SoulG Posted December 31, 2011 Report Posted December 31, 2011 What can Gremlins do to help mitogate the death sentance that are terrifying-heavy crews, like The Dreamer, Seamus, etc etc? Quote
Dumb Luck Posted December 31, 2011 Report Posted December 31, 2011 Wait until Peaches. They all become Wp5 with two plus flips to any Wp duels where they're defending. Quote
Kadeton Posted December 31, 2011 Report Posted December 31, 2011 Wait until Peaches. They all become Wp5 with two plus flips to any Wp duels where they're defending. Not that a "when defending" ability is any use against Terrifying, which has no defender... Quote
Justin Posted December 31, 2011 Report Posted December 31, 2011 Not that a "when defending" ability is any use against Terrifying, which has no defender... Yup. Use the hell out of your Wp 7 mosquitoes and throw some stampeding pigs in there. Quote
Bigkid Posted December 31, 2011 Report Posted December 31, 2011 Also worth remembering is that most 'Terror' heavy crews have little ranged capability. Gremlins have a basic minion with a range 12" weapon. This, when combined with their re-spawning capabilities, lends itself well to an attrition type of scenario. And if you 'Whoops!' a lot it just adds to the fun! And finally, throw the Pigapult in the mix for plenty shots and giggles... Quote
011121 Posted December 31, 2011 Report Posted December 31, 2011 honestly I would avoid gremlins like the plague if the opponent is likely to play a terrify heavy crew. Go for Levi or Hamelin (assuming you picked Outcasts) instead. I may be overstating it but my first several games were Ophelia vs Dreamer and they were just slaughters where I honestly believe there was no chance of winning for the kin. Quote
Omenbringer Posted December 31, 2011 Report Posted December 31, 2011 (edited) Aside from Pigs (which are a great way to punish terifying models) Bayou Gremlins have a very easy (but often lauded) way of dealing with Terrifying, 1 AP for Deliverence. A terrifying model doesn't give a crap about more terrifying models. Additionally, with all the movement effects the Gremmlins have access to they can really mitigate the power of terrifying quite a bit. Edited December 31, 2011 by Omenbringer Quote
EvilGinger Posted December 31, 2011 Report Posted December 31, 2011 Terifying is only an area denial effect & doesn't out range the gremlins massed fire power & dead terifying creatures cease to be terrifying Quote
Keltheos Posted December 31, 2011 Report Posted December 31, 2011 Gremlin gunlines mowing down short threat range Terrifying models are a beautiful sight to behold. 3 shots per gremlin with Reckless backed up by some Slop hauler healing, the terrifying won't matter if they can't get into range to use it. If your opponent doesn't like moving up, throw a couple of the boys out there as lures to get him to step out of his comfort zone and then pick his models off. Also, planning your schemes helps. Make the terrifying player react to your schemes instead of you playing into their plans. Quote
Justin Posted January 1, 2012 Report Posted January 1, 2012 Also, you can just kill off falling back gremlins to your benefit. Target them for get your bro to get a new, none falling back gremlin. Feed them to a warpig to heal its wounds. Just blow them up with yalll watch this if they're close enough to damage anything, etc. Quote
Keltheos Posted January 1, 2012 Report Posted January 1, 2012 Shhh, don't give up all the Bayou's secrets at once, Lalo. Quote
Justin Posted January 1, 2012 Report Posted January 1, 2012 So...no telling them where the out house is then? Quote
Necromorph Posted January 4, 2012 Report Posted January 4, 2012 I almost exclusively run the lacroix, and its still tough. What I try to do is cheat the terror flips for.models that are in a position to do the moat damage to the enemy, and allow the rest to fall back as necessary. It's sort of a "terror triage" that helps limit the effectiveness of terror and make them pay for preying on my horrible wp Haha. Quote
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