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Barmution

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Everything posted by Barmution

  1. Tbh that sounds legit amazing for schemes that involves dropping scheme markers (Foul Gift) or just being in a specific spot at the end of a turn. Great idea!
  2. I think that the only way to deal with those Underbrush markers in Outcasts is to declare Zipp and bring in Mancha or Wrastlers.
  3. This is what makes Swine Cursed with Inferiority Complex a good counter if you're playing Bayou: You get around Terrifying with Ruthless from the upgrade, Butterfly Jump with Frenzied charge and do irreducible damage if you've got some glowy tokens and/or high tomes to spare.
  4. Not sure you can force anything but you can try to trick your opponent that way.
  5. I'd consider bringing Swine-Cursed, preferably with Inferiority Complex to get around Terrifying, as they have everything they need to drop Chompy and Weaver early if you can get them some Glowy tokens and focus early on. Just be aware of your positioning as wp4 will be easy for Dreamer's crew to capitalize on if you allow him to get the drop on you.
  6. I've yet to be able to grow a Gupp into a Silurid so I wouldn't count on that part, unless you've figured out a really clever way to go about it. There's the Beast synergy for Ulix and SM but I think he has so many options for summoning and buffing pigs that it would be hard not to spend those 9+ SS and actions better elsewhere.
  7. I've also been a bit underwhelmed by the Spawn Mother. If you get the ram in hand t1 you'll have 3 Gupps at the end of t2 but I've found them to be sort of lacking. Best use for them is to block charge lanes and place SM in a way that triggers her free charge if they kill them. Sure, they can help you w scheming but at mv4, needing a mask for their leap and dying to a mild sneeze, I wouldn't count on them getting anything done anywhere that's further away than 4" from their spawn point. The maths here are really 9 SS for the SM + stone for rams t1. Then it costs you an action and a bonus action from an 8 SS model in both of the first 2 turns. The more I play m3e the more I come to the conclusion that projecting influence onto the map as early as possible is a big strength and that leaves little room for early summoning shenanigans unless your crew is specifically tailored to it.
  8. Between the built in push from vS' upgrade action, the I've Got Your Back action of either vS or on the Assault Shield Upgrade and the Leap from the Rocket Boots I'm pretty sure that keeping Laz based is close to impossible for your opponent. His ability to assimilate any non-master construct's attack also makes it a pretty dangerous proposition given that you've probably got either Arik or Hannah on the table and if you've brought Talos your opponent might be facing up to 3 Into the Furnace attacks at stat 6 vs wp. Definitely not saying Laz is anything close to OP but I find him less situational than some people have stated on this forum.
  9. If you are willing to spend the 1st turn with 2 models not moving much you could grab 2 Black Blood Shamans, hope for 2 or more masks in hand and let them hack away at each other T1 to make some corpse markers. Together with the Blood Hunter you should get enough to grow at least one of them at the start of T2 and also have provided a lot of Focus to the rest of your crew. Might not be worth it given that mobility and early aggression is what seems to win matches for this crew but at least it's an option.
  10. I think Mei Feng would be ok-ish in Kaeris too since the Jackhammer Kick pushes people around into potentially both Pyre Markers and her own Vent Steam hazardous. Injured condition is also pretty sweet combined with Press the Advantage. Either add a Metal Gamin or an Oxfordian Mage to make getaway scrap markers and you should be good to go.
  11. Considering Banasuva doesn't even get his Mantra if Sandeep isn't the leader that would be a hard pass for me.
  12. Ulix Penelope Zoraida Gracie Big Brain Brin The Sow Wrastler Squealer Vs Titania (Wrastler was a counterpick since he can remove Underbrush) Plan was simple: Use Zoraida in conjuction w Big Brain Brin to draw an amount of cards sufficient to properly grow a whole bunch of pigs. I sort of flubbed my setup and was immediately pressured by Titania and Killjoy but still wound up with 15 SS worth of extra pigs turn 1. We had to call it quits after turn 3 due to time constraints but the score at that point was 4-3 to Ulix although the victory was marred by me using the Reading the Cards ability on Zoraida although she wasn't the master. The card draw Zoraida gives is absolutely massive with Ulix's ability to reduce damage on nearby pigs and it kept a War Pig alive long enough to get Killjoy buried on t2. Great fun but a lot of overhead from shuffling and redrawing ad nauseam. I think that this crew must be pressured early on for the opponent not to get swamped in big pigs from t2 and barring a lot of terrain you should be threatening huge swathes of the map from early on.
  13. I think the new Zoraida box will also include a box of cigars for the First Mate, since he's basically auto-include at this point.
  14. You're very welcome. I view Grooty as a bit of a specialist pick as I find him pretty squishy, esp. against shooters that ignore concealment and he can't hold his own against beaters at his own cost. Could be huge with the right strat, ie. Plant Explosives and Corrupted Idols (which is a big Zoraida specialty even without him), or the right scheme pool (basically anything that requires a model or scheme markers in specific places) but could also do very little vs a good opponent. He can pull off a pretty nasty trick with Wicked tho: If he's engaging an opponent's model, you can obey that model to disengage. This allows Grooty to get in an attack where you control both the offensive and defensive flip and you don't have to move the model out of engagement range since the push resulting from the disengage can be 0".
  15. In both your crews you are including models that you should be summoning; in the first you're starting w Gupps and in the second you're starting with Stitched. Both of these should be left out of the initial crew IMHO, leaving you soul stones to spend on other stuff. My take on your lists (based on your purchase list) would be something like this: Zoraida (6SS Cache) Bad Juju (9) - Inhuman Reflexes (2) Spawn Mother (8) The First Mate (9) Gautreaux Bokor (6) Silurid (6) Will o' the Wisp (4) Spawn Mother's role here will be to try to get her hands on a 6+ of Rams to use w soul stone to be able to keep her first egg in play while spawning a Gupps model. Next turn she will pop out a second egg and then you can expend both eggs to get 2 more Gupps. After that she becomes a beater and you've effectively got her + 9 SS worth of Gupps. Bad Juju + Inhuman Reflexes should be a massive threat wherever you put him on the table and will probably give First Mate some room to do whatever needs to be done. Remember that you can use the Voodoo Doll to prick your Bokor for 1 damage to give him Fast and try to keep him in range so that you can heal Juju and/or First Mate as needed (that will become immensely frustrating for your opponents). 2nd list is a bit of a bother to make improvements to because I get the feeling that you want the puppet theme going. Still, I'd remove the Stitched Togethers and let Vasilisa summon them from Voodoo Doll scrap or dead Wicked Dolls. Zoraida (6 SS Cache) Hinamatsu (9) -Inhuman Reflexes Vasilisa (8) Wicked Doll (3) Wicked Doll (3) First Mate (9) Silurid(6) Will o' the Wisp (4) You will still get to play with the dolls but you keep some Swampfiends at hand for drawing LoS through Eyes In the Night and scheming + the Wisp for Voodoo Doll shenanigans. As @Hawkoon said above, keeping a healthy cache is pretty important for Zoraida in general since there will be a lot of pivotal points in the game where you need stones for her various triggers and the First Mate will make good use of some as well. I also agree that ideally you'd want some way to move Zoraida around outside her activation to make sure that she can pop out the Doll on a juicy target. In these crews the Wisp will have to do that job with lures.
  16. And that's why you grab Zoraida as a secondary master, then you can Obey BBB to calculate (potentially twice) before replenishing your hand from your freshly hottified deck
  17. This is how it starts! Congratulations on your new addiction
  18. Just want to say that I still use and really appreciate your app @dzlier. Thank you!
  19. Re: First Mate: I have yet to see a combination of strats and schemes where he wouldn't be effective so I'd say yes. He's very mobile, with stealth and evasiveness to boot. Also given a bit of help with cards or SS he hits like a freaking truck if need be.
  20. Ludvig has it right: Get a box of Stitched Together if you're getting Vasilisa. If not then stick with the Swampfiend theme and get Amphibious Assault. They're both good but summoning Stitched in w Vasilisa using Voodoo Doll scrap has got to be some of the most cost effective summoning in the game atm. None of the models you've listed are useless by any means but if I were to drop a single item it would probably have to be Waldgeists. But get the Gatreaux Bokor, you won't regret it.
  21. I've found myself using McTavish and Waldgeists very sparingly and have lately mostly used Vasilisa instead of Spawn Mother with Zoraida. You might perhaps want to swap out a couple of those to get the Zipp box for The First Mate as he is all around awesome and at least one Gatreaux Bokor for the healing and extra Obey. Disclaimer: McTavish seems to have gotten a bit better since last time I played him, you might want to hang on to him.
  22. Absolutely, but I'd prefer to just use the charge + stampede (no attack) to inflict the damage myself, otherwise you run risk of using cards to cheat, getting too much damage in on the damage flip etc. Obviously subjective, tho. You do you
  23. You can farm a decent amount of glowy tokens on your Swine Cursed (or anybody w Hard Knock Life) with a Squealer. Frenzied Charge + Stampede Reckless = 3 glowy tokens + 3 damage on each Swine Cursed + 4 damage on the Squealer, then heal them. If you really want to go whole hog (hurr, hurr) w Ulix, just add more Squealers.
  24. Indeed. Their best use is obviously in your own crews that generate scrap or put out fire or poison, but there's a niche for them as enemy condition dampeners vs some other crews too. If you're facing something that puts stuff on your models and you've got a low tome on hand you could always target yourself and get a nice piece of scrap instead. I wouldn't necessary recommend them vs McMourning due to Rancid Transplant tho, would end opp being a really weird condition ping pong match.
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