AgentRock Posted February 5, 2014 Report Share Posted February 5, 2014 So I'm in the process of writing a series of articles taking a look at each faction from a general standpoint coming out of the Wave 2 Beta. The Gremlins are probably the faction I payed the least amount of attention too during this, not really having any context to compare them to. This is where you folks come in. Point me at the minions and enforcers (no henchmen or masters, please, they deserve full length posts rather than small blurbs) that you think are particularly strong, potentially underpowered, or which just you'd like to see some analysis on. I know how rabid the Gremlin fan base is, so I don't imagine I'll have any shortage of response, so thank you in advance for the assist. Quote Link to comment Share on other sites More sharing options...
hypoking Posted February 5, 2014 Report Share Posted February 5, 2014 We'll know when we see the final draft. Any opinion on what's strong/useful/playable is subject to revision given where things were left off at the end of the open beta. Too many coins up in the air right now to start making calls without risking looking like an ass on the 10th. Quote Link to comment Share on other sites More sharing options...
AgentRock Posted February 5, 2014 Author Report Share Posted February 5, 2014 The point of the article seires was to take a look at what was strong at the end of the beta. Once the final versions come out I'll take a look at writing something to address any major changes, though I'm not sure I expect to see a lot of those. Quote Link to comment Share on other sites More sharing options...
Darguth Posted February 5, 2014 Report Share Posted February 5, 2014 So I'm in the process of writing a series of articles taking a look at each faction from a general standpoint coming out of the Wave 2 Beta. The Gremlins are probably the faction I payed the least amount of attention too during this, not really having any context to compare them to. This is where you folks come in. Point me at the minions and enforcers (no henchmen or masters, please, they deserve full length posts rather than small blurbs) that you think are particularly strong, potentially underpowered, or which just you'd like to see some analysis on. I know how rabid the Gremlin fan base is, so I don't imagine I'll have any shortage of response, so thank you in advance for the assist. Personally I think that the Rooster Rider and Wild Boar are potentially underrated models because they seemed to get little on-table-testing during beta BatReps, but they seem solid on paper. I also think the Taxidermist is likely to be underestimated because he doesn't do exactly what people wanted him to do, but what he does do he appears he will do quite well. I also think the Glowin' Varmint is likely to be quite strong as a utility minion that can make it into a variety of crews due to its low cost. The Bushwhacker I feel may be a touch underpowered for 6ss, I'll have to see how she feels on the table with a few more attempts. I played with some of them twice in beta and was not really impressed. Not bad, but not great. Really, if you're looking for some minion- and enforcer-level analysis there is no dearth of material in Gremlins. We've got a slew of nearly all new models to look at. It will take a good bit of time for the dust to settle on what's good and what's not, even after the 10th. Quote Link to comment Share on other sites More sharing options...
LemmingStampede Posted February 5, 2014 Report Share Posted February 5, 2014 Excluding Henchmen and Masters, I would take a look at Merris LaCroix, Burt Jebsen and Gracie. Quote Link to comment Share on other sites More sharing options...
Malal Posted February 5, 2014 Report Share Posted February 5, 2014 For weak, look at the taxidermist and stuffed piglets (although I am considering them in the context of the pigapult). Too expensive to to set up an inefficient summoning engine which then debuffs the weapon the piglets were supposed to be ammo for Quote Link to comment Share on other sites More sharing options...
Rathnard Posted February 5, 2014 Report Share Posted February 5, 2014 Merris is solid gold IMO. She's the Silurid for Gremlins, especially once you give her Teamwork to escape melee. Lucky Effigy is solid little bodyguard for your Master. It's general actions help to heal and potentially redirect attacks away from your Leader, plus it's very resiliant, with armour, hard to kill and Df 6. Bayou Gator is a Glass Cannon. With Ambush it can push around corners to charge things, then gets three attacks thanks to Melee Expert. It'll probably die to any retaliation attacks from a half-decent melee fighter but it doesn't matter - the mobility and damage output makes up for it. Quote Link to comment Share on other sites More sharing options...
Dumb Luck Posted February 5, 2014 Report Share Posted February 5, 2014 The main one you need to look at is the Rooster Rider. Combine its innate speed with the Gremlin movement tricks, you have a great objective grabber. They're our Sillurids. Quote Link to comment Share on other sites More sharing options...
Rathnard Posted February 6, 2014 Report Share Posted February 6, 2014 The main one you need to look at is the Rooster Rider. Combine its innate speed with the Gremlin movement tricks, you have a great objective grabber. They're our Sillurids. They look awesome and stupidly fast (I'll admit I haven't tried them), but they're no Silurid. Unlike Silurid, Rooster Riders can't easily get out of melee. Quote Link to comment Share on other sites More sharing options...
Dumb Luck Posted February 6, 2014 Report Share Posted February 6, 2014 Semantics. The role is the same. Merris is another good shout for marker shenanigans. Quote Link to comment Share on other sites More sharing options...
Rathnard Posted February 6, 2014 Report Share Posted February 6, 2014 Semantics. The role is the same. SImilar roles, but I'd argue that the Rooster Rider isn't quite as good as a Silurid (or Merris) for scheme marker placement, simply because it doesn't have an answer for getting caught in melee. That, and Rampage could make a horrible mess of the Rider's scheme marker plans. Not to say the Rooster Rider is bad, just that I'd usually prefer Merris for that partciular role. Quote Link to comment Share on other sites More sharing options...
hypoking Posted February 6, 2014 Report Share Posted February 6, 2014 The rider's solution to getting caught in melee is to beat the crap out of anything its in melee with. Rampage actually makes getting to it and failing to kill it a very dangerous proposition. Anyway, if there's a faction that doesn't have a particular need or want for a slurid type it would be us. Quote Link to comment Share on other sites More sharing options...
Mason Posted February 6, 2014 Report Share Posted February 6, 2014 I'm really fond of the Taxidermist, and it's hard for me not to include him in a list. The amount of exploding pigs that he usually ends up bringing to a game is pretty impressive, and he actually does a pretty good in combat, too. Combine him with Sammy LaCroix in a scheme-heavy game and you can have Stuffed Pigs as far as the eye can see. He's become one of my favorite gremlin models (alongside the exploding pigs). Quote Link to comment Share on other sites More sharing options...
Omenbringer Posted February 6, 2014 Report Share Posted February 6, 2014 They look awesome and stupidly fast (I'll admit I haven't tried them), but they're no Silurid. Unlike Silurid, Rooster Riders can't easily get out of melee. Rooster Riders are (currently anyway) Gremlin models so can be pulled out of combat via the "Truffle Shuffle" if needed. Quote Link to comment Share on other sites More sharing options...
Brewmaster Posted February 6, 2014 Report Share Posted February 6, 2014 Seconded to the Rooster Riders and Glowin Varmits. The Sow is also work looking at. Quote Link to comment Share on other sites More sharing options...
Dumb Luck Posted February 6, 2014 Report Share Posted February 6, 2014 Ophelia can also pull them out too. Quote Link to comment Share on other sites More sharing options...
hypoking Posted February 6, 2014 Report Share Posted February 6, 2014 If we're talking about master specific interactions piglets might as well be slurids under Ulix. Quote Link to comment Share on other sites More sharing options...
Darguth Posted February 6, 2014 Report Share Posted February 6, 2014 If we're talking about master specific interactions piglets might as well be slurids under Ulix. Heck, out of Ulix they are probably faster, can drop Schemes cheaper, and are just as escapable as Silurids. And for nearly half the price, excluding summoning. Ulix's crews are ridiculously fast. Quote Link to comment Share on other sites More sharing options...
AgentRock Posted February 6, 2014 Author Report Share Posted February 6, 2014 Thanks for all the suggestions, guys. Here's a link to the article. Quote Link to comment Share on other sites More sharing options...
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