Jump to content

Forgotten

Vote Enabled
  • Posts

    43
  • Joined

  • Last visited

Posts posted by Forgotten

  1. 6 hours ago, Ogid said:

    A suggestion that was recently discussed in the TT forums. If you want that hard to cicle the hand, what about including the Emissary instead of Yasunori? The emissary may cicle her entire hand without getting damage and Ama with Dark Bargain may obey the Emissary to take that action again. You lose Yasunori who is a better beater than the Emissary, but you'll have a better hand and can summon a Jorogumo each turn.

    Yeah, I thought about it. I'm hung up on what if I have a severe already, and then just trash? Not sure I want to set that severe down. I'd be interested in hearing your thoughts about that.

    The intent was to keep throwing Jorogumo to the center of the map and tie up the opponent's AP with it. To that end, I wanted to see how well a first turn Yas/Low River Monk combo could work, and it worked better than I'd hoped. At least for the first turn. The Monk's positioning needs to be better to help support the crew. 

     

    Quote

    A detail that I'm not sure if I got right. Are you applying the damage of Minako Karma to the attack that add the upgrade? The first attack to Minako is "free" because the karmic ties triggers when it suffer damage and the Karmic upgrade is added after resolving (so after the damage is done).

    Yeah, first attack allows the upgrade to be applied and then the second attack's damage applies. With Mad Dog, he has SO many more wounds than Minako, that keeping the upgrade on him and applying the damage to him wasn't going to get me very far. When Sue activated and shot at her, I thought he'd be an easier target for Ama No Zako to bring down, if Minako couldn't last long enough to do it herself. It was the fourth or fifth time I'd brought Minako, and only now starting to understand how best to use her. Up through the middle is not that. A flanker, hunting/preventing opponent's scheme runners and scheme running herself is where she'd shine or as a secondary beater once Ama had engaged.

     

    Quote

    And another suggestion, with the Dark Bargain you may force the Anakame to take the bonus action twice, getting both Katashiros in turn 1 (consider also pushing first minako forward with Asami to gain a few inches if that fits in your activation order)

    Yeah, Ama's Dark Bargain is really useful, though I think it can be a tough call when having to take the flicker.  Juggling Amanjaku's positioning and AP along with Asami's Reaching Tendrils positioning trick can be a bit of a pickle as well.  Also, I was just reminded that I could've summoned the Jorogumo within the 3" then used her Violation of Reality to get into position. Then either moved or attempted to pull the monk into position again.  It's nice to have the options. Still working out what works best. Thanks again for the suggestions.

    • Like 1
  2. Deployment : Flank

    Strategy : 

    Malifood Story Encounter 3: Christmas Carols
    It is the time of year when Holiday cheer fills everyone, and the sound of carolers, and gunfire fill the air. Keep your head down, and don’t eat all of the cookies.
    Players alternate placing 4 buildings (at least 4”x4”, Ht 2 or taller, Blocking, Impassable is recommended) on the centerline (no closer than 2” to another terrain piece or board edge). Models may perform a (1) Sing a Carol Interact Action when in base contact with any of those buildings and not engaged by an enemy model; Make a TN 10+turn number Wp Duel and consult the chart below.

    • Fail: Out of Tune. No Sugar Cookie Marker gained.
    • Succeed by 0-6: Pleasant Enough. Gain 1 Sugar Cookie Marker (to a maximum of 3).
    • Succeed by 7+: Captured the Christmas Spirit. Gain 2 Sugar Cookie Markers (to a maximum of 5).

    Additionally:

    • If the Black Joker is flipped: Horrible! Model suffers 2 damage. Negative flip for your crew when taking a (1) Sing a Carol action at this building until you receive a Sugar Cookie Marker at this building.
    • If the Red Joker is flipped: Voice of an Angel! Gain 2 Sugar Sugar Cookie Markers (no maximum). Positive flip for your crew when taking a (1) Sing a Carol action at this building until you fail to receive a Sugar Cookie Marker at this building.

    Your crew may not (1) Sing a Carol with the same building more than once per turn.
    +1 VP to any Crew with at least 5 Sugar Cookie Markers at the end of any one turn
    +1 VP to any Crew with at least 10 Sugar Cookie Markers at the end of the game
    +1 VP for the Crew who gained a Sugar Cookie Marker from all 4 buildings by the end of the game
    +1 VP to the player with the most Sugar Cookie Markers at the end of the game

    Special Rules:
    A Little Taste of Home: As a Bonus Action, a model may discard up to 3 Sugar Cookie Markers to Heal that number of wounds.
    Tasty Tasty Cookies!: At the end of each turn, the model in each crew with the most Sugar Cookie Markers must succeed at a TN 14 Wp duel, or eat one of their Sugar Cookies, discarding 1 Sugar Cookie Marker and, if wounded, Heal 1 wound. If there is a tie for the most Sugar Cookie Markers, select the model with the lowest Wp. If there is still a tie, the controlling player chooses which model makes the test. Both players must make this test every turn.
    Sharing is Caring: If a model is killed or sacrificed while possessing a Sugar Cookie Marker, models within (2) may claim a Sugar Cookie Marker before the model is removed, starting with the closest model. If there is a tie in distance, it goes to the model with the greater Sz. If there is still a tie, flip for it (cheating is encouraged where cookies are involved).

    Schemes : 

    Harness the Leyline
    Search the Ruins
    (Power Ritual) 1
    (Assassinate) 2
    Deliver a Message

    Opponent's declared leader : Parker Barrows

    My Leader & crew :  9 ss

    Asami with Trained Ninja
    Amanjaku
    Ama No Zako
    Akaname
    Minako Rei with Silent Protector
    Yasunori
    Low River Monk

    Score / MVP / Thoughts: 4-3 Loss. MVP was Yasunori. He got both points on Parker for Assassinate Turns 3 and 4. Then Turn 5 he was able to get a scheme marker in place for Power Ritual. Thoughts... I threw Minako into the middle when I meant to use her on the flank. I figured her Karmic Fate upgrade would help shield her from harm, but that was not the case. Mad Dog immediately moved to engage her even though I thought I hid her well enough behind a building. Other mistake is I used the Low River Monk to heal Yasunori after his card draw and to drop a scheme marker turn 2 for Power Ritual and then move into support. My plan was to use Asami to sling shot him up the board into position to support Ama and Minako as they worked on the left side, but I put Minako too central and too soon. I also activated Asami too late most turns and didn't have the cards to summon 2 of the 4 played turns, especially the first turn. A jorogumo should've come out earlier. The one I did summon soaked up Parker's first turn and was able to get the Dead Outlaw down to 1 health before flickering out. Next time will be better though. This was my third or fourth time playing Asami this edition.

    • Agree 1
  3. Ten Thunders vs Outcasts 

    Asami Tanaka vs. Parker Barrows 
    Flank Deployment, Malifood Scenario Three: Christmas Caroling 
    Scheme Pool: Assassinate, Search the Ruins, Harness the Leyline, power Ritual, Deliver a Message 

    Ten Thunders: Power Ritual and Assassinate
    Outcasts: Search the Ruins and Harness the Leylines

    Ten Thunders:

    • Asami with Trained Ninja
    • Amanjaku
    • Ama No Zako
    • Akaname
    • Minako Rei with Silent Protector
    • Yasunori
    • Low River Monk

    Vs.

    Outcasts:

    • Parker Barrows 
    • Doc Mitchell 
    • Mad Dog Brackett
    • Sue
    • Bandido
    • Woukou Raider
    • The Midnight Stalker
    • Dead Outlaw

    Flank Deployment - the map includes four 4x4 buildings placed evenly along the centerline. The strategy is to interact with each of these buildings and do a TN 10+turn# WP duel. If successful, the interacting model gains 1-5 sugar cookies depending on level of success. At the end of turn, the model with the greatest number of cookies from each crew needs to pass a TN 14 WP duel or the model eats a cookie. VPs are gained from strat by:

    • having at least 8 cookies collected throughout the crew at the end of any turn, 
    • having at least 11 by end of game, 
    • having more than the opposing player
    • having collected cookies from each of the four houses. 

    A player could have a model use cookies as a bonus action to heal 1-3 points depending on the number of cookies eaten. 

    Turn 1: Yasunori fishes for cards and pulls 3-13’s, a 12, and an 11 off of a 6-card pull from Revel in Chaos. The Low River Monk heals him back to full. The Akaname throws up a scrap marker for Minako to use to summon with and then it drops a scheme marker for Asami to use for healing. Minako summons a Katashiro, then she mistakenly moves forward to get ready to sing for cookies. Mad Dog comes forward and blows up her cover and then pelts her with shotgun blasts. He surprises himself when he takes five damage from out of nowhere (Minako’s Karmic Fate). Ama No Zako comes forward on a flank and has Minako run around the building into cover. Sue comes forward and misses Minako (getting the Karmic Fate upgrade). Asami summons a Jorogumo. Asami uses her reaching tendrils to get the Jorogumo up the board right in the midst of Parker’s crew. And then she fails in an attempt to get the Low River Monk up the board to support Ama and Minako. So that great hand was spent keeping Minako alive and summoning a Jorogumo. The woukou raider walks up into base contact with a building, then Parker starts wailing on the Jorogumo, allowing the raider to interact with the building getting cookies. The Jorogumo survives the hail of bullets. The Jorogumo wails on the Dead Outlaw and gets it down to one health; however, due to poor positioning of Asami, she cannot stop the Jorogumo fading out with the third flicker, she could’ve prevented at the beginning of its activation.

    Turn 2: Ten Thunder’s hand is trash with high card of 8 of masks which is enough to summon a Tengu or Akaname, but the 8 is needed elsewhere. Sue kills Minako injuring himself, but he shrugs it off and moves forward into where the Jorogumo had been thrown to. Ama No Zako charges in killing the Dead Outlaw and engages Mad Dog. She swings at Mad Dog and misses. Mad Dog then swings and shoots with triggers, causing Burning +2 and Injured +4 to Ama, getting her down to 4 wounds. Amanjaku is engaged by the Midnight Stalker after he interacts with a building, but Amanjaku manages to flip a tome for the purification trigger to end the injured condition on Ama and remove a flicker. He then fails his second attempt, so the Burning stays. The Bandido charges and kills the Katashiro and lays down a scheme marker in preparation for Harness the Leylines. Yasunori attempts the card draw again, but fails so takes two movement actions towards a corner to prepare to engage Parker and/or lay down a scheme marker for Power Ritual on turn 3. Doc Mitchell moves up and heals Mad Dog. Asami does a reaching tendrils attack on Sue, throwing him into engagement with Ama No Zako. Then she does another on Doc Mitchell, pulling him forward so she can hit him using the Rip and Tear Trigger which allows her to do two points of damage. She then attempts another melee attack and fails. Parker comes forward and tries three shots at Asami, but with Cover, the attacks miss. The Akaname burps up some scrap and eats it for poison, then takes a move action up the board, preparing a charge action next turn. The Woukou Raider interacts with building to gain more cookies and moves up to the centerline. End of Turn 2, Outlaws score 1 strategy point for 8 cookies. No points for TT.

    Turn 3: Ama bites Mad Dog and heals (though should’ve bit Sue - for a chance to summon Wanyudo, but I forgot about the Karmic Fate Upgrade, DOH!) with the Drink Blood trigger twice, but after stones only gets two health back. Mad Dog takes two swings to put Ama down for good. The Low River Monk moves up the board and heals Amanjaku for 3. Doc Mitchell fails the first disengagement but makes the second attempt. The Akaname charges Doc Mitchell and hits for one damage with the Infect Trigger, and then misses second attack, but catches Doc, Mad Dog, and Sue with its Horrific Odor. Sue was engaged by Akaname’s 2” melee, so he had to walk into engagement and then kills the Akaname. Asami targets Parker with her reaching tendrils attack and throws him back into position for the Yasunori to charge at. She then attempts to pull Doc Mitchell back into engagement, as she doesn’t have the cards needed to summon, but her attempts fail. The Midnight Stalker leaps out of engagement with Amanjaku, then walks over to some terrain and puts down a scheme marker for Search the Ruins. Yasunori finally takes his turn and attempts Revel in Chaos and gets a mask high enough to get the trigger. He takes 6 wounds for six cards and the Outcasts have to discard four at random, which were all weak. He then charges Parker and gets him down to just below half with all four attacks connecting (counting onslaught triggers), but Outcast stones for damage prevention. Parker attacks the Yasunori in turn but with cards in hand, all damage is prevented with the rider’s defensive trigger. Doc Mitchell dies do to Poison, and Sue and Mad Dog both take 1 point of poison damage, as well.  End of Turn: TT 1 for Assassinate and Outcast 1 for Harness the Leylines, so Outcasts up 3-1.

    Turn 4: Parker attempts to pop Yasunori, but the damage is prevented again. Asami summons an Obsidian Oni, which is placed within range of two corpse markers, so no flicker is gained. She then targets the Oni with Reaching Tendrils and gets the Coordinated Attack trigger twice from masks in hand as the Oni is pushed into engagement with Sue and Mad Dog (Which is not how this trigger works. I goofed on this as the Coordinated Attack trigger is used when a friendly model is nearby the target of her Reaching Tendrils attack gets a melee attack. Oops. Now I got it.) During these triggered attacks, it uses flicker for a positive on attack against Mad Dog and hits getting Mad Dog down to HtK. The other attack hits Sue and gets her down to two left. Mad Dog activates and kills the Oni, and kills himself and Sue with the Oni’s Demise trigger. A Wanyudo should’ve been summoned at this point, but I forgot about the upgrade on Sue. The Yasunori finishes Parker with red joker damage off an attack from an Onslaught trigger, then Yasunori flies towards the corner to get ready to drop a scheme marker for Power Ritual. The Bandido and Woukou reapply scheme markers for Harness. End of Turn:  TT 1 for Assassinate, Outcast get nothing. So 3-2 Outcasts. 

    Game is called at this point, since nothing can be done to deny Power Ritual. TT were not going to be able to get 8 sugar cookies in a single round for strat. Outcasts were not going to attempt to get more cookies as Bandido and Woukou already had several, and TN of 15 would not put them in range of getting more when they could only achieve weak success and they were already at 3+ cookies a piece. Asami could deny one of the Outcast schemes but probably not both, so the game is decided. 4-3 Outcast win.
     

    • Like 2
  4. On 11/11/2019 at 9:40 AM, mattbird said:

    I ran solo-Asami in a tourney last weekend, and think she's probably more at the top than I previously gave her credit for. The Emissary-powered summoning machine (ditching your hand looking for 13s and red jokers) ended up with me being able to summon 4-5 Jorogumos every game, which really swings the game balance in your favor. 

    Interesting. I'm assuming the Emissary was in your core list, what else did you bring every game. Besides the card cycling, what else did the Emissary do for you. Sometimes, I've brought him, and can't anything to work, or feel like the one shockwave I got off affecting a grouping of one or two was underwhelming. Thoughts?

  5. If it's a video Battle Report, I like to be able to see crews, deployment and strategy, schemes. I want/need to hear why decisions are made... like in this deployment for this strategy vs. opposing crew, with this set of scheme pools, why are you hiring who you hired and what schemes are you going to go for, and... what do you think your opponent is choosing. 

    I always get too caught up in creating a crew that I think that can outbeat the opposing crew, instead of thinking, what can I accomplish with this crew, and what will they be trying to accomplish. I'm like Lenny with a Bunny! And then I lose...

    Seeing a model of those considerations would be really helpful.

    Next, after a turn is over, I want to know what the player thinks of the past turn and what they need to get done the following turn. Another instance of modeling good player work.

    After the game, I want a run down of highlights, maybe detailing that moment where FATE stepped in and said, nope! ain't gonn' appen! for each of the teams. Also, what the player thinks needs to be considered for the future, like maybe choosing different schemes or refining their crews in a certain way and why they would make those considerations. Another instance of modeling problem-solving, instead of blaming their deck for poor choices that the deck's luck just punished. (Believe me, I've had my fair share of those, because I am not a good player at all).  Trying to learn though and rely on seeing what is going on.

    Another thing with the video is having views of the action occurring, the flipping of the cards, and a good overhead view of the positioning of the crews, terrain, and markers. Sadly, there are times, when I just can't see the positioning of the crew very well, because the camera angle is poor, or the models are blending with map/terrain and it's tough to see which model it is. Probably too much to ask for, but I'd love an overhead view with highlights, so I know who is who.

    There's some decent Battle Reports out there, with The Third Floor having the best so far, imo. Can't wait to see the updates they make for the next stream in December.

    Hope this helps and thanks for asking.

    • Agree 1
  6. 7 hours ago, thatlatinspeakingguy said:

    by clicking on a "paste as a plain text" option which appears in the bottom left corner 😉

    Hmm, I tried it again... fixed a little bit of the problem, but still having white background with black text. Could not find the "paste as a plain text" option you refer to. But thanks for the suggestion. I'll keep working on it.

  7. 19 minutes ago, Ogid said:

    To handle the stitched take in count it's still a damage flip, use something with armor, shielded or hard to wound to reduce the damage or put the damage flip with a negative. Also it has 6'' range and they move 5, any 12'' gun outrange it. It's unlikely a Stitched may use gamble your life more than once, monks have a lot of healing that may be used to patch attacked models; don't let the damage pile up. Minako without any kind of damage reduction and relying in high defense and a defensive trigger is the kind of model that is better keep away from them (mind also she may use SS to reduce the damage)

    I setup the monks on the left, and Minako, Katashiros and Yasunori on the right. Hindsight, with Zoraida bringing Vasilisa, I had other options for Scrap Marker generation. Even not knowing that I think bringing another LRM instead of 2 Katashiros, would've been better. Give her the healing she needs. And maybe use the 2ss savings to give her Silent Protector upgrade. The Challenge Bonus Action would probably have been used more than her normal one, because Zoraida's Crew always had more cards than I did.

    Thanks for the thoughts!

    • Like 1
  8. 3 hours ago, Ogid said:

    Mind you can include scrap/shadow markers and summon them in game :P

    Yeah, I thought about taking one and using it’s death for the scrap marker, but I needed it for scheme running and couldnt guarantee Minako would be nearby. I’ve used her with obsidian statue and got the scrap markers from him, but if opponent dodges hitting him then no scrap is generated. This is the first game where Minako somewhat worked for me. She was killed by Stitched Together so there was no way to put up her Karmic Fate. hate those things.

  9. Ten Thunders vs. Neverborn
    Shenlong vs. Zoraida
    Shenlong - 7ss
    2 Aspiring Students 
    Minako Rei
    2 Katashiro
    Sensei Yu
    Yasunori
    Low River Monk
    Vs.
    Zoraida - 4ss
    Bad Juju with Inhuman Reflexes 
    Grootslang
    Vasilisa
    Spawn Mother
    Will o’ the Wisp

    Strategy: Malifood Scenario One: Holiday Shopping 
    Scheme Pool: Breakthrough, Outflank, Dig Their Graves, Hold up their Forces, Deliver a Message 

    Ten Thunders: Breakthrough and Outflank 
    Neverborn: Hold up their Forces and Breakthrough 

    Standard Deployment 
    The map included several buildings mixed with two severe, hazardous areas and two severe, dense forested areas. On the map three 50mm severe, dense trees were equally spaced along the centerline. Around each of these trees were evenly placed four 30mm size 0, severe present markers.

    Holiday Shopping Strategy awards 1VP every turn after the first for each team that acquired as many present markers as the turn number. Each present can also be opened for a chance at a healing flip and/or more present markers.

    Turn 1: The Thunders are deployed towards the sides of the map with most of Neverborn crew looking to make a rush at the middle with a scheme runner wide on each flank. The Grootslang moved to deny easy pickings of the present markers that Shenlong, his students, Sensei Yu, and the Low River Monk were moving towards. A Silirud ran out on the other side of the map and screeched loudly enough to distract the Katashiros and Yasunori. Minako laughed at the cute swampfiend. On the other flank Sensei Yu Wind Blasted The Grootslang back towards Zoraida, then a drunk Shenlong popped Grootslang with The Dragon’s Light twice and blasted Zoraida each time. The Grootslang decided to call it a day.

    Turn 2: The Neverborn team win initiative. The silirud screeches and the katashiro each assist in refocusing Minako and Yasunori before they engage the silirud. Yasunori charges a butterfly jumping silirud and pops back to claim part of outflank while Sensei Yu moves into position on the other flank. We learned that Sensei Yu’s Laugh Off ability does not deny a walk commanded by Zoraida’s Obey. If he had Unyielding, then he could refuse to move after an obey. However, even if he did move, the Low River Monk was in position to help claim the first point of Outflank. Both Katashiro had picked up a present, a summoned wicked doll and Bad Juju had picked up presents, so both teams score a point for the strategy. 2-1 Thunders

    Turn 3: Thunders win Initiative. The Spawn Mother charges Minako but does not continue once Minako reveals her Karmic Fate. The Spawn Mother drops another set of eggs and eats it to heal. Yasunori charges and kills the Spawn Mother. The Will o’the Wisp lures a student towards hazardous terrain. Minako charges and kills a Wicked Doll and the Silirud but meets her end when Vasilisa’s Stitched Together Gambles Fate which actually takes two attempts as the first backfires. Zoraida moves Bad Juju into range and through him obeys a Katashiro to attack Yasunori using the Oni’s flicker. The other Katashiro moves into the Neverborn’s deployment zone to claim the first point of Breakthrough. Sensei Yu moves up to pick up a present, Vasilisa  and Bad Juju pick up another present, so both teams score another strategy point. 4-2 Thunders

    Turn 4: Thunders cheat to win Initiative. The Katashiro that had started beating on Yasunori moves back into position to claim outflank and be out of range of Zoraida’s Obey. Zoraida Obeys Bad Juju to charge Yasunori. Yasunori lives through it and denies two attempts at being Obeyed. Yasunori moves out of range of Bad Juju, and flies to the other side of building and charges some Gupps. They stand strong against the Yasunori’s flailing blades. The Breakthrough Katashiro continues dropping scheme markers in preparation for the second point, but Bad Juju positions himself in a clean up position. Shenlong turns into a master healer and moves into a position to heal Yasunori and his last fast student does the same and between the two of them, Yasunori is healed from three left to full. Sensei Yu passes off a present to Shenlong and picks up another to get the strategy point, while Vasilisa picks up another present to get Neverborn’s strategy point. Another Stitched together moves up to engage Sensei Yu, while Vasilisa moves into engagement with Yasunori. 5-4 Thunders

    Turn 5: Thunders cheat to win Initiative again. A drunken Shenlong pops the Stitched Together before he Gamble anyone’s Fate and then he picks up another present. The breakthrough Katashiro schemes and moves again, but thinks she’s good to move into engagement, thinking she’ll block any other attempts of denying the scheme by picking up the markers. However, she forgets she’s holding one of the five presents her crew needs to hold to score the fourth and final strategy point. She stands strong against a charging Gupps, but falls under the charge of Bad Juju. However, while the Thunders were denied a strategy point, the Neverborn are not able to claim the second point of Hold Up Their Forces or the fourth point for the strategy. 7-4 Thunders Win!
     

    • Thanks 1
×
×
  • Create New...

Important Information