Joel Posted December 9, 2016 Author Report Share Posted December 9, 2016 Just losing the totem initially Quote Link to comment Share on other sites More sharing options...
Four_N_Six Posted December 9, 2016 Report Share Posted December 9, 2016 Keep me posted. I like moving away from "crutch" models as much as I can to allow flexibility into my crews wherever possible. Quote Link to comment Share on other sites More sharing options...
Joel Posted December 9, 2016 Author Report Share Posted December 9, 2016 31 minutes ago, Four_N_Six said: Keep me posted. I like moving away from "crutch" models as much as I can to allow flexibility into my crews wherever possible. Will do ? Quote Link to comment Share on other sites More sharing options...
Von Woozle Posted December 10, 2016 Report Share Posted December 10, 2016 Burns could be replaced ,but for 3pts I don't think you can do any better than him. 1 Quote Link to comment Share on other sites More sharing options...
Joel Posted December 10, 2016 Author Report Share Posted December 10, 2016 It's less about replacing him, and more about judging his worth by his absence - and seeing the builds that become possible with those 3ss freed up 1 Quote Link to comment Share on other sites More sharing options...
Von Woozle Posted December 10, 2016 Report Share Posted December 10, 2016 I'm only into Zipp 9 games so I've got lots to discover, but I'm using him to drop scheme markers. A 3pt minion that can move about for free if you have sky pirates is pretty good in lots of pools. I think Old kranky could be a good source of stones with Mc Tavish on certain boards and schemes. I've mostly been using Zipp as a Assassin and it's lots of fun I must say Tried Rambling Diatribe, but mostly find his other 0 grab a rope too useful. I've been swapping and changing Taxi and Sparks and find the Taxidermist overall more useful gaining late turn activation control and with 3ap and positive to damage he can put the hurt on. If only Sparks had reckless Still like the 1st mate I think he has his uses. Hostile work environment is a great aura. Quote Link to comment Share on other sites More sharing options...
Joel Posted December 10, 2016 Author Report Share Posted December 10, 2016 A skeeter with hovering airship paired with sparks could be a useful double act - they could be giving each other fast all game... 1 Quote Link to comment Share on other sites More sharing options...
Four_N_Six Posted December 10, 2016 Report Share Posted December 10, 2016 I threw Rambling Diatribe onto Sammy and it works pretty well. I never get the opportunity to use her other (0) anyways, so it isn't really competing. Plus Jinx is amazing when Zipp moves an enemy out of position and then she roots it there so it can't walk back. Other than the piano, and then the Treasure Map plus the First Mate's upgrade (only in scheme marker heavy pools), I don't really see this crew as one that really needs their upgrades. I throw one of Zipp's on, mostly to make the piano free, but otherwise he gets things like Dirty Cheater or Hide in the Mud. Quote Link to comment Share on other sites More sharing options...
Joel Posted December 10, 2016 Author Report Share Posted December 10, 2016 The PHE upgrade is one I like to keep to hand - great for throwing out slow or for hitting getting a couple of quick scheme markers down from stuffed piglets in the right positions. also useful to pass Zipp some explosives and have him get into a bunch of models to spread damage about. Situational, but useful too 1 Quote Link to comment Share on other sites More sharing options...
Somnicide Posted December 13, 2016 Report Share Posted December 13, 2016 I'm dying to hear the results of the Great Earl Conundrum Quote Link to comment Share on other sites More sharing options...
Joel Posted December 13, 2016 Author Report Share Posted December 13, 2016 Simply put - Earl isn't needed, but in some pools a cheap significant model is just that - useful. I still rate him below a guild hound in that role as any speed he has is linked to Zipp, but he's not bad. playing without him went fine and it's something I'll now have as an option. with these 3 games, Zipp is now my most-player master of 2016 at 29 games. Not bad for 2 months ? 2 Quote Link to comment Share on other sites More sharing options...
Dogmantra Posted December 13, 2016 Report Share Posted December 13, 2016 25 minutes ago, Joel said: Simply put - Earl isn't needed, but in some pools a cheap significant model is just that - useful. If only Gremlins had a 3 stone significant minion outside of Earl 2 Quote Link to comment Share on other sites More sharing options...
Four_N_Six Posted December 14, 2016 Report Share Posted December 14, 2016 Part of it is how easily he can be moved around, too. Zipp can just drop him off somewhere before hitting enemies hard. Just drop him off for leave your mark and let him sit there all game. Would be easy for Zipp to cut off enemies heading for him, too. Quote Link to comment Share on other sites More sharing options...
Dogmantra Posted December 14, 2016 Report Share Posted December 14, 2016 If only Gremlins had a way of moving those 3 stone models across the board without activating them, some sort of catapult or flying machine...? Okay now I'm being obnoxiously flippant, obviously Earl's mobility is a bit more user friendly than Iron Skeeters or the Pigapult & requires a lot less of an investment, but I've felt a few times when I've used him that I want to split Zipp and Earl up, and his aura is so small that it's hard to get them back together again. I would rather leave him at home most of the time and just bring Old Cranky. 2 Quote Link to comment Share on other sites More sharing options...
Joel Posted December 14, 2016 Author Report Share Posted December 14, 2016 I can see that. I'd probably just drop the totem though. Quote Link to comment Share on other sites More sharing options...
Sergrum Posted December 14, 2016 Report Share Posted December 14, 2016 I have pretty much used earl 100% as a schemer and usually ignore the rest of his card. In that sense, for 3ss hes a better buy that a bayou most of the time. I can def see leaving him at home if he isnt going to be needed in that role. In strats like squatters/stake i think hes easily worth his weight even if hes only dropped off up the field by Zipp turn 1 and left there. Dont think I'd take cranky tho. To be quite fair i find him good but i think overrated at times. Quote Link to comment Share on other sites More sharing options...
Rhadge Posted December 14, 2016 Report Share Posted December 14, 2016 Don't forget, Earl moves with ANY friendly sky pirate walk. An Iron Skeeter playing taxi can move him as well (giving you 2 fly 6 inch places on 2 models for maybe 1 card). Leaving Zipp to do his thing solo. Sure you don't get the suit stuff for Zipp, but that is always very hard timing wise and you might get the tome for the Iron and have it guarantee fast on its passenger. Quote Link to comment Share on other sites More sharing options...
Joel Posted December 14, 2016 Author Report Share Posted December 14, 2016 4 minutes ago, Rhadge said: Don't forget, Earl moves with ANY friendly sky pirate walk. An Iron Skeeter playing taxi can move him as well (giving you 2 fly 6 inch places on 2 models for maybe 1 card). Leaving Zipp to do his thing solo. Sure you don't get the suit stuff for Zipp, but that is always very hard timing wise and you might get the tome for the Iron and have it guarantee fast on its passenger. This does, however, bunch 3 models up - and once there the skeeter is certainly easy to kill to break up any other moves. Creating a clump of vulnerable models upfield is something that many opponents will take advantage of quickly and effectively. Quote Link to comment Share on other sites More sharing options...
Rhadge Posted December 14, 2016 Report Share Posted December 14, 2016 1 minute ago, Joel said: This does, however, bunch 3 models up - and once there the skeeter is certainly easy to kill to break up any other moves. Creating a clump of vulnerable models upfield is something that many opponents will take advantage of quickly and effectively. Very true, it is a liability anytime 3 models have to be in B2B. But with fly 12, the smoke blocking LOS if used with terrain and the ability for Earl and passager to head out after being moved, the time for the opponent to take advantage is limited and your placement is flexible. 1 Quote Link to comment Share on other sites More sharing options...
Dogmantra Posted December 14, 2016 Report Share Posted December 14, 2016 Hm, I'm not convinced about not bringing any totem - what are you usually spending the 4 stones on that you rate higher than Old Cranky? I just can't see leaving him behind if I'm ditching my master's totem, he just does so much free resource management. Quote Link to comment Share on other sites More sharing options...
Sergrum Posted December 15, 2016 Report Share Posted December 15, 2016 2 Stuffed piglets, maybe going towards something else 7ss range. Old cranky is in a unique spot. On paper, he has so much upside. 3 nice auras, card cycle, can drop scheme markers. On the table i find some crews just dont take advantage of his buffs to make him worth it, and i'd argue his card cycle is the only thing keeping him in the conversation for some of my crews. 1 Quote Link to comment Share on other sites More sharing options...
Dumb Luck Posted December 17, 2016 Report Share Posted December 17, 2016 On 15 December 2016 at 0:09 PM, Sergrum said: 2 Stuffed piglets, maybe going towards something else 7ss range. Old cranky is in a unique spot. On paper, he has so much upside. 3 nice auras, card cycle, can drop scheme markers. On the table i find some crews just dont take advantage of his buffs to make him worth it, and i'd argue his card cycle is the only thing keeping him in the conversation for some of my crews. Agreed. He reads good on paper but my Masters either need their totems or can't find the points for him (mainly Wong on the latter). Quote Link to comment Share on other sites More sharing options...
Obeisance Posted December 22, 2016 Report Share Posted December 22, 2016 What are people playing with Zipp? Quote Link to comment Share on other sites More sharing options...
Joel Posted December 22, 2016 Author Report Share Posted December 22, 2016 2 hours ago, Obeisance said: What are people playing with Zipp? The following models are everything I have used with Zipp. This covers 29 games. zipp earl first mate iron skeeters burt jebsen gracie gremlin taxidermist stuffed piglets sparks pere ravage merris mechanised porkchop killjoy ronin pigapult rooster riders 1 Quote Link to comment Share on other sites More sharing options...
Tris Posted December 22, 2016 Report Share Posted December 22, 2016 I don't quite get how so many people get good use out of old cranky, personally I find he get's easily left behind if not cared for, especially in a Zipp crew. His auras are very good, but require careful placement and in my opinion a crew with ranged attacks to work, I don't think of him as the end all be all totem many in this forum seem to see him 2 Quote Link to comment Share on other sites More sharing options...
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