Jump to content
Sign in to follow this  
mbdeyes

New to Season 4 Brewers

Recommended Posts

Hey all.
At the end of the month I'm going to a tournament slightly outside of my local area where I'll likely face Hunters, Alchemists, Ratcatchers, Butchers, Masons, Union, and possibly others. 
I've gone to a couple of events there before and taken Fishermen with mixed results. 
I've read through the pinned topics here, but they are really outdated. Most of the tips regarding Esters and Mash are now obsolete, and many of the other players have changed as well. 

So I'm thinking of the following for my 12:

Tapper
Esters
Scum
Vet Decimate
Spigot
Vet Spigot
PintPot
Friday
Hooper
Mash
Stoker
Quaff

I have access to Stave and Gutter as well, but no Lucky or the other Union players.

So I'm wondering who you'd suggest I'd play into what teams?
I'm guessing Esters, Stoker, and PintPot would be good choices against condition teams like Alchemists and Hunters.

Also, if there are any more updated resources or suggestions in light of S4, please post those as well.

Share this post


Link to post
Share on other sites

The best summary available is two threads after this one, https://gutandstring.wordpress.com/2018/11/06/brewers-in-season-4/

On 1/7/2019 at 8:39 PM, mbdeyes said:

So I'm wondering who you'd suggest I'd play into what teams?
I'm guessing Esters, Stoker, and PintPot would be good choices against condition teams like Alchemists and Hunters.

Also consider Hooper and Hemlocke. Esters' heroic looks like she is made to fight condition heavy teams, but you might run into order of activation issues with her (she wants to go early to buff your team, but at that point, her heroic might not do anything, yet).

Share this post


Link to post
Share on other sites

I need advice on how to get the job done faster. 
The other night I was able to get two goals with Friday vs Blackheart's Union, but every other player was locked down tight, and between takedowns and goals, it was really no contest.

Share this post


Link to post
Share on other sites

Are you sure you're playing Brewers? ;) Scoring two goals and struggling to get TOs doesn't sound like them ;) What was your six and the same for the opponent's team

Share this post


Link to post
Share on other sites
15 hours ago, Edek said:

Are you sure you're playing Brewers? ;) Scoring two goals and struggling to get TOs doesn't sound like them ;) What was your six and the same for the opponent's team

Lol... 

I had a team of Esters, Quaff, Mash, vDecimate, Friday, and oSpigot.
He had Blackheart, Fangtooth, Rage, Harry, Coin, and Hemlock.

I had Rage down to around 4 health but he blocked Spigot from charging in with Fangtooth. His Resilience and counter attack kept me from being able to just knock him down and keep going. He had no trouble getting momentum off of Esters, so Rage was very quickly healed back up to 14 health (4+4 and another 2 from Hemlock). Blackheart's Legendary was incredibly brutal on me as well. Between crowd outs, cover, and Strike from the Shadows, I had a lot of trouble generating momentum for anything but my goals.

Regardless of who I'm playing into, I have consistently felt more comfortable with Tapper, Scum, Friday, oSpigot, Hooper, and either Pintpot, Stave, or Stoker. (I didn't have vDecimate until just recently).

Share this post


Link to post
Share on other sites
1 minute ago, mbdeyes said:

Lol... 

I had a team of Esters, Quaff, Mash, vDecimate, Friday, and oSpigot.
He had Blackheart, Fangtooth, Rage, Harry, Coin, and Hemlock.

I had Rage down to around 4 health but he blocked Spigot from charging in with Fangtooth. His Resilience and counter attack kept me from being able to just knock him down and keep going. He had no trouble getting momentum off of Esters, so Rage was very quickly healed back up to 14 health (4+4 and another 2 from Hemlock). Blackheart's Legendary was incredibly brutal on me as well. Between crowd outs, cover, and Strike from the Shadows, I had a lot of trouble generating momentum for anything but my goals.

Regardless of who I'm playing into, I have consistently felt more comfortable with Tapper, Scum, Friday, oSpigot, Hooper, and either Pintpot, Stave, or Stoker. (I didn't have vDecimate until just recently).

I would just like to point out that Magical brew only heals Hemlocke herself, she can’t heal other players.

Share this post


Link to post
Share on other sites
2 minutes ago, Falkman said:

I would just like to point out that Magical brew only heals Hemlocke herself, she can’t heal other players.

I'm likely misremembering exactly how that happened. It's just as likely I only got him down to 6, not 4, and he used Hemlock for Smelling Salts. 
Either way, I was confident that Spigot would be able to deal with 6 health if I could reach him.

Share this post


Link to post
Share on other sites

Mash and Friday is overkill when it comes to killing the ball against the team you played. Change Mash for a beater and you should be good.

Share this post


Link to post
Share on other sites

personally i would drop Friday for hooper. you add another 2" melee beater whos hard to take out. between times called and quick foot everyone except hooper can sneak away for a fairly good goal run when the time comes. have quaff and mash deal with fangtooth. use one to pop resilience and the other to charge him ... at 3/1 you should be able to push him pretty far out of the way so that hooper and spigot get in there and you will generate some much needed momentum. brewers like to fight in a tight group so your the one getting crowed outs. the rule is 4"... almost every buff available to them is 4" range so try and keep your fighters within 8" or so of each other and hopefully you'll find it easier to get some take outs. hope this helps

Share this post


Link to post
Share on other sites

Part of the point of this list was to see what Friday could do. She preformed admirably, getting me 8 points. My strategy with her was solid. I failed with the rest of the team.

I agree I should have switched Mash out for more of a beater. I'm guessing Pintpot or Hooper.
I should have thought using what I had to push Fangtooth around. Also, great to keep in mind the 4" buffs. Thanks for that.

I think I started strong, but didn't take Fangtooth into account. 
Hitting him with a 1" model before getting rid of his Resilience is a mistake. 
He sucks up the first hit, KD's or pushes you with a counter attack, and any other influence on that player is useless. I could have set up Mash to engage him, only wasting one influence to take off resilience from 2" and either followed up with Spigot knocking him down, or simply ignored him in favor of going after Rage with Spigot. 

The danger is having him get up later and get a couple of Unmaskings off. That could really mess up your scrum, along with doing a fair bit of damage. I could have pushed him out a bit with Mash to keep that under control though.

Share this post


Link to post
Share on other sites

Oh... another thing I noticed, and you can correct me of course.

I picked the wrong models to go with Esters' Aria. 
Mash and Decimate both have fairly situational Heroic Plays that weren't really useful the way things unfolded. Spigot and Friday used theirs, but for at least half the game Friday was outside of the Aria range, chasing the ball, etc. 
Stave, Hooper, Pintpot, and even Stoker would have made better use of Aria than Mash and Decimate did.

Share this post


Link to post
Share on other sites

Decimate's Heroic Play is amazing if you want to push an enemy model around and for extending goal runs. It's more than situational for me. Mash is basically a free momentum/dodge if you have the ball.

Share this post


Link to post
Share on other sites
6 hours ago, Edek said:

Decimate's Heroic Play is amazing if you want to push an enemy model around and for extending goal runs. It's more than situational for me. Mash is basically a free momentum/dodge if you have the ball.

I understand they are useful, but they weren't relevant for my game. Friday had no trouble with goal runs and Mash was never in possession of the ball. By comparison, Hooper's +2 TAC would have been useful every activation, and Stoker's would have been just plain fun. 

Share this post


Link to post
Share on other sites

Looking at Longshanks, it looks like I'll be facing 2 Butchers, 2 Hunters, 2 Masons, 1 each of Engineers, Fish, and Navigators, and a couple of unknowns a the tournament this weekend.

Any advice?

Share this post


Link to post
Share on other sites

I did ok this weekend for my first official tourney using Brewers.

3 wins, 1 loss in a 4 round tournament.
Matches in order:
Brewers (Tapper/Scum): Win
Engineers (Pinvice/Mainspring): Loss
Masons (Honour/Wrecker): Win
Morticians (Obulus/Dirge): Win

Mostly I took Tapper, Hooper, oSpigot, and Scum, and alternated Friday, Stave, and vDecimate.
First round was against a new player with the 6 Brewers from the kick off box, so I played around with some models I'm less comfortable with and went with Esters, Stoker, Quaff, Friday, Hooper, and oSpigot.

 

Hardest win was vs the Moticians, but the most fun was the loss vs the Engineers. Really intense strategy on both sides.

Share this post


Link to post
Share on other sites

Knowing you've played Brewers, Engineers, Masons and Morticians I would never guess your one loss was against Cogs ;) You played Tapper into Morts? That's ballsy

Share this post


Link to post
Share on other sites

I don't know the Morts well.... but it seemed he didn't know the Brewers well either.

He 'Puppet' Mastered' Hooper into his models so he could gang up on him, but that's pretty much where I wanted Hooper anyway. With Spigot's 'Time's Called', I had no trouble getting Tapper and Scum in to the area and taking out Graves first turn. He charged Cosset into Hooper, leaving him at 6 health, but never getting him down any further than that. He was surprised when I was able to jog Tapper over to her and take her down by himself next turn (with a gang up from Scum).
On the other side, I got a goal with Friday, leaving me with 8 points. He eventually took out Tapper and then I clocked out. He got another two points off me during the clock out, but then we got the 'Dice Down' call. I was in position to potentially score again with Friday at that point, and both Graves and Cosset were still at half health with Tapper coming back on the field, so if it weren't for the clock, I'd say I was in a confident position.

I had:
Tapper, Scum, Stave, Friday, Hooper, and oSpigot.
Where I didn't know the Morts well, I figured I'd better at least play some models I knew well.
Honestly, Stave was useless. Mash would have been a better pick with the 2" melee and resiliance.

I'm told he picked and odd team to play vs Brewers, though:
Obulus, Dirge, Cosset, Casket, Ghast, and Graves.
The hardest thing for me to deal with was the Legendary. He took all my momentum away just as I needed it to both stand up Spigot, shoot with Friday, and/or lob a barrel with Stave. It completely killed the rest of my turn, and was more effective in that situation than I think my opponent realized. 

41 minutes ago, Edek said:

Knowing you've played Brewers, Engineers, Masons and Morticians I would never guess your one loss was against Cogs ;) You played Tapper into Morts? That's ballsy

I didn't lose to the team, I lost to the player. This guy has played a different team everytime I've seen him at a tournament, and I don't think I've ever seen him lose. It always feels like the rest of us are playing for 2nd place. I think my Longshanks rating went up just by losing to him! lol

I had a great game, though. He was able to eventually outmaneuver me, but I got 2 takedowns off of him, and was set up for 2-3 more the next turn, if I could have stopped his last goal. Throughout the game I had him leaning over the board and swearing at my setup. Like I said, he was able to outmaneuver me, but I made him work for it. That's honestly better than I expected against him. It was a lot of tense strategy, and a lot of fun. Every time I play him I feel like I go away a better player.

Share this post


Link to post
Share on other sites
On 1/28/2019 at 4:22 PM, Edek said:

What 6 did You and he bring in the bre v cogs matchup?

He had:
Pin Vice, Mainspring, Hoist, Velocity, Salvo, and Harriet.

I brought:
Tapper, Scum, Hooper, oSpigot, Mash, and vDecimate.

Bear in mind, I'd not played vs Engineers before, and he was the player who swept the tournament with no losses.
He's the type who would see that the Engineers are currently in the bottom 5 guilds for win percentage, and take that as a reasonable challenge.
 

Share this post


Link to post
Share on other sites

Esters, Quaff, VetCimate, Spigot, Friday and Mash is my go to 6 against PinVice engineers, try it out. Almost the best ball killing you can get in brewers and still have solid DPS

Share this post


Link to post
Share on other sites
1 hour ago, Edek said:

Esters, Quaff, VetCimate, Spigot, Friday and Mash is my go to 6 against PinVice engineers, try it out. Almost the best ball killing you can get in brewers and still have solid DPS

I have yet to use Esters or Quaff as effectively as Tapper or Scum, and vDecimate's only advantage was her 2" range. I didn't get the results from her I was hoping for. 

I was kind of hoping to get some advice regarding those models before the tourney, in fact. The article cited above has some great summaries, but it's contradictory when it comes to Esters. It says tooled up is good because, unlike Tapper's Commanding Aura, you don't have to keep teammates near her. Then it turns around and says to get the best results from Ester's playbook, she needs assistance. It also says it's best to keep players near Esters because of Aria. 
Overall, because Tapper has no trouble generating momentum and most Brewers do better in the scrum than out on their own, I don't see tooled up as better. Commanding Aura is often triggered off of Tapper's playbook, so it's only costing 1 INF, yet affects a lot more players. The 4 inch range (about 9" across, really) can reach a lot of players in most Brewers set ups. 

How do you use Esters? Do you hold her back and just use an influence or two for TU and QF, or do you send her in? Do you use her Resilience to help kill the ball? I did that with Mash, but the Engineers had a lot of ranged things that could easily strip that off before sending in someone to tackle.

Similar issues with Quaff. Do you just hold him back for Pick Me Up?
I have found an aggressive use of Scum has really surprised my opponent. 
Often I can get away with no influence on Scum. He gets the extra movement with Get Over Here and Shadow Like, and a free attack. If necessary, I set him up with Tapper and give him a couple more INF with Old Jakes. All this makes him extremely flexible. With Commanding Aura and Tapper's Gang Up, I've been able to do up to 5 damage per hit.... suddenly receiving 9 damage from a mascot who didn't have any influence is not only surprising, but devastating. If I wrap, I can get up to 15+ with him. 

I could also use similar tips with vDecimate. She looks capable enough, but I haven't been able to get the results I've wanted from her.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×