View Full Version : Tips for Teeth (Help!!)
10-10-2009, 07:09 AM
Admittedly, I've only had a couple of small learning games so far, using a single strategy (no schemes) and have gotten the odd rule wrong here or there; but one thing that is obvious to me is that it is HARD to win with Som'er Teeth Jones.
I knew this was going to be the case, but the other day in a 20SS battlebox game Vs Lilith I got so utterly pasted that I thought I'd come on here and ask for some tips, perhaps it'll help other players of Teeth who struggle to make him work.
So far I've had lots of "Take and Hold" type strategies come up, and the Gremlins seem to be the least survivable bunch in the game!! ;)
I realise that the key to Jones's crew is generating control cards so that you can cheat the Gremlin's attacks or cast high CC spells like "Git yer bro" and "stick 'em in the ass"; but typically the enemy also save their high cards for defense and their stat is always higher than the Gremlin's CB. Conversely, the enemy CB stat seems to be often much higher than the Gremlin's DF, so they don't need to cheat as much.
10-12-2009, 11:08 AM
From what I've seen, in small games he's going to suck. Take a look in the book and read the mosquito totem. Having four, unresistable sources of wiping somebodys entire hand out is ludicrous. That said, this kindof thing only pans out around 50SS. Been meddling with a list that looks something like:
Som'er Teeth Jones 50SS
X4 Giant Mosquito (2x4=8)
X2 Hog Whisperer (2X5=10)
X4 Bayou Gremlin (2x4=8)
X3 Warpig (8x3=24)
All the punch in the army comes from the warpigs - presuming that they don't get focus fired down without a chance to heal, I figure you'd be able to get them in, do damage, and then get them back out again with the totems - as bear in mind, they have a WK/CG of 10/10, and can cast Sooey! which can pull the pigs hopefully out of combat.
Furthermore - every turn, before you go into combat, depending where things are on the table, either eat a gremlin with larva, double them with Git yer bro. Anything that results in killing/sacrificing another gremlin, and then draw six cards off Jones and the two whisperers. Six cards!? The card advantage you can pull in this is disgustiingg. Especially considering that you can do the opposite to the opponents hand. The totems are nippy too. 7DEF with access to all those cards means very little is going to be able to hit them.
Alltogether, I think he's amazing. Don't quite know how he'll do in anything where he has to hold territory though. In a straight deathmatch, he's nuts. But I imagine (On paper at least) the pigs will be too easy to bait away from places they need to be.
In short - At any point you think he isnt doing very well, grab four blank bases and proxy the mosquitos. They break him in all sorts of peculiar ways.
10-12-2009, 01:13 PM
Teeth and his Whisperers have the ability to cycle through your deck looking for the best cards. Sure it comes at the expense of some your Gremmos dying but it gives everyone else in the crew a better chance.
When i played around with my friend's Teeth starter I sent waves and waves of disposable gremlins towards Seamus and his Belles... and I almost won!
What I noticed when I read through Teeth and his crew is that not only will you cycle through your cards but also your miniatures. Between summoning more gremlins you can even attack your own with Somer to ensure that you will hit and kill them to make piglets. Giving you an unwounded piglet and 2 or more control cards.
When it comes to Lillith I have no easy solution, she can ignore terrain/line of sight with "Master of Malifaux". She is REALLY hard to hit with a Def of 8 and Her CB 7 with a great weapon = ouch.
When you have enough 'odd' cards in your hand "Gremlin Luck" can become quite useful. Every little bit counts and since you will have most of the cards you need already in your hand this should give you an advantage.
10-13-2009, 09:07 AM
Teeth has a hard time winning straight up slugfests. I've had far more success by not trying to succeed in my own strategy, but instead keeping my opponent from succeeding in their's.
The key to my victories with them has been their speed and manueverability using Sooeey on the Whisperer and Teeth, and Truffles on the Piglets. Also, Never Happen has been incredibly helpful as well.
One of my complaints is that I'd think that Gremlins should be able to ignore sever terrain penalties from swamps/bayou/bogs.
10-13-2009, 09:19 AM
I'm so with you on this one! I'm under the impression that these guys...er Gremlins know how to maneuver very well in/on that kind of terrain and would benefit from it more. I mean it's like us trying to run away from a grizzly on his turf!!! We just won't make it!
Powered by vBulletin® Version 4.1.8 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.