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Kogan Style

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Everything posted by Kogan Style

  1. Thanks for pointing me here @Franchute, sign me up for Henchman level to start with, I've enough rats to be getting on with!
  2. Great idea! Once I know the rules I will post up what I have to paint. I'm building the Nightmare Hamelin crew and guests, and this challenge will help keep me motivated through the hideous job of painting rats and cats!
  3. I received 6x2mm magnets (20) with mine.
  4. I now use the A+ case and magnetised the base. It is a pain!
  5. Because I didn't have them at the time when Huggy was killing.
  6. I have only used Burn out once, with Rising Sun and Woke up as the other two upgrades on Lynch. Over the course of that game I created two Depleted through Lynch nuking things. My opponent was tilted having his model die and replaced with two of mine (Huggy and the depleted) but I never summoned one from Huggy kills because I didn't want to burn the cards at that stage of the turn, whereas later in the turn with Lynch I felt more comfortable ditching cards and aces I'd collected. I am keeping it strictly casual until I play with it more but if a killy interference or Recon appeared in a tournament enviroment then I have promised myself I will give Burn out another go over my usual picks.
  7. Don't be trapped into thinking that because you took Woke up with a Hand you should always activate Lynch last. Lynch can mulligan rubbish cards to set up a damage dealer for later in the turn. When deciding on Lynch for strategy consider whether you need Lynch to survive the game and whether Missile Huggy is appropriate. This will help you choose between Cheating Bastard (Lynch/Huggy Survival) and Rising Sun (Missile Huggy for days). My playstyle has always fallen between the two as I find the Terracotta Warrior to add less value than a charm warder (see below) so I choose not to play Endless Hunger/Rising Sun swapsies Decide whether you think you will a lot of aces in turn. This will come from Recalled training, inbuilt etc... if your crew has more than a few of these upgrades/abilities then it might be worth taking Wanna see a Trick. Being able to drop 8 points of damage on a Brillianced target within 6" just because you happen to collect aces makes for a great way to collect the opponents tears (and tears make the best mixer for Winners Whiskey). There is upgrade slot competition so its not an auto-include and you can get by with just 1 ace for almost all the discard tricks you will pull (Emissary, TT Bros, Lazarus, Defensive Stance etc...) Keep Lynch back, he is fragile as you have noticed. Wade in with the true beatsticks and then clean up with Lynch, making sure the opponents toys are not on the board for the next turn. He is very much the second wave hitter and Walk 4" only emphasizes that. Lynch Protection methods Misdrection. This is the upgrade that competes with Wanna see a trick for me. Do I need to keep Lynch in play for as long as possible? Then I slap this upgrade on, along with Cheating Bastard. I then usually hire a good wound soak, Lazarus usually. His Armour+2, Heal for a zero and shooting ability (discard a card for Auto-fire mmmm.... Aces) puts him ahead of Izamu for me. He can babysit Lynch and still be effective. Cheating Bastard gives that situational heal, but more importantly forces the opponent to cheat first. If they do, they want to hurt Lynch badly and you can play around it. If you can beat their final duel total, you cheat in to win and cause them 2 damage. If you can't beat the duel total, you throw in a Mask and pass the damage off to Lazarus or preferably one of their models so they have to discard another 2 cards if they do want to hit Lynch. Charm Warders. Throwing Disguised on Lynch (and Huggy if you take 2) or the reverse manipulative again adds to the resource cost of attacking Lynch. These guys force the Terracotta Warriors out of my Lynch lists and sometimes even the TT Bros. They give out flips to activated models to add to the defenses of Lynch, Huggy and others. I find them to be a great choice at 5ss Mr Tannen. Cheating Bastard combined with this guy's cooler ability attacks the opponent's hand in a horrible way. Give him smoke grenades to ensure the enemy has to come close (or focus and risk having to cheat the manipulative flip to ensure it gets through). Keep him close to Huggy or Lynch and cause the opponent headaches as they work out just how much of the control hand they have to give up to get that attack in. Low River Monks. Heals and removes conditions from Lynch. But think about where Huggy is going to be before giving him Peaceful Waters as the second upgrade as Huggy may not be on the board (Rising Sun missile) or too far away (spreading the cheat last bubble) to enable the monks to heal effectively. Lynch's weakness is that he is a fragile piece, and sometimes you have to gamble with him to get the most out of him in a turn and accept the likely loss that make come from it. The change in the Frame for Murder style scheme from on/before Turn 3 to on or after turn 4 boosts Lynch because it opens up the killing potential early game. Your opponent might not want to give up on getting 3 VP when Huggy and Lynch come in like wrecking balls on turn 1 & 2. Use that to play with more freedom in taking toys off the table. Huggy can accomplish Hold up pretty well with 3" engagement range, and Cheating Bastard allows for a cheeky scheme marker to be placed to score Trap (which admittedly, is a pretty difficult scheme to score outside of Yu Mighty Gust trick) Thanks to @Dogmantra for pointing this one out. Lynch is vulnerable to Eliminate, but he can also accomplish it with ease so don't be afraid to go for it!
  8. Great thread as I'm just in the process of building Hamelin and all the rats and cats that come with him! I have a question for those learned in the way of the plague: Lets say after stoning for cards on Turn 1 you end up with an 8 and 8 and no other high cards or crows (I know its unlikely but I'm trying to understand the priority for Hamelin here) Would you spend the 8 on summoning a rat (via O.Wretch) or to summon a second stolen via the trigger for lure Malifaux citizen?
  9. Agreed. I was looking at fitting in an Akaname and shooting the Monks but the 4 Tanuki make the reactivate guaranteed for 2 AP (1 AP to drop a scheme marker for turn 1 reactivate. 1 AP to drop a second marker to set up Reactivate for Turn 2) I think for TT only crew you can replace the Golem for a Dawn Serpent, it can't reactivate but you don't have to pay the silly 2 ss Running Tab tax. You can add Barkeep to get Wesley in the crew.
  10. Hey Rich will the Strategies be updated when GG 18 comes out? Or are you sticking with the ones in the pack currently?
  11. I like Mr Tannen a lot with the Cheating Bastard upgrade on Lynch as Cooler will force your opponent to have to discard a card to cheat. Coupled with having to cheat first, your opponent will quickly run out of cards or REALLY have to decide whether hitting the model is truely worth it. It really makes the opponent have to think about where they spend those cards. If you are running Burn Out you'll need a box of depleted (otherwise you won't be able to summon one) For the discard mechanic I love a bit of Lazarus. Making him fast with the Emissary and with the push - you get to auto-fire and shoot again (if the target is in range) as well as having a good misdirection target for Lynch to throw off wounds to thanks to Armour+2
  12. Emissary first then depending on your position on Proxies - either buy the Shen Long box set (netting a very good TT Master in the process) or Pick up a proxy for Sensei Yu, who will really help all those Masters you mention above. Mei is a tricky one to cater for as the models she can access cannot be used by anyone else. Mech. Porkchop is very good for her, other models include the Metal Gamin, Willie, and Sparks but I have found you'll rarely include these guys in a TT crew. Yas is difficult to work with as it costs so much that you really have to consider how you build your crew to maximise its potential. Burt Jebsen makes it into a lot of my crews with Lynch and Misaki. He is another damage dealer that can also run schemes very well. Push and Fast (TTs big bonus) really speeds him up, giving you 4AP to work with most turns. He has no particular synergy with either Master (other than providing another threat for the enemy to deal with in melee which can take the heat off Lynch and provide some wonky interactions with Misdirection on Misaki) For Minions - TT Brother, Low River Monks are the usual inclusions, followed by the Illuminated (mainly with Lynch) and Katanaka Snipers when more damage pieces are required.
  13. @Red? are these results going to be submitted to the Rankings page soon?
  14. Seishin are spirits and don't drop a Corpse marker, which is why the Wastrel was used before.
  15. Extra ram if the model has already activated. I assumed you were talking about the Sabre and inbuilt critical strike. My mistake.
  16. Kodoku on the Warden with the Sabre is even better (if a lot more combo-orientated) Interesting run through Tokapondora - my little use of McCabe has seen me take the Sabre on the Emissary and tag teaming him with the Warden. They have been pretty good as a mid table team denying opponents schemes (and their runners...)
  17. When are you changing your Outcast rose to something more Guild? Or just get a pic of a space hopper
  18. Don't forget that for a zero a Wokou can move a scheme marker. So move the enemy scheme marker (it gets placed) and you can draw another card thanks to the Crime boss aura. I think Laugh off really helps with Guard the Stash as Lure/pushes are a key method by which opponents will try to deny strategy points.
  19. Crewfaux - 55mb on Android Malifaux App - 91mb (with all the cards purchased)
  20. Working in the UK. I built a crew for an opponent with a face down upgrade and looking through 'Opponents' crew I can see Death Contract and False target. Can someone (with an actual opponent lol) confirm?
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