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Pyrflamme

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Everything posted by Pyrflamme

  1. I hadn't seen the Lampad before (unless it was in A Night In Rotenburg...) and I was anticipating more of an abstract flame type of thing, but this is pretty cool.
  2. Opponent here. Gravedigger drawing all those cards was pretty impressive, although I suggested after the game that having the Digger grab all three might have been a touch counterproductive since it took corpses further away from Nicodem, which ended up rendering him unable to start the summoning engine turn 1. Wheelbarrow Ride was also a nasty surprise. I couldn't figure out whether Wheelbarrow Ride could be used on a charge, either. The text says to check range, but I'm thinking of the Sidir + Charge interaction where a model charges your dude, Sidir hops over to take the charge, then the enemy model finds itself out of range of Sidir and the Charge fails. I don't know if the enemy model makes a new range check called for by Sidir under the rules, but it feels like it lends itself to an interpretation where you Charge, then check Ride range after ending charge. Overall, the model feels pretty nice, just it got stuck into a Lelu/Lilitu/Knights pile turn one and that was a Bad Situation for it. Didn't get to see much of the Bonepile, but it seems like it's a better hire most of the time unless you get that one good summoning situation (occupying zones that demand 2+ models). Maybe Nico's Vulture ferrying corpse markers around could allow for some neat teleportation tricks.
  3. Aaron posted back in December that they would be doing errata in January and July. He characterized the January one as being the overall balance pass, while July is the emergency response errata (if needed). In any case, we probably won't know until it's ready to go public.
  4. Looking very sweet! I am hoping the saliva isn't a separate piece, though
  5. There are some products - the band, Brotherhood of the Rat, the Spawn Mother/Gupps box, The Twisted Alternatives (alt Blessed and Izamu sculpts) that come with TtB material in them. Nothing extensive, maybe a one-shot session's worth.
  6. Opium use was rather prevalent in China for a while, and while it's technically derived from poppies rather than lotuses proper, the mythological lotuses are generally thought of as having narcotic-derived compounds. Poppy-derived compounds are generally classified as opoids (opium has morphine), but most narcotic definitions include opium-derived compounds as one of several items. I suspect "Lotus Eaters" are meant to be thugs that use opium as a recreational drug. It's been a while since I saw the first public version of Lotus Eaters, but I seem to recall they had a passive ability which could tie into morphine's properties. It was a little eyebrow raising when I first saw "Lotus Eaters" since the main association when I hear opium proper is back when the Chinese government tried to shut down opium imports in the 18th century because of a burgeoning abuse problem, and Western powers (particularly Britain) kept smuggling in opium to turn a profit, and finally resorted to actual conflict to force the Chinese to re-legalize it, which was a sore spot for a long while. I know opium was considered a recreational drug back then, and still is today in many parts of the world, and opoids are valuable as painkillers (though there is a big opiate problem going on in the U.S.), so the historical thing works out, and who knows if Malifaux even had the Opium Wars which was a big part of negative sentiment about opium. (Well, the Chinese back then were getting antsy about addiction rates going up, but I understand the whole foreign invasion thing left them feeling even more pissed.)
  7. I missed a chance to try her again outside of Lynch this testing week - I was hoping to play her in Mei alongside the Statue and with Toshiro/Emissary, but the guy I playtested with for Misaki was out. A lot of high-cost stuff, but I wanted to see if tarpitting enemies to prevent them from doing stuff in conjunction with Toshiro's summoning would outweigh it, and I thought the Statue could take over scrap production (...by getting hit...) while buffing the Emissary and possibly Mei's Ca attack from upgrade. I think bumping the pull-in TN by 1 would do some good for her in non-Lynch crews while being not-too-relevant in Lynch crews given that it's much easier to just slap a on what you want to drag in, then anything else that comes along for the ride is just gravy.
  8. I'm aware that Gywn hasn't changed since last week, but I did a playtest game with her and Misaki, as opposed to Lynch. The game is in the battle reports subforum, but I'll repost my reasoning and conclusions here: ------------------------ Towards that end, I decided to run with a basic package of Gwyn holding Recalled Training, and Shadowy Emissary. The basic idea is that turn 1, the Emissary can push her and give her Fast, enabling her to activate late, walk twice, then yank stuff into her. Turn 2, she uses Soulstones as necessary to survive until she can be your first activation, drops Recalled Training, then pulls as necessary, using her remaining AP to go Defensive after drawing a card. The Shadowy Emissary then goes and uses its (0) to give stuff with Defensive damage reduction. The end result is Gwyn with 1-3 to defense flips, to Wp flips, and to attack flips, with 1 damage reduction. That means turn 2, it's very difficult to crack her open, and any attempts to flee is made that much harder. On subsequent turns, you can lead with the Shadowy Emissary to get its aura up first, then refresh Defensive on Gwyn when it comes back around to her. Most turns I was hoping that I would have Defensive +2, making it very hard to hit her, reducing damage by 2 when she did get hit, and healing a bunch. Post-game thoughts on Gwyn in non-Lynch crew: The Good -Gwyn is very survivable even though I didn't manage to have the aura working 100% of the time or Defensive+2 most of the time. It took three of my five soulstones in the process, but she stalled quite a few things to the end. In a game where she actually manages to get the Defensive+2 setup working over multiple turns, I doubt she'd die, period. -Rigged Deck and Hit Me are just as good as advertised. The Eh -Her mass pull did not work as well in practice as in theory. My opponent did well on flips both times it came up, or cheated to prevent aside from one Stalker pull-in. I know Brilliance skews it a lot more in your favor with forcing a negative flip, but I think it could stand a Wp check bump to make it more attractive in non-Brilliance crews without being broken. I think pushing the check to 14 would make it more useful overall, either in actually pulling stuff in, or forcing more cheats. -After the mass pull plan failed, she was very low-impact on the board even given she was paralyzed for a turn. Basically she marked something, dropped a scheme marker, and died. Both got me VP, but...I'd like to see something on the gun that makes shooting it feel more impactful. Every shot she takes means one less Defensive, so I think it's a good tradeoff. Overall Gwyn is probably great in Lynch with her ability to mass apply Brilliance and keep it going, letting your other stuff be that much more powerful, but I think the TN on the pull and something with her shooting could be tweaked to make her more impactful in non-Lynch crews without breaking her. If I had to choose one or the other though, it'd be the TN to make the tarpit module with her and Shadowy Emissary better. Her rules for groping your deck sure is strong, but not sure it's worth 8SS with the Wp check/gun as is. Future Possibilities for Testing In Non-Lynch Crews -Terracotta Warrior plus another upgrade on Gwyn to swap for a second Recalled Training. That's probably too many eggs in one basket though. -(Opponent suggestion) Module with Gwyn and Illuminated running up one side to scheme/deny enemies on that side. Very hard to kill either, and Gwym can pop off a shot to Brilliance something before the Illuminated eats it. Worth 15SS? We'll see. --------------------------------- I've been thinking a bit more about how the module might work in other, non-Lynch crews: Mei: Very expensive if you slot Gwyn into a crew that already goes in on the Shadowy Emissary + Toshiro module, we're talking 29SS on that alone. At that point, you're either spamming cheap models (Monk of Low River is a good start, granted), relying on Toshiro summons to make the out-activation less painful, or both. However, if you're a fan of "combo Mei" (read: Seismic Claws), it provides a new angle with the Tremors trigger. If you can drag 2-3 things in, you can set it up so that two models will be in position such that if they get pushed directly away from Mei, they'll immediately run into another model and stop. Under Recalled Training, Mei could conceivably bounce attacks back and forth between them until they die. Certainly better than the old go-to of either hoping they put two models by a wall or other obstruction, or utilizing a push to set up same. Shenlong: Emissary and Monk are already a very popular module for Shenlong Crews, so slotting in Gwyn seems not too much of a stretch. Tarpitting with her should give you a touch more flexibility with your other models on a given turn, and Shenlong/Sensei has an easily accessible heal in the form of the upgrade, should you need more healing or if the Monk bites it. The downside is you need to pick and choose between drawing cards or granting damage reduction, but with the easy access to Defensive in Shenlong, the damage reduction might actually be worth it if you're already getting Defensive+2 anyways on Gwyn. Plus, two choices is better than one choice? Yan Lo: Eeeeesh. Yan Lo loves the Emissary, but with taking multiple Ancestors, he's far more pressed for space than the preceding two Masters. I would describe him taking Gwyn as "possible but not probable". You would need Toshiro and to lean heavily on his summoning to secure activation advantages. Hunpo Assault on a Gwyn pile could be very, very funny though. McCabe: Starting to get into the less-autotake Emissary crews, meaning you're thinking more in terms of "I'm paying 18 points to bring Emissary and Gwyn", rather than "I'm paying 8 points to bring Gwyn". The few times I've played Emissary in McCabe, I've chosen the +2 regen for survival purposes, usually having bought the Badge and Saber on McCabe. The Emissary might be able to throw the +2 regen on Gwyn if she gets off the tarpit. McCabe can also fire fairly recklessly into a pile with the Netgun, since with Defensive Stance, Gwyn should be able to dodge the Slow most of the time. Brewmaster:She can certainly yank stuff into the Brewmaster tarpit, and you have an interesting setup where they protect each other. Yank in with Gwyn, Walk Brewmaster to the other side of one of the models collected, then put up Drinking Contest. If you lose initiative, a substantial portion of the models are blocked by other models and Gwyn. Once the Drinking Contest goes up, enemies around Gwyn have to test before they can do anything, adding to her survival, and if they try to escape, they have to beat both Drinking Contest and Disengaging Strike. Possibly from Brewie as well? I was initially uncertain about her use in Brewie, but I think she may actually be an excellent prospect for enabling 10T Brewie. Asami: I'm ashamed to say I have not had a chance to play her, as getting the requisite Oni painted up has been on the backburner. In theory, it has the same lack of pressure on the rest of your crew with everything clustered around Gwyn, the Shadowy Emissary is pretty decent here since the (0) from the generic upgrade doesn't really compete with the aura, the generic Conflux gets to boost your summoned minions, and finally stuff being clustered around Gwyn means they may die around Gwyn, leaving tasty markers. I didn't mention Rigged Deck or the (0) draw for any of the Masters, but it's just generally good! It might be notable with regards to Mei for Toshiro summoning, and Asami for summoning. Overall, I think Gwyn has a lot to offer many of our non-Lynch masters, the sticking part as I said in my review is that I think she needs a slight bump in either the Wp check or the gun to make her feel more worth 8 (really, 9) SS in a non-Lynch crew. I'd strongly prefer the Wp test to be bumped to 14, as I think that would do more to either pull stuff or burn hand cards, without making it overwhelming in Lynch - his crew may force a lot more negatives with Brilliance anyways, which makes a 13->14 bump academic.
  9. Hmmm. I guess I've been misreading it, though fortunately it didn't change anything in the game I played. I'm trying to remember if it would have changed anything in previous games, but I don't recall any double Defensive instances. I've hardly played any Malifaux games over the last semester so getting back to it might have some errors. The Defensive+2 plan still works out pretty well though, I think, but now there's more wiggle room to justify spending your first AP on another pull or a gun shot. Even 1 damage reduction goes a long way under the plan I suggest, especially with layering defense flips to trigger healing.
  10. After a little consideration, I think I like "Katanaka Boss". Declares allegiance to the Katanaka, highlights his position of authority, and drops the unwieldy "Crime" from the middle. (And really, I don't think we need to clarify that a 10T dude may be involved with shady activities). Historical terms are neat and I don't mind seeing them, but I'm curious as to whether the 10T might resort to a third term such as "Boss" which is commonly understood within the organization for hierarchy purposes. I imagine the different nationalities composing the 10T might have different terms which they'd use with people from their background (like "Red Pole"), but use the "lingua franca" (which I assume English is in the Malifaux world? Or not?) to make sure everyone's clear where everyone stands. If a 10T book comes out for TtB, it'd definitely be interesting to delve into how the 10T came together and how the different nationalities see their place in the 10T. Even if they technically merged into the Three Kingdoms, the sheer geographical separation would give rise to different viewpoints and philosophies.
  11. I actually changed my mind in the middle of writing it. I just forgot to trim out that first sentence
  12. Gywn with Lynch has obvious synergies, but I wanted to test out how she does with other 10T masters. Here follows my battle report, it got a little light on information towards the end because I was getting wrapped up in the game, but hopefully it helps. Towards that end, I decided to run with a basic package of Gwyn holding Recalled Training, and Shadowy Emissary. The basic idea is that turn 1, the Emissary can push her and give her Fast, enabling her to activate late, walk twice, then yank stuff into her. Turn 2, she uses Soulstones as necessary to survive until she can be your first activation, drops Recalled Training, then pulls as necessary, using her remaining AP to go Defensive after drawing a card. The Shadowy Emissary then goes and uses its (0) to give stuff with Defensive damage reduction. The end result is Gwyn with 1-3 to defense flips, to Wp flips, and to attack flips, with damage reduction equal to the value of her Defensive. That means turn 2, it's very difficult to crack her open, and any attempts to flee is made that much harder. On subsequent turns, you can lead with the Shadowy Emissary to get its aura up first, then refresh Defensive on Gwyn when it comes back around to her. Most turns I was hoping that I would have Defensive +2, making it very hard to hit her, reducing damage by 2 when she did get hit, and healing a bunch. For my game today, I decided that I would play Misaki if the strategy and schemes were appropriate, and they were. I decided to try and set up the crew so that Gywn could tarpit, Misaki and the Emissary would flit around the periphery of the tarpit and pick off models, and the rest of the crew would scheme and respond to enemies as appropriate. Stuff with Gwyn in bold. STRATEGY: Guard the Stash SCHEMES: Claim Jump (McM), Frame For Murder, Leave Your Mark (McM, Misaki), Mark for Death (Misaki), Set Up You'll notice I didn't take FFM, despite Gwyn being an obvious choice. I thought it was too obvious, and with McM chosen, I'm glad I didn't - too much poison! I took Leave Your Mark with the intent of using 10T Brother, Emissary's mobility, and two From the Shadow (being able to deploy upfield and save time walking, option to dash for dropping markers), then Mark For Death since I was planning on blowing up tarpitted enemies - with the Emissary getting "free" Focus+2 and Misaki having Stalk and 3 AP to play around with, I thought it'd be feasible to mark away. My list: Misaki -Stalking Bisento -The Peaceful Waters -Recalled Training Gwyneth -Recalled Training Shadowy Emissary -Conflux of Thunder Katanaka Sniper Pathfinder Shang 10T Brother Monk of Low River Sniper and Pathfinder were in for hopeful first turn snipes to mitigate any activation advantages and Pathfinder to drop traps near stash markers/Gwyn (though I never had the Tomes available for that...). Monk was intended to help heal Gwyn or anything else. 10T Brother was to be deployed to a flank for scheme running. Opponent's list: McMourning -On the Clock -Evidence Tampering -Plastic Surgery Zombie Chihuahua Nurse Witchling Stalker Guild Sergeant Field Reporter Lawyer Performer Sebastian 2 Clockwork Trap Here's the battlefield, I'm to set up on the left and opponent on the right: Opponent deployed first: (Reporter, Performer, Sebastian, Stalker, Lawyer, Chihuahua/Nurse/McM, Sarge, traps were near stash markers) I deployed second: (Pathfinder next to left building, Shang, Monk, Gwyn proxied by Zoraida, Misaki, Emissary, Sniper just forward of Misaki, 10T Bro on the right). Turn 1: -Most stuff walked or walked + Defensive, just listed the interesting non-walk things that happened -I got the initiative, went with Sniper to pick the dog off the board to belay poison and start chipping at his activation advantage. -Misaki double walked and went Defensive, stalking the Lawyer -Nurse syringed McM and walked -10T Bro Danced, then walked. McM took the opportunity to poison push, walkx2, Scapel Sling'd the Brother, then stabbed him. Brother survived, but would wind up with 1 wound after poison. -Shadowy Emissary gave Gwyn Fast and pushed her, then walked and pushed itself. -Gwyn double walked, then used her pull to try and grab Sebastian, Stalker, and Perfomer. Flips and cheats meant none of them got pulled. Turn 2 -Opponent got initiative, charged Gwyn with Sebastian. First attack missed but second was a brutal hit. Stoned to prevent 1 damage. Accumulated poison. -Gwyn activated, soulstoned to prevent poison, dropped Recalled Training, dragged in Stalker, went Defensive+1. -Performer tried to Siren's Call Gwyn, failed. Gwyn healed two, second Siren's Call on Stalker. -Emissary went, put up (0) action declaring Defensive damage reduction, Angry Winds targeting Stalker and pops it, nudged towards left stash marker. -Lawyer walks to left stash marker, Special Damages Emissary. -Reporter tries to attack Trapper, just gets push which nudges him 0" due to being next to wall. Trapper responds with 4 damage shot and slow. -Nurse Uppers Misaki. Misaki walks to right stash marker. McM kills 10T brother, Injects trap nearby, then walks to drop a scheme marker for Leave Your Mark and trying to get at Sniper. Sargeant walks to right after dropping scheme marker. Sniper pegs....something. -Scores on Guard the Stash, Leave your Mark (McM), Claim Jump (McM). 3-1 McM Turn 3 -I get initiative. Misaki drops Recalled Training, Stalks Sebastian, and kills Sebastian to prevent his aura from killing Gwyn. -McM drops scheme marker, puts Sniper to 1 with Poison active. -Emissary drops card for F+2, Marks Lawyer, and kills Lawyer with a RJ flip. Puts up aura. -Nurse Paralyzes Monk. -Monk passes. -Performer drags in and Paralyzes Gwyn. -Trapper kills Reporter. -Sergeant goes tricky to drop two scheme markers for Claim Jump. -Gwyn passes. -Sniper dies to poison since Monk was paralyzed and unable to heal. -Scores on Guard the Stash (Misaki), Marked for Death(Misaki), Leave your Mark (McM), Claim Jump (McM). 5-3 McM Turn 4: -I get initiative. Gwyn marks Performer, shoots her for 3 damage. -McM drops Leave Your Mark scheme marker, goes into Monk and kills him. -Emissary shoots, and in a very stupid decision, shunts a touch with its push, putting me out of range of left stash marker. -Nurse goes and Paralyzes Trapper to keep it from going to the stash marker. -Misaki goes nuts. Activates, Stalks Sarge, marks Sarge, kills in two, claims extra AP from Emissary conflux (...forgot that when I killed Seb), pushes with Next Target from second attack next to Emissary, Downbursts self to push Emissary back into scoring range. -Performer Lures Emissary. Nuts. Puts poison on Gwyn. -Scores on Marked for Death (Misaki) and Leave your Mark (McM). 6-4 McM Turn 5: -Opponent gets initiative. McM walks, drops a scheme marker to try and score a Claim Jump, Injects Nurse for a Claim Jump marker, walks to Misaki to try and keep her from both occupying scheme marker and stash. -Misaki activates, Stalks McM, lays into him but doesn't kill him (Gwyn is currently within his aura, has no soulstones, on 1 wound, has poison). -Performer activates, tries to drag Emissary. Fails. -Trapper double walks to sit on Nurse scheme marker. -Nurse disengages. Drops new scheme marker. -Emissary activates, drops card, roasts Performer. Pushes with (0) into left stash marker and fires Focus+2 attack at McM. McM dies. -Gwyn activates, drops scheme marker for Leave Your Mark. Dies from poison. Scores on Marked for Death (Misaki), Guard the Stash (Misaki), Leave Your Mark (Misaki). 7-6 Misaki. Final shot: Post-game thoughts on Gwyn in non-Lynch crew: The Good -Gwyn is very survivable even though I didn't manage to have the aura working 100% of the time or Defensive+2 most of the time. It took three of my five soulstones in the process, but she stalled quite a few things to the end. In a game where she actually manages to get the Defensive+2 setup working over multiple turns, I doubt she'd die, period. -Rigged Deck and Hit Me are just as good as advertised. The Eh -Her mass pull did not work as well in practice as in theory. My opponent did well on flips both times it came up, or cheated to prevent aside from one Stalker pull-in. I know Brilliance skews it a lot more in your favor with forcing a negative flip, but I think it could stand a Wp check bump to make it more attractive in non-Brilliance crews without being broken. I think pushing the check to 14 would make it more useful overall, either in actually pulling stuff in, or forcing more cheats. -After the mass pull plan failed, she was very low-impact on the board even given she was paralyzed for a turn. Basically she marked something, dropped a scheme marker, and died. Both got me VP, but...I'd like to see something on the gun that makes shooting it feel more impactful. Every shot she takes means one less Defensive, so I think it's a good tradeoff. Overall Gwyn is probably great in Lynch with her ability to mass apply Brilliance and keep it going, letting your other stuff be that much more powerful, but I think the TN on the pull and something with her shooting could be tweaked to make her more impactful in non-Lynch crews without breaking her. If I had to choose one or the other though, it'd be the TN to make the tarpit module with her and Shadowy Emissary better. Her rules for groping your deck sure is strong, but not sure it's worth 8SS with the Wp check/gun as is. Future Possibilities for Testing In Non-Lynch Crews -Terracotta Warrior plus another upgrade on Gwyn to swap for a second Recalled Training. That's probably too many eggs in one basket though. -(Opponent suggestion) Module with Gwyn and Illuminated running up one side to scheme/deny enemies on that side. Very hard to kill either, and Gwym can pop off a shot to Brilliance something before the Illuminated eats it. Worth 15SS? We'll see.
  13. The usage of "suffers wounds" is curious and I would be adverse to any assumptions. It may be along the lines of the disparate wordings of bonuses to attack flips, or the differences in Hard to Kill wording for certain models, that comes out to the same thing in the end. This is probably something that needs to be addressed to Aaron and company directly, rather than trying to draw a distinction between "suffers wounds" and "suffers damage" where none may exist.
  14. Just a question - the condition he applies which continually checks for 4 or more damage hits - does the check come before or after armor?
  15. I don't see the Quellers sharing Suppression markers as a mistake. They still have a range on them, so it might behoove one to take at least two and have them covering either half of the board. Plus it means you can relocate two markers/turn rather than just one. If it was per Queller, rapidly blanketing the board to turn off every built-in trigger of your opponents' would be...overwhelming.
  16. I've actually also been stroking my chin re: Maddox and Misaki. She drags everything in for a threat range extension on Misaki, then Misaki can pick things off at her leisure. Filter stuff with Rigged Deck on Maddox's activation, then either go double defensive and pitch a low card before drawing a high card for Misaki to use later on, or shoot away then blind draw for Misaki. If you can trap a couple of models against a double Defensive Maddox, you immediately give the rest of your crew more flexibility in doing schemes or combat, and Misaki is killy enough with Stalking Bisento to handle the tarpit. I'd like to see a third trigger on her gun that takes advantage of Brilliance, but I'm not sure there's enough room on the back of her card, hah. Something that encourages her to use the gun to apply Brilliance in the first place besides just making sure stuff gets dragged in.
  17. I support Wyrd's bold defiance of ageism and their willingness to portray undead senior citizens.
  18. There's a new Playtesting subforum a bit down the page. You can find the current files here: http://themostexcellentandawe...-wave-5-playtesting-read-me/
  19. As it so happens, Malifaux night is tonight and I'm hoping to play the new Darkened Henchman with Jacob. Quick reads on her and the other follow: Gywneth: Very potent. Between Rigged Deck and Hit Me, you have a lot of "card draw", particularly if you can set up Hit Me into an Ace or two. She plays really hard to the Brilliance condition, and helps it stick - I always felt Beckoners were a little too fragile to work Party Never Ends even with forcing negatives, so having a beefy henchman with SS prevention will be nice. Previously I haven't played Jacob too Brilliance heavy in 10T, but tonight I plan to do so. Overall I think she's pretty solidly balanced even with the potential for absurd card advantage, as her own damage track isn't much to speak of and her defensive ability, while nice, isn't as consistent as Armor or HtW. Crime Boss: Nice and beefy and I really look forward to the card draw, especially with my current sentiment that 10T leans heavily on card pitching even if we do get a lot of Focus and pseudo-Focus abilities. He will likely make any crew in a scheme-heavy environment. He might have one too many wounds to make it to printing with everything else on his card, but I like the combo of HtW and Calls Unto The Chi. Lotus Eater: The thug to the Crime Boss it seems. Having extra Protection Money auras seems baller, especially for 6SS, but I feel like this guy doesn't really want to attack - he's pretty fragile at 6 wounds and 5/5 if you attack, and the heal trigger won't do much if you open him to a concerted assault by not having the relevant defensive stat at 7. You can still walk him around, scheme, engage and double Threaten, so it's not all bad, but actually hurting someone feels last-resort, which is weird for a thug - especially those as proactive as the Ten Thunders. If they had HtW as well, I might be more down to attacking with him. Obsidian Statue: A solid bruiser who also brings portable cover. Excellent synergy with Mei, since he can potentially drop a truckload of scrap and then hoover any back up that she doesn't need. Burning also works with her attacks, and it should be noted that his Dark Energies (0) works very well with her Ca action. He also goes well in a Yan crew, since Yan and Yin appreciate the damage bonus to Ca actions and Toshiro can then get a scrap summoning vector without Komainu blowing up. Might require dropping Izamu though, so your call on how that works out. Charm Warder: Odd duck. The scheme marker aura feels tiny, but the anti-summon aura is potentially huge, although it has an odd anti-synergy against Molly - you might be able to pop something immediately, but if Molly manages to catch you clumped, it could be a ton of Black Blood damage coming out before you have a chance to respond. The blade dodges any triggers you like and always attacks the weakest, but he won't be getting close in most matchups unless out of dire necessity. Cleanse Ground is also weird - ability to remove markers is nice, but not without a built-in trigger seems weak. I feel like it's more useful to other factions hiring it as a mercenary, but even so they probably have better options. Tanuki: Clever. Feels a little better than Terracotta Warrior in protecting stuff if you're expecting a sustained assault on the protected model, especially if you have one of the two triggers auto-firing. Overall I think we got a pretty solid round of stuff, but I'm a little iffy on the Lotus Eaters being severely disincentivized against attacking (they're thugs!), and Charm Warder's Cleanse Ground.
  20. Summoning is neat, especially if you can use it to fight an activation war. A gun that ignores HtK is also real useful.
  21. Burying is also a plausible solution. The Freikorps henchmen bring it as a merc option, while Tara in Outcasts and Death Marshals (and Recruiters) bring it in Guild. If she ever becomes too oppressive, those could come around, and she's sitting at Wp 5.
  22. At that point it's basically relying on throwing away stuff from Rigged Deck and then trusting the next four cards are Aces, at which point we're getting into probabilities of "will I die of old age first" scale. I think we can settle on "she draws a nice amount of cards but has weak damage output, moderate defensive capabilities, and Brilliance doesn't do a whole lot unless you bring other models that benefit from it".
  23. You can't get more than five cards from Hit Me, and the first four have to be Aces. Realistically, most turns you'll pitch the chaff, then either leave a big 'un on the top for her and blind draw when she's spent her AP, or draw a good card before starting into her other stuff. Sometimes you'll get one or even two Aces, but those will make up a very small %. And while she's well protected from snipers and heads off Focus, there's plenty of 6/7 attack stat beaters that will go well against her Df 5 without having to Focus.
  24. Forget the hats! When am I getting my Izamu suit?!
  25. Thing is, it has great synergy with Survivalist thanks to the fact that you increase the value of the condition by how much you exceed the TN check. If you just have a 5, then you just get the Tethered +1. At that point you only force your opponent to land an additional attack. If you cheated in an 8 though, now it's Tethered +4 and your opponent needs two hits, three if they land a min damage 2 for one of the first two. If you went all the way to 13, you're sitting pretty at Tethered +9 and whoops, that kill shot on your Master now just healed them to near-full. It's balanced out by her taking wounds equal to the value, but Armor +1 takes some of the sting off, you have Freikorps librarian for healing, and Freikorps Engineer for buffing her Armor against enemy attacks and Tethered.