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Tokapondora last won the day on April 29 2017

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About Tokapondora

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  1. Tokapondora

    General Draw Methods in Ten Thunders?

    I mean Shenlong is pretty much the best TT master and Yu is at least for me an auto include for almost half TT's masters. I wouldn't suggest relying on/getting it for that combo though. It's rather opponent/scheme dependent.
  2. Tokapondora

    Rank the TT starters

    The fact that Lynch has the Brilliance theme is what makes him the best starter/demo-er. It's fairly straightforward, but still gives people the feeling of "I made a play". The vast majority of masters are built around some degree of synergy - Misaki is pretty much the odd one out in that so using her is gonna give you a somewhat warped perspective of what the game will be like. Handing people a simple tool or mechanic that can enhance their damage and accuracy, even if the crew can do okay without it, gives them a look into the possibilities and themes the game can give you. And while they get to experiment with different approaches to tackling the problems on the board, the constant sifting for better cards can still catch them when they stumble.
  3. Tokapondora

    Rank the TT starters

    Lynch, Mei and Misaki, easily. They're all fairly straightforward, have a decent box of models and Lynch especially is incredibly forgiving.
  4. Tokapondora

    Shenlong Sniper Crew

    As a keen snipershen enthusiast I'd say the main weaknesses of the list are the low damage, poor defenses and so-so scheming abilities that detract from the already low damage if you choose to focus on them. They fare particularly poorly against sturdy lists or units that dive straight in, and it's 90% fear that's hurting your opponent. Keep one or two key pieces behind cover and just keep playing your game, knowing that your opponent will have a tough time outscoring you. Once you either engage them or start scoring the damage will suddenly drop to 0 in a heartbeat if they want to have any chance of winning.
  5. Tokapondora

    4 Player Team games

    I've played 2v2 games but they're never treated as serious games and every time two people got teamed up half the fun was in trying to find the most broken and ridiculous combinations between their preferred factions. Keep it to 25~30SS+a master per person, shared rarity/no double masters and don't expect balance, is all I can say. The game is really not designed to have masters have each other's back but it's hilarious when you get to put all those what-if scenarios in action. Don't try to force it into some sort of "balance" and just see how far you can push the envelope. If you want a fair match there's normal games.
  6. Tokapondora

    SPOILER WARNING speculation on Minako Rei

    If we're counting 9SS'ers as mid-range beaters we're suddenly flooded with choice. LS, Crime Boss, Graves, Bettari, Kang, Dawn Serpent, Ama no Zako... Some more niche than others but still. If we're looking at where we're lacking it's mainly something 3ish SS for activations, great all-round models in the 6-7 SS range rather than niches and 10+ SS models. I'm hoping for a 7 SS Oni minion, but in the book the Wanyudo is pretty much every tag except Oni and the Katashiro give too much of a support-y vibe to seem like they'd be allowed to be summons. If the TTB is an indicator of its abilities Wanyudo is going to be a charge first, ask questions later kind of model. Which I'm digging. Looking at their mythological roots the Katashiro seem buffy/debuffy, and especially the latter I've always loved. And that leaves Rei. If these four models are meant to be a feasible starting point she'd need to round the crew off a bit through a somewhat damage-y role. Contrasting a giant wheel crashing in spouting fire I'm imagining her somewhat more sneak-y/precision-strike-y, darting in and out of combat, perhaps with poisoned claws and other nasty tricks? I could see poison and then Katashiro's abilities amplifying conditions somehow. Do we know they're going to be fully playable models or could they be encounter-box only?
  7. Tokapondora

    The Road to McCabe

    McCabe is the master for Yasunori thanks to his cheap upgrades and minions, especially now that it's offsetting the extra 1SS. And if complaints are anything to go by, Yass with McCabe already was one of the biggest issue so he should do fine. I made a little guide on him a while back. Should help you get going. You're gonna want Guild Hounds, the Shadow Emissary, a beatstick and some general-use 5ish SS minions. Should really do the trick.
  8. Tokapondora

    Faction rankings?

    Seems a bit early to call out TT for being #1. It's never reached more than average results in the history of its existence, if malifaux rankings are anything to go by. Do you really think GG18 is going to massively change all that?
  9. Tokapondora

    Wave 5 - GG 18 Tier List and Faction Standing

    Not sure you get to overrule the official rules.
  10. Tokapondora

    Ten Thunders Errata from App (NOT CONFIRMED)

    I'm pretty sure she's lost her damage reduction ignoring ability. The text on The Storm has changed to ^. If it was just about mentioning it went from 12" to 8" they wouldn't have left the "Markers placed in this way do not need to be touching each other." in there. That's the entire text of that ability. I mean I'm sure the trigger The Coming Storm is still on The Storm, I hope, but this clearly seems all they've intended to do with this ability. I really feel they should've either went 6" but keep the damage reduction or lose the damage reduction but keep 10-12" range. Both just feels a bit overkill for a model that hasn't even been dominating tournaments, especially when you compare it to other masters.
  11. Tokapondora

    Ten Thunders Errata from App (NOT CONFIRMED)

    @TrisI pointed at Wong for nifty triggers, though Sonnia does get to ignore LoS against burning targets, can place the initial blast marker 2" away and can get that attack up to Ca9 for hitting a target at 22" away. And all of that while she doesn't have to be in base contact with another model. And I compared Yasunori to the Riders because they just about share a statline. If we're comparing it to Archie/Nekima we're at a 13SS model with the same damage output that can't use soulstones. Again, not calling this change out but 3 SS just feels like an insane difference.
  12. Tokapondora

    Ten Thunders Errata from App (NOT CONFIRMED)

    Not sure I'm particularly happy with 3 more models being added to our 9 SS pool. 8-9 SS models are taking up half our roster at this point. Would've much preferred a bump in their utility. Fuhatsu, Otto Otto, Bunraku, Archers and Monks of High River are still not going to see particularly more play I think because they still don't do something people need and now find themselves in even more competitive price brackets. Dawn Serpent being cheaper is of course nice for McCabe who I occasionally took it with, but it's not gonna make me change my hiring process. Yamaziko gives us a very cheap henchman, which is always nice, though I'm not sure she suddenly does enough for me to need her. But the option is nifty. I'm sure there's a Gremlinny explanation for why the Porkchop is suddenly 2 SS less but for Mei this is brilliant. I already took it whenever I took Mei anyway so a 2SS discount makes me happy. Terracotta Warrior change was fair - was getting bored of seeing them suggested in every list. Yasunori nerf doesn't seem like too big a deal, though he's now 3SS more than the other Riders which seems a bit too much. The one thing I feel was too far was Misaki. Losing both 4" and reduction is really eating away at the two unique roles this upgrade gave her. At 2" 2/3/5 and now no reduction an 8" just doesn't seem particularly interesting vs the 14" 's of Sonnia or Wong's nifty triggers. One or the other would've really sufficed. It kinda feels Wyrd overreacted here in a panic. And Running Tab is now more expensive to Terracotta Warrior away into Misdirection, especially with the more expensive TW, which I suppose means you'll now be stuck with this if you pick it. This change honestly didn't do shit for the Brewmaster, who as one of the weakest masters of the game really deserved it.
  13. Tokapondora

    Smoke & Shadows

    The problem with Smoke & Shadows is the models tagged with Last Blossom. If you want to take S&S you're gonna need Last Blossom models, and you very rarely want to even take the LB models that can take this upgrade, let alone the minions. Maybe if the TTB, Archers, Crime Bosses and Lotus Eaters got it you might've found yourself occasionally running it - especially Archers should've had this baked into their card to begin with. There's nothing wrong with the card but if the models won't play ball there's just no point in having it.
  14. Tokapondora

    Transporting Shadow Emissary

    I proxy him in all friendly games after one game of them insisting I bring him out and they quickly understood why I went with a more manageable model from that point on. I do have a foam hole in my bag that's just big enough to lie him in his side, though even at tournaments I ask if I can proxy him and just set him next to the table or whatever because he's so cumbersome if you ever want to make clever use of that 50mm base on an actual board. Whoever designed this shit should get a stern talking to. But yeah, can't you magnet the Emissary sideways? Maybe glue some slight foam layer on the bottom so he still has something to rest on.
  15. Tokapondora

    Hot take: Is 2018 the "Year of Thunder"?

    Gwyneth is good but doesn't overshadow his other options, and that's what he got in her and a few other wave 4/5 models; options. She makes heavy Brilliance a whole lot more appealing, but that's far from the only way to play Lynch and generally more limiting than I'd like my crew to be. As for how to use Lynch, he's 70% cardbot, which speaks for itself, and 30% finisher. You want to use him and Yu's pushes to get him to a place where he can pick off any leftovers his killy crew hasn't gotten to yet - be it clearing those last few wounds off a couple models or simply pick off a model or two that they haven't gotten to yet. And though he's best reserved for last there are naturally moments where a surprise first or so activation can completely ruin a plan, at which point Yu has the shenanigans to get him out of there safely instead. You should essentially be seeing his presence as the second line that focuses fire on whatever breaks through your first wave, nuking cleaning up after them if your opponent didn't quite make it through. And opposite to that you have Huggy who loves to frontline that first wave diving straight in, tying up any models and blocking off paths that might actually get to Lynch and generally being a big enough AP sink that you should be able to keep Lynch safe enough with the help of the rest of your crew and godly hands.