-
Posts
322 -
Joined
-
Last visited
Content Type
Articles
Profiles
Forums
Gallery
Events
Downloads
Posts posted by newsun
-
-
If already clamped on, it does allow you to stay with them if they succeed with disengaging strike out gets away by some other means. If they fail the disengaging strike or simply move with in engagement you're going to get to strike them for real.
Here's one... Are clamp down tests simultaneous if multiple traps are engaging a model? If so multiple tests can be forced.
-
So I'm about to play my sixth master in 10t and Yan has got the go ahead.
So what are your tips and tricks you use with him?
Who do you like in a list with him?
Any go to strats or schemes? Any you avoid with him?
Currently planning this as my first trial...
Yan
-Reliquary
-another 1pt upgrade
Ototo
- call the thunder
Shadow emissary
-conflux
Yin
-0pt upgrade for emissary pushes
Chiaki
- Pull of the grave
Terracotta
Shadow effigy
Soul porter
-
5 hours ago, Gennosuke said:
Being also in this exact situation, now I wish I had made the same consideration as you... Now I have 3 fully painted HRM, and 3 10T Brothers waiting in the self gathering dust xD
I have often run two 10t bros and actually tried three a couple of times too. So that seems fine to have three of. Though usually I'd rather have effigy instead of a third bro to save a ss.
- 1
-
I have the whole faction and have yet to bother with them yet. You can easily get by without them.
- 2
-
Yasunori + terracotta are sick with her.
Ama is also nice for more flying 1ap charges.
Heavenly design is my favorite upgrade along with equality on her.
Yokai are best initial summons as their extra flicker helps with gaining activation control.
I like a wandering river monk to drop schemes for her on flanks. 10t bros can do this less effectively though cheaper.
Dragging opponents out of Position with reaching tendrils can be huge.
She is a very versatile master, enjoy.
-
I like summoning them with Asami, even that is situational, as generally I'd rather have a yokai, but at times there are only 8s in hand. I'm going to look at the effigy before them in the 4 point slot or a low river monk.
-
Having played many games with both larger and many more models, their size is fine to me.
I'm looking forward to trying them with Misaki & McCabe.
Recently pulled double 13 for two turns in a row of dropping them with Asami, fun times.
- 1
-
If not getting hounds, Kamaitachi is solid totem instead of Luna. Shadow Effigy is a solid cheap activation that works in almost any crew.
- 1
-
Recalled is potentially strong, not always. Other factions have similarly strong upgrades.
-
Yeah I agree nothing here is busted. 10t is just now being brought in line with the other top factions with wave 4.
-
A box of guild hounds is a solid purchase with McCabe.
- 1
-
16 hours ago, dominus nox said:
A trigger to make an enemy take it's burning damage would make their 3 attack charge more appealing as you could use the first 2 hits doing min damage to stack up some Burning then have the last attack be the big hit. Really give them a feeling of combo punches leading up to a finishing strike.
Though 10T don't really lack for that sort of trigger, I think it could really help the Monks damage problem.
I really like this idea.
-
You can easily be turn one charging with yokai turn one if it calls for it. It does extend Asami a bit.
-
Maybe odd glances and cool breezes are what win Malifaux. Lol.
-
I think Asami helps in that she can drag and kill in this pool. Though with lynch, I can see how it'd be hard.
I might sub toshiro in for yasunori to summon for activation pacing if killing with Asami.
-
Betty all the way. Unless you really like the look of Yama.
If you can learn to be good with someone who can charge through walls, I think it opens up more insight to how Malifaux bends traditional rules.
-
10 hours ago, Cadaverousbirth said:
I've done this and it's cute for the one time you can do it, and then they die next activation and you ask "why didn't I just take another 10T Brother?"
What was your list? Mine involves ten models, already two bros and plans to out activate and use end of turn burning to attrition or possibly brilliance. Again it's unplayed and thus theoryfaux only.
-
I've yet to run them, though I have a list with Lynch geared around discarding aces for charge attacks.
-
Jorogumo do have their benefits, though unless I get extra flicker or need the huge engagement range I'd rather get the yokai who with a stone has good chance to flip and not require the cheat.
With that said each oni offers something different. Summon accordingly. Turn one is pretty guaranteed going to be yokai because of extra flicker, often turn two. Past that summons are based only on if they advance the mission. Asami's ap might be needed to do something else.
-
I know there are cases when summoning something other than a Yokai make sense, but this is the first model where I might pick up a second box with, as it's easy to get more than three on the table and they're super useful in many situations. They are guaranteed around for two turns unless you or your opponent makes them go away.
- 2
-
10t Bros and Samurai are both great at card digging with Lynch and solid models overall.
-
Against Zoraida, I just keep outside of the charge bubble. It's easy enough to walk in, then charge. This often keeps Yasunori safer anyhow.
-
Bros or wandering river are who I'll pick most times.
-
Effigy is definitely worth it. Since getting mine, I rarely run without him. His durability for cost makes him go untargeted in most games. Also his damage while low is reliable and great for finishing off an almost dead model. And while his make drop is hard to do, it's basically "Don't mind me" on command or can extend your reach for dropping a marker.
- 1
Clockwork Trap
in The Ten Thunders
Posted
I looked it up on beginning of activation effects, Pg 33 states that if you have multiple at the start of activation effects, you choose the order, so they are not simultaneous.