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About mo11usq

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  1. Never beaten Perdita, so pinch of salt -> Waldgeist + Mctavish + Doppleganger with 10k faces can be a powerful combo in interference. This trio don't counter Perdita herself particularly, she will go through the waldgeist (charge) and Doppleganger (ignore wp duels) like butter, but they can occupy her for a few turns or else they will murder Frank, the peacekeeper and most other things. Collodi (I'd take props) can take a ball of puppets and go scheme on the other flank. Perdita has a harder time chewing through these guys with decoy and resummon, and it should have a decent chance to overwhelm her lackeys if she goes for the other flank. Having something capable of hitting the backfield is really handy vs guild - austringers, nino, queeg need to go. Silurids can do this okay-ish, Coryphee are a nono vs perdita, marionettes work well to buy time.
  2. Beckoner Illuminated Black blood shaman Widow weaver Lazarus (after Brutal effigy, doppelganger, stitched)
  3. She is perpetually on my reserve list, and an always consider, but rarely seems to actually make the cut. Really all round solid model. Armour, ss use and good df/wp makes her effort to remove. Min dmg 3, 10" range no randomise (suffers cover) means she can hit hard and consistent. 6s for defence and attack + flat damage track limits strain on resources. She has a little something for all masters. Rush of magic is good for summoners. Range attack triggers can do incidental summoning of seishin (everyone likes these, but kirai, and Yan Lo in particular) or Mindless zs (summoners, reva), or horror duels (seamus and molly, careful with your own models though). Close combat Poison (she shouldnt be on the front lines so hard to get the most out of synergy with offensive Poison models, but Sebastian likes a body guard), and Bury (Tara theme, but handy for anyone if you can make it work), choose wp (seamus, smell fear) These are all nice perks but not something to actively build around imo. What will put her in the crew is her push/place denial, and vortex. She will really contribute to vp scoring in Area holding or marker flipping/dropping pools. I find the better the player, the more I anticipate movement tricks to be part of their game plan. She is potentially worth it just to mess with this. However, she competes for my 10ss slots, which are usually the models that dictate the rest of my crew and which have a more specialised role e.g Toshiro for summoning etc. Then there is the emissary which does her role of board control (shards), summoning, range dmg as good or better. I guess that is the crux, if I could get of my emissary crutch I would be taking anna
  4. wow, way to rain on my parade Thanks for all the advice guys, though it seems Brewmaster doesn't really play competitively how I would want to play him, at least in TT. That would actually be fine as I would intend to use him as a joke/surprise drop for the lolz, but doesn't enthuse me to go out and pick him up any time soon. Still might try a game using proxies at some point, I'll post the report here if and when. Some final thoughts on a few models and synergies: Yin + Ama No Zako: most models on -flips (and potentially poison from yin and brew) will have a super rough time going after these guys. Recalled training on Ama and she becomes a decent threat. Sensai Yu: after actually looking at his rules, seems auto-include. double drinking game now covers ~14" at max, more pushes and poison with one for the road (makes fermented monks viable surely? turn one yu and brew take a monk each and piggy back whilst putting them on 2 poison). Wandering river style difficult to fit in, but OMG. your beat stick fast and in position or their beatstick slow and out of position AND dick with markers for VP at the same time. winner. Dr Grimwell: born to be in thunders - lobotomy + recalled training, and any other pushes/fast/focus/+flips/swill you want to hand out = disappear a model per turn. Would love the Emissary. lone swordsman cheaper and much the same effect, but not as stylish. Anna Lovelace: Ca into combat, summon seishin for heals/blast protection and terrifying checks (mmmmh -wp). hands out poison and wp test to bury after damaging - brewmaster likes. Great control of enemy movement and positioning. Combine with Yamaziko to make a very difficult approach for the enemy, could combine with brewmaster for total cardrape in gaining grounds, but probably too much investment. Terracotta warrior + Kamaitachi: as others mentioned above, soak damage on enforcers and minions, swap upgrades for push, card draw and a little heal. might consider starting with wings of wind for extra 1st turn movement, then swapping between misdirection and running tab (marker discard + heal) later in the game as needed. Malifaux Child: cheap activation, manipulative 15 (-flips and lowered wp help), extra binge (probably going too late in the turn to make hangover useful), could do worse. Akanami: on paper i don't rate them, at least in TT. Weasel, low river, effigy all do more, especially with less emphasis on poison and monks immunity. If brew master had a way to summon them then we could do business. Guild Pathfinder: never leave home without one. ignore armour and hard to wound, blasts, and slow from range. Trap summoning creates game changing tarpits, combined with brewmaster this could choke huge areas of the board and really lean on opponent's resources. doesn't need support and schemes on flanks really well. card draw. lure-like or model moving abilities: Sensai Yu>Lust>Performer>Bunraku>Oiran Misdirection targets: Terracotta>Samurai>Illuminated. Terracotta can ditch a card to prevent misdirected damage as it suffers the effects, but doesn't become the target - on top of its other utility.
  5. The received wisdom among those in my gaming circle is that Brewmaster is, to borrow a fun phrase I heard recently, 'hot garbage'. Along with his humorous concept, and use of POISON (my new favorite thing ever), this makes me intensely curious to give him a try... I sometimes wonder if Wyrd themselves spread these opinions to bait us egotists into buying even more of this shit. As I still labor under the burden of too much self respect to play Gremlins, how does he work in TT? Trying to get an effective drinking game going in a 3" aura seems to me to have 'trap' written all over it, so I'm guessing hangover spam is more the way to go? -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Having a go at it myself: Playing around with making a generalist (casually competitive i.e. fun) crew template was tricky - damn the good stuff is expensive! ended up with something this: Cache - 5 (low, seems like he wants 6-7) Brewmaster - running tab, binge, peaceful waters Apprentice Wesley Fingers - drinking problem Whiskey Golem - barrel up Guild Pathfinder Fermented River Monk Fermented River Monk Monk of Low River stratscheme dependent blahblahblah... Basic idea being for Brewie and the monks to advance up behind the golem, building poison and trying to out-heal range damage (drinking problem seems pretty essential here), and then negative flips for all whilst suped-up fermented and golem paint the town red once we finally close for fistycuffs. Wesley hanging back a bit more because *wet paper bag*, and ultimately waiting for his chance to succeed the throne because I couldn't fit misdirection in, and brewmaster will inevitably be pulling a Yan Lo without any ascendant upgrades (they never seem to help that much anyway) and a 5 stone cache he shares with holy-shit-did-i-just-pay-for-yasanori fingers. guild pathfinder scheme/disrupt schemes like the boss he is, preferably on a flank away from the heat. fingers satellites helping the healing, throwing things off schemes and at brewmaster, and trying to scheme as he goes. Fingers could be yasunori/dawn serpent/emissary if a second beater is needed, could drop a fermented for TT bro to cover schemes. Really want to get Yin in here somewhere, love that model!
  6. @Veefy Glad to hear you enjoy the channel. As a newcomer to ressurs I'm probably not qualified to advise, though I'm sure some of the other nice people here could. But as you ask, build to the stratscheme pool, take models with abilities that work with rather than against the terrain, blahblahblah... With the model restrictions you give, I'd think about something like this as a general template: Yan Lo - assume 3ss of upgrades (6ss chache) Soul Porter Bette Noire - unnerving aura (might consider this on Yan Lo instead, but I don't know Bette, maybe it works for you) Yin - unnerving aura Jaakuna Ubume - unnerving aura Goryo Necropunk Necropunk Yan, Yin, and Jaakuna suck enemies into overlapping unnerving aura tarpit. Goryo generates seishin for chi turn one, then troubleshoots (run schemes, hunt enemy scheme runners, support bette/tarpit) Necropunks run schemes and/or engage to gum up e.g. glowy McTavish, and be a Bette sacrifice. Crew lacks healing (for effective tarpit), summoning (always good, but especially for Bette I imagine), and condition removal (DF5/WP5 Yan cries).
  7. I like 2 belles and Toshiro with my little helper. If I ever remember to declare the use of MLH it will be dangerous - 6x Ca7 lures at potentially 22" range (ensure at least one lunacy trigger), if it steps out of its deployment zone its very probably yours. Sybelle would make this extra gross, but it is so hard to give up the emissary. Unfortunately, I tend to find he often has among the best defense in the crew :S and Sonnia is more than happy to blast 8" off DF4 grunts. Incorporeal to run through terrain to hide like a little bitch might sometimes be worth consideration. Shards of Kythera are purest gold. Definitely seems part of his intended design, but so tricky to do in practice. I'm guessing one combines this with terrain (shards!) as I find its that rare bunching multiple models into a wall is optimal crew positioning for achieving other game objectives. It seems most likely to waste one or two enemy AP for them to re-position for the attack, and hope Yan can take... that 8 dmg Ca7 no dmg flip final debt shot, mark of shizzle charging Vik of Blood, assassination triggering Executioner/Misaki/Langston etc. etc. etc.... and that it makes them vulnerable to reprisal. Needless to say blasters give no figs (and min dmg 4? Som'er you are such a bastard!). The trade off that Yan now also has no LOS to targets or dying models is also not trivial. It very often feels like to use one aspect of his play, Yan Lo must sacrifice some other aspect of his play, resulting in a nudge of an advantage over his enemies which isn't very forgiving if you don't get it perfect. Learning him will be a tough but interesting challenge and hopefully will make me a better player. Solidarity for all you guys and girls also grinding away at the old man!
  8. @hydranixx Interesting thoughts, thanks. Lightning dancing enemies into score-denying tar-pits like Izamu and Yin sounds a lot of fun and how he is designed to work. Risky though, as you say, as most crews worth their salt will have movement tricks, and tanky though they are, ancestor bruisers still tend fall with a little concentrated effort and the right tools. I guess the skill of playing Yan Lo comes from dictating the right match ups. I got in a couple of games with this kind of stratscheme set up over the weekend, will post the reports on YouTube soon. Schemes were variants of LITS, assassinate, distract, outflank, and breakthrough, so a decent mix. Briefly, assassinate meant Yan Lo spent most of the games hiding - he is chunky once upgraded, but far from un-killable (plus opponents were Sonnia and Lynch. Ca tends to have lower damage? yeah right...), I deemed mixing it up in the middle of the enemy crew to be a bad idea, which Cuddled his disruption capabilities. In the end Toshiro pretty much took over as master Daimyo. Fast belles pulled in enemy models turn one, which I killed for chi and corpses (I agree, it cannot be overstated how much Yan Lo NEEDS two chi first turn), and then focused on raising Ashigarou as fast as they could be put in the ground every turn after (he had his work cut out for him!). Komainu jumped around distracting/accusing and interfering stuff - at which task they are GODS. Really fun games, but really quite challenging - and it is fair to say my opponents were much less experienced players than me. Respect to people who play Yan well, I feel he takes a high level of skill to use effectively.
  9. Thinking about Yan Lo in stratschemes that require spreading out. Let's say recon-ference with corner deployment and assume a balance of killing, marker dropping, and interacting is in the pool. How do you guys approach this kind of thing with the old man?
  10. Master Queeq with promises, is a highly irritating layer of WP defense
  11. Just starting out on my McM journey, and will be documenting my battles on YouTube. First game was a spectacular misadventure, but he is SO much fun. I'm running the doctor with moonlighting, plastic surgery, and decaying aura. Chiaki is a boss.
  12. Hate to shamelessly plug my channel again, but I have 25 Collodi games that might demonstrate some of this for not too dissimilar lists. This next bit is not necessarily aimed directly at you Kirby, but tries to address your points for newcomers to Collodi who might have similar questions. Puppets 101: True, the lower cost minions do not hit hard, though I would add that they can hit a lot. Generally their purpose is running schemes/supporting others to do them, or choking up parts of the board to thwart your opponent. Correct! the high cost minions can brawl with the best of 'em. Effigy buffs, focus, and fast/AP transfer enable them to deal with more than they could normally be expected to handle. I disagree, there are generally a very high proportion of hard to kill and Armour+ models in Collodi crews. Puppets have low wounds but decent defensive stats, liberal access to defensive stance (fated), healing (effigies) and just keep coming back (Collodi and Widow Weaver summon). Low cost is your friend here, it can be very frustrating for enemies to have to use AP from powerful models to get rid of 3/4 stone grunts. Collodi is one of the most durable Neverborn. I disagree strongly, Collodi is all about conditions. Slow, AP stealing, burning or card discard, poison, paralyse, - to df and wp... the list goes on. Its not about 1 or 2 crippling conditions, its about TONNES of crippling conditions. Not to mention all the great buff conditions most of the crew gets (usually for cheap AP cost) Okay. General answer: Hard to wound = high min damage (e.g. stitched, illuminated + Brilliance, Lazarus) Hard to kill = conditions (burning, poison), or more commonly just a billion attacks Armour = ignores armour (rets eye, widow weaver, Ronin) More specific: With lots of little puppets making up activations, Collodi can afford to bring some big friends. I've had a lot of fun with double Mature Nephilim. Widow weaver is great vs masters and henchmen. Lazarus can be a threat for anyone. Doppleganger is as nasty as whatever they brought - probably nastier. Lots of boosted minions ganging up will put most things in the ground. Lure some poor sap in and eliminate, barring counter spell aura you are going to get your target (beckoner+Collodi+Doppleganger = potentially 9 lures per turn). With 3-6 AP, Collodi is pretty lethal himself. I find 4 AP per turn is sufficient to position, pick off a model, and pass out some buff. He is normally my main killer. Collodi can kill, but very often he doesn't need to. With just one weak hit he can take any non-leader model out for the turn. slow means it can't charge, idle hands can be as good as paralysed and better if combined with slow. Many models in his crew give out slow (Coryphee, mannequins, brutal effigy, Waldgeist), big threats start to miss that AP. If you didn't bring ignores armour (fool!), you can pseudo-paralyse that peacekeeper all game. My Bidding and idle hands makes that big hitter rather unpopular for anyone to be around, helping to minimise its support. Collodi crews are not without weaknesses. You will generally struggle to kill enemy masters, which can lose you a bit of momentum if you let them get their groove on. Low wounds does make your stuff fragile especially against enemies that ignore armour and hard to kill. I have lost many games trying to out-muscle Guild without first shutting down their danger models as described above. Once Collodi starts drawing consistent heat you are in trouble. Positioning, as always, is key.
  13. First game with the Errata'd Black Blood Shaman. I feel this crew has the potential to be pretty nasty. Didn't get the opportunity to use it to maximum effect (sticking each illuminated within 1" of multiple enemy models and unloading with the shaman/dopple/Collodi battery), but being able to threaten it can play some serious mind games and get the enemy to spread out/weaken their own synergies. The plinkyplink dmg of black blood was great, gradually eating away the Illuminateds' enemies, and pustule soaked up some soulstones from Mctavish hastening his end. The Shaman was a bit unfortunate to take 7 damage from a RJ (despite being in hard cover), stopping me from being able to bomb Parker and the Woku, but I think this highlights its vulnerability once it starts getting upfield - which it will need to in order to assist most strat/scheme pools. The pustule triggers were a bit incidental. I found that the potential power of the BB bomb tactic is balanced by a few things: 1) Spamming pustule requires the AP of valuable models, which will tend to have other important things to do - it wasn't worth doing 2dmg to single models when Collodi could steal enemy AP with his own attack, the Doppleganger had places to be etc. 2) Spamming pustule requires a lot of 7+ cards, hand draining and risky to top deck with valuable model AP. 3) Armour and SS start to make spamming pustule unattractive. 4) Shaman's movement trick utility is limited without nephilim, crew durability for sustained BB bombing is limited with nephilim. Requires the crew to be built around him (admittedly, less so than before). Initial conclusion: New BBS is pretty strong with the right crew composition and positioning (play models well and win? shock horror!!!). More practice needed.
  14. WHERE IS THE BRUTAL EFFIGY!?!?!?!??!?!?!?!??!?!! Beckoner is also now a virtual auto-include for me. Otherwise you've got most of the good stuff. Some Coryphee to partner with Vasilisa for enemy backfield schemes wouldn't hurt. You can see some Collodi battle reports on my YouTube channel. I'm by no means an outstanding player, but there may be some useful tricks in there somewhere.