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MoFaux

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  • Birthday 12/04/1992

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  1. A bit of thread necromancy here but I had a question about a specific model's push mechanic: Gluttony. And I quote, "Maddening Drums- Choose a marker within 6" and LoS to the target. Push the target into base contact with the chosen marker, then remove all markers in base contact with the target..." I am only emphasizing this portion as its the only part that deals with model movement. To quote the rulebook, on page 15 it says "if something is moving "toward" an object it must move toward the center of that object." So heres my thing, at no point does his ability state "toward" the marker, it says "into base contact". Now, it is already pretty clear this gets around the issue of severe terrain, as there is no fixed distance to said marker given by the push, thus the movement would not be impeded by severe terrain. My question is, in this specific scenario, if there is a point you can draw from the model to the marker that allows for a straight line movement, would you push to get into base contact, or would it follow the rules for pushing "toward" an object?
  2. Thanks everyone for the feedback! I definitely need to consider running akaname because they do have so much value with the ability to drop markers when needed. I also like the idea of running the construct list, functions totally differently then his normal crew for sure. One thing i will point out, and this is something i discovered recently, is running a couple fermented river monks with inferiority complex, and a single whiskey gamin. This allows the fermented monks to fill the gamin with poison while simultaneously increasing their own poison OR taking the concentrate action (usually poison). Turn 1 each monk will have a chi token and poison +4, and the gamin will be at poison +8 for a juicy 8" push before any other actions (over the course of 3 turns it amounts to about 21" of pushes). And the monks can also be Lured/Obeyed by Brewmaster/Fingers for even more mobility, poison, focus, and/or chi tokens. The more I theorize and play Brewmaster, the more his style feels like a martial arts and I love that.
  3. Fingers is pretty good. For 9 SS he's got a solid defensive profile, he's quick, and while Chatty isn't quite as debilitating as it used to be, it's still certainly a nuisance, especially later in a turn when an opponents control hand has dwindled. No resistance poison in a 6" pulse (with the added potential of card draw to boot) is appreciated, he can either self heal or steal scheme markers as fast actions, One More Question for Slow and possibly a lot of damage is nice. Honestly though, his Have a Drink is where I feel like he can really shine. Besides the ability to Pilfer SS from your opponent, the built in trigger A Small Favor has so many potential uses, from having your Fermented River Monks get more Poison and a free swing, to securing Deliver a Message's second portion via beating the enemy leader with their own beater, to even just repositioning an enemy model outside of their own engagement range to keep another friendly model alive, the possibilities are what make it so good. I'm not gonna say he's a perfect model, but he does facilitate a lot for the Tri-Chi, making it easier to complete your goals as well as hinder the opponent's. Cheers!
  4. According to page 12 of the M3E Rulebook under Resistance Triggers: "Resistance Triggers cannot be declared by a model if they are targetted by an action generated by their own Disengage action". So you can't declare the Blasting Off Again trigger during your Disengage. However that is a great point in regards to Zipp not caring about the "no interact portion" of the disengage action! 👌
  5. Alright y'all, first post ever so bare with me, but I appreciate any and all input in advance. Brewmaster is by far my favorite master from a stylistic standpoint, been lovin him since m2e. His playstyle has changed quite a bit in the new edition, even though it still revolves around the theme of "let's all get drunk and fight". He has potential to hit like a truck, his auras are annoying for an opponent to deal with, and he has some control capability with a lure/obey if the target is sufficiently hammered. However, and this could just be me not being good as a player myself, I'm having trouble figuring out how to truly take advantage of his strengths to win games. Also, he really really struggles into match ups that can remove/ignore/take advantage of his poison (von schtook makes me sad), which is to be expected from a condition based master of course. So my question(s) to the boards, what are your thoughts on the Brewmaster? How do you feel about his keyword? Strengths and weaknesses? What strats and schemes does he shine/fail miserably? And how do you deal with his counters? I love the Brewmaster, and will play him just because of that fact. I just want some outside perspective to step up my game and give me that juicy knowledge that I be lackin sometimes. Thanks again y'all, and cheers from the Tri-Chi!
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