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Gottkaiser

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Posts posted by Gottkaiser

  1. It depends on the master you are playing. If you play McCabe, you can bring an Austringer to make him discard 2 cards if your attack hits (I prefer this to doing damage most of the time). With Yu or the emissary, you can give him a push and make him fast, so he can attack up to 3 times. Especially on some weak model that your opponent might not care about, this can be a lot of fun and shuts down summoning quite good.

    Apart from that, you can go as far as Shenlong Sniper Spam (Shenlong, 2 Peasants, 2 Katanaka Sniper) and fire away at the master or anything they summon. You have 4 shots at 28" with :+fate:+fate to hit and :+fate damage, that will drain your opponents hand quite nicely.

    In another approach, Hungering Darkness (or any other model with 3" :melee) is fine for this. Ten thunders have a lot of pushes, so you can either push enemy models so they don't count, or you can just engage them coming to the same result.

  2. But turns 2 and 3 are the turns everything happens. As your favourite models have to wait until Amanjaku and Emissary are done with their activations, it really limits the usefulness of this option, as the oponent will be able to activate 2-3 models before you are striking back.

  3. It just so happens that I played Fuhatsu today, and on top of it, the crew was led by McCabe, so here you go...

    We all know that Fuhatsu isn't great, but if you give him a little love, he can be quite an annoyance. Fuhatsu had A memory of honor and peaceful waters as upgrades. McCabe tossed him the Badge of Speed and, every now and then, te elixir of live. In addition, the Emissary cheered him on. Though he didn't profit from the push, he likes the fast quite well. Suddenly, you have a model that can nimble forward an then take 3 shots at 12" with positive flips and 5 damage on moderate damage! My opponent (who knows my general thoughts on Fuhatsu) was quite taken aback and lost a Ronin first turn after daring a bit too far forward. He performed really well the whole game, picking off targets while appearing close to immortal (armour +2, Hard to wound, juggernaught, Kamaitachi, Elixir and Low River monk make him quite a beast to take down).

    Sadly, I know enough models that would perform equally well or even better with that much support (Dawn Serpent could even get reactivate from the Badge of Speed before tossing it and can be protected by a Terracotta Warrion with ancient protection), but still, I liked playing him, and I really like the model.

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  4. I'll be available for Demo Games on the 8th of April. The games will take place in our gaming club (Gliesmaroder Straße 44, Braunschweig). You can come by and have a look or you can PM me if you want to make an appointment for a game or have any other questions concerning the event.

  5. As long as any part of your base is within the terrain, you have to pay double the movement, as you are still within the terrain and thus have to pay the double movement. Yes, you measure from the front of the base, but you still have to consider the whole base of the model, like in any other case (e.g. finishing on top of sth.). Measuring from the back of the base just speeds things up.

  6. As long as any part of the base is touching the terrain, it has to pay the penalty for moving within such terrain. Thus, the answers to your questions are:

    1) In this case, it is easier to measure from the rear end of the base. Thus, you have to pay 2" (1" distance to the terrain edge x2 for being severe) + 60mm (depth of the base x2 until all of the base has left the terrain) to have your model completely outside of the terrain. Then you can take the rest of the movement

    2) It will suffer a penalty, but the penalty depends on how the model will move. As long as any part of its base is inside the terrain, the model has to pay double the walk distance.

    3) If the whole movement is partially inside the terrain, the whole suffers the x2 penalty.

  7. 1 hour ago, Naimless said:

    I'd say option B - triggers can't be declared on the charge attacks in this instance.

    If you look at p38 of the rulebook- Actions causing actions - the attacks from a charge may cost no AP but the charge action limitation of can't use Triggers is not resolved until both attacks are complete. This would then dictate that the attacks would be subject to the no Triggers limitation.

    I have to disagree with you on this. The action that isn't allowed to use triggers, is the charge action. You are correct that the charge action may not declare triggers, but it doesn't do so anyway. The action that declares a trigger is the Ml action. Yes, it was granted by the charge and the charge isn't done yet, but it still is a different action and thus imvao not limited by the limitations of the charge. To me, it seems equal to the focus situation: You can use it on the charge action (maybe for a horror duel or such), but if you do, it doesn't affect the attack actions generated by the charge.

  8. Yes, that's what I meant. If you give him fast, he can then charge for 1 AP, kill stuff, charge again for 2 AP, kill stuff. Then, either move Asami towards him oder him towards her and then make promising whispers let him take another charge for 1 AP. Situational, but seriously nasty.

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  9. No, but that is mainly due to the fact that I don't like brewmaster. In my case, I would rather got with Ama no Zako and her promising whisper. In an Asami Crew this could lead to some very mean situations, giving Yasunori possibly 3 charges (needs fast and proximity to Asami).

  10. I ran him today in a Crew with Jacob Lynch. With Huggy for zero points, he really fits well.

    We had flank deployment, extraction, convict labour, hunting party, leave your mark, covert breakthrough and inspection. I chose hunting party an breakthrough as I was up against von Schill.

    My Crew: Lynch (Rising Sun, Peaceful Waters), Huggy (Recalled Training), Sensei Yu (Wandering River Style), Yasunori (Recalled Training), Shadow Emissary (Conflux of Hunger), Terracotta Warrior, Low river monk, depleted.

    It was a rather brutal game. During the first turn Huggy killed one Freikorps Man in the center, Yasunori killed the Freikorps Trapper and moved into position for next round. My opponent was totally overwhelmed by the Punches dealt by the Duo and ended up making bad decisions. In the end, he was only left with von Schill, while I had lost only the Monk of Low River, the depleted and Sensei Yu.

    I think that, like in a McCabe Crew, he can fit well in a Lynch Crew, as you can get enough activations. In addition, he can really shine to bring Huggy back. Either he kills someone that was "marked" by Lynch or Huggy, thus bringing Huggy back, or by killing off the depleted himself and bringing Huggy back en passant. And together with the terracotta warrior he is a really annoying model to remove.

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  11. I've created some lists with him now, but only recently had the chance to put him on the table. I think with his 12SS he is really no autoinclude, though he brings a lot of punch.

     

    I played against a Titania Crew and my opponent rushed all three autumn knights and a Waldgeist up the board. I used pushes and fast to get a charge during turn one, killing one autumn knight and hurting the waldgeist a little. The fun part came when another autumn knight used the "push into base with me. You attack, I attack". My attack hit, I used the trigger for the bonus attack and hit the trigger, getting a third attack and killing the second autumn knight :D.

    In the end, Yasunori killed 2 autumn knights, a waldgeist and Titania herself. I guess he'll definately see more action in my games from now on.

  12. If you are afraid of his shooting, you could try a Jacob Lynch Crew with 4 Stitched together. They have the ability to cast "Creepy Fog" rather easy, giving soft cover in 4".

    You could use something like this:

    Jakob Lynch (Rising Sun) 2SS

    Hungering Darkness (Recalled Training) 1SS

    Shadow Emissary (Lynch Upgrade) 10SS

    4x Stitched together 24 SS

     

    That would leave you with 13 SS to spend, but you already have 7 Activations. Using the Shadow Emissaries Push and Fast on Huggy can give you a really good Alpha Strike during the first round (don't forget Huggy is incorporeal, which gets him to places some other models can't). You can use the rest of you points to fine tune to the schemes given.

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