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ElPuto

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Posts posted by ElPuto

  1. 44 minutes ago, Ludvig said:

    Nellie was never in any danger. It's not like she could only take those two models, she still has a bunch of super powerful abiliues.

    True, I was just starting a discussione about it. I'd like to play her super elite, don't know if she can in a pure Guild build (maybe with Investigators). 

    • Like 1
  2. 1 hour ago, trikk said:

    I think with the loss of the underpriced models the merc Nellie got a slight hit but you can still use it: Bishop/Sue are pretty stable picks. I don't yet know what I would use for the second two.

    That being said Nellie's main strenght was untouched- activation passing. I played her with pure Guild last weekend and she can definitely stand up for herself

    Aionus for a spam list (GG or Hounds), Hannah, Big Jake (depending on Strategies), Hans, some Crossroads maybe? Gluttony seems fun!

    I played her in full Guild. Jury + Austringer, Phiona, a couple of Reporters, some more stuff. Lost for 1 point, really tight game.

  3. 1 hour ago, Chou said:

    I really like taking a Nurse and a Hanged with Jack, as both are tormented they can join the crew. The Hanged with Whispers from Beyond reducing the model to half its wounds which can't be healed it's quite a laughter.

    Tried the Nurse to full heal my Montresor. Paralyzed wasn't a problem, as I was tanking 3 models with him lol

    • Like 1
  4. 1 hour ago, Piccio said:

    usually I use Shenlong to give free ap to my beaters (push+fast and (0)focus).

    But he can also tank quite well, heal the crew when necessary, move schemes, or beat hard after you have some burn stacks on it. He only suffers paralisys and relic hammer.

    Shen is the master of versatility.

    I think there's no answer to "best pick for him" a part from Burt and Emissary. Burt is great with him but now he's a bit more expensive. Emissary + a single lrm help to refill the control hand.

    Other enchmen/enforcers are just a bit more specialized: Kang is great VS resser / archanist, Graves and K.Boss are cheap beaters, Sidir + promises helps against intensive WP duel crew, Bettari can sometimes do massive damage to trigger based master, Izamu/Lazarus will tanks a lot if your opponent has any armor ignoring model. Any shooter can usually shoot 2 time focused with Shen...

    Thanks mate! I love that Bettari is getting some love, it's one of my favourite models in the Faction!

  5. 6 hours ago, bandages said:

    Depends on what limited upgrade you're giving him. The common consensus seems to be that 'Ooo Glowy' is still the most powerful (Giving your Magical models; Regen +1 and +1 DMG)

    With that in mind you'll have to think who you'd like to give the Magical condition to. In the past the usual suspects have been popular; McTavish, Burt, Frank, Gracie, Mancha, ect.

    If you're going with one, or two, of the Magical buffers (Sparkly Lights being the other - Ignores disengaging strikes and can interact whilst engaged) Then I would strongly advise at least one or two Swinecursed. They, as well as you're Ooo Glowy target, benefit from the buffs making them Reckless, ML6, 3/4/6 with a 10" charge and regen +1.

     

    I am considering the following; Bringing Sammy, Giving her the 'Sparkly Lights' upgrade, Wong takes 'Ooo Glowy', and making the (now 9ss) Whiskey Golum the Magical target. Nimble, 4/5/7 dmg, with a heal. It means 3 models can be decent beaters or scheme runners (if you bring two swine cursed). This also allows Wong the freedom to be a bit 'scheme-ier'

    Personally, in 2018, I sort of feel like the days of running a few Bayous into a corner then dropping scheme markers is dead and you need models that have reliable survivability and damage. Just my 2 Cents.

    The point I'm missing is: how can I make more Magical models? Am I limited to just one? 'Cause the upgrade suggests "magical models", but I don't see a way to make more than one.

    Thanks for the tips btw.

  6. 4 hours ago, Davie said:

    Wong actually brings one of the best Gremlin-Minions imo: Lightning Bugs, they are really good for Schemes and also for taking down armored Targets.

    Personally: I am not to fond of the lovely assistant so I usually bring Old Cranky. His defensive auras are great, you refill your used soulstones and you can cycle cards which synergizes very very well with Samy LaCroix.

    I have yet to try the new Wong-Upgrades but Samy has always been very usefull for taking Ooo Glowy, so Wong could take "a Gremlins Luck".

     

    And Yes, as mentioned by bandages: Burt, Tavish, Frank, Gracy are awesome! And ofc the infamous swine cursed.

     

    Has anyone played a magical first mate?

    First Mate doesn't seem so good as a target, he's not a beater. Or am I missing something?

  7. 4 hours ago, The Governor-General said:

    Yeah, Nellie isn't close to dead.  She's not even close to being not obviously the best Guild master.  Even if you're determined to go Embedded Nellie (and that's far from the only way to run her, since Guild has plenty of beaters and such to do what you want to do, you don't need mercs), there are tons of viable options to do cool stuff with.  As stated, Bishop has become more attractive (2x Flurry with DttG), and Taelor has gotten cheaper, and Nellie has the pushes and Fast to make Taelor scary.  Not to mention Aionus and Hannah, who I don't think get enough credit.  Even with the point increase, McTavish and Jebsen are now essentially paying normal merc rate, and haven't gotten any worse, you just don't get them for a free point anymore.

    That's what I was thinking about. Tried Hannah a lot of times, she doesn't tick me but well, playing with 8/9 cards in hand is gorgeous (Printing Press + Hurt from Sue).

    Taelor can be really useful in the right matchups.

  8. After the errata, Nellie with Mercs will be seen as weak, 'cause her best choices got nerfed with a point cost growth (McTavish, Burt). But is it totally true?

    I'm thinking about her full Guild, or using Bishop as a new champ.

    What are your moves with the best Journalist in the whole Malifaux world? 

  9. Hey guys, I got 4 Masters of 10T now (Asami, Brewie, Shen and Lucas).

    What are the best picks for Asami and Shen in your opinion, except for the infamous Yasunori?

    For the Oni Lady, I own the box and Ama No Zako, I was looking at Obsidian Oni and maybe Tengu.

    For the Monk, I own the box, one Archer, two Snipers, Graves, Tannen, Lone Swordsman, TTBros, TCWs, LRM, Burt and probably something I'm not remembering right now.

    What do you think I will need to play them at their best?

     

    And what is your tactica with Shenlong? What is he supposed to do? Tank stuff? Beat stuff? Support stuff? A bit of everything?

    Thanks!

  10. Hey guys, took Gremlins as my fifth Faction after realizing I got yet Brewie, so he would need a partner in crime.

    Picked up Zipp (who's a ton of fun), and First Mate for Brewie is really good.

    Now I'm looking at Wong (Mancha will be a nice add to Brewie, who remains my first love). 

    What are your usual picks for Wong? 'Cause I'd like to look after these three Masters, and I'd like to pick the models that best fit their style.

  11. 11 hours ago, LordZombie said:

    What is everyone thinking about the 3ss guild guard? Four of them for 12ss is not really too bad, but I have not tried McCabe yet. 

    If you've to stand your ground, Guards are good. Def 6, +1 Arm, 5 WD. If you've to spread, 10T have better scheme runners (Hounds + Luna above all).

    Their Sh attack is nothing to sneeze at.

  12. Hey guys, what are the best picks for a Jack Daw list (in terms of crew)?

    I tried the box (Montresor and Ligeia together are an awesome tarpit), one or two post-errata Desperate Mercenary, Jaakuna Ubume, Ama No Zako (gave her Oathkeeper and Tormented with a Guilty).

    Which are your common picks? Do you think he can run a spam list with Aionus on top of that?

  13. 2 minutes ago, Gnomezilla said:

    I can’t reach my books to remember what happens to allow Amina to discard a card for a soulstone. When the desperate mercenary dies within range of two carriers of the Recharge Soulstone upgrade, you gain three stones. I think I’m forgetting something.

    Well, I hate Arcanists, so who cares ahah just wondering if I could get something similar with McMourning and Amina builds.

  14. 2 hours ago, I'm a Teapot! said:

    I've tried 3 tanukis, but then you miss out on 1 poison for the monks and they have to use their own ap to drink near brewie. This makes the setup harder and u lose a lot of ap.

     

    36 minutes ago, Kogan Style said:

    Agreed. I was looking at fitting in an Akaname and shooting the Monks but the 4 Tanuki make the reactivate guaranteed for 2 AP (1 AP to drop a scheme marker for turn 1 reactivate. 1 AP to drop a second marker to set up Reactivate for Turn 2)

    I think for TT only crew you can replace the Golem for a Dawn Serpent, it can't reactivate but you don't have to pay the silly 2 ss Running Tab tax. You can add Barkeep to get Wesley in the crew.

     

    That's what I don't like of Brewmaster. I find awful that none of the models in his box is Double-Factions, and you can't even take his personal Totem (the one who keeps him alive, to be precise) without paying a tax of 2 points. I'd like to buy him, but he's a big investment in models I won't use, especially since I own only McCabe and Shenlong for TT (maybe the latter can play a bit with Tri-Chi models, trying to build him with the Poison mechanic).

    Do you find it will be difficult playing with just 2 Monks? So you can free space for a pair of Upgrades and 2/3 SS.

    • Like 1
  15. 27 minutes ago, I'm a Teapot! said:

    I've had the whiskey golem protected by swilling the right targets and my crew spread out and tried to hide until I had the advantage from Interference and the schemes. I Think brewie obeyed something to kill him on low wounds later on, while he was near wesley. Overall it felt more risky, but for Interference is worked.

    The Whiskey Golem was a huge deal, because him being so fast and with reactivate, I managed to reach the Waifs pretty easily and therefore limited Levi a lot.
    The Monks arent that great in combat, but against scheme runners they do alright. Reactivate tho is really nice for mobility and scheming.

    Thanks mate! I will try it myself, maybe carving the points for some SS or upgrades, but it's definitely interesting!

  16. On 12/12/2017 at 10:13 AM, I'm a Teapot! said:

    I recently played a game vs Levi with Brewie, Wesley, the Whiskey Golem,  4 Tanukies and 3 Fermented River Monks (Interference).

    The monks clumped turn 1, Wesley put a scheme marker touching all 3 monks and they all got 4 poison on activating by the tanuki auras. The first monk walked, and placed a scheme marker, the others just walked in base contact with it again and all monks removed their 4 poison for reactivate. On their second activation they got 4 poison again from the auras and double walked, rdy to reactivate next turn again. 

    Brewie gave the whiskey golem some poison and a tanuki reactivated the whiskey golem. And because I had a Ram left, I poisoned a tanuki and reactivated him aswell. 

    Then the whiskey golem walked 3 times, reactivated and charged a Midnight stalker (outactivated) and killed it and walked backwards behind cover.

     

    10 standard activations, 3 Monk reactivates, 1 Whiskey Golem reactivate and 1 Tanuki reactivate =D

    In turn 2 the monks had reactivate aswell and I managed to reactivate the Golem again, but didnt have any other rams for tanukies.

     

    And btw tanukies are really really fun in interference =D

    Your list seems awesome, but I got a question: have you felt safe with this build? 'Cause from what I'm counting, you had just Running Tab as Upgrade on Brewmaster and 3 SS as a cache.

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