliver a message (revealed): 0 Turf War: 4 Gremlins: Protect territory: 1 (I was stupid...i thought the markers must be WITHIN 6' of the deployment zone...) Take Prisoner: 2 Turf War: 4 This brings us to a total of 4-7 for the porcine Horde, with a great sacrifice of Ulix. All in all we had a blast playing this game and it was much fun! The last games I had the feeling that it nearly always comes down to “kill the enemy crew and you win” but this time I didn't have that feeling. Of course it is nice to deny your opponent options by killing models, but it is not the only way to do so. That is what I liked most after this match and what keeps my hopes up that malifaux isn't just killing off the opponent. We had a great time and I hope you enjoyed reading this battle report. See you in the Bayou!
  17. Okay, guys and girls. Thank you very much for your great help! All questions solved in a proper and nice way! Thank you so much for your sincere help and i am glad you are here to help us out :D. This topic can be closed or marked as solved (if you do something like that here). Thank you so much! See you in the Bayou
  18. Thank you very much for your input. Just to clarify some of the questions that came up with your answers: @1: So a walk in and attack is still possible as i want to attack thorn? @2: If my model was one with "incorporeal" i can end behind a model while charging? @3: So if EITHER model has a bigger Ht than the blocking model/object it is possible to shoot above their heads? Whether it is from low to high or the other way around? And one quick other question: When Ulix got 1 Wd lft and wants to use Proper Care, is he allowed to do so? And if he is allowed, can he do a dmg prevention flip for 1 Soulstone? Thank you so much for your help :D.
  19. Hello folks, so yesterday we had a pretty intense, long and exhausting game and there were some questions that came up, we couldn't answer or were to tired to resolve. I will post the situation and after that what i think the resolution would be. Situation 1: Engagement A War Pig is within 3'' of "The Thorn" which has a melee attack of 3''. The War Pig has a attack of 1'' but is further away than this 1''. Question: What is the War Pig allowed to do? And may it even charge "The Thorn"? Resolution: The War Pig is engaged with the Thorn, but cannot attack "The Thorn". Still both count as "engaged" and the War Pig is not allowed to take the Charge Action against this model. It can walk towards Thorn and take a melee Action, as it doesnt leave the engagement. It may use a disengaging stike to walk away and charge her than (given all other factors allow it). Situation 2: Charging A Piglet is forced to charge as an action, because Ulix was killed by a charge of that Piglet with its first AP. The Piglet then chooses to charge a model that is about 7'' away. With the 1''left to charge, the liglet decides to go the extra 1'' to land directly beneath her target (on the right side) allowing the piglet to "bind" another model, that is now directly in front of it. Question: Is the piglet allowed to do so? Resolution: The piglet is allowed to do so, because it is still charging in a straight line and ends its activation within melee range of her original target, fulfilling all necessary requirements. Situation 3: Drawing LoS A HT2 Model wants to cast a a Height 1 model. In the middle between them there is another HT1/2/3 model. No Line of sight can be drawn, without crossing the one model in the model. There is no elevation and it all is happening on normal ground (HT0). Question: When is it possible for the HT2 modle to take any action that requires LoS? Resolution: In no case there is such an option, because there cannot be drawn a LoS between the activated model and its target without crossing the other models base, no matter its HT, because the rules state, that those Lines are drawn from a "top down" view. Thanks for the help and i hope we resolved it correctly.
  20. I have to agree. Wesley is just too good. The debuff is also very, very nice
  21. Hey waffle, thank you very much for your response. Now i can see your point a bit better and i have to partially agree. Sammy really is worth her points and the only one that gives some kind of card/suit manipulation. So what i thought was, that maybe wesley isn`t totally necessary and could be replaced with a totem that helps Brewie with some kind of card manipulation. Maybe Old Cranky is an option here, but i find it too good to have the chance for a 2nd Brewie. I dont see any other option to be honest. Anyone else got some idea?
  22. Hey epicwaffle, i don't quite see your point i must admit. In this crew you really only want to be "obey" succesful. Everything else is a nice bonus. If i compare this setup to a standard wong setup...i burn cards like hell with wong and it is not unusual to be through my entire deck within 1 round. The Sow has enough opportunities with smell fear. The Whiskey golem, Mancha and Burt got a decent hit count and the brewmaster doenst need anything except obey. Wesley is a passive debuff and crackerjack is on the opponent to fulfill. It is even better for us: We dont burn many cards but the opponent has to caused by all those triggers and WP Duels. So i have to disagree here, although i really liked that you responded :). And yes, Francois could be a nice addition to it. Maybe with Old Cranky inseatd of wesley to keep the attacks going for him :D. See you in the Bayou!
  23. I just released a Crew Setup for Brewie. Maybe you can take a look and find some fun in playing him
  24. Hello folks and Bayou inhabitants, so this is my first „experimental“ build, that doens not contain a typical formation that is recommended from the sources we got like pullmyfinger. It is called: Pub fight! And here is the Setup: The Brewmaster Binge Apprentice Wesley Mancha Roja Dirty Cheater Mud Toss Whiskey Golem The Sow Sammy Lacroix Hold their hair back Burt Jebsen This brings us to a total of 50 Soulstones and the plan is clear: Creat a pub-like environment around the Brewmaster and hit the guys with your melee hard hitters. So, why did we choose the models we got here? The Brewmaster: He is one of the more resilient masters and essential for this setup because he is giving out free drinks that heal models! WOW! Your opponents should appreciate that a little bit more than they usually do. Okay, they get the poison condition and are forced to do it on their turn, if they don`t succeed, but hey...free drinks are free drinks right? Binge: I find this card crazy good, because your enemy will pretty early run out of cards early, if you assemble your „Pub“ constellation. Every card hurts them. And sometimes they only got a good suit, we want. In this build, we will mainly use the drinking contest of course and try to give out some swill, while obeying the enemy model in your Pub-Zone. The drinking contest only has a TN of 12, but with an ongoing game, it will get better and better while draining cards out of the enemy hand he sure has a possibility to fail and even more so with lowering their WP. This will be our main goal and we even got some models, that can help us with. Dont forget to Obey your own minions, doing a nice little hit or taking a run on an objective! Apprentice Wesley He is the best totem for Brewmaster. 2nd chances? I like 2nd chances, and here we got one. Plus he can mimic Brewmasters casts and give -1 WP per Poison also, which is pretty nice. Keep him alive! That is why we got some heavy hitters that will protect him! Mancha Roja Why would u add a Mancha in this list? Because a Wrestler in a Pub fight, should give you an edge! He is a solid fighter with the great Upgrade of mud toss, because we dont want any paralyze or slow on our Ball of drinking fighters. He really shines, when we come to the Challenge ability. This will protect your other models and make sure everyone has to do a willpower duel if targeting another model. But what for? Well, what about a little piggy that can smell fear with its three heads? We will come to that later :D. Nevertheless, if the enemy uses coordinated attacks on Mancha, even a wrestler will go down after some time. But, we even got something for that! Do you guys remember when in wrestling some of the contestants went under the ring to get a chair? Well, Mancha also got a chair and folks will call him a Dirty Cheater! So here it is where dirty cheater comes in. We need some more resilience, even though we can heal from the Barkeeper (Brewmaster) and cheating is also nice, so lets also heal when we do this. The Whiskey Golem A never ending source of moonshine in a pub? Well, thats quite good for sure! He is the poison spreading machine we want to take the enemy very fast to a low WP level. This one is built to go in deal huge amounts of dmg and poison and go out with a great explosion of moonshine. We want this model to be hit! He even spills some moonshine, when getting attacked AND forces the attacking model to pass a WP 15 duel or end it turn immediately plus getting poison. If this giant construct of moonshine doesnt give out poison, it sure will drain some nice cards out of the opponents hand. The only downside is, that he cannot be healed by a slop hauler. But nevermind...because he has some self-healing that can be used :). The Sow Another heavy hitter you will think, right? But this one is an exclusive hitter, that will give your opponent bad dreams at night (even dreamer will have them!). This little piggy can smell fear and that is an incredible good aility to have in a pub. The Sow takes an extra melee attack whenever a WP Duel is lost. Herself bringing a solid terrify all with TN 12 to the pub, is now surrounded by big hitters that give out good dmg or heavy poison. You only need to bring the Sow to the enemy and in a position you deny the enemy more options. Be sure she will have at least one attack when Mancha challenges while Brewmaster giving out free stuff again. I reccommend activating her last, because your opponent won`t this little piggy near to any of his models and it will surely become a high priority target (no worries, mancha will challenge this :)). Another upside is her ability to drop scheme markers for some piglets. The only way we can interact with that kinda stuff and getting any benefit. Dont underestimate that. By the way, she can heal also, but be careful. With DF4 The Sow will drop very fast if you opponent can reach her without any danger. Sammy LaCroix This little gremlin is one of the funniest and most annoying your opponent can face. Even though her scheme marker interaction requires some work, her melee attack is superb, giving out poison and an okay spread on the dmg. The ability to use an upgrade from the brewmaster is the main factor we play her. With the ability to „hold their hair back“ we free up AP for Brewie and give her a chance to paralyze someone on a bit more range. Great for us in those situations and giving out more poison is just awesome! Burt Jebsen Burt is a gremlin of all trades and i found him awesome in nearly EVERY setup i played him in. In this case someone could ask what he dies for the crew, because he isnt a melee hitter and he has no poison...so why is he in there anyway? First of all, he is a fast gremlin using reckless to get 3 AP per turn. 2nd he is heavy hitter, but on range, which can be useful when the opponent doesnt want to come in our nice pub. 3rd he has got the crackerjack timing, giving us more options to drain some enemy models in. Ever used Obey to let the enemy walk to our pub and then use crackerjack to let the party follow? It is great! Oh and btw, is it even another willpower trigger we got here? The answer is: Yes, it is! So the Sow is even happier about that! And there is our 4th reason: If we dmg the opponent we can call the Sow from waaaay back to immediately hit and bite the opponent. That will let us keep her safe for a long time to then Pig-Rush in and deal huge amounts of dmg! Burt does so much, he doesnt even need to have an upgrade or poison to justify his place in the crew. Options: Lucky Effigy The Lucky effigy frees Up some Soulstones and also has a challenge action, that can help protect your important models. Also it has some nice upside your opponent won`t count on when facing a gremlin crew. Overall a little less wounds and neither gremlin nor pig, but if you want more soulstones to spread obe, this can be a fine replacement. First Mate Slow, Paralyze and the ability to rag more into the bubble of free moonshine? Well, the first mate has seen some crazy things out on the water and is happy to have someone to talk to in the pub. He also synergizes very well with our wrestling buddy and giving out more and more conditions can help you getting the edge before the opponent`s crew is that drunk, that they won't have the chance to do anything. I will try him out in this setup for sure! Lenny I mean...it is lenny...lenny is always good and can be in any gremlin crew. He will give some more resilience to your whole crew and give out trigger for mancha. He is also defended by them and can take one or two hits, before going down. He is a solid choice, but i think the other options are better in general because this is a very synergetic build. Pros and Cons So, what are we good at? We are pretty resilient and can deny a LOT of Actions when we can have the pub filled with their and our models. After a while it doesnt matter anymore who is close to Brewie, because no one has any willpower high enough to do anything. This is the state, where it is totally fine to have no whiskey golem anymore or a defeated mancha. As long as the bubble stands, it is also okay to lose wesley due to his own vanishing and becoming the new Brewie or because he was defeated in any way. We can control a certain field on the map and bring the opponent to the edge of going crazy because he can`t do anything. This will probably cost a friendship, but hey you are a gremolin now anyway! And you got new friends in the pub! If we get the Turf War, this will be a very nice vrew to have. A Line in the Sand, cursed object or other things that require your opponent to spend AP on anything will be great for your crew. Even breakthrough is managable. With this crew it is superb to take a prisoner, because you dont want to kill anything at all means. It is just enough to make them unable to do anything else. What we are not good at We lack ranged attacks and by that i mean Burt is the ONLY one with a decent range attack. We dont want to face snipers or even worse...Belles (in any living or non-living form). Try to get them out with obey or just let the whiskey golem rush in and do as much damage as he can, before exploding in a great wave of moonshine. That gives us the opportunity to follow up with the Brewmaster. Those crews tend to be in one place in order to receive the most benefits from they synergetic crews. This is the upside we got here. If we reach them in their starting zone, they will probably stay there forever, I call this tactic „house party!“, because obviously we are bringing the drinks. Another difficult task is to face AoE damage. Burts of any kind can be negated by the healing provided by Brewie, but it will cost AP to do so, which we lack later to get scheme markers or other things like Posion spreading. While mitigating most bursts because we also got quite a good Wd pool around, constant AoE dmg can overwhelm us after some time. One of the nastiest things we can face is a Black Blood crew or a Pandora with ghosts in place. They dont have to do anything then sticking around and spread their triggers. This is where our heavy hitter team comes in and smack them to eternity. If they surive it is even worse playing against black blood, because every poison dmg will trigger it. Get those guys out of your bubble asap! So, we got a possible solution for that, too. What we do not have is a solution for heavy AoE Dmg like Wong or Kaeris can do. If they blast us...the party will be over in no time. This is the fun police we will have a hard time with. What can we do about it? Remember the Burt trick with the Sow? Try that to get those models in a melee fight and follow it up with obey or something else that bring them out of safety and to our pub-area. Mancha has also quite a good charge when stand next to certain terrain, but that is everything we got here...no fun if we face them. Strategy So this is where your strategy gaming comes in. You have many heavy hitters and you CAN smack your opponents, but you are not forced to do so to win! This crew will just try to survive and score point after point in each round your opponent doesnt deny them, which is preeeeety difficult when it requires running into the „Pub-area“. So this is the place to be! What we dont want is a strategy that forces us to spread, because for a gremlin Crew we dont have that many models. Narrow terrain placement can favour us quite a lot, but be careful how you stack your models. Yes, mistakes were made :D. So, i hope you find this little guide interesting and inspirational and i hope you will discuss that list, because i am quite sure i missed some things you sure will point me to :). Thanks for the time and See You in the Bayou!
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