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Brewmaster Moonshiner Breakdown


Macdaddy353

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I recently wrote up some notes for a podcast and decided I would post them here to give a breakdown of what this version of brewie does and why I think He’s so good.

Brewmaster2

Strengths

-He is very very mobile

  • MV6 is solid, after turn1 he normally gets to moving an additional 4-5” or more every turn he hits himself with his shockwave the first time and again in the end phase. You can also reposition off a mask giving him an extra 3” of movement while he is dishing out poison and moving other models

-He stacks poison incredibly quickly

  • His shockwave is incredible at dumping poison. Typically 6-10 Poseidon per model in your crew on turn 1

  • His bonus lets you create a 2” hazard aura around a construct or marker. 

    • ALWAYS do this on a whisky gamin or golem. 

    • More value as you can push the hazard around with your crew and during its activation

    • Swift action is great for when you need to spread your crew out. 

    • Moving in the hazard with tipsy slide stops you from “loosing” poison when the condition resolved (effectively adds one and subtracts one)

-He hits way harder than you think

  • 2/3/4 is deceptive. Drunken Kung Fu will give him consistent positives to damage

  • In addition he can force poison resolution mid turn (stack with alcohol poisoning on popcorn or Wesley for some serious damage) 

    • Always at minimum2 with alcohol poisoning

    • Alcohol poisoning lets you push an extra 1” on enemies…

    • Did I mention alcohol poisoning?

  • Bar room brawl gives you consistent and reliable ping damage for each activation. 

    • Every move, push, and place lets you ping off damage

      • Even the ones your enemies control…

    • Move enemies into range so you can move into them and ping damage.

    • Counters Amor, incorp, and other reduction effects.

-He is still obnoxious to attack

  • Butterfly jump makes him very hard to pin down.

  • You can do bar room brawl damage after a butterfly jump

  • He has a lot of healing so if your opponent doesn’t kill him outright he probably is going back to full

Weaknesses

  • Not as tanky as brewmaster1

    • He is about mobility and staying light on your feet.

    •  He doesn’t have a defensive trigger or incredible stats and he doesn’t debilitate your opponents' models with slow. 

    • Keep him only in fights you know he can win. Use him to jump in and out of combat by picking off key models.

    • He will die if you aren’t careful. 

  • Staggered

    • If your opponent can stop you moving your models you are probably hosed

  • High lethality crews/models

    • His keyword can fall over like paper and you are actively putting yourself in harm's way if you use Bar room brawl a lot.

  • Limited card draw and hand manipulation.

    • Combined with needing 6’s for Another round this can be devastating when you have some bad card luck

  • No way to deal with severe terrain 

    • Play around it, use your extra speed to brute force through it but it’s gonna slow you down bad or clump you up.

General Play:

 

Positioning is Key

  • You have to maximize your auras, shockwaves, and hazards to get efficient poison and movement. 

  • You have to be very mindful of where models are and where they need to go. 

    • It’s easy to block yourself off. 

    • Think through order of operations like a traffic light game

Turn1 is typically all set up.

  • It’s ok to hang back and prep for turn2. You will explode outward if you do a proper turn1 drinking party 

  • Brewmaster activates fairly early to drop the hazardous aura. 

    • But if you need to set a key model for a turn1 poison field rokkit launch waiting to have him push with the shockwave is fine.

  • You will tend to be clumped turn1 and expand at the end of the round.

    • Keep some models at the fringes of his 8” aura so he can still push them if need be

Drink…a lot

  • Keeping your models liquored up is key to his gameplay. The more poison they have the faster they move. 

Hand out a lot of drinks

  • Moving opposing models can and will win you games. This is pretty deep and situational in application.

    • Move them off objectives

    • Move them out of position 

    • Move them towards you

    • Move them into hazardous or severe terrain

    • And so on

  • Your WP shockwave won’t get every model, but use other parts of your crew and the hazardous aura from his bonus to stick them with small amounts of poison. 

    • Just moving them an inch or two here and there is all you need.

    • remember the movement is decided before reduction!

Be reactionary

  • Bait out your opponent and stall activations. Let them commit to you and try to bait out trades they think are favorable.

    • Whiskey golem with the hazard, shielded from sparks, and someone nearby to heal is stupid durable. Good for baiting bad trades

  • A lot of your movement happens at the end of the turn when poison is resolved. 

    • You can wait till the end to move a model somewhere for a scheme, or to reveal a trap for an enemy model

Strats:

  • Brewie2: Everything but Turf war.

    • Leylines 

      • Popcorn is amazing here just keep him alive. 

      • Hired Whisky gamin makes a great loadstone bearer (booze zoomies)

      • Great denial (move enemy loadstone off the marker)

      • Fingers is also great at pulling a model off a leyline (obey built into his melee attack)

      • Golem and gamin also have under pressure! triggered on their ranged attack.

  • Symbols -You are very fast and can launch models deep

    • Brewmaster can go hunting himself

    • Hired gamin and moon shinobi make great marker hunters

    • Recently been using Fermented monks as durable scheme and strat bullies as well. 

  • Break the line 

    • Two options

      • Place two of your markers near one of your opponents and play the bully game

        • Hazard minefields (sparks Akamame and pork chop)

        • Move them away from their markers

      • Spread out markers wide and just zip to the edges of the table. 

        • Gamin, shinobi, popcorn, fingers, and Fermented Monks all excel at this

 

  • What’s wrong with Turf war?

    • More of a mosh pit (brewie1 is better)

    • Your models are squishy so easy flips and strat denial for your opponent

    • Brewie1 has more durability with OOK hires and punishes mosh pit style scenarios.

 

Schemes:

  • Breakthrough, outflank, Research Mission, bait and switch, hidden martyrs, claim jump, 

    • Situationally: assassinate, vandetta 

  • Research mission:

    • Akamame is your friend

    • Don’t be afraid to sac a whiskey gamin for it if you bring cooper (just summon a new one!)

    • You can drop scheme markers with drunken clarity!

  • Hidden martyrs!

    • Akamame is generally your go to here

    • It’s hard for your opponent not to kill it

  • Bait and switch!

    • Launch that opponent back where you want them in the end phase!

  • Catch and Release

    • Whiskey gamin are not too bad at this. Have them rush in end of turn, lock down the master or henchie with something more durable and scary so next turn they can’t just nuke the gamin, then run out with its push and hide.

    • Fermented River monks also do really well at this with their high stats with chi tokens

Keyword Breakdown (speed dating edition)

Totem

Wesley

  • You know him, you love him. Healing and extra poison. 

  • Alcohol poison when you need it (but squishy so insulate him really well)

  • Still gets to attach the pour one out upgrade if brewie2 dies!

  • Sober up removes poison! 

    • You can have an Akamame give slow, shinobi give staggered, etc. if you want to double dip on sober up and not lose poison

Henchies 

  • Popcorn

    • Has the Zoomies

      • On the move, mv6, repo on his breath of fire and “accidental rollover over” stacked with brewmasters movement help is insane

    • Alcohol poisoning!

    • Blood Poisoning!

      • Not enemy only use it to launch a friendly model up to 5”! 

      • Use it to launch an enemy model 6”! And do 6 damage!

    • Squishy so make sure your leveraging beer goggles and speed

  • Fingers 

    • Card draw! (And lots of it with breiew2)

      • Also hands out unresisted poison!

      • you really want the card draw though.

    • Built in obey 

      • Move your own stuff and give them extra poison, obey an enemy to do nasty things

    • Hands out slow! 

      • Great for pulling an enemy in and locking them down

    • Built in squeel!

      • Works with bar room brawl! Ping!

    • Anti scheme!

    • hard to kill! 

      • Df6, built in squeel, and beer goggles is gross

Enforcers

  • Shojo (probably in every brewie2 crew)

  • Pass tokens galore!

    • She will have a lot of poison. You will easily generate multiple pass tokens a turn 
    • this is massive for schemes and activation control.
    • 6” of obnoxious denial

      • Boring conversation is absurdly strong in a crew that minimizes the number of attack actions your opponent makes

      • Slurred speech will make your already hard to kill models even more annoying. Make sure to keep her liqoured up and plan ahead. 

    • Don’t forget red in the face, you will be forcing a lot of failed WP duels 

    • She’s not very tough so insulate her 

    • size2 means her auras can project over your other gremlins!

  • Whiskey Golem 

    • You know him, you love him

    • Zoom…

      • For brewie2: With popcorn and sparks he can move 10” before activating (more with brewmasters tipsy slide)

        • Big old base to use for that hazard that also projects over top of anything shorter than it!

        • Built in beer goggles

          • Make him the open the gourd target anyone that wants to hit him in melee is immediately triggering beer goggles

    • Use his DF trigger to trigger beer goggles or pass out more poison!

  • Cooper
    Basically two “free” gamin with brewie2

    • Hold an 8 for that summon

    • Her heal is trash but don’t forget it. it can save your golems life.

    • Her melee is actually formidable 

    • She’s more durable than she seems 

      • Squeel, shielded and arm1

    • **If you stagger her for shielded you can’t move her with tipsy slide**

    • User her for schemes like claim jump, or hidden martyrs and hold her back. But leverage that Stat6 burning attack whenever you can 

Minions

  • Moon Shinobi

    • Fast, stealth, can hand out staggered in a pinch 

      • but will probably die if you leave them in retaliation range 

    • Drunken kung fu is dumb

    • Great for scheming and control!

    • Great counter for long range threat crews or guns 

  • Fermented river Monk-Very very durable minion for cost. Been MVP’s every game I play them.

    • Use Chi defensively for Df7 and WP6

    • Basically armor 2 when you stack poison

    • Brewie 2 fixes their speed issues

    • They can hit very hard in a pinch (cheat a Ram for Min4 and add in the bar room brawl ping) 

      • Stat 7 with a chi token!

      • Can also be irreducible!

  • Whiskey Gamin

    • Absurdly fast (you’ll regularly be able to launch them 20 or so inches a turn if they are hired in with brewie2)

    • Hands out even more poison!

    • Great schemers

      • When hired and not summoned excellent flanking for strats

    • Not very tough

    • Don’t really do anything offensively

      • Can technically get them to “Min 6”

        • Packed with explosives-Bar room brawl, reduce shielded for +2 damage, cheat for accidental rollover over

  • Tanuki

    • Take it when you are afraid of enemies giving you conditions

    • Good at adding some healing (not really necessary)

    • Some shenanigans with hazard death zone skew. Requires scheme markers though.

    • Potentially less telegraphed hidden martyrs target 

      • Pair with an 7-8 stone model like popcorn or cooper

  • Akamame

    • It’s friggen dirt cheap!

    • Dies like a pansy!

    • Poops out markers!

    • Cooper fuel!

    • Sparks fuel

    • Pork chop synergy!

    • Schemes!

    • Did I mention it’s cheap?!

    • Horrific odor for an unresisted poison pulse! 

    • It’s tongue is surprisingly good if you burn a flicker token

    • 2” engage and gives slow for annoying control

    • I have genuinely never regretted taking one.

Out of Keyword

Keep in mind to have condition removal or keep these models away from your shockwaves/hazards

  • Sparks

    • Great in a construct crew

    • Packed with explosives is mean

    • Command construct on a golem is mean

    • Healing the golem in a pinch 

    • Hazardous scrap is actually a solid strategy with Akamame and pork chop

    • Hostile work environment means your opponent can’t remove conditions or heal within 6 of sparks…

      • Yes that’s dirty

      • Hostile even…

  • Pork chop

    • Take it with sparks

    • Great schemer

    • Hits fairly hard 

    • Arm2 skew will surprise people

    • Extra Hazard aura

  • Bokur

    • Healing and card draw and shielded Oh my!

    • Shielded stacks well in a sparks/amr2 crew

    • Card draw helps a lot with your limited hand manipulation

    • More healing not always necessary but can be awesome

    • Obey in a pinch 

    • Easily make him fast with brewmasters shockwave or have a gamin poke him

  • Bo Peep

    • Healing with Crowd goes wild. Even more healing in keyword is very strong!

    • Extra push for more chances for ping damage or mobility support

    • Have fingers liquor her up to get an extra use of The race is one! Use Wesley to remove the poison later!

Upgrades

  • 12 Cups

    • Diversion is a dumb rule

    • Put it on brewmaster or one of the henchmen/golem and your opponent will yell mean things to you 

    • I guess you could use mark territory but it’s situational and you have a lot of good bonus actions 

    • Brewmaster1 with this makes enemies with 3 poison within 8 effectively 1 AP (no bonus and slow)

  • Ghillie suit (Use it on Brewie2 situational cases)

    • If you really need +1 size (good for the auras and brewmasters line of site)

    • Disguised makes brewmaster even harder to kill (good if you see assassinate in the pool and are scared of the enemies beaters)

  • Inferiority Complex

    • It’s ruthless on a stick

    • It’s also swagger on a stick

    • Put it on a golem, put it on popcorn, Proceed to ignore the key defensive abilities your opponent pays extra for and get free focus to boot!

    • Still not bad on brewie2 if you are facing HTW + terrifying. Just keep in mind focus isn’t something he wants.

 

General Crew Building

Brewie2—Doesnt need a lot of stones because brewmaster2 can eat scheme markers for them with a Ram in his “another round” shockwave. Easy set up turn 1 and later.

  • Dancing in the Moonshine

    1. No constructs

    2. Both henchies

    3. Shojo

    4. Cooper

      • If you need gamin for strats hire one with (or two instead of) Cooper

      • Hire an Akamame if you take cooper

      • Gamin run schemes turn after they are summoned and disrupt 

    5. Salt to taste

      • Recommend shinobi and possibly an OOK like the emissary or tech choices like tanuki 

  • You spread wide and play for the scenario. Brewmaster and popcorn pick off key threats. 

  • Brewmaster, Shojo,  and fingers will also lock down hard to remove targets depending on match up.

  • Automated Liquor Service

    1. Sparks

    2. Golem

    3. Pork chop

    4. Akamame

      • Can swap for Shojo with either master

      • Akamame skews towards hazards and is good for schemes as already mentioned

      • Shojo better for control

    5. 2 Fermented monks

      • Can swap the second monk for Shojo if you didn’t for the Akamame 

      • Can also hire cooper if you need more bodies or mobility for schemes

    6. Your entire frontline is Arm2 and 2 of those models have shielded

      • Take fingers for card draw or “obey” sparks for more shielded.

        • Use Wesley to remove the poison once your done

    7. Don’t forget you also can casually plop down a minefield of hazardous scrap and poison

    8. Only take if your opponents keyword doesn’t have natural armor ignoring or irreducible 

  • “Where everybody knows your face”

    1. Fingers

    2. Golem

    3. Cooper/popcorn

    4. Shojo

    5. Akamame (swap out for tech peice like tanuki or shinobi if need be

    6. Upgrade on fingers/golem and/or brewie 

      • Better in a “brute squad” control build. 

    7. Use cooper to poop out flankers and schemers 

    8. Use popcorn and flex minion as schemer/flank bully

      • Commit fingers to scheming if you need the mobility

    9. Anchor with everyone else 

      • Brewie, Shojo, fingers, and golemn should be able to dominate an 8” spot on the table

Genuinely think He is one of the best titles right now! So many ways to play with him and so many technical decisions each game.

 

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7 hours ago, Macdaddy353 said:

Weaknesses

  • Not as tanky as brewmaster1

    • He is about mobility and staying light on your feet.

    •  He doesn’t have a defensive trigger or incredible stats and he doesn’t debilitate your opponents' models with slow. 

    • Keep him only in fights you know he can win. Use him to jump in and out of combat by picking off key models.

    • He will die if you aren’t careful. 

My experience is the opposite. 

All it takes is one Poison Free beater and Brewmaster 1 is in a world of hurt. Without poison he's stat 5. You're Drunk,Go Home is after succeeding not after resolving like Squeel or Butterfly Jump. With a Stat 5 the chances of you getting it off are pretty miniscule. 

Intoxication is a pretty hard to keep up on models if they have even a small amount of condition removal. If you've managed to stack poison 3+ on most of the enemy crew congrats, the game is basically in the bag. But it's definitely a "Win More" not a comeback mechanic. 

Also while Lure and Liver Damage make Brewmaster 1 get up close and personal, Brew2 can chill back at the very edge of Tipsy Slide range and still support his crew with Another Round and Open the Gourd. Tipsy Slide and Another Round let you dictate engagement. While a mobile beater may be able to get out of engagement and hit Brew2 chances are with Butterfly Jump they aren't going to be able to swing twice. 

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My biggest concerns with brewmaster1 are definitely more than one source of condition removal for the opponent and shooting. Both negate the keywords innate defensive bonuses.

I will say I think brewie1 does do very well if you know the faction has limited access to condition removal or you have a game plan for order of activations. Shojo can help you there as well.

the best way to stop condition removal if you expect it is sparks. You can even give him Ghillie suit to get his SZ up for LoS to abuse Hostile work environment. (And it also helps him insulate by preventing charges!) That ability is absolutely Crucial into some match ups. Overall sparks is just a fantastic OOK hire

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I've only been an opponent of Brewmaster but it feels like Brewie1 is super swingy. Either you get your poison out right and your opponent watches you play the game, or they can clear it or deny it and beats your lower stats. Brewie2 feels much better, that you can have moderate successes and failures.

I'm not sure which one is better because Brewie1 can steamroll so hard, but I think Moonshiner is more fun at least to play against.

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I think one of my favorite things about Moonshiner is how well he supports the little guys. 

With the help of Moonshiner all your models should be able to ping out 3 damage a turn between Bar Room Brawl Tipsy Slide and Another Round. An extra three damage a turn is stellar. 

I want to try out a Little Guys list with:

3 Fermented

Shojo

2 Tanuki

3 Akaname

I know Akaname are usually just there to make markers, but I think they will work well with Brew2. They make makers for Open the Gourd. The extra pushes help you use thier 2" melee to outrange other models. Thier slow on thier attack is better since Brew2 doesn't have Intoxication. 

Thier real weakness is survivability. But I am hoping that with enough poison, they can constantly be at 4:+flipDF. They're also the only model in the crew with Perverse metabolism, so the Poison Damage from Another Round could help them stick around too, if they aren't offed in one activation. 

 

 

 

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I have never been disappointed in my Akamame. Worst case scenario you get that 2” engage, slow, and some ping damage. Unresisted poison onto enemies is great for an end of turn play to add a move to someone and slide them out of position! 
 

I think what I love about Moonshiner most is how he plays so well with the entire keyword! Tri-chi minions were already good so the support is just gravy. 
 

I would drop one monk for sparks with the 3 Akamame build. Good opportunity to get hazardous relevant. Shojo might be better as Cooper.

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On 10/16/2021 at 1:56 PM, Macdaddy353 said:

Shojo might be better as Cooper

I think Cooper would be my first pick, if I were to drop something since she's pretty cheap and makes more cheap things. 

Sparks works well with the Akaname, but at 9ss kinda gets away from the cheap gribbles angle. 

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Yeah. I like her a lot. For 7 stones she's really tanky. Once she gets in position Armor and Shielded and Self healing guess a long way. Squeel if you need it too. 

Her damage output is impressive too. 2/3/4 and burning 2 is a lot like 3/4/5. Sometimes better. 

If she's not in a list I'd usually because I couldn't find 11 stones for her and an Akaname.

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  • 2 weeks later...
On 10/19/2021 at 11:31 AM, Thatguy said:

Yeah. I like her a lot. For 7 stones she's really tanky. Once she gets in position Armor and Shielded and Self healing guess a long way. Squeel if you need it too. 

Her damage output is impressive too. 2/3/4 and burning 2 is a lot like 3/4/5. Sometimes better. 

If she's not in a list I'd usually because I couldn't find 11 stones for her and an Akaname.

Yeah I have had her be pretty mean as she mostly just concentrates and walks turn 1/2. Turn3 she charges and double burns something (min3 on the first attack because of BRB) and stacks burning 4 or more depending on if I flip any tomes. She can be surprisingly lethal when she wants to be.

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