CustardBomb Posted August 13, 2020 Report Share Posted August 13, 2020 Hey all! I recently started an experiment which I shared over on FB and thought you all might appreciate here. As the title suggests, I was trying to get as much Poison on my own Brewmaster Crew turn one. I have taken Brewy to multiple events with great success and definitely do not recommend this in an actual competitive game. But as an experiment and challenge I thought it was a lot of fun! I am keen to see if anyone can come up with a way to improve this number or an alternate method! Let me know what you all think! What other excessive stratagys or funny meme strats can you all come up with (Like the 21 Inch Threat Range 3 Attacks Focus 3 Whiskey Golem) 1 1 1 Quote Link to comment Share on other sites More sharing options...
Chris P Bacon Posted August 13, 2020 Report Share Posted August 13, 2020 Just wow 1 Quote Link to comment Share on other sites More sharing options...
Jesy Blue Posted August 13, 2020 Report Share Posted August 13, 2020 I do something similar, but I focus on giving the Gamin & Brewmaster most of the poison, and I activate the Gamin last, that way I get about an 11" push on the two of them turn 1; the Monks need a good chunk, but the rest of the crew does not need that much poison to play the rest of the game. Good number crunching, though! What makes this worse is Experimental can out self poison generate Tri-Chi. Try your numbers there, see how it runs. 1 Quote Link to comment Share on other sites More sharing options...
CustardBomb Posted August 13, 2020 Author Report Share Posted August 13, 2020 I do much the same. I normaly only use a Small favor on Fiangers once and then walk forward and Lure an enemy in. Then send the Gamin of running. Quote Link to comment Share on other sites More sharing options...
ShinChan Posted August 14, 2020 Report Share Posted August 14, 2020 I mostly stack poison in Brewie and Fingers. 3 Poison in the Whiskey Golem, so I can charge him with Fingers and get an extra action. My struggle is to keep enough poison in Fingers to draw 2 cards/turn in order to hit the high TNs that the crew has. I wish someone in the crew had a way to transfer poison between models Does anyone use Riddles in the Dark from Brewie? I used it a couple of times, but I feel like he could have something more useful. Giving Distracted up to +2 when the card difference in hand is 3 or more between players is overly situational. Quote Link to comment Share on other sites More sharing options...
Jesy Blue Posted August 14, 2020 Report Share Posted August 14, 2020 I play Brewmaster more utility, so when I'm using Moon Shinobi, I'll use Riddles In The Dark on them on the second turn to give them 2 "focus" before they go out and do their thing. Except for Cooper & Tanuki, what high TNs are you struggling with? Quote Link to comment Share on other sites More sharing options...
ShinChan Posted August 14, 2020 Report Share Posted August 14, 2020 2 hours ago, Jesy Blue said: I play Brewmaster more utility, so when I'm using Moon Shinobi, I'll use Riddles In The Dark on them on the second turn to give them 2 "focus" before they go out and do their thing. Except for Cooper & Tanuki, what high TNs are you struggling with? Apprentice Wesley. Also the crew really rely a lot on triggers to work properly (and most of them are ) which makes me "waste" high crows in hand in order to get the proper suit. This crew fights more for between them that any of my Ressers lol My approach is more Brewie + Whiskey Golem as beaters while the others play support roles or get me points from scheme/strats. Moon Shinobis are okeish, I tried them a couple of times, but now I prefer to bring the monks, they always do more in my games. Quote Link to comment Share on other sites More sharing options...
Jesy Blue Posted August 14, 2020 Report Share Posted August 14, 2020 Oh yeah, FRM are the way to go... except when facing Ressers & Neverborn, who have a lot of Hard To Wound. That's when I find Drunken Kung Fu solves that problem best. I guess I'm not having that problem with triggers. I mostly try to get all the turn 1 for Shower of Booze, then I start hoarding for the Monks the rest of the game. Ah well, different strokes. Quote Link to comment Share on other sites More sharing options...
ShinChan Posted August 14, 2020 Report Share Posted August 14, 2020 32 minutes ago, Jesy Blue said: Oh yeah, FRM are the way to go... except when facing Ressers & Neverborn, who have a lot of Hard To Wound. That's when I find Drunken Kung Fu solves that problem best. I guess I'm not having that problem with triggers. I mostly try to get all the turn 1 for Shower of Booze, then I start hoarding for the Monks the rest of the game. Ah well, different strokes. My turn 1 set up requires five 7s and at between 3 and 5 cards to get the party started. Turn 1 maybe I can afford it, as longs as I'm not facing a shooty crew, someone with an insane range like Zoraida or an alpha strike crew like LJ or Von Schtook. The problem is to keep up with the game and not fuel out in turn 3. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted August 14, 2020 Report Share Posted August 14, 2020 I like it. I reminds me of the Somer list in 2nd that could draw the whole deck. Quote Link to comment Share on other sites More sharing options...
Nukemouse Posted November 4, 2020 Report Share Posted November 4, 2020 On 8/14/2020 at 5:42 AM, CustardBomb said: Let me know what you all think! What other excessive stratagys or funny meme strats can you all come up with (Like the 21 Inch Threat Range 3 Attacks Focus 3 Whiskey Golem) I am very interested in hearing more about this. Quote Link to comment Share on other sites More sharing options...
Tokoo Posted November 4, 2020 Report Share Posted November 4, 2020 7 minutes ago, Nukemouse said: I am very interested in hearing more about this. Yes I agree. Quote Link to comment Share on other sites More sharing options...
Hurin the steadfast Posted January 1, 2021 Report Share Posted January 1, 2021 I cannot see the posted picture, it seems that the link doesn´t work... Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted January 1, 2021 Report Share Posted January 1, 2021 6 hours ago, Hurin the steadfast said: I cannot see the posted picture, it seems that the link doesn´t work... The forums automatically remove old photos, I believe. So that's probably what is happening there. Quote Link to comment Share on other sites More sharing options...
CustardBomb Posted January 2, 2021 Author Report Share Posted January 2, 2021 9 hours ago, Hurin the steadfast said: I cannot see the posted picture, it seems that the link doesn´t work... Hi! I managed to track down the diagram for you! Not sure why it was removed! 1 Quote Link to comment Share on other sites More sharing options...
Hurin the steadfast Posted January 15, 2021 Report Share Posted January 15, 2021 Great, thank you! Quote Link to comment Share on other sites More sharing options...
ShinChan Posted January 15, 2021 Report Share Posted January 15, 2021 On 1/1/2021 at 9:31 PM, CustardBomb said: Hi! I managed to track down the diagram for you! Not sure why it was removed! Actually the required for the lure with "A Small Favor" is only a 4, due to the "Closing Time" ability, which gives you +2 to the stat if Fingers already has Poison +2. Removing the Moon Shinobi and a FRM or WG (5 or 6ss pool as a result) for the Whiskey Golem, and this list could actually work. I have to tinker with it a bit, since I prefer to load Fingers with more booze for the card draw. Quote Link to comment Share on other sites More sharing options...
Thatguy Posted January 15, 2021 Report Share Posted January 15, 2021 3 hours ago, ShinChan said: Removing the Moon Shinobi and a FRM or WG (5 or 6ss pool as a result) for the Whiskey Golem, and this list could actually work. Yeah. I think you could get it to work with a little more mobility in the first turn, like having FRM move up and charge each other. Quote Link to comment Share on other sites More sharing options...
Rattrap Posted January 20, 2021 Report Share Posted January 20, 2021 Hi all so i am very new to Malifaux (3 games in) so apologies for the scrub question. Outside of fingers drawing cards, movement shenanigans on the gamins etc, what else can i do with poison on my own minis? what benefit do i get from having so much poison on my own dudes? Quote Link to comment Share on other sites More sharing options...
Adran Posted January 20, 2021 Report Share Posted January 20, 2021 A few quick things - Its easier for the brewmaster to lure them, and can then also use his Trigger to give them an extra action. Fingers can also get a small favour tigger for the extra action, and cooper can summon Gamin. Its not huge compared to some crews, but since poison naturally reduces through the game, if you want that last turn Small favour on a model, it can have been easier to get the model highly poisoned early on so it still has enough. Quote Link to comment Share on other sites More sharing options...
CustardBomb Posted January 20, 2021 Author Report Share Posted January 20, 2021 The only models in your own crew who want HUGE poison counts are Whiskey Gamin3 (For Speed) Drunken River Monks (For damage reduction and the occasional Ram) and Brewy since he can stone for the Ram and can reliably cheat thanks to his obscene stats agaist poisoned enemies to get a Ram. Everybody else commonly only wants poison 3 or so in order to be lurable. Remember that using yiur trust flask will let you maintain your poison level over the course of a turn. But never realy help you gain any unless your using it strait away Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted January 20, 2021 Report Share Posted January 20, 2021 Should also note that it is possible that the 100 poison combo might be a fun thing, rather than a good thing. Dr McMourning (with a crew that can have tangible benefits from 100 poison) can stack poison that high on a model, but it isn't actually a useful thing to do compared to almost anything else you could spend your time doing. But it is a fun achievement, and fun to just figure out what you could do if you wanted to. Another example is the Nightmare crew can reduce their deck to just a red joker and a black joker. In practice, it isn't worth doing, but it is funny that they can do it. Quote Link to comment Share on other sites More sharing options...
Harlekin Posted January 20, 2021 Report Share Posted January 20, 2021 19 minutes ago, Maniacal_cackle said: Another example is the Nightmare crew can reduce their deck to just a red joker and a black joker. In practice, it isn't worth doing, but it is funny that they can do it. What is wrong with flipping 100% Red Jokers? (until the opponent makes you discard a card) Quote Link to comment Share on other sites More sharing options...
Maniacal_cackle Posted January 20, 2021 Report Share Posted January 20, 2021 7 minutes ago, Harlekin said: What is wrong with flipping 100% Red Jokers? (until the opponent makes you discard a card) The amount of work it takes to get there 😜 1 Quote Link to comment Share on other sites More sharing options...
Adran Posted January 20, 2021 Report Share Posted January 20, 2021 55 minutes ago, Harlekin said: What is wrong with flipping 100% Red Jokers? (until the opponent makes you discard a card) Other than the rules don't really cover what to do when you don't have enough cards for a flip, nothing. (Its been sort of possible in every edition, but I think Sommer was normally the culprit, and he got there by drawing the whole deck into his hand, which won't work anymore). 1 Quote Link to comment Share on other sites More sharing options...
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