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Crooligans, guys. Seriously.


Sandwich

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So I'm really working hard on getting facts straight for my Seamus Tactica, I've been playing a stupid high amount of games with all 4 Resurrectionist masters and trying to utilize the Crooligan as best as possible. Even with Molly summoning them remove the Special Forces limitations, I just can make them work for me.

My personal opinion absolutely withdrawn, would anyone agree the Crooligan needs a buff or am I just totally missing the point here?

OP now invalid.

Edited by Sandwich
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They either need mist or the action that puts them in friendly mist to be a 0. At present they're terrible.

Absolutely agreed, although they might be balanced more with (+1)Fast, honestly.

And Return to Sender should for sure be a (1) action, 2 AP is too much to be effective right now.

Even worse in a Hamelin crew as you can only take 2. Should have realised that before I got excited and ordered a load :(

Ouch!

Do you have any other resser players around, or a Levi player?

A couple Crooligans would probably be a decent Christmas gift, even if they're a little bit terrible. :P

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The problem is that the role Crooligans serve is basically objective grabber. The Ressers already have two minions that are already objective grabbers, Night Terrors and Necro Punks. Add to that that Crooligans are expensive relative to the cost of the other objective grabbers, and can only really shine if you bring a swarm of them, say 5 or 6.

Compared to a Rotten Belle for the same points they really aren't that good. I agree if we were to brainstorm what would make them better the best thing would be for The Mist to be a (0) action, although that might make them perhaps too good. But as it is...

It's very depressing, the main model that had me very interested in playing Malifaux was Molly, and she is definitely the weakest of all the henchman, and her special forces the least numerous and the weakest of the special forces. Ahhh well, perhaps one day something will come out that just synergizes well for her. Till then I think she is being retired. =/

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At this point crooligans are a nice looking model that exist so molly could be used as a standalone henchman. For theb cost and role useless. The mist is tO expensive to cast and it not being a zero and requiring 3 to make things work is ridicoulous. As far as special forces go the horros need to be more fleshed out to make molly work.

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I dont know if you could lower the cost of its core abilities and it not be OP. (0) mist, or their action to warp to a mist would be too powerful at 4ss, but I dont think a unit you need more than 2 of is viable (even if powerful) at 5ss.

Honestly, I think they just need a price decrease to 3ss

or if 3 is too low could do something like htey have on guild hounds, where you get a free ss back if you buy 2. Could call the ability pick pocket... damn i actually really like that. They should do that just because it sounds fluffy as hell

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Companion for Crooligans would be somewhat ineffective as they would need to be right next to each other to be able to companion, and that would counter they popping around the board that is currently the only real reason to take them.

i'd say it'd be more situational than inneffective. Which is why its a throw in ability just in case you need it rather than a significant upgrade which isnt really what i was suggesting

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I have tried to make them useful. I really, really have. But they just -aren't-. The Drowned are better objective runners, for goodness' sake! (11"Movement each with some added board control/utility when they get there as oppossed to one moving 6" and another moving 11")

Crooligans pretend to be worth it in shooty crews but, honestly, I wind up tying up the Ortegas so fast they don't shoot at much of anything without Gunfighter. :/

I'd like to compare The Mist being a 0 with Stitched Together's version.

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Fritz may be on to something with them. As a unit that works best in larger point games. Where the use of the disrupting mist and bringing a gang where you need it on the table quickly would be more beneficial. At the 25-35 stone scrap level I think other options out weight what they do. They aren't a never include, its just such a specific set of circumstances that improves their power that I can find more reasons to take other figures then to include them. Larger games with masters without access to the fog or other obscuring abilities in large games might be a winner.

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Okay guys, I figured them out, and they're in a very specific hole but it works.

We need to stop thinking of them as Objective grabbers and more of model-bogs.

Meaning, they can sit on top of a Claim Jump, Treasure chest, or Dynamite and pop (1)The Mist and just never die.

I just ran a game against the freakin' Dreamer and used them to stop him from hitting ANY of his Line in the Sand markers. With Df 7 and the Ability to gain Spirit pretty stupid easy, not even LCB and Coppelius could wreck this kid.

I suppose Molly's support made it ridiculously hard to do anything for him, also.

I'm going to say with Molly's :-fate:-fate on Defense flips you could probably use a Crooligan to lock down a model pretty freakin hard, too.

That's their role guys, they're model prisons.

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Okay guys, I figured them out, and they're in a very specific hole but it works.

We need to stop thinking of them as Objective grabbers and more of model-bogs.

Meaning, they can sit on top of a Claim Jump, Treasure chest, or Dynamite and pop (1)The Mist and just never die.

I just ran a game against the freakin' Dreamer and used them to stop him from hitting ANY of his Line in the Sand markers. With Df 7 and the Ability to gain Spirit pretty stupid easy, not even LCB and Coppelius could wreck this kid.

I suppose Molly's support made it ridiculously hard to do anything for him, also.

I'm going to say with Molly's :-fate:-fate on Defense flips you could probably use a Crooligan to lock down a model pretty freakin hard, too.

That's their role guys, they're model prisons.

Having read through this thread I can see that people have made some valid criticisms of the crooligan. However I personally rate them quite highly. As sandwich had pointed out, when in the Mist they are awesome. They can pull to each other to give you mass board control, and they can be used as objective grabbers (the trick here I think is to not make them your only weapon in these type of game, but thats true of any crew- 1 plan = only 1 way to win....).

I have seen several opponents use them quite nicely in fact.

Without going in to masses of detail (as i'm tired and can't be bothered-no doubt someone will slate me for not explaining my point fully) when you compare them to other models of a compatible SS cost they actually come out well.

A terror tot is a soulstone less and can act independently of other models, but they are nowhere near as survivable as a crooligan in the mist- they worse than a ten thunderers brother with it up! They can move almost as quickly, and can push of an objective after the interact. Not to mention one can double walk, pop the mist and the other crooligan can (1) to it and then interact. Great for a number of schemes.

Would I always pick crooligans....no. Are they a funky addition to the resses model pool....hell yeah!

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