mattbird Posted August 18, 2015 Report Share Posted August 18, 2015 After a few games with him, I can't see ever not taking him. Seriously, go get some paint on yours like rightthehellnow. Quote Link to comment Share on other sites More sharing options...
Inquisitor Wall Posted August 18, 2015 Report Share Posted August 18, 2015 I used him for the first time this week and he is really good. The versatility of what he can do is really nice and makes him fit into most any crew. He certainly feels like be is 1ap or a charge shy of being amazing, but that could also simply be only using him once. Quote Link to comment Share on other sites More sharing options...
Dirial Posted August 18, 2015 Report Share Posted August 18, 2015 So, he's basically the 10T Francisco? 2 Quote Link to comment Share on other sites More sharing options...
Dirial Posted August 18, 2015 Report Share Posted August 18, 2015 Better, actually. Heh. Quote Link to comment Share on other sites More sharing options...
mattbird Posted August 18, 2015 Author Report Share Posted August 18, 2015 His ability to push around scheme markers makes running any of those schemes almost trivial. Instead of doing little but positioning turn one, I now have half my guys drop markers, with the expectation that he will push them where they need to be later on. It's not exact math, but I feel like this nets you the equivalent of 4 ap or so by itself, not to mention not worrying about enemy models messing up interacts. Want something dead? Push a beater 11" forward and give him fast. Need a marker in a corner? same deal. Need enemy model neutralized? Push him away and make him slow. Quote Link to comment Share on other sites More sharing options...
Duront Posted August 18, 2015 Report Share Posted August 18, 2015 It sounds like what you really like is wandering river style. 1 Quote Link to comment Share on other sites More sharing options...
Inquisitor Wall Posted August 18, 2015 Report Share Posted August 18, 2015 Air burst is great, and deciple is great with most masters, also fun if the master has wings of wind. The ability to add slow or burning with his Ml attacks is also awesome. Quote Link to comment Share on other sites More sharing options...
D_acolyte Posted August 18, 2015 Report Share Posted August 18, 2015 The times I have seen him I was less than impressed by him and saw him under perform or die. That is not saying he is not good or useful but he defiantly more of a skill model in some regards. Quote Link to comment Share on other sites More sharing options...
BigHammer Posted August 18, 2015 Report Share Posted August 18, 2015 Disciple has some really, really stinky implications in some crews, and Wandering River Style means that any crew you field with him will change the way your opponent has to play. Combined with his decent stats, he really is quite possibly the best toolbox model 10T have access to. Things I've used him for/still want to try: - the intercontinental ballistic Misaki - the easiest Plant Explosives/Spring the Trap/Line in the Sand/Protect Territory ever - a second Yan Lo - the easiest denial of Plant Explosives/Spring the Trap/Line in the Sand/Protect Territory ever - etc... He finds his way into nearly every crew I use these days (which is probably a sign of him being maybe a little *too* good...) 2 Quote Link to comment Share on other sites More sharing options...
daniello_s Posted August 18, 2015 Report Share Posted August 18, 2015 You have just painted a big crosshair on his forehead, you know that? As a non-TT player I want to personally thank you for telling me which model has to die first in your crew 4 Quote Link to comment Share on other sites More sharing options...
Kadeton Posted August 18, 2015 Report Share Posted August 18, 2015 As a non-TT player I want to personally thank you for telling me which model has to die first in your crew Trust me, you would have picked that up immediately the first time you saw him in action. He's incredible. Quote Link to comment Share on other sites More sharing options...
BigHammer Posted August 18, 2015 Report Share Posted August 18, 2015 You have just painted a big crosshair on his forehead, you know that? As a non-TT player I want to personally thank you for telling me which model has to die first in your crew And as a TT player, I say good luck with that, especially if he has Smoke Grenades as a second upgrade Quote Link to comment Share on other sites More sharing options...
tomjoad Posted August 18, 2015 Report Share Posted August 18, 2015 He is incredible, and I love him, but Yu costs 11ss minimum (since he's always going to take either his personal upgrade or one of his limited upgrades). There are games when I have just wanted Toshiro more, and I don't usually feel like spending 21ss on a pair of support models (since, at that point, there isn't a lot to support). I think Yu is great, and likely is the best 10T henchman, but he does have limitations as well. Quote Link to comment Share on other sites More sharing options...
daniello_s Posted August 18, 2015 Report Share Posted August 18, 2015 And as a TT player, I say good luck with that, especially if he has Smoke Grenades as a second upgrade Oh, you can have a bag of smoke grenades if you want to. Blood Viki doesn't care about them at all 1 Quote Link to comment Share on other sites More sharing options...
santaclaws01 Posted August 18, 2015 Report Share Posted August 18, 2015 It doesn't really save you AP because you still need to place them, but it does provide other important advantages. Namely when you push them with the target they don't have to all be 4" away from each other anymore(assuming placed with interact actions), and your opponent has less chance to get rid of them before you use them. Quote Link to comment Share on other sites More sharing options...
tomjoad Posted August 18, 2015 Report Share Posted August 18, 2015 It doesn't really save you AP because you still need to place them, but it does provide other important advantages. Namely when you push them with the target they don't have to all be 4" away from each other anymore(assuming placed with interact actions), and your opponent has less chance to get rid of them before you use them. I think this is a really interesting topic, and probably something that would be worth trying to quantify. You still use the same # of AP, because you still have to drop the markers as normal. But, if you wouldn't have done something particularly productive with that AP, then you're still effectively saving AP by simply being more efficient. Say you walk on turn one and can then either walk again or drop a marker...well, maybe 5" is all you really NEEDED to walk on the first turn; maybe it's smart to do now because you can't guarantee being unengaged on any turn after this one; maybe you have tengu who can benefit immediately from the scheme marker; maybe Yu himself would have nothing better to do than push models around, so you might as well interact now and let the Sensei do the moving for you. So, anyway, I suspect that Wandering River Style can virtually save you on plenty of AP, given optimal usage, and now finding a way to approximate how much AP it can save you seems very interesting to me. 1 Quote Link to comment Share on other sites More sharing options...
mattbird Posted August 18, 2015 Author Report Share Posted August 18, 2015 Like the above poster says: it saves AP in that turn 1 sometimes there is not much to do, so dropping markers you can use later effectively makes those AP useful. Quote Link to comment Share on other sites More sharing options...
valhallan42nd Posted August 19, 2015 Report Share Posted August 19, 2015 Sensi Why Are Yu Not Taking Him? 3 Quote Link to comment Share on other sites More sharing options...
chris_havoc Posted August 19, 2015 Report Share Posted August 19, 2015 He's kind of like The Captain but where he can beat face with that hammer of his, Yu adds a bunch of buff and support with some control thrown in. The Air Burst and Mighty Gust combo is really great though. 10" push and Fast on any model you choose for two 6's of any Suit. I have a feeling he is not going to like facing Masters with Obey though if Focus is stacked, of course. Imagine Perdita pushing herself an extra 5" without losing an action thanks to Wandering River Style. Quote Link to comment Share on other sites More sharing options...
EntrepeNinja Posted August 19, 2015 Report Share Posted August 19, 2015 For reference- on top of all these awesome things. One of the things I'm often excited about exploring is a second 0 action held by the master. So: Brewmaster: Drinking Contest- You can make a second bubble, though it doesn't effect people outside the range of another round, so it really only multiplies the difficulty of a model within both auras, not allowing you to setup a drinking contest down field. Mei Feng: She's got nothin'.... (Sad Trombone). Lucas: He can use the "Take This" action to pass a model that's been passed to him and also still give out the push. Lynch: He can use the Mulligan. His is different due to the discard stipulation- anything he would discard gets shuffled in instead. Definitely to curb people trying to discard three aces, draw three cards, and get the three aces back. Yan Lo: He can attach ascendance upgrades with the help of Chiaki or something? He can definitely Instill Youth. Shen Long: He can take a bunch of awesome actions. With words on the river, he can turn some conditions into cards. He can take mastery to get 2 of the conditions on the chart. He can use Monk of Many Styles to swap his own Limited upgrade. Misaki: Likely has a 0 action. But I don't have her card in front of me... I guess Lynch is really the only one I'm super stoked about. And Shen Long, but that's what he was sorta tooled for. Still- worth a mention! A model inside two Drinking Contest bubbles, with a Tannen about? You are not going to be able to do anything. ENinja Quote Link to comment Share on other sites More sharing options...
mattbird Posted August 19, 2015 Author Report Share Posted August 19, 2015 With Mei I run the (0) upgrade that lets you push a model 4", whatever that one is called. Always good to give Yu MORE movement shenanigans! Quote Link to comment Share on other sites More sharing options...
OneLittleThunder Posted August 19, 2015 Report Share Posted August 19, 2015 With Mei I run the (0) upgrade that lets you push a model 4", whatever that one is called. Always good to give Yu MORE movement shenanigans! On Wings of Wind. I almost always take that with Mei, and Yu makes it that much better. It's true, we'll make a brighter day, just Yu and Mei... 5 Quote Link to comment Share on other sites More sharing options...
Inquisitor Wall Posted August 20, 2015 Report Share Posted August 20, 2015 Mei with on wings of wind with Sensei Yu makes an extremely mobile crew. I've played three games this week and without much difficulty, Mei has charged and killed a key enemy on turn 1, and then pushed into a good hiding spot at the end of turn. I am really finding wandering river style is a bit redundant with air burst. Next game I am going to try a different style with him. Quote Link to comment Share on other sites More sharing options...
EntrepeNinja Posted August 20, 2015 Report Share Posted August 20, 2015 It's true, we'll make a brighter day, just Yu and Mei... Oh my God, you did it... You... Holy... I just don't even... Man, if you could give Mei that much movement... on top of her rail walk... My god. Wandering river is better than airburst because of the ability to push markers as well as the target. Airburst is better because it gives focus. The conductor nature of it is amazing. He doesn't have to move one person a lot, he can manipulate the whole battlefield very quickly. I love the idea that he can airburst an enemy, yank them into him, punch them, with focus. End with focus on him, burning or poison on the enemy, and still get a zero of some nature. He's a bit spendy, sure. But he's a solid utility piece. I'm guessing best with killy masters- as you're swapping your stones for buying killy models with Yu the support piece. Quote Link to comment Share on other sites More sharing options...
BigHammer Posted August 20, 2015 Report Share Posted August 20, 2015 Mei with on wings of wind with Sensei Yu makes an extremely mobile crew. I've played three games this week and without much difficulty, Mei has charged and killed a key enemy on turn 1, and then pushed into a good hiding spot at the end of turn. I am really finding wandering river style is a bit redundant with air burst. Next game I am going to try a different style with him. Wandering River Style is 50% of the reason to take him, IMO (the other 50% being Disciple). Pushing not only models, but markers too (in decent quantities) wins games. And if you've ever tried it with Misaki... well a fast Misaki, pushed 10" forward, with a target already Stalked for her is a turn-one master killer, especially with recalled training as well. Quote Link to comment Share on other sites More sharing options...
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