Jump to content

Search the Community

Showing results for tags 'somer'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Wyrd News
  • Games
    • Malifaux 2E
    • Through the Breach
    • Puppet Wars Unstitched
    • Evil Baby Orphanage
    • Jetpack Unicorn
    • Showdown
    • Kings of Artifice

Forums

  • Forum News & Rules
    • Wyrd Announcements
    • Wyrd Board Help and Code of Conduct
    • Community Events
    • Wyrd Events
  • Discussions and Interests
    • News, Reviews, & Discussion
    • The Hobby Room
  • Malifaux
    • Faction Discussion
    • Malifaux Discussion
    • Malifaux Rules Discussion
  • Through the Breach
    • TTB Discussion
    • Player Creations
  • The Other Side
    • TOS - Allegiances
    • TOS - Discussion
    • The Other Side Rules Discussion
  • Other Games
    • Board Games
  • Super Secret Forum
  • The131's Upcoming events

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Location


Interests


Biography:


Location:

Found 29 results

  1. Hello! I'm making this thread to document my games of Malifaux, 3rd Edition. This will be similar to my 2nd edition thread, which focused on Parker Barrows and Outcasts. I'll start this one on Outcasts and Bayou - and I expect Neverborn, Arcanists and Ten Thunders games to join the party eventually as well. Feedback is appreciated, as I hope taking these notes and sharing them will help make me a better player. Arcanists Rasputina/ December Rasputina vs. Dr. McMourning - 3/14/2020 Bayou Wong/ Wizz-Bang Wong vs. Youko - 50ss - 2/14/2020 - Vassal League Game 1 Wong vs. Mary "Blacktongue" Bonnet (aka Molly) - 50ss - 2/22/2020 Zoraida/ Swampfiend Zoraida vs. Titania - 50ss - 2/18/2020 - Vassal League Game 2 Zoraida vs. Nicodem - 50ss - 3/19/2020 - Practice for Vassal League Game 4 Zoraida vs. Zoraida - 50ss - 3/21/2020 - Practice for Vassal League Game 4 Zoraida vs. Lucas McCabe - 50ss - 3/28/2020 - Vassal League Game 4 Zoraida vs. Titania - 50ss - 4/04/2020 - Vassal League Game 5 Som'er Teeth Jones/ Big Hat Som'er vs. Brewmaster - 50ss - 2/29/2020 Som'er vs. Captain Zipp - 35ss - 11/24/2019 (Round 1 of Tournament held at Comic Quest in SoCal) Som'er vs. Colette DuBois - 35ss - 11/24/2019  (Round 2 of Tournament held at Comic Quest in SoCal) The Brewmaster/ Tri-Chi The Brewmaster vs. Sandeep Desai - 50ss - 12/08/2019 - Round 1 of Tournament The Brewmaster vs. Mah Tucket - 50ss - 12/08/2019 - Round 2 of Tournament The Brewmaster vs. Sonnia Criid - 50ss - 12/08/2019 - Round 3 of Tournament Captain Zipp/ Infamous Captain Zipp vs. Albus Von Schtook - 3/12/2020 - Vassal League Game 3 Ulix Turner/ Sooey and Pig Ulix Turner vs. Sandeep Desai - 5/07/2020 - Vassal League Game 6 Ulix vs. Mary "Blacktongue" Bonnett - 5/22/2020 - Vassal Mah Tucket/ Tricksy Mah Tucket vs. Dashel Barker - 5/25/2020 - Vassal Explorer's Society Lucas McCabe/ Wastrel McCabe vs. Tara - 5/17/2020 Outcasts Von Schill/ Freikorps Von Schill vs. Reva Cortinas - 50ss - 11/26/2019 Von Schill vs. Kaeris - 50ss - 11/30/2019 Von Schill vs. Seamus - 50ss - Vassal - 12/14/2019 Von Schill vs. Jakob Lynch - 50ss - DEMO - 12/17/2019 Von Schill vs. Lady Justice - 50ss - 2/15/2020 Parker Barrows/ Bandit Parker vs. Seamus - 35ss - 12/21/2019 Viktoria Chambers/ Mercenary Viktoria vs. Shenlong - 50ss - 2/17/2020 Resurrectionists Reva Cortinas/ Revenant Reva vs. The Dreamer - 50ss - 12/31/2019 Reva vs. Collodi - 50ss - 1/04/2020 Reva vs. Youko - 50ss - 1/11/2020 Reva vs. Albus Von Schtook - 50ss - 2/20/2020 Nicodem/ Mortuary, Zombie Nicodem vs. Euripides - 50ss - 1/25/2020
  2. Pre-event thoughts On 11/24/19, I attended a small 35ss event at Comic Quest. There were 6 players, including the TO, present. Three rounds were planned for; unfortunately, due to time constraints we only got through two of them. Gaining Grounds Season 0 was in effect. A link to pictures of the rounds is here. Prep for the event The event was billed as being directed towards newer players, as the community at Comic Quest is still new to Malifaux. I drove down from LA, and another one of my locals (shoutout to @LeperColony!) also made the trip. Going in to this event, I decided that I wanted to stick to one keyword for the event - namely, Big Hat. I want to get more reps in with Somer, and I had just gotten my Good ol’ Boys painted up and wanted to see them on the table. Due to the size of the crews being at 35 stones, and having very little time between rounds, I ended up running the same crew in both games: SS Pool: 3 Som’er Teeth Jones (Leader) Skeeter x2 Lenny Jones Big Brain Brin Good Ol’ Boy Banjonista Bayou Gremlin I’ll talk about why I made these selections now, and in a later post I’ll dig into how the crew actually performed. As I mentioned above, I went into this event with the plan to run Somer for all three rounds. On paper, I think Somer is a flexible master who can swap between summoning and damage dealing while also having a reliable card draw engine. Skeeters look to be alright totems, able to be sacrificial speedbumps that draw me cards. As abilities go, Somer has a nice set and I was keen to see how much use I could get out of Pig Eating Grin and Bigger Hat than You. In the Henchman slot, I ran both Lenny and Brin. I feel like Lenny is a lynchpin to the Big Hat crew - Gremlin General. Bodyguard and Toss bring so much to the crew. He does bring a solid melee attack, but I feel like his actions are best spent positioning and increasing the mobility of the rest of the crew. Brin is chock full of useful actions and abilities, and worth every stone - even with the out of keyword tax. Arcane Reservoir is great in any crew, but especially in a summoner crew. Additionally, two of the rounds in this event had Claim Jump, and I felt like his Serene Countenance and Protected (Bayou) would make Brin a great choice for that scheme. In the Minion category I ran a Good Ol’ Boy, a Banjonista and a Bayou Gremlin. The Good Ol’ Boy is the best gun in keyword for Big Hat that isn’t named ‘Georgie and Olaf’, and unfortunately I haven’t gotten that model yet. This meant that I wanted one to take advantage of Pig Eating Grin. At 7 stones and with a bunch of abilities to mix it up in melee and ranged, they also felt like the kind of all-rounder model that would do well at 35 stones. The Banjonista was a significant model that brought crew mobility in Foggy Bayou Hoedown, Condition removal in Rebel yell (so I wouldn’t have to use Brin for it), and a model who could spend it’s actions moving and interacting and not feel like I’m losing value. The Bayou Gremlin was there to help keep the Bayou Bash numbers up. I was concerned about running three stone users and only 3 soulstones, and considered dropping the Bayou for 2 more stones, but in the end opted to have him in and rely on triggers and sacrificial models to keep my big 3 models alive. Round 1 My first round opponent was someone who is also in the Facebook Bayou chat (which, if you aren’t in, you should totally join for some solid discussion). The pool was: Standard Deployment Turf War Detonate Charges, Power Ritual, Deliver a Message, Breakthrough, Claim Jump Opponent’s Crew: Captain Zipp Earl First Mate Mancha Roja Merris LaCroix 2x Flying Pigs When it was time to select schemes, I chose Detonate Charges and Claim Jump on Brin. This pool was a hard one to pick against Zipp - he was a great denial choice by my opponent. Deliver a Message would be very hard against a Mv 8, Chatty Master who could drop blocking terrain so I dismissed that. Breakthrough would be hard, as shoving one of my models into his deployment zone would leave it exposed, and Big Hat models are on the whole squishy. Likewise, Power Ritual would be hard to both set up and score, as well as protect. I felt it would be safer to keep balled up, have him come in to me with either Mancha or First Mate, and then use Obeys/ cheap models to drop markers. I figured I’d get one point on Detonate. Claim Jump on Brin was my safest bet, as with Serene Countenance, Protected (Bayou) and stones, it was unlikely that he was going to be moved by my opponent. My opponent took Breakthrough, and I believe his second was Detonate Charges as well (although I didn’t note it, and it didn’t come up due to time). We got through three turns this game, with the end of 3 being a bit of a rush. It was a tie at 3-3, with me scoring the strategy twice and my Detonate Charges once, and my opponent scoring the strategy twice and Breakthrough once. Highlight of the game for my crew would be turn 2, where I started with Somer. He summoned three Bayou Gremlin in Mancha Roja’s engagement, and proceeded to blow them all up, proccing three Pig Eating Grin shots to seriously injure Mancha, followed up by Somer finishing the deed with his own Boomer. Highlights of my opponent’s play has to go to him using Zipp to single-handedly control the center of the board, between his gun and pianos. Round 2 The pool was: Corner Deployment Plant Explosives Hold Up Their Forces; Take Prisoner; Vendetta; Breakthrough; Claim Jump Opponent: Octave (T.O.) Opponent’s Crew: Colette DuBois 3x Doves Carlos Vasquez 2x Coryphee Mannequin Soulstone Miner w/ Magical Training In this round, I was paired up with the TO who was running a set Colette crew. This was the round I was most concerned about with Somer, because I wasn’t sure how he would do with getting bombs into the backfield. Corner deployment was a mixed blessing - it gave me a lot more space to put bombs closer to the centerline, but a much farther path to go. I chose to go with Hold Up Their Forces and Claim Jump on Brin again. I felt that Take Prisoner would be tougher than Hold Up Their Forces because every one of his models had ways of getting out of engagement - so trying to pin one specific model down was going to be hard. Likewise, I considered Vendetta but ultimately chose against it, as it would be a one-point scheme (Opponent could just run away with the chosen model, and there was little chance I could catch it). However, he would have to commit at least some of his significant models to contest my bomb dropping, so I felt that I could get cheeky Hold Up Their Forces on models after they moved - and while Colette can rescue a single model, it’s a lot more taxing to reposition her entire crew multiple times a turn, especially with the Obeys, Foggy Bayou Hoedowns, and Toss effects of the Big Hat crew. Plus, most of his crew was more expensive than my summonable models, so I figured I could go late with Somer and summon into position to score if I needed to. Again, Claim Jump was taken on Brin because he’s hard to shift, especially with Protected (Bayou). My opponent chose Breakthrough, and I didn’t recall his second scheme, either. We made it through four turns this round. I assigned two bombs each to Somer and Brin, and one bomb to my Banjonista. I wanted to put bombs on my tougher models, and I the actions on Lenny and the Good Ol’ Boy were too valuable to spend on bomb dropping. My last bomb went on my Banjonista, who was perfect for the role. Much like the previous game, my early game was spent using Foggy Bayou Hoedown and summoned Banjonistas to push my bubble into the center of the board. I summoned two more Banjonistas and a Gremlin Crier this game, along with another turn where I summoned four Bayou Gremlin and blew them up to almost kill the Coryphee Duet while it was split into two Coryphee. I didn’t bother attacking Colette, as I didn’t want to give her a chance to bury. Colette, for her part, tried to Sword Trick Brin twice, but each time he passed the attack off onto a nearby Bayou. She did manage to bury Somer - but I then dropped a marker before his activation, thus getting him up the board to drop two more bombs for me. In the end, I only killed his doves but won the game 7-6. I got full points on my schemes and three on the strategy, and my opponent missed one of his scheme points (the one I didn’t record). Post-event Thoughts All in all, I had a good time at the event. While it was only two games (and only 7 turns of play at that), I did want to put my thoughts down here. Time is valuable - probably the most obvious takeaway from this event. Many of the comments I see and hear from folks attending tournaments is about playing for Turn 3 or 4, not for a full game - and when you play for early scoring, it absolutely changes the risks you take. I was definitely the biggest time hog of the event - both of my games went to time, when the other games had all finished. Even at 35 stones, running a summoner will eat up the clock. I need to get more reps in with Somer to shave down how long my activations take. Somer’s Summons are very Toolboxy - Over the course of 7 rounds, I summoned 2 Gremlin Crier, 3 Banjonista, and twice I summoned a mess of Bayou Gremlins to immediately blow up and get a bunch of shots through Pig Eating Grin. I always felt that my summons had a purpose, and answered a question that my opponent was posing. Banjonistas really helped my crew’s maneuverability, and the Criers were clutch for Obey Interacts. A moment to talk about summoning 3+ Bayou Gremlin in one go - I saw the value when it resulted in massive damage to an enemy model, but on the whole I’m not sure I’d make it a habit to summon so many models turn after turn. This might change at higher stone levels, where I can afford a Crier/ second Banjonista, but I felt that I needed those utility piece models over getting a few extra shots on a single target. Giving my opponent 3-4 pass tokens is also a big ask for Turns 3 or 4, and feels like a risky venture. Incidental movement is very strong - Going in to this event I was concerned about being able to get further than mid-table, and having enough actions to move and score my schemes. Between Foggy Bayou Hoedown, Toss, and a plain old walk or two, I always felt that I had the range to get a model where I needed it to be. I’ve been gushing about Banjonistas in this post, but I really do feel like they were the stars of my games. Lenny made a single attack at an enemy all day - the amount of value I got out of him tossing and buffing my crew far outweighed making an attack. If you’ve read this far - thank you very much. I hope to add some less-rambly tournament and game reports in the future, as I settle down into 3E.
  3. DRC

    Family gathering

    I’ve just been looking at the pre-release cards and see that when Somer summons big hat models they arrive with the family gathering upgrade, but it doesn’t look like this card is included in the bayou upgrade folder. Have I missed something and does anyone know if the upgrade will be included in the physical card packs?
  4. hat Version of the Playtest Documents were you using? 2.6 with New Big Hat Strategy Plant Explosives Scheme List Breakthrough Outflank Dig Their Graves Take Prisoner Harness Ley Line Time & Rounds Played 3 rounds 3 hiurs Final Score 1(Probably would have ended with 5-6) to 1 Forum Name Thatguy Leader Som'er Crew List Somer (9 stones) Skeeter Skeeter Lenny Gregory and Olaf Gremlin Crier Spit Hog Spit Hog Old Cranky Bayou Gremlin Strategy VP Scored 1(3) Scheme 1 & VP Scored Outflank 0 (2) Scheme 2 & VP Scored Take Prisoner 0 (2) If you could play this same Encounter again, what would you do differently? Probably would have made room in the crew for versatile or outside key word scheme runners. Played G&O more agressively for Pig Eating Grin shots. MVP model (and Why?) Lenny hands down. He's still strong offensively putting a hurt on Mad Dog, but defensively Gremlin General was incredibly powerful. Forum Name Touchdown Leader Parker Barrows Crew List Parker (2 stones) Doc Mad Dog Bracket Waku Raider + Wanted Criminal Waku Raider + Wanted Criminal Pride Bandido Bandido Strategy VP Scored 1 Scheme 1 & VP Scored Outflank 0 Scheme 2 & VP Scored Harness Ley Line 0 If you could play this same Encounter again, what would you do differently? Drop one or both Raiders, they are good, but expensive. Leave Parker more stones. MVP model (and Why?) Pride. The anti-cheating shenanigans were powerful, especially vs Bayou Two Card. He wood have done more but was a priority target and there weren't enough stones to keep him around. Concerns and/or Confusions? Dig Their Graves is a difficult scheme. If no one plays with corpse markers, traditionally we skip placing them. But if you insist that they're placed, in a crew that doesn't use them you are tipping your hand pretty hard. Additional Feedback? New Big Hat is strong. Offensively they're about where they where previously. Defensively they're massively improved. A lot of models will be sitting at effectively Df 7-8 due to Gremlin General, with Bayou Two Card, they might be the most defensive crew in the game currently.
  5. 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.
  6. Rosskov

    Som'er in GG18

    So what are your thoughts on STG in the current gaining grounds? What strats and schemes suit him, what crews do you tend to take and how are you playing him? He used to be my go to for interference but I just realised that I've not used him this year so thought I'd sound out some inspiration.
  7. Hi, First time creating a topic, and I actually feel some kind of shame asking about an alpha strike thing, considering the reputation it has in malifaux, especially with us bayou crawlers. I read on thinkin luck and a wyrd place facebook groups about the existence of an alpha strike move to do with warpigs and Som'er. I actually don't own Warpigs, and I'm not sure to be the kind of player that likes alpha strikes period, to be honest, but I'm wondering what it could be. You could say it's for research purposes. 😉 It will certainly be added in the future Som'er Tactica, but for now, anyone would dare to talk about this new wonderful secret weapon? Cheers,
  8. Howdy! I’ve taken a break from Parker, and have been enjoying playing Ulix with his new upgrades. I feel like Ulix, and Pigs in general, have a lot of play in GG18 with the emphasis on durability and mobility. One of the issues I have had with him, though, is his need to get in close to the enemy to do anything. This got me thinking about what I could do to give the Pigs a bit more ranged “oomph”. That’s when I remembered that Somer has “Pig Feed”, and upgrade that gives him Pork Whisperin’ and an action to push Pigs toward an enemy and maybe even get an attack. Add to that his Boomer, and the guns of Bayou Gremlins, and we have some of that ranged support for the Big Pigs. I definitely plan to give it a run for a few games, but I’m curious to know if anyone has given Somer with Pigs a try in GG18, and if so- what have your experiences been?
  9. I started Gremlins a week ago or so (I own Brewie, Zipp and Som'er), and now with my mates we're playing using the GG18. I'll be playing Gremlins, my opponent Arcanists. We've generated randomly the Encouter: SYMBOLS OF AUTHORITY; Standard Deployment - Punish The Weak - Search The Ruins - Set Up - Inescapable Trap - Dig Their Graves Right now, I'm more headed towards Brewmaster, 'cause I want to test him in Faction as I always used him as 10T, but Zipp can be the right choice too, or Som'er. The reasoning behind the BMaster in this setup is 'cause I can place the Symbols relatively close to each other, and oblige my opponent to come at me and stay inside my bubbles. For Punish The Weak, I think that I can go for a killy crew, but I need Interacts for the Strategy and the other Schemes. Maybe Fingers + Burt + Golem? First Mate to push enemies around? What do you suggest guys?
  10. I was going back through Somer's upgrades today and landed on Encouragement. It has the following: Rock to the Head: When declaring an Action, other friendly gremlin models within 8 may suffer 1 damage to gain a to any duels resulting from the Action. If this gets used when declaring a charge, do both resulting attacks get the bonus? Previously I would have assumed no, but in light of the Leveticus Channel ruling I'm thinking Yes now.
  11. Either Somer Tooth Jones has let himself go or Lenny is a new master
  12. When I started Malifaux some time ago, I decided to buy von Schill and his comapny - it seems a fairly "fist-to-face"-style of playing, learning the rules and getting used to the game. I then forgot about Malifaux because I didn't want to give it that much thought as I should have done. Recently, I painted my company, giving the game another try. And I'm quite impressed how good it is. I realized, it's not the game's fault - it's my fault. I was a bit disappointed with the distribution of luck since I happened to get some really bad cheating hands. But I forgot about soul stones. It seemed frustrating when my opponent had better cards to cheat with. But I forgot about soulstones and bonus flips. There are multiple layers to this game and I am really hooked right now. Anyways, here are pictures of my von Schill crew: And one in-action foto: Unfortunately, the rest of the Outcast Masters doesn't suit me that much, therefore I decided to switch faction and going to... gremlins (uuuh yeah!). I ordered Ophelia and Som_er and some pigs and in the meantime, von Schill's crew will get one or two additions. I also started building a Malifaux-board, so have a look at the Terrain Talk, too
  13. Hi, I first picked up some Malifaux minis a long while ago and then never got much of a chance to see the guys I was planning to play with, and they've been sitting on a shelf since. I recently decided to get them painted up and actually get ready to play (and couldn't resist picking up some new ones), but the problem is, some of the minis I have are the old 1st edition ones. I've got hold of the updated card packs, but it's left me in a bit of a quandary over how I'd get hold of certain models. I have the old metal Somer boxed set, and the old plastic Wong single. That means that I have the masters, but not their henchmen/enforcers or totems. Is there any way of getting hold of the models I want without having to buy doubles of the models I already have? Failing that, does anyone have suggestions for proxies? Thanks for any help you guys can give.
  14. Gremlins are the faction that got me to play malifaux. Although I started with ten thunders I found them kinda boring and not very thematically fun so I only played occasionally. Gracie hooked me and i've been a gremlin player since (who doesn't want to play a pig in armor from the kitchen). I don't post on the forums much but i've been having serious problems running gremlins. As this is the only faction I have I thought I'd look for some advice here before I sell them and try to start over. I've played for 2 years almost, over 100 games, and I own every gremlin model in the game. During this time I've gotten so badly beaten by even the newest of players that I'm having a hard time reconciling the balance of the game when it comes to playing gremlins who seem to crumble by the middle of turn three. I'm disheartened to the point of just selling off my models and finding a new game to get into. So to get deeper into it.... I tend to play Zoraida and Ulix most followed by Somer. I've not gotten much play time in with Wong or Brewmaster and I dislike how ophelia plays. I tend to try to focus on strategies and schemes that require scheme markers as I expect to be able to out activate opponents for a turn or two and can get 3-4 points this way easier. I typically avoid points requiring long term terrain holding as this has always failed when gremlins get into combat.... they always just die in droves so I lose models and often gain zero points. Most of my games are basically over by the end of turn 2 or middle of turn 3. I understand that the out-activation that gremlins bring because they are cheap to purchase and have reckless abilities is how they should be powerful. However, in my experience the extra AP and activation control is only relevant until the end of turn 3 as by that time I've lost so many models, been forced to retreat or hide out in terrain, or just can't stand up to even a moderate sized opponents hand that the extra power in AP and activation is gone. I've had several games where I've lost a huge number of points in a turn and a half (turn 2 to middle of 3) and can't claim points beyond maybe 3 or 4. Comparing equal points model to model I can't see the balance in abilities and stats. Although many gremlins can get extra AP with reckless/drunk and reckless, the payoff isn't enough to make them that much better compared to models of the same points that can do the same or better actions without a down side that can cause them to get killed in one shot. Example: Nino (the big guild sniper) compaired to Rami. Nino can kill models by focusing quite easily with a high damage flip. For Rami to do the same I've had to reckless, get the ram trigger to knock myself to half health to get the same effect. If you consider the damage level a gremlin can do with a Ram trigger they are decent hitters but they also blow themselves up in the process and cost me models when this happens. One of my worst outcomes was losing Francois to a massive hit (admittedly killing the minion he hit) followed by losing Bert because of a ricochet trigger (flipped late and couldn't cheat to change), then because my two big hitters that were protecting Somer were gone he also died that turn. All because of one turn of damaging myself. My local Henchman has been extremely patient working with me to either get better or figure out lists to play for certain schemes etc. However, we've run out of ideas. I've tried playing conservatively, which helps with gremlin survival but I often still only get 3-5 points because my opponent has had two turns of free roaming for points. I've tried being aggressive with expendable models but find that I'm just spending two turns and 3-4 models to nullify one 5-10 point model, often losing 8-15 points of my own models in the trade. I've tried being more selective with schemes and strategies by focusing on what other gremlin players play (from podcasts and tournaments) but inevitably lose so many models so early on that I'm just waiting for my opponent to get max points and end turn 5 with a 4-6 point spread between us. I'm extremely positive and excited about playing every game (one to three games a week). I listen to and read hours of malifaux posts and podcasts every week trying to learn to play better. But by turn 2 or 3 in most games, even against new players, I'm just wanting the game to be over because i've lost so many models and will only be able to get half or less than half points and feel like i'm just waiting for my opponent to max out their points while I wait an hour for the game to end. I understand that it's possible, and very likely, that I'm playing extremely badly and can't figure out what to do to get better. But I also can't see the balance of the game when looking at a gremlin card compared to other factions. I love the game and how it plays but I'm very close to just selling all my models...... ANY advice would be great, any ideas for lists, advice on schemes and strategies to choose, any help with understanding how gremlins are even close to other factions in power level would be great before I decide to dump them. Thanks in advance
  15. ^^ This one corner of my display board, that I started making to show off my as yet to be completed models. I also have posted this previously on the wyrd place fb group so if you've seen it before that is probably why T'other side of the board - home to the all important Still! Behind some flimsy camoflage lol View of the still. I made it with a piece of cork (covered by plasticard), a button, a bit of a wooden dowel, and the metal tubing is a paper clip I messed with quite a bit. I made some 'bolts' on the still, with paint, added some weathering powder for soot - first time I used it so I wanted to experiment a bit. I did a little coal fire under the whole still, sitting on a metal frame (matchsticks). The rocks are bits of cork left over from cutting out the rounds for the bases. ^^ Here's a little collage of the outhouse. here's the pigpen: (well it might fit Gracie. I didn't realize the wild boars for instance came on the bigger bases ><) here's a close up of my fave part, the trough: The idea is kind of a 'omg what would gremlins actually feed their pigs?!' here so I took some bits of left over sprue, some hotglue, and realistic water and came up with a trough of unmentionables. While the inspiration for the whole board is pretty obviously the bayou, I also got a lot of inspiration from living here in Georgia. The base was coated with burnt sienna, to help try to portray the red clay soil we have here. If I'd kept the foliage the way it really ought to be, based on how it grows here in wild areas, you'd never see the board lol so I tried to add just enough to help liven it up some. Already working on my concept for its next component, being as how I just bought a bunch more Gremlins that won't fit on this board lol but first I promised myself I'd actually build and finish some of the Bayou box I already have.
  16. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © https://www.facebook.com/SkullArtStudio/

  17. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © https://www.facebook.com/SkullArtStudio/

  18. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © https://www.facebook.com/SkullArtStudio/

  19. Minnesota wargamer Alex Vien/TheGreatSerpent has written up an awesome battle report with his favorite Outcast vs the devious Gremlins. Alex is preparing for the Renegade Open and has been experimenting with the idea of having an 'All-Comers' Parker Barrows list that he can drop into any matchup. In this battle report he continues to test out that experiment and gives a turn by turn re-telling of his game. If you enjoy his batrep, leave a comment for him. http://midwestwargaming.com/battle-report-parker-barrows-v-somer-teeth-jones-malifaux/ Here's his list: Parker Barrows +4 Pool -Hail of Bullets (1) -Highwayman (1) -Stick Up (1) Doc Mitchell (3) Mad Dog Brackett (9) -Lucky Poncho (1) -Crate of Dynamite (1) Sue (8) -Oath Keeper (1) Pride (8) Big Jake (5) -Oath Keeper (1) Bandido (5) Bandido (5)
  20. Blacks85

    Somer advice?

    I've finally done my first game with somer yesterday....Won 9-2 vs Kirai but I came out with more doubts and questions. Surely Somer is an unstoppable summoning machine, with a lightning bug he can easily summon 3 full health pieces x turn. No question, this is smooth and is exceptionally strong in game - like yesterday - where there is no scheme for killing and you can spam gremlin around fearless. But when it comes to kill? I found him quite unreliable for a master. On paper, I thought it was devastating also when it comes to kill...but on a second sight? Sh 5 is quite low, I was surrounded by Df 6 model (Yes, unusual...) or HTW model so I couldn't even count on the Focus+. On the paper looks amazing, but I found myself unable to capitalize on it. I had lenny in range always...and wanted to shoot on my models to trigger the two blast, but enemy were too spread around. He has basically no Ml dmg? The min. 1 DMG makes him so useless at a first sight. Maybe with a focus charge? But it takes all the AP to make - at the best - 5 or 6 dmg? I had only the family tree upgrade...does it worth to consider encouragement or can o beans? At a first look, they don't seem to be exciting. Is there any other thing I'm missing from it? Any cool synergies or combo? Another model that didn't do that good was Lenny. It's very, very slow...if you have to use it to counter-strike a crew jumping in your face, is definitively good for 9SS with a good damage track. But if you have to go in? It's very "slow"...and also couldn't really get much out of the "I'll love and pet it...". I couldn't get a tome in the first 3 turns, surely unlucky...but is this upgrade worth usually? And with WP 1....against those resser CA attack on WP, well....not exactly the best Overall I was positively surprised from Moon Shinobi: against resser they might be able to pay themselves, mostly if you find the Yin. With the 8" mask built-in with Somer, they can be focus and pushed easily by any bayou gremlin, incredibly mobile. As usual, thanks for feedback ! p.s. Burt Jebsen is a pure beast, with Lenny and Somer aura is kinda...rude p.p.s. I've hired only two gremilns leading to a first turn Family tree, Family tree and kill a gremlin for a new pig. Is there a better way to start summoning? What do you hire usually to maximize?
  21. Hello Guys, I'm going to a Tournament and thinking about some Lists. So I just post my first ideas and hope that you can give me some good advices. Gremlins - 50ss Crew The Brewmaster -- 3SS Cache +Binge - 1ss Apprentice Wesley - 3ss Fingers - 10ss +Drinking Probelm - 2ss Moon Shinobi - 6ss Moon Shinobi - 6ss Performer - 6ss The Sow - 8ss Trixiebelle - 8ss I hope I should not say any about this. Gremlins - 50ss Crew Mah Tucket -- 4SS Cache +Know The Terrain - 1ss +Out For Blood - 2ss The Little Lass - 4ss Bayou Gremlin - 3ss Lenny - 9ss Rooster Rider - 6ss Rooster Rider - 6ss Rooster Rider - 6ss Slop Hauler - 5ss The Sow - 8ss Little Lass get's "Lead Lined Aproned" so I can Sacrifice her when necessarie, same for the Bayou. So all my heavy hitters get their positive flips. The Sow can provit form Rams on ini flip. Gremlins - 50ss Crew Somer Teeth Jones -- 4SS Cache +Can O' Beans - 1ss +Family Tree - 2ss Skeeter x 2 - 4ss Bayou Bushwacker - 6ss Bayou Gremlin - 3ss Bayou Gremlin - 3ss Bayou Gremlin - 3ss Lenny - 9ss +I'll Love It And Pet It... - 1ss Piglet - 4ss Slop Hauler - 5ss Trixiebelle - 8ss +A Gun For A Lady - 1ss I'm not sure about the Piglet, but it's a way to move my Gremlins. I hope that this list can easily out activate the enemie and the waves of Bayou Gremlins can get the Schemes and Strategies. Trixi and Lenny are great together, with her "Gremlin Lure I can push Enemys away, Slop Holer an Lenny close and Piglets deeper to the enemies. Hope that you like my ideas and wan't to hear some critics.
  22. Had a game recently and I found I had some issues in the beginning with Somer's summoning, in hindsight I should have taken another turn to summon instead of advancing like I did (maybe). I'm just looking for any ideas maybe I missed for how to better control Somer's summoning. After the game I realized, I could have stoned for the mask suit, which would have done me better service. Part of the problem was my hand had no masks for "do it like dis" *or* any 8+s to summon off of! Bayou two card looked like my only option, I got one summon off, but drew/flipped really badly for the other two. So, is that just the way the cookie crumbles sometimes or is there something else maybe I should have/could have done? Also, re: Lenny's damage reduction aura "Big Target" for friendlies within, I think it's 3? inches, does that include any piglets he summons from deliberately whacking the pigapult with his "I'll love it and pet it" tome trigger? The way I'm reading it, the card just says the pig suffers a 1/2/4 damage flip that cannot be cheated. Doesn't say "not reduced" though, so I was wondering if this would be included in Lenny's aura.
  23. I played my 5th game of Malifaux, I think it was, vs. a Rasputina crew, for the first time, a bit ago and I've been trying to get an idea what to do better. Course I got slaughtered. A lot of that was me not quite getting all the combos in the right order for Somer - and totally forgetting about Survival of the fittest sigh. And he totally failed to summon one round. And I also had no idea how to combat Rasputina's Ice mirror chaining thing. Anyway we had Reconnoiter for strategy; I chose plant evidence and Line in the sand for schemes; one of the ones my opponent chose was assasinate. (I don't recall whole pool sorry) This is only the second time I've played with any strategy and schemes and we're not yet using any of the new ones even. I'm playing Somer (Family Tree, Can O Beans), with 3 bayou gremlins to start, a slop hauler, Sammy, Lenny (Hide in the Mud), and two Skeeters. Idk what my opponents crew is now sorry I'm mainly focusing on my own mistakes and trying to figure out what I could do better. Right off I made mistake of not realizing Sammy could still take upgrades, and that I could have stoned to prevent damage, so I got that one now. Second mistake I think I made was after the first summoning of Bayou Gremlins, and healing them, I didn't go reckless and move up the field but held them back in Lenny's bubble more, which ended up counter productive. I did get some markers down for line in the sand, and my opponent and I got embroiled in combat with Lenny being the main target, after Sammy went down. Lenny being the assasinate target. I moved the slop hauler up to try to help keep Lenny healed up to deny him his points. I also realized then that a better upgrade for Lenny would probably have been Dirty Cheater, and I should have used his Pet the Piggy action rather than trying to go mano o mano so to speak. So some of the questions I came up with during this game are: How do you deal with a master like Raspuntina generally, to disrupt the chain thing? do you simply try to stay out of LoS? I realize this is a hugely open question but any help is appreciated. Somer's Survival of the Fittest - if a gremlin dies within the range, *when* does he draw the cards? Is it immediately after it dies? end of the turn? I get the usefulness of this ability I'm just fuzzy on the mechanics For those who also summon - when do you want to stop? And what do you generally do with Somer once you stop summoning? I had him at the back for pretty much a lot of the fight. Should I be moving him up the field with bayou gremlins in tow? Anyway, advice is always welcome I've still got a ton to learn so I'll take all the help I can get!
  24. My first (and only atm) Master is Somer, I'm looking at the following for my crew for 35ss: Somer + Family Tree - 2ss Skeeter (totem) - 2ss Bayou Gremlin X4 - 12 SS Lenny w/ Dirty Cheater - 10ss Slop Hauler - 5ss Models I have (ready to play): Hog Whisperer, Wild Boars (3), Sammy LaCroix, Whiskey Golem, 4 more Bayou Gremlins Models I have (still in box): Brewmaster box (intend to use with Whiskey golem prolly), piglets, pigapult, gracie, War Wabbit I'm trying to keep my list simple til I am more comfortable with everyone's abilities and how Gremlins work ingame etc. The Bayou Gremlins are fun but I notice their damage wasn't very good unless I really focus fired - or maybe I should have been taking potshots at the chaff first. Anyway still figuring this out, comments appreciated =D
×
×
  • Create New...

Important Information