Unpacking Brewmaster Moonshiner

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  • Опубліковано 27 жов 2024

КОМЕНТАРІ • 11

  • @clayperce7375
    @clayperce7375 2 роки тому +2

    GREAT video; thanks tons! A few comments:
    - I hadn't thought about using Shojo to drop a scheme marker for Brew2's Running Tab trigger; that's cool!
    - You may have mentioned, but just in case not: Another good reason for activating Shojo first is that she's Incorporeal, so won't be affected by the Golem's Open the Gourd aura
    - It's not really part of unpacking, but maybe worth mentioning: I'm a big fan of Inferiority Complex on the Golem ... with Swagger, I *never* feel bad about Walking him
    Also: "Oh Gawd, that's gonna kill my poor Hooded Rider! Nooooooo!" (at 20:30) = literally lol!

    • @ragequitwire
      @ragequitwire  2 роки тому +1

      Thanks. Yeah shojo doesn’t care about the aura. That’s why you have to attack her with have a drink 2 or r times turn one.

  • @johnmoser6617
    @johnmoser6617 2 роки тому

    i been one tricking moonshiner for a while now, and if I may chime in: you don't need the drunken stumble trigger to get the extra poison in the hazardous aura, it just happens for declaring the action at all. also if you are only taking one have a drink with a model (ie fingers does "a toast" first) then you might as well charge because the extra movement is nice but more importantly, you get to proc hazardous twice (charge push + attack generated by charge). you mentioned the movement from reposition and drunken stumble generating extra poison, but if brewmaster or the monks are already taking the action in the hazardous, they won't proc it for both the action and the movement, just one or the other.

  • @Stefan-ww5dt
    @Stefan-ww5dt 2 роки тому

    I see Malifaux, I press like.
    I am a simple man. 😊
    Saved for later today to watch

    • @ragequitwire
      @ragequitwire  2 роки тому

      Honest malifaux for honest folks lol

  • @williamhenders1794
    @williamhenders1794 2 роки тому +2

    Interesting! Thanks for the video. A question for you...Do you think this is a "feels bad" crew for your opponents? Has Brew 2 been a negative play experience for them?

    • @ragequitwire
      @ragequitwire  2 роки тому

      The first time they play against it, it does create some feel bads. Especially if they send an important piece near the monks. The monks are what will give the feel bads. But once they play it, they know to stay out of the mosh and kill the monks with irreducible damage. Hazardous terrain also sucks for this crew so Jedza can be really rough.

    • @clayperce7375
      @clayperce7375 2 роки тому

      Short story (IMO, of course): No, *IF* the Brew2 player has practiced unpacking ... a LOT. Long story: I'm a new player (first-ever game was something like 5 months ago), and I've both played Brew2 and played against Brew2. IMO, he's very powerful, but really no more powerful than other good Masters, so that part of him isn't gonna cause an NPE at all. But there's a LOT of bookkeeping involved with him on Turn 1, and a newer/inexperienced Brew2 player can DEFINITELY create a NPE with slow play, especially against a more experienced player and ESPECIALLY in a tournament setting (i.e., with limited time, where a slow bookkeeping-filled Turn 1 means the game may barely get through Turn 2, and certainly not past Turn 3). I personally need a BUNCH more time in the dojo before I'll take Brew2 to a tourney.

    • @ragequitwire
      @ragequitwire  2 роки тому +1

      Agree I have a lot of reps and play aggressive so I play fast enough that there is plenty of action throughout the game

  • @brushgit4008
    @brushgit4008 2 роки тому

    Wow that's ridiculous and as the Errata just hit it will stay for at least a while.
    Now I really need to consider if I want to play brewie 2 in a friendly banter due to it seeming ridiculously heavy to play against in a lodestone match

    • @ragequitwire
      @ragequitwire  2 роки тому

      yeah the two inch reach is really good in BTL as well. It is a fun crew and the poison condition capping at 5 is helpful. Also remember the damage is a pulse. so models and crews that ignore that are good vs it.