GrumpyGrandpa Posted May 28, 2018 Report Share Posted May 28, 2018 Have anyone tried Zipp & Fingers together in GG18? I've been wanting to try them both in Supply Wagons & Ply for information, but I feared it might overkill. With a cost of 10, Fingers might just be a bit too heavy? Even with an extremely interact-heavy schemepool in mind. Quote Link to comment Share on other sites More sharing options...
daniello_s Posted May 28, 2018 Report Share Posted May 28, 2018 I tried him (Fingers) few times and he was always performing very well allowing me to score many VPs. I think he is great as he is and together with Zipp they are one of the most annoying scheme/interaction denial duo in the system. 1 Quote Link to comment Share on other sites More sharing options...
Cadaver_Junkie Posted May 29, 2018 Report Share Posted May 29, 2018 Helps that Fingers is height 1 for an Iron Skeeters free ride. Give him fast when he's dropped off and you can position him almost wherever you want on turn 1. Quote Link to comment Share on other sites More sharing options...
Cueball Posted May 29, 2018 Report Share Posted May 29, 2018 I used both in Symbols yesterday and it was well worth the points, fingers saving my last marker whilst zipp scored me punish the weak was the swing I needed to get the win. Having two 6inch auruas just covers so much of the board. 1 Quote Link to comment Share on other sites More sharing options...
Finalscene Posted May 31, 2018 Report Share Posted May 31, 2018 I've been curious to try out a list with zipper, fingers, and lucky emmissary, who also denies interacts as long as he can see zipp. It's super expensive, probably a terrible idea, but it would protect my entire crew most likely. Stupid and fun 1 Quote Link to comment Share on other sites More sharing options...
cfrag Posted May 31, 2018 Report Share Posted May 31, 2018 I believe fingers + zipp is crazy good, because you can play zipp the way he's meant to be played (aggressively!) and not worry if he's dying or not. Your opponent will most likely kill him or fingers, but it's super hard to kill both! Zipp can also be used to cover fingers should your opponent choose to focus him. I used both in a symbols of authority game with some schemes that involved markers in the center and it was insane! Fingers scored lots of VP while zipp ensured copious amounts of disruption on the opponents plans 1 Quote Link to comment Share on other sites More sharing options...
WWHSD Posted May 31, 2018 Report Share Posted May 31, 2018 On 5/28/2018 at 8:08 PM, Cadaver_Junkie said: Helps that Fingers is height 1 for an Iron Skeeters free ride. Give him fast when he's dropped off and you can position him almost wherever you want on turn 1. But then Fingers can't take Stilts and On Yer Tip Toes to be even more annoying to kill. 1 Quote Link to comment Share on other sites More sharing options...
wizuriel Posted May 31, 2018 Report Share Posted May 31, 2018 Personally I prefer stilts over fingers than using an iron skeeter. Making him Ht2 helps get more in his Aura and he is fast enough to still get into position with just reckless and walking. Zipp can also use his 0 to push him. For some reason I find people in my meta don't like Fingers and often put a lot of effort in killing him. Fingers eat stones like candy 1 2 Quote Link to comment Share on other sites More sharing options...
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