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SinJ

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Posts posted by SinJ

  1. 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.

  2. 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.

  3. On 11/1/2017 at 9:16 AM, Aaron said:

    Hello,

    The following questions have been added to the FAQ:

     

    1. 9. Can Trixiebelle use "Don't Fight Over Me, Boys!" (or Burt use Slippery) to redirect Attacks from a Flurry or Charge Action?
      • No, as she can only redirect Attack Actions to other legal targets. Flurry and Charge set her as the necessary targets, therefore making no other model a legal target for the resulting Attacks

    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"?

  4. 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.

  5. 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.

  6. 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.

  7. 6 hours ago, Merellin said:

    In the end I want all Gremlins Masters (Exept maybe Zoraida as she feels more Neverborn then Gremlins..) I want to wait with Som'er as a friend has him as his only Master so i'l build my collection a bit before getting him. Zipp I have to wait for untill he comes out for us regular mortals who dident get to buy him early.. :P

    He's out either this or next month so you won't have to wait too much longer!

  8. 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.

    • Like 1
  9. 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.

  10. 4 hours ago, Math Mathonwy said:

    Got to admit that I consider it quite bad since adding an Upgrade and then using AP from those expensive models for Condition Removal always seemed like a pretty bad deal. I mean, it naturally could save you the game by removing Paralyze from Ophelia or whatever but it just seems to come up very, very seldom.

    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.

  11. On 9/23/2016 at 7:59 PM, Four_N_Six said:

    I would ONLY bring it guaranteed if Lenny was in the crew, and even then you're only getting maybe one good use of it. If Lenny can't be nearby, then you have paid the soulstone cost for the upgrade, and then another soulstone to actually use it. I've considered it with Cranky in the crew, but that's only reliable with an iron skeeter to keep Cranky near Mah to regenerate that soulstone you burn to do the 1 AP charge. I've gotten along perfectly fine without it so far. I'm sure it works for others, just not something I like. 

    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.

    • Like 1
  12. 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.

  13. 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.

  14. On 9/19/2016 at 0:46 PM, Akodo Harid said:

    At yesterday's tournament, I gave the winged plagues a try. They are excellent in interact-with-opponent schemes since they get that free push at the end of the turn. I'm going to commit to testing out the Bandidos in upcoming games and, when there's an inevitable pre-release on dead outlaws and Wukou Raiders I"ll give them a try.

    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.

  15. On 9/18/2016 at 8:28 AM, Akodo Harid said:

    Edit: Was debating on running Bandidos, Winged Plagues, or Desperate Mercs as my scheme runners with Parker. Thoughts?

    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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