Welcome to Wyrd Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

About whodares

  • Rank

Recent Profile Visitors

239 profile views
  1. I'm not a big fan of Expert Cheater to be honest. I like his ace discarding too much to finish off something that survives the big gun! You don't really have variation with your crew right now, so I would suggest getting the following: - beckoner: lures models to her and can give out brilliance. She can also stop the opponent from taking Interact Actions within her LoS if they have Brilliance on them. Really strong! -Lelu/Lilitu: You basicly buy this for Lilitu as her Lure has ca7 vs the ca6 from the Beckoner. She does cost 1SS more, so I would start with the Beckoner to keep it more in Lynch's theme. -a beater like Teddy: On your list, you can get a lot of stuff done on this list, but bringing a Teddy puts a big bullseye on his head. He packs a serious punch and is not reliant on Brilliance in order to do so. Give him Retribution's Eye and you have a big beatstick that can ignore armor. Combine that with a Rising Sun Huggy (Hungering Darkness) and you will have 2 powerful beatsticks together with Lynch. - A scheme runner such as Silurid: Your crew is fairly slow and you will have a hard time doing schemes like Breakthrough. A Silurid can jump out of engagements and is fairly annoying to take down. Hope this helps!
  2. I'm guessing his trigger doesn't work if he attacks himself, seeing as a model can't attack itself?
  3. I've been looking at Bandersnatch with my Dreamer, but I can't seem to find info on 2 things: 1) Can he attack the model he has his Shadow Lair upgrade on? I know he can draw LoS and Range from it, but can he actually attack said model? Part of me thinks yes, because a model has vision on itself. Then again, it is worded in a way it brings doubt to me. 2) Can a buried Bandersnatch place down scheme markers? I'd say no, but then again ...
  4. It depends on the playstyle. If you like pushing your models to the enemy, go for ten thunders. If you like luring the enemy to you, go with neverborn. The Thunders have Sensei Yu, which makes Mulligan crazy good for a 0 action. You can cycle up to 6 cards in a turn from just Lynch's and Yu's Mulligan. Yu is also pushbot 9000, so you can feel better throwing Huggy in the face on turn 1. @Ludvig also mentioned the Samurai and the Brothers. The brothers are already a strong 5ss model and lynch pushes it up to 11. You can get the preferred stance as long as you have the ace for free and then go defensive for free. Armor 1 Df7 models are fairly hard to take down So what do the neverborn offer? They can offer you a better lure and some more things the lure triggers, such as pounce. You can bring Lilitu as opposed to a beckoner and get a Ca 7 lure instead of a ca6. As a player, you should know by now how powerful a 7 attack is. If you then bring Lelu with you, you can lure into his pounce so that 1 AP lure becomes a 2 AP or possibly 3 AP action (if Lelu activated already and gave his condition for free pounce). Neverborn are just more tricky to play against in general and will make your opponents life hell with all the wp-based horror duels. An illuminated's Terrifying 10 is pretty lame and gimmicky, but drop 2 web markers from Widow weaver and suddenly they have -2 wp to resist. Or you can go for a teddy who has default Terrifying 13, so that's guaranteed to burn a card in your opponents hand. Got a map with small corridors or an area the opponent must go to? Bring the Emissary and lay down Hazardous Terrain there. You want to go there? Take a high walk duel or suffer 1/4/5 damage. I could go on, but this is just to show you that I find neither "inferior" towards the other. It's just a preference of playstyle.
  5. Best summon is Yokai, the next best one will probably be the Oni. Unless you need to tie up models, then Jorogumo might be better. I never use Amanjaku as I feel he's just bad. The +1 Flicker sounds nice, but need a 9 in a crew that already uses plenty of high cards. My advice would be going with Kamaitachi as totem and combo it with the Terracotta Warriors. The changed upgrade model will get a free push, heal AND card draw. Really nice! I usually take Yasunori (proxy) in my crew as he can really make things ridiculous. Having Bettari with Asami on one side and Yasunori on the other makes the opponent also bring plenty of stones to the Yasunori side. Unless you get unlucky, he WILL get those 4 attacks off. I really like the Ten Thunders Brother as well due to his power for scheme marker schemes or just tarpitting models that don't have a Ca action. Defense 7 with + is pretty hard to take down. Some early thoughts of mine for you, hope they help.
  6. What do you feel "outclasses" Lelu, veen with the def upgrade? I feel like he looks fairly strong. Otoh he can be summoned, so that's a factor I can't ignore. NB Emissary is fairly strong in my opinion as he can plop down hazardous Terrain, remove conditions and summon changelings as well. He doesn't have huge damage, but I feel his utility is well worth it. It's going to be a toss-up between the Dreamer upgrade and the default upgrade. It depends on whether or not you feel like using Chompy for some quick damage or not. I feel like it could be good to burst down a model that gets too close. Then again, I haven't played Dreamer yet, so I'm taking all the advice that I can. Coppelius will indeed be something I will enjoy trying out. I feel like he can be a very strong model if he can get some eyeballs going and tough to take down if he gets them. I'll order them soon and see how they play.
  7. *triggered* You monster! For bonus points bring the Emissary with the default Conflux for extra + flips on all those attacks ^^ If you're already spending 21 stones for such a combo, you might as well go all-out on it
  8. I noticed a lot of damage when I played against Lady J :'( I like dealing damage, not taking damage
  9. I would take this as valid criticism if your only post in the topic wasn't just filled with "where to start" and then propose to bring 2 LRM in a single crew... As for the rest I've already said I'm going to be playing Neverborn. I gave my view on a Lynch crew opposed to a crew on the Thunders side. It shows that the Thunders prefer to move towards things themselves instead of moving things towards themselves. While I do enjoy some aspects of the faction, I feel the faction itself is lacking in a certain way. The only thing the Thunders have going for them compared to the other factions is that they have more mobility. Well, it depends on what type of mobility if you see Lure as mobility as well. I do like the Asian look of the models and this is what originally drew me to them. I made the mistake of starting with Shenlong, waaayyyyy too complex for a person new to wargaming. Can't really argue with that. While we have easier ways of pushes, healing, condition removal, my playstyle prefers to deal a ton of damage instead of having the healing option. There's not much to heal if it's dead. There's not much to scheme if it's dead. Not sure on how Thunders have easier access to + flips outside of a Shenlong crew and therefore sacrificing a 0-action of themselves. While many masters and their crew have access to + flips, most of those masters are also available in other factions. I'll agree with you if you meant that we have the highest concentration of possible crews that have access to + flips. Pretty much every Thunders crew can and will get + flips, which is in stark contrast with the other factions. The downside to all those extra + flips is that our faction has a low minimum damage as average and they really need those + flips to really be able to compete with other factions when it comes to damage. I'm not saying all our models have low damage, but most of them do. And I'll repeat again, I'm switching to neverborn so I hope I can find out what I'm missing out on by not playing the Thunders or what possible strengths I've been overlooking or miscrediting.
  10. That's what happened to me in that game, so I'm pretty sure that's legit.
  11. Tooth has a (0) action Lure that has the model ending as close to her as possible. Then her normal (1) attack actions have a built-in push. You can push the opposing model for 1mm and get the Rougarou pounce again. Depending on your crew, I find the Gorar to be worth his points. If the terain is right, you WILL get your precious minion back. He's no Huggy, but he can be powerful in his own right. Then again, I'm only now really starting to branch out into Neverborn, so I might not see the big picture yet.
  12. Yes, my core list is fairly glass cannon. That's what the other models are for after all. If you bring 2 illuminated, the list becomes a lot more durable while staying in theme with Lynch as well. There's a lot of options available if you need tanky models on both factions.
  13. I agree with you. TT Lynch is very consistent thanks to Sensei Yu copying his Mulligan. Do note this dependency might force you to activate Yu earlier than expected and can bring their own share of problems. The thing that makes Neverborn Lynch more dangerous in my opinion, is the fact that they have more and better lures combined with pounces. Yes, you can get a Thunders beatstick and make Huggy obey the opponents model to walk next to him. Now your model activates and that threat is gone for the turn. With the better lures in Neverborn, you can combo those with a Rougarou or Lelu and keep pouncing on those things. Bonus points if Lilitu is the one luring as she will get pounce as well from Lelu on a 4'!!! range. You can also lure 2 models towards you and set them up for death as the hands of Lynch and/or Huggy more easily. While also doable in Ten Thunders, I do feel the beckoners are inferior to what the Neverborn faction has to offer in this regard. Going through your entire deck can also have it's downsides. You'll get more black and red jokers. Nobody likes getting a black joker. Red joker can be great, but should not be depended upon for getting things done. You have the mulligan to get more high cards, but that usually means you'll have to cheat more as well. At least you get more control on when/what to force, which is very powerful. But again, I agree with you that Lynch is not a bad master. While I feel the Thunders allow him to be used more broadly, I also feel that it limits his power a bit on what he can achieve. The pushes and positioning are strong thanks to Yu, but you could just as easily get lured away due to being too far ahead. In Neverborn, you don't even have to move Lynch, you can just bring the models to you! This might be less of a problem when you are a more experienced player ofcourse. I've only been playing for a year, so that might also have to do with it.
  14. Ah, alright. I thought you were trying to double-dip in getting both the new cards and the possible discarded aces Thanks to the Brutal Emissary, Lady J now has her free train to the other side completely protected. That should help her get into such a good position. Onslaught on an ml7 has a very high chance of hitting, especially against the def 5 Lelu (unless he took his upgrade). I only mentioned the Onslaught in case you didn't want to cheat a high card for the trigger.
  15. I agree. Having at least one TTB is a staple for my Lynch crew in Ten Thunders because of the card trick with the aces. Really crazy! It makes sense that Neverborn are weak to Terrifying as have a lot of Terrifying themselves. Can't both protect against and deal the things at thesame time. I'd rather pull models to me than to push my master to the enemy crew. It can force some rather awkward situations and mispositioning. The beckoner also takes away the dependency on Huggy to do the luring, so he becomes free to go harder and deal more damage. My Ten Thunders Lynch crew consists of the following Lynch (Woke Up With A Hand, Wanna See A Trick and Huggy upgrade I feel like playing that game Huggy (sometimes with Recalled Training) Beckoner or Sensei Yu with Wandering River Style: Do I want them to come to me, do I need more Brilliance spead? Beckoner Do I want a Fast Alpha Strike from Huggy? Yu Ten Thunders Brother: this guy becomes amazing as soon as you get the Ace you want in your hand. Free defensive and 0 effect guaranteed Your Mulligan trick is actually illegal. Cards that Sensei Yu would discard during his Disciple action get shuffled into the deck instead. Since the effect is no longer a discard, you can't pick them up with Lynch's ability. Lynch can probably kill whatever is in the game if he has the right hand, the right positioning and enough aces in his hand. I've had matches where he blasts his opponent for 8 damage with Final Debt and had all 4 aces in my hand. It's a bit thesame as any killy master. They can blow up any model as long as the conditions are right. Lady J can kill both of them as well in even less actions. Get Severe damage with the built-in critical strike trigger on het greatsword and hit the enemy for 7 damage (Lilitu). You can then do thesame for Lelu, maybe even burn a stone so your moderate damage is enough to kill him. Remember that with the right upgrade, you have the onslaught trigger as well so you can do 4 attacks on 2 models with ml7. You now still have an AP left to do whatever you want.