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About Eclipse

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    Ten Thunders, Lucius

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  1. What about Ten Thunders erratas ?

    I have found that while indeed some models are strictly better OR easier to use than others the ones than get taken rarely can surprise the opponent (especially if you learn how to use them effectively). Tengu for example are fine as is for 4ss imo, there are many more options for scheme running that can be hired into lists while they are still fine for Asami summons. Many people find Oiran useless, but I have been quite successful in using them with Smoke & Shadows and Hidden Agenda on Fuhatsu of all models as flankers, suprise Message delivery, etc. Ama no Zako and Ototo can be quite powerful combined with the debuffs the Brewmaster gives out as well as the healing going aroun in his crew. From the faction pool I only find that High River Monks and and TT Archers need some special attention - they are both models that make me feel handicapped. I voted for High River Monks last year when faction buffs were considered by Wyrd, yet I still don't see how they could be made more unique. I wouldn't mind if they are dropped to 5ss and run as counter schemers or something. On another note, Ch6 and Ml 1" with 1/2/4 for a dedicated melee model is absolutely MEH for a dedicated melee model. Maybe change it to Ch7, Ml 2" with 2/3/4? This way if you take the burning into account as well they actually would be quite strong, while currently they are just more generic Oiran with Burning instead of Poison. TT Archers: Once again, the easiest option here would be to drop them to 5ss. If Archers and monks are all 5ss-ish they could be great filler for thematic lists and still do some work for a cheap cost. At their current cost they need one more wound (more would be too much as they are ranged and you should know to keep them safe). Their defensive trigger "Leap Aside" is a joke with their Df 4, waste of card space. They could find use for the trigger to move 3" after shooting way more than snipers. Alternatively, an interesting (0) action could be useful for them - for example to drop a friendly or enemy scheme marker from the target, or to pin a target so it's unable to take some movement actions (similar to Asami's new upgrade, Rail Worker's trigger). I like the idea to up Fuhatsu's min damage to 3 as I use him sometimes, although this moves him away from his gambling nature even further. I like to this of him as a tank: You have to run up close and lob grenades inside to blow him up; otherwise he will blast you apart with his artillery. Maybe. If he hits. I don't really use most mainstay staples of the faction like the Emissary, TT Brothers, Yasunori so I can't give an opinion from personal experience on them. I do use Sensei Yu and snipers occasionally (soon to be joined by Terracotta Warriors), but they have clear pros and cons and are fine as is.
  2. 10T - ALT MODEL

    Alt Lynch to go with the Alt Huggy. Alt pathfinder would be neat too. And now that I've read some other suggestions, alt Sensei Yu (as @Dogmantra said, call him Sensei Me!) seems a wonderful choice. Not that he or alt Lynch are happening as Wyrd has to sell crew boxes
  3. Darkened Brewie

    Sounds quite fun. For you, not the opponent, as always with Brewie To complement your bubble and protect it you would need something - I'd go for LoS blockers. For example two Oiran and Yamaziko or (even better with Brewmaster) Ototo carrying Smoke and Shadows for Smoke Grenades. Then you might be able to sneak in a cheap activation in to get to 8 activations - keep in mind that gap closers and out-activation teams might mess you up Obsidian Statue has the Statue marker as an alternative as well.
  4. Katanaka Crime Boss - Suggestions

    In general they are great with their zoning abilities and punching through most defenses. I find them especially good for Lynch and Asami as the additional card craw is great.
  5. Growng Ten Thunders

    What you have should be pretty much enough, If I were you I would only add the Emissary (because it is very good) and Samurai (because I also have a lot of fun with them). You can skip the Samurai
  6. Journey along the Path, or how to suck at Yan Lo

    Thanks for the report!
  7. Important new purchases for faction

    I find the Shadow Emissary and Mr. Graves useful with every Master. The Terracotta Warriors and the Kamaitachi make a neat combo with almost every TT Master as well - you might want to check them out too. Other than that, it's personal preference - if there are some models you like, just take them. Unless they are super specialized you would find most of our models useful with any Master.
  8. 10T Beaters - Best way to smash faces?

    Yasunori is the obvious heavy-weight beater. At least as our TT goes I actually really like Mr. Graves as a beater - Ml6 2" 3/4/6 is very solid, and he has utility as a positioning/denial piece. Kang and Ototo are more situational, and Fuhatsu can do some decent melee damage with his 0 upgrade. I don't like Izamu as opposed to most, it seems - he is tough but folds like paper against models with armor penetration, which his damage is solid, but not superlative. The Lone Swordsman can do wonders, is bulletproof and ignores Terrifying, but not having the suit and/or card to cheat with him is a pain. Samurai could do decent damage -if- they hit the Critical strike trigger. At least they ignore Armor. Hungering Darkness can dish out some pain with the trigger, and still hits well against models with Brilliance. Actually, if we can count Samurai as beater, then Illuminated definitely count as such as - if the target has Brilliance, they hit hardest in the faction. Finally, Ama no Zako is a weird case - she has the best (default) damage in the faction, Flight and speed, but her Ml5 and needing suits for almost everything... Definitely not for everyone. I never thought about using Burt Jebsen in the faction, but this is a nice idea - two cheaper beaters sounds like a great idea, I will probably test-run Graves + Lone Swordsman now
  9. Book 5 wishlist!

    I wonder if Wyrd intentionally try to avoid giving us many low-cost minions - with the access to Fast and Recalled Training, spam/alpha strike lists similar to RatJoy Viks could easily emerge and be super annoying at the very least. On the other hand, we are now gaining three new minions with a cost of 5: Not the cheapest, but cheap-ish nonetheless. We now have ten minions with cost of five - the most out of all factions. I think only Neverborn and Ressurrections have access to so many lower-end minions (in which those are mostly 3 and 4 ss though). Also the power creep does not seem present for most models. The Cyclops, Serena and something else I don't remember are pretty strong, though.
  10. Book 5 wishlist!

    Where is the "Like twice" or "Giga-like" button? Also @Da Git, thrown Smoke Bombs, now THAT is rad
  11. Book 5 wishlist!

    I would mostly prefer the following things I found necessary to flesh out my favorite lists: - Armor penetration! Seriously, even with all the + flips and focus I can only shrug helplessly when facing a heavily armored crew most of the time; - A cheap Last Blossom Enforcer so I can take Smoke & Shadows with something other than Yamaziko for once; - Another, Ten-Thunders only Darkened model! This might not be must-have, but still the thought of either a named character under the infuence of Brilliance, or an evolved/different utility form of Brilliance addicts makes me giggle like a schoolgirl. And certainly, a 3ss model would be great... (Edit: But maybe not balanced )
  12. Why play Ten Thunders

    The obvious one here is - yes, you really should go for Neverborn for lots of damage and speed, or Guild if you prefer doing lots of damage from range mostly. Outside of Shenlong for plus flips you have: The great Recalled Training, there are models with + flips on attacks like Katanaka snipers, Izamu the Armor (or was it on damage with him?), the gatling guns of Fuhatsu and the Samurai, etc.; some models can focus once for Focus+2, the Emissary can give focus to friendlies (once per game I think?), Toshiro has a +Melee aura for Minions and for a (0) discards a scheme marker to give friendly Minions Focus+1, Kang's aura gives +attack (and damage?) vs. constructs and undead, Misaki has + flips from Stalking Bisento, Mei Feng has + flips against models on Fire, Obsidian Oni only have + to damage vs burning targets, Huggy and Illuminated have + to attach vs targets with Brilliance, Black Sheep models (McGabe, Sidir, Master Queeg) can take the Promises upgrade to give friendly models with upgrades + to melee and wp duels; if a model with (0ss) Hidden Agenda hits an enemy friendly Oiran in LoS gain Fast and Focus... I probably am missing some things. Oh, yeah: Yan Lo's 2AP teleport AoE attack has + to attack and damage, Asami can give Focus+2 to minion and Oni models, Yu gains Focus+1 on successful bursts... The above list is how the low min and mid damage of the faction is balanced, or rather what dictated that the average min and mid damage of faction should be on the lower side. Some other things you will be missing out on is all sorts of shooting options that you will probably feel lacking in Neverborn after Ten Thunders as well as access to weird combinations. In Thunders you can take a Dawn Serpent with McGabe and give it's Wk6 Flight two activations with Nimble and maybe fast. In Thunders your Toshiro can kill the Peasant that was just summoned to raise an Ashigaru and (0) give Focus+1 by discarding the scheme marker to both your snipers. In Thunders Lynch can gather all the aces from flipping through the whole deck with Samurai and/or Ten Thunders brothers (free defensive, more + flips!) and then blast with Final Debt for up to 12 damage because you have the tools to position him for straight-up murder. In Thunders your snipers and archers can shoot from behind two - flips with a + against the enemy undead and constructs before the close-up beatdown comes while the pieces of scrap from the Mechanized Porkchop are raised as Komainu. Not to mention crazy prosti***es, ninjas and demons spawning from your Clockwork Traps. Or Yan Lo cheating soulstones as f*** by having Terracotta Warriors swap his Chi upgrades for standard ones, then alpha-striking with Recalled Training and Hunpo Assault -twice- because he got Fast from say, Chiaki, or Yu. Regardless, just forget about all of the above. If you never thought about many or all of them, then Thunders with it's elusively synergized (for the one playing them as well) tactics and tricks are not for you anyway
  13. Why play Ten Thunders

    To answer the question posed as a title for this thread: Play Ten Thunders because you enjoy the faction. Play Ten Thunders because you like the look and/or feel of (most of) the models. Play Ten Thunders because you enjoy having a great deal of pushes, healing, condition removal and flips. Finally, play Ten Thunders only if the above is at least mostly true. It is better to take a rest from Thunders if don't enjoy your games with them anymore, or if you are feeling more extreme - it's better to outright switch factions. Regardless, all the decisions are yours. For me the process worked the other way around - when starting I picked my first box only based on the artstyle. I was choosing between Lynch, Misaki and Yan Lo with a consideration for Pandora (Sorrows!) in this order. I picked Lynch after learning that I can expand into Thunders later if I want to. However, I really liked the Neverborn look and feel so I stuck to them for quite a while. It wasn't until a guy decided to sell his McGabe, Fuhatsu and Samurai that I remembered how much I liked the faction. McGabe did not click with me, but Fuhatsu and the Samurai did - crazy-silly gun-toting card-flipping action. Then I looked at the other Masters and models and upgrades and I -knew- this was the faction. After that my Thunders collection quickly became even bigger then the Neverborn one and I gradually lost interest in playing as anything other than Thunders, even going so far as to stop playing my favorite Master, Lucius. With Thunders I find that I am having fun almost always, regardless of winning or losing - usually whatever I do with them feels just right and so I don't get stressed when playing them. Of course, having a positive attitude, a change of scenery (opponents/crews), and/or a short rest from burn-out always help as well
  14. Fuhatsu - Memory of Ho'dor

    Yeah, they do. So Yan Lo, Lust and Lilith will all have something to say with him (no charging through forests, though )
  15. Fuhatsu - Memory of Ho'dor

    Hey fellow Thunderists, What are your thoughts about Fuhatsu after his 0ss upgrade was released? Have you started taking him more often and in which cases? What's more, do you prefer Fuhatsu or a Samurai (which is now somewhat delegated to be a 'budget Fuhatsu' imo)? Neither? Both? These two models can benefit from Shadow Emissary's push + Fast as well as Obsidian Oni's (0) heal and I thought this was an obvious attempt from Wyrd to bump the models' playability with Wave 3 after giving 0ss upgrades in Wave 2. Before I took him when I wanted a tanky model to hold down a position and give ranged support. A nice bonus was that he could take the 0ss upgrade "Hidden Agenda" and support a pair of Oiran (so long as they can see him). Rather than a ranged piece he was like a solid roadblock, taking some attention and resources from my opponent. Now that he can strike back in melee and move with a normal speed (although still no friendly pushes :P) do you feel that he has been improved, or do you find this to be a cop-out of redesigning him like some people I have played with have said?