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Time to kick porks and chug moonshine, and I'm all out of moonshine


EpicWaffle

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So, had a tournament yesterday, but unluckily I had a rough day the day before, so I had hard times keeping the focus up, and ended up with 2 ties and a win, achving 5th place :( a good occasion to do better next time (I have a team tournament next Sunday), and maybe sleep more than 3 hours :D 

Anyway, I had the occasion to play Somer 2 times in a row, and Zipp once. The Somer list I used is the one I reported a couple of posts ago, and it goes something like this:

Somer (d.c., do over, family tree) 4ss

2xskeeters

3x Bayou gremlins

1 Lighting bug

Pigapult

3x stuffeds

Merris 

Burt (d.c.)

First games as against a Perdita and went "meh", I forgot Ffm was in the pool and gave my opponent 3 free points :( luckily, using the number advantage I recovered the points with set up and killed 4 models of his crew (Santiago, 2 dogs and Nino), but his Perdita and Francois managed to prevent 18 damages with 6 soulstones! I though I witnessed  a miracle :D ended up with a tie, but mainly, luck aside, I made a lot of mistakes. List worked great tho, since I'm exctraction is quite easy to outnumber the opponent and force him to come out of cover to stay in the 6" bubble, and claim jump+ set up is quite easy to achieve if your opponent can't outnumber you.

Game 2 was with Zipp (another tie, next time I need to remember that Archie needs to go down ASAP  if nicodem is right behind him :D ), so on to Game 3 we go. Here, the start was Interference, and I took leave your mark and claim jump as schemes, closing the game 9-4 against a Lilith. You can't go wrong with Somer in a match up like this, with Merris scoring two schemes at a time and parachuted bayous tying up quarters. The pigapult is also quite lethal against Neverborn, having most of their models at df5 and hard to wound as defense (not like you could cheat damages anyway). 

Over alla good test, I'm starting to get used to the pigapult, and I think I'll stick to this list for a while, so that I get the feeling of it. One thing I really have hard times is keeping the summoning engine up for more than a turn, so I should try that in a "passive game", otherwise I can't let my opponent advance while I wait in the back summoning. The pigapult and Burt are a good deterrent, but a good player will know how to get around them, making it necessary to go out and defend the territory :) still, I can see it's uses, and I'll have to give it a go.

 

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So, I didn't want to start a new and since i made this one earlie this month, I'll start from here :) I've decided to go balls deep into Somer again, since he's without a doubt the master I have more fun with over any other in the faction, and I really wanna get good with him. So, in order to do so, I was thinking it would be a good idea to collect my expiriences here, as a sort of journal, where I can get some feedback by anyone wishing to participate :D 

Right now, I'm kinda experimenting with new/old models to sorta get the feel of where i want to go crew wise (Alex Schmid's youtube channel gave me a bunch of awesome ideas and clarifications too) but the models on which I'm foucssing more are:

Merris: her 1 ap ability that let's you see what cards are on the top of your deck is so awfoully good! Main concern I have with Somer (if I plan to summon) is to flip a BJ on the Do it like this action and even tho you can mitigate this with Skeeters, it's better just to be sure you're gonna get it no matter how and save the skeeters ap for something else. Also, now that i started playing her more, I'm having hard times leaving her behind with any master, cause she's so awesome at scheeming and can burn down huge models like Teddy, Archie etc! Over all, an almost auto include.

Burt & Fingers: not much to say here, they're amazing :D 

Francois: I've always loved to pay this guy, since even tho he looks like he's an easy concept behind (gameplay-wise), using him properly, selecting the right target etc. really shines over someone just throwing him at the 1 big target that shows off. I'm also starting to be more conservative with his dumb luck, using it as more of a ''finishing move''.

Pigapult: I hated this model, cause when I first bought it, back when i started playing, he seemed so awesome! But than, anyone had Perdita or Levi, and simply killed it turn 2 with no efforts.... MMMMMMMMH :angry: Now, i started to play it again, not as a fixed model but in the right context, and I'm quite impressed on how usefull it is! Definetly will be sing it more often.

Gracie: She's quite expansive, but in the right context rocks the house. I'm not so easy on bringing her by, but at the same time i recognize the potential behind her and a granted Ram on her Ml. Also a useful taxi for Somer if you're planning to shoot a lot.

Iron Skeeters: Now, I'm not sure if I like these models. They are made of paper, and go down in a hit a lot of times, but provide with a lot of mobility/utility for the team if well placed. Poorly handled explosives is also brutal with bayous >:)

5ss models: Alex Schmid has a really cool video on this topic, where he debate on how many, and whom you're supposed to use among the 5ss models in faction and one thing stood out the most for me as a good rule of thumb: want one healer? Lighitng bug. Two? Slop Haulers. Both are amazing models, bigs for their versatility, and slops for their resourceless healing and awesome offensive capabilities, but you need two of them for a fully healed bayou group, where you just need a bug for it (tho you need the mask and to hit something). Banjonistas seem quite intresting, tho i need to try them before giving out conclusions; might be worth to kill a bayou with a bug for healing 5 of them and drawing 3 cards, thanks to Somer aura+ Banjonista one, and the condition they dish out seems quite impressive! No rekless tho..

I already reported the lists I'm working with before so for now that's all :) hope this will get someone intrested, and any feed back is well recived :D 

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Had an headhunter game yesterday against a Titania and used this list:

Somer (family tree, liquid bravery, dirty cheater) 6ss 

2x skeeters

1 lighting bug

1 Slop hauler

3 bayous

Francois (dirty cheater and do over)

Fingers (show off, do over)

as schemes I took undercover entourage with Somer as a target (which worked great, considering how mobile he is with his Df trigger and how much he can heal) and Show of force (fingers did it solo, since he had no ups on models aside his emissary), ending 9/7 for me :) 

Having both a lighting bug and a Slop is not that bad if you don't need a 6/7ss extra model, since you have both a full heal for turn one summoning, and than a reliable source of healing for your crew (without forgetting both models offensive potentials). Other great stuff is liquid bravery delivered via skeeters, which makes it really frustrating for a Neverborn/Resurrectionist player. On the other hand, I took show off so that I had a way to deny an eventual kill (he had dig their graves) tho I used it only once, and it's quite expansive (2aps and an 8) so I don't know if I'll use it more often (definetly a wasted slot if equipped to Somer, since he can get better ups imo). Also, I used Bayou more offensively giving the fact that I had no schemes to run (and I was positive about fingers not dying, since I used all stones for him), and the little fellas sure hurts when they start to focus on shooting.

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Hello!

Newbie gremlin here.
At the moment playing only on Somer and have his box, Ophelia and haulers.
But it's very uncomfortable without some "specialist" models.
So i'm thinking what boxes to buy next to enlarge my models pool - i'd very like to hear some comments.

On the must have i'm thinking to have pigapult, creative taxidermy, burt and merris - for schemes, strategies and fun with flying piglets.
Later on i'm aiming to lightning bugs(may be in Wong box for extra master), Brewmaster box for Fingers, Ma box for Trixie and Zipp for fun and schemes.

I'd like to hear opinions - i'm pretty new player and want to make my team better.

And i'm little bit bad with Ophelia hard shooting guys - Raphael, Rami and Francois - if Rami is managing to do some sniper stuff but Raphael and Francois are just dying and doing literaly nothing :(

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7 minutes ago, green-n-dumb said:

Hello!

Newbie gremlin here.
At the moment playing only on Somer and have his box, Ophelia and haulers.
But it's very uncomfortable without some "specialist" models.
So i'm thinking what boxes to buy next to enlarge my models pool - i'd very like to hear some comments.

On the must have i'm thinking to have pigapult, creative taxidermy, burt and merris - for schemes, strategies and fun with flying piglets.
Later on i'm aiming to lightning bugs(may be in Wong box for extra master), Brewmaster box for Fingers, Ma box for Trixie and Zipp for fun and schemes.

I'd like to hear opinions - i'm pretty new player and want to make my team better.

And i'm little bit bad with Ophelia hard shooting guys - Raphael, Rami and Francois - if Rami is managing to do some sniper stuff but Raphael and Francois are just dying and doing literaly nothing :(

So that is a really good start and I would start to buy models based on what you think you need based on your current games. Some role breakdowns

Tank

-Gracie can hit like a truck (especially with Somer giving her :ram) and as long as opponent doesn't ignore armor she can tank. Also with saddle she can help move Somer around if he is summoning.  If going with a more offensive Somer she can drag a slop hauler to keep her topped up

Damage

-Burt: Good general model and can do a lot of damage (again espically with Somer giving him rams)

-Pigapult: Somer and Lenny can summon ammo for it, and it can launch Gremlins where they are needed

-Taxadermist: Taxadermist is an okay model imo, but the box does have stuffed pigs which can be great for annoying opponents with

Support

-Sammy: Can hold family tree to do the summoning or encouragement turning Somer into a stronger version of Ophelia 

-Iron skeeters: Again can taxi around some models (and give them fast). a Fast Burt / Fingers / Francois can really ruin people's days. Hovering airship can also make them good scheme hunters. If Somer gives them masks they can shoot someone and use the mask trigger for the free walk to really annoy opponents

-Banjoistas: Can help your crew move up and card draw. With Somer and Sammy you can force your opponent to discard their hand and if you kill 1 gremlin model you draw 4 cards

-Trixie: Also a pretty good schemer and can cheat iniative on key turns (though need to get the Mah box to ger her, or convert her someway (I used an old metal Ophelia model for this and changed her gun into a cup))

Schemes

-Merris: Great schemer and with FFM now suited if you kill a model with her burning can deny the opponent points

-Fingers: The king of annoying opponents. He can just make a lot of schemes super hard for your opponent to do while making a lot of schemes easy for you to do. Though you do pay a high price for that. 

 

 

 

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23 hours ago, green-n-dumb said:

Hello!

Newbie gremlin here.
At the moment playing only on Somer and have his box, Ophelia and haulers.
But it's very uncomfortable without some "specialist" models.
So i'm thinking what boxes to buy next to enlarge my models pool - i'd very like to hear some comments.

On the must have i'm thinking to have pigapult, creative taxidermy, burt and merris - for schemes, strategies and fun with flying piglets.
Later on i'm aiming to lightning bugs(may be in Wong box for extra master), Brewmaster box for Fingers, Ma box for Trixie and Zipp for fun and schemes.

I'd like to hear opinions - i'm pretty new player and want to make my team better.

And i'm little bit bad with Ophelia hard shooting guys - Raphael, Rami and Francois - if Rami is managing to do some sniper stuff but Raphael and Francois are just dying and doing literaly nothing :(

@wizuriel gave you a bunch of optimal options so I'll start off addressing the Raphael/rami/francois questio, going model to model, since in my pov, they are completely different models, even tho they specialize in dealing damages.

Rami: the only true sniper we have in faction! Great at hunting down Mccabes dogs :D problem is, his damages aren't that reliable imo. Or actually, Somer makes it so that he'll get the ram (and with reckless you can get double positives, but the main issue is that he can shoot once, and then recover from it, because of the dumb luck. Also he's really easy to "counter-sniper" with his df4, so among all the 7ss models we can take, he's definitely not worth it in my experiences.

Raphael: always loved this models, but his low Df/wp makes him easy to take down, and his gun is really good once you have high rams (a very contended seed). Won't say he's bad, and in the 2/3 times I used him , I caught my opponent off guard, since he can be deadly. Still, he's in competition with far better models.

Francois: now here's the interesting stuff. Ever saw one punch man? That's what a francois with charge and a redjoker to cheat on damages does :D if you want something to be dead, and you want to achieve that quickly, Francois is the guy you're searching. 4/6/10 damages in melee, endless attacks, 3 ap, and possibility to cheat 4 cards very reliably (which makes him an awesome dirty cheater target). Now, he's not that easy to work around tho: he has a whooping 7wp, but a really low Df 4, so you don't want to move him around careless, cause your opponent will kill him, in fear of his damage potential. So what I generally keep in mind, is to play him safe (usually having him running down a flank) and to select a big model or a couple of runners/support, and send him his way to kill them, while my crew does the points. In other words, either you deal with him, or he's gonna create a mess! So the talent comes into having him take down at least an amount of soulstones (in models) worth his cost, and than you can stop worrying about loosing him (cause it's rare he's gonna stick till the end). Also, a good set up to make him quite sturdy, is to equip him Dirty cheater (for the reason stated previously) and Stilts, so that if a huge hit lands, you can nullify the dumb luck damages discarding it :) Keep in mind tho, that he's not a must in a crew! I find Burt way more reliable and versatile, so you bring Francois when you want something to be dead for sure, and Burt if you want a well rounded jack of all trades.

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23 hours ago, wizuriel said:

So that is a really good start and I would start to buy models based on what you think you need based on your current games. Some role breakdowns

Tank

-Gracie can hit like a truck (especially with Somer giving her :ram) and as long as opponent doesn't ignore armor she can tank. Also with saddle she can help move Somer around if he is summoning.  If going with a more offensive Somer she can drag a slop hauler to keep her topped up

Damage

-Burt: Good general model and can do a lot of damage (again espically with Somer giving him rams)

-Pigapult: Somer and Lenny can summon ammo for it, and it can launch Gremlins where they are needed

-Taxadermist: Taxadermist is an okay model imo, but the box does have stuffed pigs which can be great for annoying opponents with

Support

-Sammy: Can hold family tree to do the summoning or encouragement turning Somer into a stronger version of Ophelia 

-Iron skeeters: Again can taxi around some models (and give them fast). a Fast Burt / Fingers / Francois can really ruin people's days. Hovering airship can also make them good scheme hunters. If Somer gives them masks they can shoot someone and use the mask trigger for the free walk to really annoy opponents

-Banjoistas: Can help your crew move up and card draw. With Somer and Sammy you can force your opponent to discard their hand and if you kill 1 gremlin model you draw 4 cards

-Trixie: Also a pretty good schemer and can cheat iniative on key turns (though need to get the Mah box to ger her, or convert her someway (I used an old metal Ophelia model for this and changed her gun into a cup))

Schemes

-Merris: Great schemer and with FFM now suited if you kill a model with her burning can deny the opponent points

-Fingers: The king of annoying opponents. He can just make a lot of schemes super hard for your opponent to do while making a lot of schemes easy for you to do. Though you do pay a high price for that. 

 

 

 

I agree on everything aside on Sammy and the taxidermist! 

Sammy summoning, in my experiences isn't worth cause you'll end up with less models and you won't be able to repay her cost (and of the Bayou missing), until turn 3, making it not quite worth. I generally prefer to summon with Somer turn 1(2 if the game is going slow) and than to let him go create some havoc. Turn one isn't going to be very "active anyway 90% of the times, so imo she has more downsides than anything. Good as a control models tho, that s for sure.

Agout taxidermists, in my experiences they're above average, are great targets for D.c., and with Reva at almost any tournament (at least here in Italy ) is always great to have one hanging around. They're quite hard to use properly tho I must say, cause they tend to die quite fast, but I'm really getting good results from using them :) 

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1 minute ago, EpicWaffle said:

Sammy summoning, in my experiences isn't worth cause you'll end up with less models and you won't be able to repay her cost (and of the Bayou missing), until turn 3, making it not quite worth. I generally prefer to summon with Somer turn 1(2 if the game is going slow) and than to let him go create some havoc. Turn one isn't going to be very "active anyway 90% of the times, so imo she has more downsides than anything. Good as a control models tho, that s for sure.

Agout taxidermists, in my experiences they're above average, are great targets for D.c., and with Reva at almost any tournament (at least here in Italy ) is always great to have one hanging around. They're quite hard to use properly tho I must say, cause they tend to die quite fast, but I'm really getting good results from using them :) 

Honestly I prefer encouragement on Sammy and using Gracie + Saddle or Skeeter + Banjoista to help move Somer (Banjoista pushes Somer 2" up the board and then a skeeter activates and does do it like dis for :mask and attacks Somer for 0 getting him his push for another 4"). Summoing Sammy though isn't bad as that frees up Somer to do more damage and stuff like bigger hat

 

Honestly I've found taxidermists either work great or do nothing in the games I've used them. Very little middle ground. 

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2 hours ago, green-n-dumb said:

Thx @wizuriel @EpicWaffle!

Can you advice the cheapest way to power up Som'er? Because i'm thinking to buy all that models, but not going to do this in a single day.
First idea is Burt+Merris, may be you can advice smth else
^_^

 

 

Burt & Sammy imo.

Sammy holds Encouragement and bam Som'er becomes an incredible fighting force.

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It took me a while, but I had a rough week, so here's the report :) the event was a 20 players tournament, with pre-selected schemes and strats, divided in 3 ronds. I ended p 2', right behind one of my team members, with 2 wins and a draw :) thefirst game was with Zipp (which is also the game I tied up), so I'll skip over it in order to get to the good stuff, althogh I must say this was my last test with Zipp, cause lately I've really struggled to get off what i want with him.

 

Game 2 was against a Yan-lo (resurrectionist), the strategy was Head hunter, with corner deployment.

Schemes were: Claim jump, Leave your mark, Frame for murder, Last stand, Hidden trap

My crew was:

Somer (D.c., Do over, Family tree) 4ss

1 Skeeter

Fingers 

Taxidermist (D.C.)

Iron Skeeter (poorly handled)

2x Lighting Bug

3X Bayou Gremlins

Since he had something like 8 models with 6 enforcers/henchman, i knew he was going for Last stand, and since he didn't have many fast models (also helped that he didn't dropped a single scheme marker in the whole game), i kinda knew he had freame for murder. So, I took hidden trap (easy to achive when yo outnumber yor opponent) and Claim JUmp, closing down the game 6\3, since I didn't kill nothing of his own, and he killed a single model from mines, from which he codn't get the head because of Fingers aura! Nothing else very interisting, since it was quite a passive game.

Game 3, against Kirai, with Interference in Close deployment.

Schemes were: Accusation, Leave your mark, Claim Juump, hunting party, Set up

My crew was:

Somer (d.c., do over, family tree) 4 ss

Skeeter

Fingers

Burt (d.c.)

Merris

2x LIghitng bug

3x bayous

I took set-up on Izamu (3 points thanks to fingers and merris) and leave your mark, achived with a lighting bug (damn these models are good), ending the game 9\1. Again, mostly a passive game, since with kirai bubble yo ain't got many options aside using our models speed to annoy the opponent. Main strategy was from me to tie up his quarters, so that my models could score schemes while he was cleaning up in order to get start points.

Over all a good tournament and I'm quite getting to the point I'm aiming with Somer, where I can use a small pool of different models to achive any scheme/strat combination, which is great in a tournament.

 

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  • 5 weeks later...

Had a go with this list against a melee-Dora and worked out great (10/6 for me)

Somer (d.c. Do over family tree)

1 skeeter

3 bayous

2 lighting bug

Gracie (saddle)

Burt  (d.c)

Merris

just summoned turn 1 and then went for that information marker! You have at the same time a lot of firing power, mobility and tanking ss with Somer Gracie and Burt. Merris and bugs are there for support and quick scheme running in case bayous can't get it done.

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  • 3 weeks later...

Will have a tournamet this sunday! they deicded for some wierd strats with book 1 schemes, but the organazirer generally likes to make stuff ''original''! it' gonna be fun none the less and I'll give a shot to take Somer as my only master for a tournament!

I'll follow up with the report once i get home, but for now these are the models I'll bring with me:

Somer

Skeeters

Bayous (9x)

Lighting bugs (2x)

Slop (2x)

Merris

Fingers 

Burt & Frank

Gracie

Pig-a-put and some stuffed/piggies for ammo

I've got a couple of lists mostly revolving around a combination of 2x 5 ss models (bugs and slop), and merris with burt as a must off.  The set up  with somer is gonna be Dirty cheater, Do over, Family tree, since i found this is the most efficient set up for him (might switch do over or d.c. for liquid bravery if I smell some nasty nerverbons). 

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9 hours ago, Math Mathonwy said:

Best of luck, @EpicWaffle - I'll be rooting for you!

No Lenny or Trixie?

Thanks, I really appreciate it :D I won't use trixie cause I haven't been using her lately and I don't want to risk to pick her instead of something I'm more confident about, but I'll definetly get back on bringing hear in my lists! I had this sort of a "problem" where I got stack having her as a constant in all my lists earlie this year, but I wanted to take some distances from it as 8ss is a very contested spot in gremlins (Burt/frank/taxi + d.c to be more specific).

About Lenny, I really can't see the point of the model. He is slow, quite fragile for being such a big model, and never do anything substantial to me. Sure his auras are cool, but I don't want to pay 9ss for rams on my models when I can do the same with 2 cards and a skeeter. I never used the trixie Lenny combo, but again, I prefer to simply have frank run at something rather than do some gimmicky stuff. I'll try him mayb when I get back, but for me he's just not a good model compared to lots of the other stuff we have.

 

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36 minutes ago, EpicWaffle said:

Made it to the first place with 3 wins :D the lists I used did great and I felt really confident about the results! I'll follow up later/tomorrow with the report for details about the matches! 

Well done. Congrats!

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So here's the battle report (to keep in mind the event used book 1 schemes and 2 story encounters):

Game 1

Somer vs Levi in Turf war (9-3)

My list was 

Somer (d.c, family tree, do over) 4ss

Skeeter

Fingers

Burt (d.c.)

Merris

Slop

Bug

3x Bayou 

I always used to run a similar list, where I had more ss and a skeeter instead of the Slop hauler, but I modified it after hearing Alex Schmid report about ITC, and it worked great. Scored all points from both plant explosives and line in the sand, while countering all of his points (he had bodyguard and plant explosives). Stilts was there since it was on flank deployment and I was fearing some Vicktorias shenanigans (and I needed fingers to score). I'm quite used to play against a very very skilled Leveticus player, so I didn't t had much trouble handling this match (also the desolation engine is a poor pick vs gremlin, if not well positioned, because of all the shootings we can pack). Off to a good start

Game 2:

Somer vs Collodi ( 8-5) in "Break the quarantine" (story encounter at pg.48 in RoF).

List was:

Somer (d.c, do over, family tree) 5ss

Skeeter x2

Burt (d.c.)

Francois (stilts)

2x lighting bugs

Merris

3x Bayou

So this one was a nasty one! His crew was literally the Collodi box set with 2 effigies, but the scenario made it so that to achieve victory points he simply had to set up line in the sand turn 1 (the defender deploy in the center line) and choose between protect the territory (would ha d been a better choice against me) or distract, while using their Ml to push back 8" + slow, so a spam of minions actually was a good idea. Unlucky for him, I took that in count, spammed reckless like crazy and went full ham on them, removing 4 models a turn (while Merris and the skeeters runned in his half to score points) from him while making it easy for me to kill my own models on the last turn and so I did. Unluckily, the game ended turn 3 (my opponent was quite slow, but he never faced gremlins so it's understandable), but I managed to score 8points between strat (3pts), bodyguard on Burt since he had no damages (2 since I didn't t reached turn 4) and 3 from a declared protect territory.

Game 3

Somer vs Kirai (10/1)  in Arcane ritual (pg 83 in book 1)

List was the same as the 1 match but with 2 bugs instead of a bug and a Slop (they're so amazing against resser/Arcanists).

Game went quite smoothly since I used fingers to score full start points on Datuse Ba, while denying with his aura (and some help form bayous) him to score any of his. Being forced to turn his models on the center, I took control of the 2 corners to score and deny mine and his Line in the sand, while Merris did by herself Breakthrough. He conceded turn 4 since he had nothing he could do (in the end fingers crumbled giving him 1pt) but I'm quite ap happy about this one in particular cause I managed to do a good job keeping the game under my control. 

In conclusion I ended 1, winning a nightmare whiskey golem and an alt. Perdita (bleah), plus some other stuff. It wasn't a very competitive tournament (and book 1 schemes are a piece of cake compared to gg2017), but I did a solid performance and I'm quite happy of the result! Best of all, I had 3 nice games which all ended in me and my opponent chatting about the game and how it went, what he could had done etc. , with no bitterness or salt among us, which is what I seek when I go to tournaments.

 

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First of all, congrast on the win and thank you for the report! Great job!

On ‎28‎.‎5‎.‎2017 at 2:02 AM, EpicWaffle said:

Thanks, I really appreciate it :D I won't use trixie cause I haven't been using her lately and I don't want to risk to pick her instead of something I'm more confident about, but I'll definetly get back on bringing hear in my lists! I had this sort of a "problem" where I got stack having her as a constant in all my lists earlie this year, but I wanted to take some distances from it as 8ss is a very contested spot in gremlins (Burt/frank/taxi + d.c to be more specific).

I know what you mean - I don't use her nearly all the time these days, either, but there is always the temptation :P 

The most frustrating part about her is that every time I take her gun I end up shooting maybe once with it while if I don't take it I always find situations where I would've wanted to use it. It's downright peculiar how it goes.

On ‎28‎.‎5‎.‎2017 at 2:02 AM, EpicWaffle said:

About Lenny, I really can't see the point of the model. He is slow, quite fragile for being such a big model, and never do anything substantial to me. Sure his auras are cool, but I don't want to pay 9ss for rams on my models when I can do the same with 2 cards and a skeeter. I never used the trixie Lenny combo, but again, I prefer to simply have frank run at something rather than do some gimmicky stuff. I'll try him mayb when I get back, but for me he's just not a good model compared to lots of the other stuff we have.

It's been ages since I played with Somer last but I played against a very competitive Somer player here twice recently. First time he had Lenny, second time he didn't (he had Pigapult instead). As you can probably guess, the first game allowed him to clump up while the second didn't. And Lenny's effect was pretty profound - he made the Bayou Gremlins so much more durable that it was difficult to appreciate how big the difference was between the games. In the first it was really painful to kill even the basic Bayou Gremlins while in the second game they just evaporated as normal. It was interesting and definitely got me thinking as I'm not generally the biggest fan of Lenny, either (he is so easy to mess with).

As for Trixie + Lenny combo - I agree that they are cute but Burt + Francois "combo" is just so much better - especially since they are not really a combo in any sense but merely two really effective models who don't rely on anything, basically (well, Burt can use something close by to take the shots he doesn't want to). 

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7 hours ago, Math Mathonwy said:

First of all, congrast on the win and thank you for the report! Great job!

I know what you mean - I don't use her nearly all the time these days, either, but there is always the temptation :P 

The most frustrating part about her is that every time I take her gun I end up shooting maybe once with it while if I don't take it I always find situations where I would've wanted to use it. It's downright peculiar how it goes.

It's been ages since I played with Somer last but I played against a very competitive Somer player here twice recently. First time he had Lenny, second time he didn't (he had Pigapult instead). As you can probably guess, the first game allowed him to clump up while the second didn't. And Lenny's effect was pretty profound - he made the Bayou Gremlins so much more durable that it was difficult to appreciate how big the difference was between the games. In the first it was really painful to kill even the basic Bayou Gremlins while in the second game they just evaporated as normal. It was interesting and definitely got me thinking as I'm not generally the biggest fan of Lenny, either (he is so easy to mess with).

As for Trixie + Lenny combo - I agree that they are cute but Burt + Francois "combo" is just so much better - especially since they are not really a combo in any sense but merely two really effective models who don't rely on anything, basically (well, Burt can use something close by to take the shots he doesn't want to). 

Totally on board with both your theses! Sure the "free armor is great but I like a more "spread out" play style, rather than staying in a 3 inch bubble around a def 4 htw model that costs 9 ss. Cause I don t really see the ram passive as a buff if not for stuff as the "trixie/Burt/Gracie combo" Lenny since  it's so easy to access it with skeeters or Somer itself. Probably the best thing to me for Lenny is Throw, otherwise for me he is just too much of an investment for such little gain.

But I'll give him a try just for the sake of it and let you know if I change my mind :) 

As a side note, about the last sentence of yours, that's exactly what I like about them! They simply works fine by them self, but gain bonuses if supported, so full gain, for a cheaper cost.

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8 hours ago, EpicWaffle said:

Totally on board with both your theses! Sure the "free armor is great but I like a more "spread out" play style, rather than staying in a 3 inch bubble around a def 4 htw model that costs 9 ss. Cause I don t really see the ram passive as a buff if not for stuff as the "trixie/Burt/Gracie combo" Lenny since  it's so easy to access it with skeeters or Somer itself. Probably the best thing to me for Lenny is Throw, otherwise for me he is just too much of an investment for such little gain.

I agree on an intellectual level but in that game Lenny was really frustrating. Especially since he lowers both Drunk and Reckless and Dumb Luck damage for Bayous which makes their shooting way more nasty so it's not just the Rams he adds to their offense. I didn't have any blasts or pulses there which of course makes a big difference, though. And it was Headhunter so you are sorta free to stay in a ball and finally there's always the possibility that it was just a fluke and I flipped badly or something.

8 hours ago, EpicWaffle said:

But I'll give him a try just for the sake of it and let you know if I change my mind :) 

Thank you and much appreciated - looking forward to it! :) 

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@Math Mathonwy so i had a go with  Lenny and I must say, he didn't quite did much. I was against a dreamer crew and although I won, he simply stood there, creating 1 piglet and dealt a couple of damages to a summoned teddy before dying turn 3, so nothing spectacular. He might be good in certain situations, but  what I don't like about him is that by himself he won't do much, and to use him properly requires too much set up (making it not worth his cost). So my original opinion stays the same: he is slow,  doesn't deal any more damages than cheaper models like Burt, and his utility doesn't shine enough to make him that worth :D

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