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Somnicide

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Everything posted by Somnicide

  1. Curses! I didn't think it was but I was just recently rereading the rulebook and noticed that armor is listed under the conditions section.
  2. I'd recommend you listen to this. https://schemesandstones.podbean.com/e/episode-23-master-spotlight-mei-feng-arcanist-focus/
  3. Great write up! I'm looking forward to running a similar list but using Amanojaku to add armor to Yasanori turn 1 to keep him at armor +2 min. (that's legal, right? Armor is a condition I think?)
  4. Hi there, I am dipping my toe into Ten Thunders with Asami and all the oni models released to date (via regular availability and the Black Friday preorders). What other master should I pick up in order to have at least moderate flexibility in the game if some kind of scheme/strat shows up that I really want to avoid with Asami. I'd prefer to avoid Shenlong if possible because he is the main master of another player in my group. If it ends up Shenlong is the absolute answer to this question, I will consider it, but I'd rather not if there is only like 10% variance. Thanks and please show your work. ;-)
  5. @Kaos Yeah I originally had more of a slant to the roof but ultimately decided I didn't love it so I made it less extreme - but the complete one is on a slant it just doesn't show too well (it is basically the width of 3 coffee stirrers difference from the high point to the low point). Breaking up the flat piece is a good idea, I will definitely do that when I go back to finish that big one up, and will do for the others, thanks!
  6. taking Big Jake and summoning him in turn 5 based up with Bettari and then leapfrogging her to the other side Seems cute.
  7. @Clement if it is start of turn as is my example, I usually because my opponent has their full hand and I don't. Sure, I might get get flips in which case I get to keep a few good cards, but I prefer to not have to count on that for an important turn. It is also possible that I just have crap cards in my hand. Yeah, for sure, "Do it right" help out a lot, but my example was specifically if you need to go first (which will come up every 2-3 games but certainly not every game.) Mostly I wanted to illustrate WHY she is so card intensive, because before I started running her I saw people say she was card intensive, but no real understanding as to WHY she is, because like you said, a plus flip should be good enough, as should Mat 7/8, but when it really matters it comes up short. Again, this isn't something you do every game, but will probably do more often when just starting her, and that even when you have her down you will do it a few times. :-)
  8. Not gonna lie, I'm a little sad this thread isn't about akaname.
  9. Using promising whisper to make a jorogumo or yasanori charge seems fun.
  10. I'm dying to hear the results of the Great Earl Conundrum
  11. Yeah it matters more than winning a lot of the time, so sometimes you'll cheat low if you don't need to go first. Bumping rooster riders Ml up 1 is kind of a big deal. say I have a 10 and a 3 of a certain suit and my opponent flips an 8 - if I don't have a pressing need to go first, but do need one of the other effects I'll cheat the 3.
  12. I have been playing a ton of Mah lately, and I cannot stress how card intensive she can be as a master, especially on your "money" turn. And why I went to Do Over as mentioned above. Let's look at a very common occurrence in my games. I set up the previous turn both in terms of models and hand building so I won't have to rely on getting lucky on a top deck flip, knowing I am quite likely to win/cheat initiative (you want Trixiebelle more for the Chores ability than winning). We'll say I have a high/moderate Ram in hand just to get both and the target I want to charge is about 10" or out of LOS because my opponent is at least competent. Since it's the money turn, you want to get off the charge, and you want to be at max competitive value. Out For Blood covers this nicely because of the "free" charge, that costs a soul stone and a decent card. I'll assume you built your hand for the card the previous turn. You start the turn with 6 cards after draw (you may even want to burn a soul stone to improve it if you have a few extra, which you probably don't). Of the 6, let's say you need to cheat to go first/get that +1 Ml. You need her to have high raw numbers of Ml 8, because you want to avoid cheating if you can, or do so on weaker cards. 5 cards left. If you are in great position you don't need to push, in this case though, we do need to, so we pitch a card and use the 0 to push 6" giving us LOS. We still have 3 AP left and are MAT 7 now, but the hand size is only 4. Now we flip for the trigger to get the free charge, +3" Ml range, and +1 Ml (spending a soul stone for the extra suit, remember). We don't flip the suited moderately high card we need, so cheat that in as well. 3 cards left, but we get the charge off for free - but it is the top of the turn and the opponent hasn't used a card yet and we are already at a 3 card deficit. We have a total of 4 attacks, and if each only does min damage, that is only 12 points total, and the target we are likely charging has better than average stats (or some other defensive schtick) like hard to wound. Realistically, we will need to cheat in all 3 of those cards just to hit, or if I get lucky, on a wound. I might even miss once, or decided to hold back a card for another model (like Trixiebelle) or to use on defense. This leaves me on 0 cards for the rest of my turn, but with ideal triggers I might be 7" away from the model I attacked if I failed to kill it through soulstone use or their defensive tricks. The rest of my turn I am at the mercy of my fate deck, and hoping I brought a lot of bayou two card. Now, the above isn't uncommon, it actually happens most games if you are willing to sacrifice Mah for an objective. The problem, as experienced, and I hope illustrated, is that you aren't just sacrificing Mah in the same way that you would be sacrificing Francois. You are actually sacrificing almost your entire turn if you wanted to do anything other than scheme run because most Gremlins have subpar stats. Now, let me add that I am a huge fan of Mah, and have been having a blast playing her, either win or lose. Her card hunger just requires you go into it prepared. I actually pulled out Bushwhackers and then ended up putting them back in. They actually have pretty solid stats, and not just for Gremlins. If you absolutely need that extra shot they can take it at the cost of damage (that and Bayou Two Card is why I also always run at least 1 and more likely 2 Bayou Gremlins - if I don't have the points, I will give Trixie a Gun For a Lady). A fun trick with the bushwhackers is to move them into location, or focus twice for their activation and blowing it on an out of activation shot. A Stuffed Piglet or two is always nice if you have the points. The Slop Hauler has Bayou Two Card, and can drop Df down to 4, which even lets Little Lass hand out the pain, and can have Mah on a +4 flip! I do like Little Lass, because with the Lead Lined Apron, she is basically only 2 points, and can hit really hard, you want her to die so you can be a bit reckless, and the 3" Ml range is great for holding things up. Also is surprisingly difficult to kill with 6 stats, and armor 1. Rooster Riders as mentioned are awesome with her, benefiting from +1 Ml, and also having Bayou Two card. I like Burt Jebson because he runs up nicely with Little Lass and can slippery the attack to her to kill her if you want to transfer the armor, or depending on the damage spread, again, she can soak up a lot of min/moderate damage attacks. I want to try Mah with pigs sometime, but have been playing against Marcus a lot lately, and pigs are a bad idea against him. Anyway, I have been wanting to put down my thoughts and experiences with her for a while before I let her rest a spell. Sorry this ended up a bit long and rambling.
  13. Very nice! I also enjoyed your analysis on Malifaux game theory! Subscribed and looking forward to more!
  14. Still helps hit the heal trigger though with both being built in effectively!
  15. I am pretty sure flaying song only adds the mask to Ml actions so will help with the heal only.
  16. I'm also interested as I just got Asami as my first Ten Thunders master and am eyeing those two since I have Rezzers and Gremlins as my 2 main factions.
  17. I have nothing to contribute other than an appreciation for the thread title.
  18. For upgrades, I have recently added Do Over to her - she doesn't have shooting but really I am just using it to draw 2 extra cards on the turn I am charging her in, since she is usually pitching one for "Let Mah Handle This". I only ran her with 2 upgrades before that, with Little Lass carrying the Armored Apron and rushing off to do damage and then die gloriously.
  19. Alright, let me try linking these and see if they work better the first building I built. which looked a bit too good so I built this one
  20. I love it on her. I cheat in gremlin lure typically at least once an activation which cover the reckless cost, and I also like to take A Gun For a Lady with it, I am cheating virtually every single one of my activations, and being able to have 3 ap every turn (almost like 4 with her 0 dropping a scheme marker) is pretty fantastic.
  21. Just curious what the right number to own of each monk type is. Do I need/want three of each or should I try and split with another play?
  22. Thanks. Wyrd is usually pretty good about doing things in different sentences for this kind of behavior which is why I was curious.
  23. Awesome thanks. That's what I figured but wanted to confirm. I'm switching to Asami from gremlins and want to get all my questions out of the way before the first game ;-)
  24. Okay sorry another search fu fail. If a Yokai has poison on it does it get to place twice as a result of Ephermal Warriors? The word "or" is throwing me here. Ephemeral Warriors: After the value of the Poison or Flicker Condition on this model is lowered, if this model is still in play, this model may be placed within 3", not in terrain, after completing the current Action. (If the Condition is ended or removed without lowering the value, this Ability does not come into play).
  25. Hi there, sorry for this pretty basic question, I searched it but my search-fu failed. I know that models can't take an interact on the turn they are summoned. If another model (Ohaguro Bettari for instance - see below) uses an action to make another model take an interact, is it allowed? I know usually the exception overrides the basic rule, but I am thinking in this case, since the model isn't allowed to take an interact that she can't force it to. It's not a "may perform" but simply "performs" is what is throwing me. (0) An Oni's Call(Ca 6 crow / TN: 10 crow+tome / Rg 6): Target other friendly Oni performs a (1) Interact Action.
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