It has been a while since I have done a master for one of these Bayou Bear articles and I thought what better way to do it than with the myth. That’s right time to look at possibly the oddest master around the Brewmaster.
He has average Df and Wk so nothing wow here. His Wp is pretty good though and he has decent number of wounds (although average for a master). What he does have is Ht 2 which means he wont get eaten like a lot of his gremlin brethren.
Intoxication – This is what makes Brewmaster scary once poison starts being added to enemy models. While within the bubble enemy models have their Wp reduced by the amount of poison on them. As we shall see with all the Wp actions he has this means they will be easier to get off as their Wp in theory will be rock bottom.
Another round – This allows any model within a short distance to take the, On the House action for 1 AP. This allows them to take a healing flip but also gain poison as well. This is great for friendly models as it is a cheap way of healing in a Brewie crew. For your opponent with the Intoxication bubble around means their Wp is going to start going down fast.
You’re drunk, go home – Df trigger on Mask and Tome – When an attack action fails against Brewie. The attackers controller has to place the model in their deployment zone. It is a pretty powerful if situational trigger. It does mean you have to spend a soulstone to get it regardless of anything and there is still a chance it could fail (using up a stone). But if you think you can get away with it, it does allow for some messing up of enemy plans..
Swig o’Shine – Very good Ml attack that doesn’t do any damage just hands out more poison. It even does it during disengaging strikes as well. With its good reach as well, it can be almost impossible Brewie to escape unless you can use pushes.
- Pisswater – Crows – This also hands out the Swill condition (stackable) which makes the opponent have negative flips to all duels and flips it needs to take. Which is frankly brutal, hit a master/henchmen with this twice and that means they need to spend a soulstone and focus to just get a normal straight flip. This is really how he ups the denial game he brings to the table.
Hangover – This is Brewie’s headline action, it targets Wp (surprise) and only needs a 5 to hit the target number. This hands out more of the condition Swill (which is still stackable).
Obey – We all know the power of a good Obey, alas Brewie isn’t as good as say Zorida as he needs the mask to get it off as well which is a shame. But if you have the cards it is worth doing the odd obey as you can really get your crew moving with this or even get that extra attack you need to take a model down.
One for the Road – This is one of his zero actions, again it targets Wp and has a very high Ca. This simply hands out poison and pushes Brewie the equivalent of his charge towards the target. This is worth doing in the early turns as you set up your bubble of alcohol/poison. It does mean he can be almost across the board in one activation with this plus 3 walk actions.
Drinking Contest – His other zero action, that means at until the end of the turn, all enemy models within a small bubble which declare an action must first pass a Wp duel (target number is not too bad but worse in his bubble) or they must take the On the House action instead.
This makes it very hard to do anything when close to Brewie especially if you already have poison on the enemy this can really churn through the enemies AP for nothing to show for it. But so health restored and more poison on them. This with intoxication means he can really shut down an area of the board very effectively.
Hold Their Hair Back – This costs 1 soulstone and grants the following:
Blaaaargh – Targets Df which is unusual for Brewie but it does have good range and needs at least an 8 to hit the target number. Basically it removes poison condition from the model and they gain paralyzed if they already have poison 3.
This is very nasty as you should be able to hand out a fair amount of poison anyway. Stopping models could with this is nasty.
The Good Stuff – This costs 1 soulstone and grants the following:
Liver Damage – Average Ml attack that again is hitting Df rather than Wp. It is the only way for Brewie to do direct damage to a model. The damage track is not very impressive but he does gain positive flips against models with poison on them. Only really worth hitting weak minions with this as anything else will laugh at him.
Drinking “Problem” – This costs 2 soulstone, which can be taken by any Tri Chi (so Brewie or Fingers, maybe Whiskey Golem) and grants the following:
Pour Me a Double – Other Tri-Chi models within a decent bubble can double the results of healing flips. When combined with the On The House action. Means if you stay in theme you can keep you guys topped up nicely.
Open Bar – Targets Wp and only needs a 6 to achieve target number. This pushes a target enemy model towards Brewie.
Running Tab – This costs 2 soulstone and grants the following:
Kegger – This allows you to take Tri-Chi models regardless of faction. This benefits 10T Brewie more than Gremlin Brewie but still not terrible.
Pay Up! – Discard all scheme markers nearby to heal Brewie by the number of markers discarded. Good way of healing without the use On the House and is a good in a scheme marker heavy game.
Binge – This costs 1 soulstone and grants the following:
Pick You Poison – Excellent Ca that targets Wp, it forces the target to discard a card and the outcome is based on suit.
- Mask – Hooch – Makes the target immediately take a 1 AP action controlled by you (this is sort of like a 4th obey in a turn if you run that way).
- Tome – Booz – This hands out a condition for the remainder of the game. Inebriated: a model loses all printed suits on their Ml, Df, Wp, Ca and Sh. Can be incredibly powerful if you can get this against the right model.
- Crow – Shine – Makes the model Paralyzed.
- Ram – Grog – Target takes decent amount of damage (as good as a severe from the Good Stuff).
This is a great upgrade and nice way to get more AP out of your own crew if you have a low mask in hand. However can be situational if hitting your opponent as they have some say about the card they discard.
He is a very strong debuffer, not in stats like you would see elsewhere but in AP. As we know AP are king in Malifaux so having a strong denile game in this area makes for a pretty strong master.
However you have to be careful as anything making use of their AP outside of Brewies bubble will more or less ignore him. So Guild/Outcasts can cause he some major problems with the level of shooting they can get on the table.
He needs a strong crew to achieve schemes and strategies while he goes and stops the enemy doing theirs by basically draining AP. He really needs his Totem Wesley on the board for the chance to have 2 Brewmasters in the game and Trixiebelle for the cheating initiative as getting his bubbles up early can make a big difference.
As far as upgrades go I struggle to take lots of his upgrades, I love stilts on him but then stilts on anyway is amazing. But with the added Ht increase means his bubble can see more of everything.
A really fun master that can infuriate your opponent BUT there are easy ways round him (still out of his bubble) plus Swill has to be the best condition in the game beyond paralyse.