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Barmution

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Posts posted by Barmution

  1. 3 hours ago, MrPieChee said:

    Do you see the Pigapult with Akaname's in a Brewmaster crew a good combo? You can charge them up with poison then drop two right on a strategy marker, or in the face of an opponent (assuming they take poison damage), all in turn one.

    If you can get fast on the Pigapult dumping three could be entertaining for the healing between them.

    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!

    • Haha 1
  2. 12 hours ago, katadder said:

    everyone says chompy is easy to deal with, which is true in theory if hes in the middle of your crew.

    but early game he tends to be shielded from dreamer, plus he has terrifying 12 (so for most people a 7 to hit) and I know I play him with butterfly jump. on top of all that he has soulstone use, regen 2 and can heal everytime you fail a WP check engaged with him. 

    so to take chompy down you have to have a good hand and some really good damage plus concentrate on him alot, preferably after he activates.

    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.

    • Like 1
  3. 1 hour ago, Angelshard said:

    Sometimes it can be worth it to intentionally fail a terror check in your activation, forcing a summon into a bad position. 

    Quote

    From Nightmares: After an enemy model fails a Wp duel caused by a friendly Action or Ability, one model with this Ability may Unbury in base contact with the enemy model after resolving the current Action.

    Not sure you can force anything but you can try to trick your opponent that way.

  4. 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.

  5. 56 minutes ago, MrPieChee said:

    Do you think the spawn mother can work out of keyword for someone like Ulix? (Where you can have a hog whisperer in keyword). You then get gups and silurids ook...

    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.

    • Thanks 1
    • Agree 2
  6. 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.

    • Thanks 1
  7. 3 hours ago, Zebo said:

    The problem with Lazarus is that, with the good set up, the old rapid fire meant that your opponent could see its hand severely drained. That drove to some testers ranting about Laz OPness. You only needed Lazarus to start his activation in range of 3 enemy models, what means a bunch of actions of other models pushing and placing him, while your opponent keeps his crew close to ease your objective. You also need that your opponent avoids to engage Lazarus. 

    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.

    • Agree 1
  8. 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.

  9. 15 hours ago, azgadil said:

    The best optimization seems to be Leader SanDeep hire Mei Feng.  

    You could try SandDeep then Raspy or Kaeris.  However Raspy and Kaeris aren't as utility knife (utility-universal self sufficient jack of all trades) as Mei Feng.  At least on paper and theory craft I don't think it would work.  ... If some one gives it a go let me know.  

    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.

    • Like 1
  10. 1 hour ago, Nikodemus said:

    That's 24ss if you include Banasuva. Bit rich for my taste.

    Considering Banasuva doesn't even get his Mantra if Sandeep isn't the leader that would be a hard pass for me.

    • Agree 1
  11. 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.

    • Like 3
  12. 4 minutes ago, NAX3011 said:

    Wow. Okay very big THANK YOU, that helped a lot.

    I got a Grootslang too dont know if it fits in.

    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".

    • Agree 1
  13. 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.
     
    • Agree 1
  14. 10 hours ago, BornOnTheBayou said:

    BBB is a solid pick, I agree. I have noticed though, that you want him to go first to benefit from your hot deck, but often there are more crucial models you have to move to get the jump on your opponent. This, I think, reduced his powerlevel to a fitting one.

    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 ;)

  15. 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.

  16. 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.

  17. 2 hours ago, Scoffer said:

    You can get even more with the crow trigger on squealer's attack. 

    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 ;) 

  18. 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.

    • Like 1
  19. 32 minutes ago, frumpypigskin said:

    I see your point with the trigger being after resolving and not requiring success. But you still need to pay the cost to get the trigger right? So it's probably only as important as it is for the opponent... 

    Stranding a non-walking forge Foundry model sitting on scrap. Cool of a Kaeris model, annoy mcmorning, and put slow on them?

    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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