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SinJ

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Everything posted by SinJ

  1. Bone Piles are a good set of models to have when you know you are going into a condition heavy master.
  2. Only Mah cycles cards with Mah Knows Best. Careful you aren't doing that with the Little Lass or Bushwhackers. That said the reduced cost on Bushwhackers makes them pretty interesting to me. They are a decent drop into Arcanist or Ressurs to always get cover from non-melee attacks while in cover. Especially from spammy non-projectile casting attacks.
  3. Interesting. I wish that the new strat Ours was more relevant to this upgrade. I use Heresy Miniatures Waspskito for Skeeters and they are perfect!
  4. I also think it's way too early to assume but from my games all strats and schemes are harder to score in general so that does make things more difficult for us in staying around. However we still have loads of models with superior AP (Reckless) and/or hit significantly above their Soulstone cost. We still can cheat Initiative with Trixie and we still can spam activation and AP control via Bayou Gremlins. I think we will find a way.
  5. I understand now due to the "legal target" part of Slippery or Don't Fight.
  6. Can "Slippery" and "Don't Fight over me, boys!" be errata'd because the FAQ directly conflicts with how Charge and Flurry are worded in regards to targeting and resolving attacks. something like adding "ABILITY may not be used when targeted by a Charge or Flurry"?
  7. I think that Ophelia has by far the most reliable way to deliver Pere turn 1. Placing him with Jug Rocket after pulling him along really lets you threaten bunched up crews. I really like Ophelia for the mirror matchup or vs Thunders.
  8. I've been working on a guide but I want to play another 10 games or so before I share my experiences.
  9. To be fair we are playing two different versions of Misaki as I'm generally taking Disguise, Untouchable and Recalled Training not Bisento. If I was playing Stalking Bisento I would absolutely take Sensei as what he adds is fantastic. I run into a lot of defensive triggers in my meta and just prefer the control aspect Misaki can do with Downburst and rolling Thunder as opposed to going deep on important models. I have found that Betty can do that much more reliably with auto-flay via her zero and turning off triggers.
  10. I'm going to echo Patzer here regarding the Emissary. His zero from Conflux of Thunder is amazing. You can get a focused 2 attack on something 16" away for a discard which regularly drops 6 damage on something outside of impossible to wound. I play control Misaki and use her mainly to actively contest my opponent's forces so the additonal AP from the Emissary when I kill a model is very welcome indeed to go Defensive with Untouchable after pushing away and putting up Deadly Dance. If I am taking Misdirection the high masks go well with the Emissary's trigger to take additonal attacks and his Aspects usually complement my list. I value a one-two punch of Ohaguro Bettari to turn off enemy triggers which actually lets Misaki kill the targets she wants to as the Emissary gives Betty fast and a push for 1 AP without a flip or card! Sensei is also more expensive and sometimes card intensive while being almost a purely support piece albeit with the potential for hard denial of certain Schemes.
  11. I find it very difficult to build lists without the Shadow Emissary. Master dependant but it is an auto-take for Shenlong, McCabe, and Lynch IMO. Unless you build your list poorly ala not taking at least one Enforcer with an upgrade the Emissary always has a job to do. On the base card itself you get focused plus 2 for any card on activation which you will want for fishing for a mask to trigger word of the emissary to do attack again. I've found he generally gets one very effective attack in per turn and being a Casting action without a projectile is huge! I've been focusing heavily on control Misaki of recent with the Emissary and it really is a beautiful thing. His zero to push 4" can extend his threat to 16" and in general allow for scheming when an opponent attempts to tarpit. The additional AP for killing a model within 8 is just icing on the cake. I also regularly use the Emissary for Death Contract because your opponent will want him dead ASAP.
  12. Very suprised to not see any tweaks to Terracotta Warriors in relation to Leveticus but the rest of the changes look great!
  13. He's out either this or next month so you won't have to wait too much longer!
  14. Misaki really doesn't like her hand being messed with so I would volunteer either Zipp or Som'er. Zipp is probably better although his walls won't protect you from Thunder Archers which dependings on the Thunder's player preference. Misaki is overall more likely to bring Katanaka Sniper/s though. Something to get to Sensei Yu is what you will want more than anything as he enables her and the rest of her crew to really make the most out of AP or just flat out add AP through Stalking Bisento. He is a henchman though so they can and will stone to keep him alive. Burt and an Iron Skeeter would be a solid solution backed up by another hitter. Zipp would also be very good vs Ten Thunder Brothers which I would expect to see as they are probably the best minion in their faction but rely almost entirely off of their DF to keep them alive. Misaki is going to want to build a hand turn one and maybe two to get the high crows she needs for the Assassinate trigger. Keep cards in hand to ditch to help in thwarting her attacks as her damage is otherwise average.
  15. If you are debating on what to buy and intend to expand into Gremlins further I would just go ahead and get the Wong Box. Lightning Bugs are pretty good for playing against Arcanists or any armor spam and Mancha Roja is a solid Henchman. I still haven't assembled my Lovely Assistant because I don't really know why you would ever take her as opposed to Old Cranky. The Lovely Assistant requires an 8, lets you see the top four cards and then put them back on your deck in any order. This is really limiting as you can't discard those in any way. You are much better served by Ol' Cranky's discard to draw combo'd with Winds of Fate on Sammy to get two instances of card cycling. Is this a much higher use of Soulstones? Of course but it doesn't cost you any cards out of hand and let's you build a stronger hand instead of a fixed top deck that requires the use of a moderate 8. But yes Stuffed Piglets are very worth it, I would consider an auto-take with Wong. You will want a big scary model to put Glowy on, Sammy to carry OOh Glowy, Old Cranky to give defensive buffs to your crew and Stuffed Piglets for activation control and controlled blast targets. IMO those are the base requirements of a good Wong Crew. For additions, the Taxidermists are pretty nice. They can make more Stuffed Piglets out of the corpses your opponents will be dropping as you blast them to bits and can give pigs Flight on a 5 of Masks which could be pretty clutch in a terrain-heavy board. I would always take at least one vs Ressurs to help mitigate the amount of corpses they use to summon. Even if they kill the Taxidermist he can use Dead Man's Switch to Detonate your stuffed piglets at once in a glorious shower of bacon and explosions. Creative Taxidermy overall is a good box for Wong.
  16. I think she could be quite good with Brewie. Pushes are the major way an opponent can get out of the drinking bubble range and she can help with that.
  17. Wyrd may run behind a bit on things, but generally they aren't nearly as bad as a lot of Miniature companies out there. The Iconic Fate Deck had a bad print for the Gen-Con order so they are likely still working on sorting that out before bringing it to stores for good. Hang in there and before you know it your FLGS will have it waiting.
  18. I'm going to give Swine-Cursed a go the next time I play Wong, but tentatively as minions they benefit from Liquid Bravery which is definitely welcome!
  19. I will generally Take Mud toss when I'm playing into Neverborn but I do take it vs Ressurs as my meta is pretty heavy with McMourning players and Kirai. Nurses paralyzing things in general is a royal PITA as well and is generally pretty card intensive for them to resolve.
  20. On a side note Iron Skeeters are pretty decent with Mah against a slow target. The extra +1 MI can really help those additional attacks connect. Mancha and the Emissary have ways to hand out slow.
  21. Brewmaster would be pretty interesting into Ressurs as McMourning is a royal PITA!! Gremlins also have pretty good condition Removal with Mud Toss on McTavish and Mancha. Binge is also a great method for depleting an opponent's hand and Performers can put big damage on Flesh Constructs or McMourning if they stack up Poison.
  22. I'll echo what @Rosskov has said about Taxidermists. They are a great counter to Corpse Marker dropping in general. They are also pretty good with Ulix as they can make Pigs fly which is a wondrous site to see. I generally run one on a Flank to deal with an opposing scheme runner. I like Wong against Ressurs as well as a lot of their models rely off of Hard to Wound to stay alive. Glowy just straight up ignores this so you will go right through them. McTavish can really clean house if you get the Red Joker in hand to cheat vs a normally reslient Henchmen or Enforcer. Or just generally kill Nurses or other nasties. The Swine Cursed will be another excellent tool in the bag once they are released to deal with Ressurs. In general though use your speed to put the summoners on a clock as if you give them time to make more zombies you will soon find yourself fighting an uphill battle. Rooster Riders are excellent as well if for nothing else as a speed bump.
  23. That's a pretty good call honestly. I believe they would also get positives to disengaging strikes against non-blighted targets? I'll have to give them more of a go next time. I know that I'm loving them with Hamelin as alternate methods of starting Blighted.
  24. I would definitely take Knowledge of Eternity. Positive on Initiative flips is a huge deal. The Bloodwretch seems like a cool model to experiment with.
  25. Badidos are solid for running schemes and pretty cheap. They will eat up your hand if you let them though. Desperate Mercs might have some play but I'd look for other options. Winged Plague are fine for running schemes but have very little synergy with Parker. Plagues are great when Ratcatchers are around though for reactivate. I've been testing out the Hodgepodge Emissary with Parker actually as my primary scheme runner. The general Conflux upgrade is pretty awesome for additional card cycling and Parker can make soulstones to cover it. Giving Dead Outlaws within 4" positive flips is very nice in conjunction with Mad Dog Brackett's ability to remove cover.
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