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Posts posted by BornOnTheBayou
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Funny, I never had issues with her. I just fly Zipp into her face with 12 cups of coffee. She can't obey a master and she cant draw cards because of the upgrade. Zipp can pick her up and put her away.
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On 9/10/2019 at 4:53 PM, Mrbedlam said:
So after some consideration here's some fun shenanigans you can pull off with test subjects: Traps make them injured which jumps their defense significantly. scamper means that if an enemy cheats they can bounce around in a pit trap and get to absurd Df. Hollerin' can push them into charges. Obeying an enemy model within 6 of them and cheating down can create a whole smorgasbord of charges thanks to Scamper. Trixie can spend a 5 to make one charge.
Why does this jump their defence?
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I think soulstone miners have access to anti-armour. I would take two.
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Mah
Little Lass
BBB
3 x rooster
2 x soulstone miner
1 x Bushwacker
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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.
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But it's still 3 from Mah and Sparks respectively, right? Not from the affected model?
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On Mah's horrible hollering, a ram gives you the trigger: "Friendly models within 3 gain focused +1".
On Sparks' packed with explosives, a mask gives you the trigger: "Another friendly model within 3" of this model gains focused +1".
The question is, is it in both cases within 3 of Mah and Sparks; or something different?
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This thread may be useful:
For me, plant explosives (Zipp), Corrupted idols (Somer), Reckoning (Mah or Wong), Turf War (Zipp, Mah or Wong).
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5 hours ago, Adran said:
A turn where Mah goes, Pit trap, Hollering, to push them into the trap, Charge with the spoon (effective stat 7), aiming for knock aside and then either a second spoon (effective stat 😎 or a handful of snakes hitting multiple models (effective stat 7) looks like its probably done 9+ damage to the initial target, as well as Injured 3, and possibly done damage and the injured condition to multiple enemy models nearby seems a decent activation that has probably cost 2 stones or medium to good cards.
Nice points, Adran. I would rather just use my action to charge and hit three times with the spoon, than do the whole hollering thing, which to be fair, is not even always possible because of terrain getting in the way of the push, positioning etc.. That's also 9+ dmg and you do not need to hit the trigger for moving the enemy on your spoon attack. I'm not saying that your combo isn't good or anything, I'm just saying that her bonus action is a bit meh, and dependent on numerous things in order to work. Why not give her a few more traps, more range or an extra bonus action? You think that would make her OP?
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Forgive me if I push back a little here.
Sure, but this is a bonus action on a master. Zoreida can redraw a full set of cards. Zipp can make three blocking terrain markers. Wong can draw cards and give glowy tokens to the crew.
Mahs ability is fine if she was a minion, bit I feel she needs to do more. Besides, do you really want to spend a master AP and a master bonus action to give one model 1 point of dmg and +1 injured by pushing them?
At least let her make them further away, and maybe let her discard a card or two to make more traps (like Zipp). If you only have Mah and no bushwackers, that single trap won't do much of a difference I'll say.
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So, I had a few games with Mah. Okay fun crew, however, I feel that her bonus action is never really doing anything, because it is short range and because enemies can so easily just walk around the pit traps. Does she need another bonus action you think?
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Anti armor
in Bayou
Sparks?
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In the new changes, it says that Pere and stuffed piglets had their 'critical mass adjusted', what does that mean?
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Sure, but what do you feel he brings to the crew that you do not already have?
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For those of you that have uses her as a second master, is she really worth 17 ss (16+1)?
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Great to see so many agree with your first post. He really needs to be looked at.
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In M2E I used to use the packed with explosives on a stuffed piglet that I would then use to throw around with Zipp for blast dmg + bacon bomb. In a wong crew, where most are immune to blasts, I could see something similar happen. In Mah, I dunno.
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9 hours ago, Sol_Sorrowsong said:
There is still a max card hand limit in m3e yes? So the card draw still needs to be done strategically or it is more of a cycle. Still good, but not like m2e card draw could be.
But the crew can get a max hand size of 8, no?
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Johan is weird in the Zipp crew I feel, since you already have so much condition removal. I took him once, but he is so slow that I couldn't make good use of him
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7 hours ago, Rayzthedead said:
What would you say are Zipp's must hire models? does he have models that are a must?
I wouldn't actually, all models with infamous has a place in different scenarios I think. The crew is pretty well balanced. Burt may be the only model (versatile) that I would maybe skip at this point.
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I played Mancha against Reva and holy moly he is a strong counter to her.
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I had 3-4 games and I like using Zipp, first mate, wrastlers and often a flying piglet or two. Wrastlers are good for pushing and card draw I find. I have had Burt a few times also, but agree that he is underwhelming. The rest is situational for me.
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I have previously suggested making stuffed piglets versatile when hiring the pigapult only, similar to the rule baby kade has about teddy.
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Agree with everything except Gracie 🙂
Also, the pigapult is missing. It's versatile, yet noone wants to take it outside of wong. Trixie has also been mentioned from time to time as pretty meh.
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Dual Masters
in The Bayou
Posted
Why not just raise the point costs of OP second masters?