Jump to content

Jacob Lynch


jace_89

Recommended Posts

so im looking at getting jacob, beyond the starter box for this edition im not sure where to go with it (to get to 35 ss) other then the beckoners

going through the crew creator i coud get to 35 ss with the box crew and a pair of beckoners, but that leaves me no room for upgrades.

is it suggested i drop one of the illuminated to keep those 7 ss for upgrades?

or could i add in a depleted or 2?

(i couldnt find the depleted on the crew creator so i have no idea how many points they cost

Link to comment
Share on other sites

Beckoners are kind of pivotal for Jacob as they are the primary brilliance engine of the force, and you are really limiting yourself at 35 points (the norm is 50), especially with Jacob, as his crew models tend to be very high cost. I am a fan of Thunder Archers with him. They can lay down good covering fire and shoot into combats the Illuminated are involved in.

Link to comment
Share on other sites

If you want to stick with only thematic Lynch pieces then you are pretty much limited to Beckoners at the moment (obviously if you're adding in the wave 2 stuff then there is more).

Assuming that you're still on wave 1 only, I like Thunder Archers and Rail Workers a lot with Lynch. Both are quite tasty additions to your crew anyway but both have abilities that require discarding a card. Since Lynch can take back the aces during his crew's activations (other than his own) there is a simple synergy there because you can discard your card for Rapid Fire or Implacable Assault and then just bring it right back and use it again. Even without that, Archers are handy back up for your melee pieces since they don't randomise into combat and Rail Workers are cheap fodder that provide a reasonable melee threat and generally need a bit of work to take out.

Beckoners are good board control with Lure and if you want to go all out for Brilliance on enemies then of course they're great for that. I find that one is enough even at 50SS because they're only supporting your other models rather than killing much themselves.

Kang is a great utility piece if you think you're facing construct or undead, and packs enough of a punch to be worth it in general even without those on the table. He's not the quickest though, but the enemy crew will have to respect his threat so he's a good option if they're forced to engage such as in Turf War.

I think it is pretty much always worth taking one of the Limited upgrades on Lynch as they just make Hungering Darkness so much better. My preference is for Eternal Hunger (faster, more horrible Hungering Darkness) but there is certainly an argument for Rising Sun too so you should just play around and see what works better for you.

Link to comment
Share on other sites

well im trying to go for the neverborn hungering darkness theme, im looking foreward to new year for when the depleted and mr graves get their updated cards, mr graves just looks awsome with jacob and a beckoner, the depleted look menacing, im betting they will be about 5-6 ss cost in their incarnation, how many depleted are recomended?

my idea was to have jackob and huggy

2 illuminated

1 beckoner

2 depleted/ 1depleted + mr graves

and leftover ss for upgrades at a 35 ss level if my guess is correct on their cost

Link to comment
Share on other sites

  • 4 weeks later...

Darkened are all of the Brilliance themed models, and the rest of the honeypot casino crew basically.

I think it's the stuff from the dark debts box and beckoners from wave 1. Depleted , Mr Graves and Mr Tannen from the beta stuff.

I'm still very new to Malifaux, and to the Jakob Lynch Posse, so I also have a few questions!

1) I can see why Thunder Archers should be good with Lynch, but it isn't obvious to me why Rail Workers keep getting suggested. They have synergy with discarding a card, but they just seem like mid-speed tough to kill guys. That's cool, but isn't that what we use illuminated for?

2) I always feel like I want some kind of fast model to deal with objective grabbings. Are torakage any good?

3) Is Expert Cheater any good(!)? I really want to like it, because I enjoy the bluffing shenanigans, but I find it quite tough to keep Lynch in LoS of my guys while also keeping him not-dead... The squeal thing sort of helps, buuuuut doesn't quite seem to get him there.

P.S. Apologies for hijacking your thread with my moronic questions.

Link to comment
Share on other sites

If you're willing to dip into models that are still in wave 2 beta I strongly recommend Graves, and if they keep the darkened characteristic the stitched together. Graves I've gushed about thoroughly, but to sum up he's a slid model that pushes your crew into position and the enemy crew right where you want 'em. The stitched can give your crew mobile soft cover and can dish out some serious hurt. Depleted have limited usefulness but in the situations they're good in they are AMAZING; they're very tough, deceptively fast, and don't let go once they have someone in their engagement range.

Expert cheater used to be an auto pick for me but I've started just playing Jakob more carefully instead. It is a very fun upgrade with being able to cheat face down, and squeal has saved my bacon plenty of times, but like I said I've been just using Jakob more conservatively lately.

Link to comment
Share on other sites

My preference is for Eternal Hunger (faster, more horrible Hungering Darkness)

Endless Hunger?

Dont see anything in this upgrade that affects movement...

Its a terror check upgrade to all models and a +1 CA

---------- Post added at 07:03 PM ---------- Previous post was at 06:51 PM ----------

---------- Post added at 07:03 PM ---------- Previous post was at 07:03 PM ----------

and he does deck manipulation so well does anyone run him dry? (no stones)

I am feeling a higher model count with him..

Link to comment
Share on other sites

Eternal Hunger doesn't directly speed up Huggy, but giving him casting expert means he can use his 2 general AP to move into position and then still attack. I never run Jakob without a healthy SS pool. I know his flavorful crew tends to be kinda pricy, but with how fragile Jakob himself is you really want a bunch of stones laying around to keep him in the game. This was even more true when nexus of power was still over powered, but even now you still want to have plenty of stones to damage prevent in the unfortunate event Jakob starts getting attacked (I try to keep him out of the line of fire directly)

Link to comment
Share on other sites

I strongly recommend using two Beckoners in a full sized game. They can drag your crew forward on the first turn, and pull all sorts of poor saps into the slavering jaws of your Illuminated and Huggy on the subsequent turns. Not to mention the easy Brilliance....

  • Like 1
Link to comment
Share on other sites

+1 Ca *action*

Since its Tendrils attack uses Ca, if you have Endless Hunger it can walk twice and still attack you once.

Not getting something here...

Is it not a limited upgrade to Jacob only?

I may be misunderstaniding it as im new to the game.

But the card resrtiction at the bottom reads;

Jacob Lynch, Limited

doesnt that mean only he can take it?

wait

oh I see Jacob carries it, but it applies to Hungering Darkness....

Got it

The crew creator was confusing me a smidge.

Thanks!

-j

Link to comment
Share on other sites

Yes, Lynch can take either (but not both) of his Limited upgrades but they're really both to do with the Hungering Darkness. I suppose they're both on him to stop you effectively taking both by having one on him and the other on Hungering Darkness, or perhaps it's a fluff thing about Hungering Darkness being the one in charge.

I've had completely the opposite approach to Sharp_GT with the Soulstone cache, generally taking a cache of only 2. Going from there to the full cache of 7 is cheating you out of a Rail Worker or other minion who could be scoring you VPs. Hungering Darkness punches above its (0SS) weight and takes a good number of attacks to drop so I don't find that it's usually necessary to spend many soulstones on damage prevention, and Lynch can stay safely back behind a wall of Illuminated etc so it isn't easy to force him into using his soulstones. Nothing really needs a suit dropped in. Over 4 games in the Scottish GT (see here if you're interested) I think I used about 5SS in total with Lynch.

The choice of one or two Beckoners is really interesting. I generally find that one is enough to do the jobs I need and that a second just doesn't provide enough extra to justify the inclusion over the other options. But on the other hand, I don't generally invest much in putting Brilliance on things so perhaps if you're really focused on that aspect of the crew they'd be much more appealing.

  • Like 1
Link to comment
Share on other sites

But on the other hand, I don't generally invest much in putting Brilliance on things so perhaps if you're really focused on that aspect of the crew they'd be much more appealing.

Interesting, I thought slinging Brilliance was this crews schtick...

How do you run them then?

seems like you arent using their full potential....

-j

Edited by Bumpasses
Link to comment
Share on other sites

Passing round Brilliance isn't all that Lynch can do, and even when you do I regard it as just a bonus. For example, if you can land both hits with an Illuminated against a Brilliant target you do 4 extra damage. Obviously that's great, but it costs you the activation of the Beckoner or whatever else you were using to do it. In the case of the Beckoner there is also the opportunity cost of not using Lure, which is a fantastic ability. You then need to deal with an activation from the other crew which could disable the Illuminated, move the target out of range or whatever. So rather than focus on putting out Brilliance and then specifically capitalising on it with the rest of my crew, I just let it go on when and where it will and enjoy that it sometimes super-charges the crew. Also it's worth noting that in many cases just doing lots of damage won't get you any VP so you need to consider what else you could have done with your activations like dropping scheme markers or moving.

On the other hand, you could be right and I could be missing out on the best that Lynch has to offer.

Link to comment
Share on other sites

Also it's worth noting that in many cases just doing lots of damage won't get you any VP so you need to consider what else you could have done with your activations like dropping scheme markers or moving.

This x 4 losses

I have only played 4 mali games but was in chin deep with Hordes/WM about 5 years ago.

I have lost all 4 of my mali games for trying to do the whole

"im gonna kill all yer dudes" (so damned fun tho)

and not paying enough attention to VP's.

I doubt your "missing" anything by not making them all brilliant...

just seemed to good to pass up after reading and rereading the cards....

a dead dude cant drop markers or hold territory or haz an activation right?

any way

I was thinking of trying this list next go around;

Jakob Lynch

+Endless Hunger2ss

+Expert Cheater2ss

Hungering Darkness0ss

+Addict1ssRemove Addict

Beckoner Rare 7ss

Beckoner Rare 7ss

Kang Rare 9ss

The Illuminated7ss

The Illuminated7ss

Thunder Archer7ss

2ss

Edited by Bumpasses
Link to comment
Share on other sites

  • 3 weeks later...

I apologize for resurecting this topic, but I would like to ask if someone could explain me the best way of playing an illuminated. I've red some different point of view, and as I like them a lot ( model speaking), i really would like to play them.. especially the devoured one :)

 

I understand that a lot of you like ten thunder archers, thanks for the info, I haven't yet considered them.

Link to comment
Share on other sites

Something about this topic bugged me for a couple days and I finally figured out what. To my understanding totems can't take upgrades. In the case I'm not wrong then how are people putting upgrades on Hungering Darkness. If it was your crew leader, sure, since there's a rule for that. But with Lynch it's a totem.

Link to comment
Share on other sites

I've recently started playing Lynch myself and I've found his crew are damn good at what they do, they don't need brilliance on enemies to be effective but it does make downing enemy models or using certain actions easier. 

 

Nevermind. Just saw it's a henchman. I was under the impression that totems were peons. In most cases they are but as always there are some exceptions.

 

 

Hungering Darkness and Karina are the ones that stand out. Karina is an Enforcer and she;s Tara's only way of summoning albeit at the cost of a Red Joker

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information