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CustardBomb

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Posts posted by CustardBomb

  1. Hey All!!

    I am looking into picking up Reva as my first Resurrectionist master!

    I don't own any other models for the faction other then the Yan Lo box from my 10 Thunders crews. 

    What other models from the faction compliment her well? 

    If you could had to get her crew box plus one other thing what would it be! 

    Help a novice necromancer out. 

  2. On 10/17/2018 at 10:01 PM, longfanz said:

    Hi!

    I'm planning to play some gremlins before m3e and to start with Zipp. What could be a good list with him for GG18? I've been playing Guild mostly. I have a lot of gremlin models already and could buy something if needed :)

     

    Thanks!

    Hi!! 

    Not sure what sort of playstyle you enjoy using but I have had some success with this list. 

    Declared Faction: Gremlins 
    Crew Name: Zipp Bayou Bomb 50ss 
    Leader: Zipp - Cache:(4)
       The Gift Of Gab 1ss 
       Show Off 1ss 
       Rambaling Diatraite 1ss 
    The First Mate 9ss 
       Treasure Map 1ss 
       Where The Captain Can't See 1ss 
    Fingers 10ss 
    Iron Skeeter 6ss 
       Hovering Airship 1ss 
    Iron Skeeter 6ss 
       Poorly Handled Explosives 1ss 
    Bayou Gremlin 3ss 
    Bayou Gremlin 3ss 
    Bayou Gremlin 3ss 
    Bayou Gremlin 3ss 
    Bayou Gremlin 3ss 
     

    Won 10-5 using it at my most recent tournament. 

    Bayous make cheap scheme runners and when they have done there job can become desposibale bombs with either show off or poorly handled explosives. (Though not both at the same time) 

    Zipp is a great distraction piece and a shoe in if undercover entourage is in the pool. 

    Fingers and The first mate go for the objectives or denying the enemy objectives. 

    While the iron skeeters flex between supporting the centre and ferrying gremlins around. They also tend to be good late game models to hold objectives with and the like (the exhaust cloud is good for some free Los blocking terrain in concert with any pianos you get. 

    Lastly rambling diatraite is good for shutting down certain masters of factions who are super suit reliant. 

  3. I have found zip a blast to play as, pardon the pun. 

    Poorly handled explosives is a delightfully mischievous upgrade. I have greatly enjoyed using Zip to lob Bayous into position and kill them. 

    Or have a bayou reckless and sprint into the perfect position before having Zip shoot them in the back for easy access blast makers! 

    Its delightful the amount of pressure he can put out on deathballing masters or swarm lists. 

    • Thanks 1
  4. 5 hours ago, green-n-dumb said:

    i think skeeter and criers will die turn 2-3 and you will be just with naked board.
    hard to imagine how this combo can make you 10 VP.

    What would you recommend replacing them with? 

     

    Cheaper scheme runners like bayou gremlins?? If Zipp/First Mate and Fingers are running interference they could attend to any holding ground scenes and the like in the background? Or something else :) 

     

    I have legit never played Zipp before so am all open to suggestions 

  5. Hey all!! I have a list I am planning on trying out in a game tonight but i would love some feedback for it! The general idea is its built to utterly shut down and limit your oponents ability to score VP while keeping you mobile enough to achieve your own goals. 

    Current line up is 

    Zipp: 
    - Rambaling Diatribe
    - The Gift of the Gab
    - Dirty Cheater

    Fingers: 
    - Dirty Cheater

    First Mate: 
    - Treasure Map
    - Where the Captain Can't See

    Iron Skeeter
    -Poorly Handeled Explosives

    Iron Skeeter
    - Airship Spotlight

    Gremlin Crier
    Gremlin Crier

    Zipp Fingers and The First mate do what they do best. Disrupt the enemy and deny VP. The Skeeters carry the Criers around dropping markers for you, and if necessary act as an express delivery system for the Criers Aura during key turns to shut models scoring and conditions. When your Criers die then the ideal move is to use PHE on the resulting Bayou to drop it as a bomb in the enemy. Or just use the bayou as a free scheme runner or distraction peace. 

    Overall it would just be built to focus on the objectives and mess with the opponent

  6. I agree with Azog. 

    Husbandry is a must. Same with Corn Husks on majour, having a saddle on majour isn't to bad either. 

    My typical Ulix Crew Has Old Majour, Ulik and a Sloap hauler moving as a group. 

    Old major can pull both Ulix (From Hitch a Ride) and the Sloap Hauler (From Saddle) With him whenever he moves. This saves Ulixs AP for summoning, and the Sloap hauler can heal up all the damage. 

    Piglets with Corn husks should never be underestimated. They can distract enemies from 13 Inchs away so long as they have LOS to Old Majour. 

    Typical first turn on Ulix for me is. 

    Activate Ulix. - Summon 3 Piglets from major. Then use proper care to help heal major and piglets with proper care. 
    Activate Slop Hauler and throw a heal to mop up residual damage on major and Ulik. 
    Activate all 3 piglets. Thanks to Corn husks they can walk and still place a scheme marker. Do this to set up 3 sceme markers for Call the port from ulik. 
    Then Activate major. Moving forwards and positioning Ulix near the scheme markers. 

    This gives you 6 activation before you have to expose your intentions by moving people up field and can lets you read your opents plans a bit. 

    • Like 1
  7. On 7/26/2018 at 12:59 PM, aquenaton said:

     

    Not if your paralized guy is on the other side of the table :Dream:

    You can try to give the model reactivate, then throw it and after that activate it, as the reactivate and paralyze cancel each other. Also, there is the option of delaying the activation of the thrown model (maybe a just summoned bayou gremlin) so you only paralyze the "slow" activation and, at the start of the next turn, you have your model ready to work.

    Have been looking into it and I'm considering using Mctavish with mud fling? With a 5 inch walk and 8 inch range on mud fling (And a potential extra 7 inchs from gator snack) Mctavish could clear the paralyzed from the Gremlin crier as far as 20 inchs away in an ideas situation. Which then leaves the crier free to walk 5 inchs and set up the sceme denial! 

    Bit more complicated to pull off but i recon theirs some solid application for it. 

    • Like 1
  8. 11 hours ago, DanteJH said:

    Yep, this is by I take Burt in every somer crew, I very easily get min damage 4 or 5 w Lenny 

    Very good news!!! I will have to try this out in some actual games! I have been getting into Somer recently (I normally run Ulix due to the insane Scheme potential of Corn Husks + Summoned Piglets.) 

  9. Sorry if this is a silly question but is it possible to stack Somers aura using his Skeeters? 

    Eg if Sommer and both his Skeeters used the 'Do it like this Action' and discarded a Rams. (Bit card intensive with the Ca as well but with Sommers Draw rate its not to hard to set up. Especialy if you used Sami Lacorix + a Gremlin Crier to cycle and increase your hand size)

    Could Burt Jebson get an additional 3 rams to his duel total one from each aura? (Plus potentially 1 from Lenny, 1 from a flip/ cheat) This gives a grand total of 6 rams including his inbuilt. 

    Crunching some numbers and thinking it may be possible to get Jebson up to a 8/9/10 damage spread with a potential 3 attacks via reckless. 

  10. 5 hours ago, aquenaton said:

     

    Not if your paralized guy is on the other side of the table :Dream:

    You can try to give the model reactivate, then throw it and after that activate it, as the reactivate and paralyze cancel each other. Also, there is the option of delaying the activation of the thrown model (maybe a just summoned bayou gremlin) so you only paralyze the "slow" activation and, at the start of the next turn, you have your model ready to work.

    Thanks a lot! I hadn't considered reactivate as a way around that. Will need to look into some methods of getting it onto a Crier. 

    Though I suppose using Zip or a Iron Skeeter to ferry them across the board is probably a more consistent bet. 

  11. So I was playing a game yesterday (Gremlins Sommer Vs Archanists Kaeris) and my opponent had picked entourage as one of their schemes. They had flown Kaeris into the very corner of my deployment zone and then placed two pyre markers so that I couldn't get to her. 

    Now being a long time fan of the pigapult I had also taken entourage with the intention of out activating my enemy and then catapulting Sami Lacroix into the deployment zone on turn 5. 

    What I realized though is I could also deny my opponent all of there entourage points! By activating my gremlin crier I could use 'Gremlin Bureaucracy is the Worst Bureaucracy' cheating the 10 from my hand. This gives the 'This Makes no Sense' condition causing enemy models within 3' to not be counted for Schemes and Stratagy purposes. 

    After which i activated the Pigapult. Sent Sami Deep into the enemy field and then catapulted the crier next to Kaeris preventing her from scoring! This turned what was a close game into a much larger VP gap!! 

    Once I realized this potential combo I was keen to look into other potential applications of this pinpoint anti VP delivery system!! 

    A few that come to mind are: 
    The ability to suddenly change Reconoiter counts in any square of the board. (As the Gremlin Crier is unaffected by this makes no sense. So you can use it to deny a 3' bubble of enemy units while adding 1 of your own when determining table quarter) 
    Denying Turf war points suddenly from the back field. 

    Turning a Sceme Markers babysitter into a non scoring model deep in the enemy table half on the last turn (Protect Territory) 
    Counteracting Breakthrough (As above) 

    I would love to hear any other uses or story's of this strategy that people have come up with! Also I am curious how 'This makes no sense' interacts with Bodyguard as a sceme. Does the opponent fail bodyguard if the body guarded enemy is affected by 'This makes no sense'
     

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