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Thatguy

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Everything posted by Thatguy

  1. I was pretty impressed with him. He has little DF tech, but has df6 and with fast, battle tempo and chain gang can usually dictate what combats he wants to be in. That and you can Challenge your already activated models to get self heals for a bit more survivability. Challenge is also pretty great for tagging a beater and then wandering off with either forcing them to chase you or drain they hand to target something else. Also pretty good if you can tag them with Slow and Staggered before disengaging to do something else. In the last game we played he managed to kill a Fermented River Monk who was sitting in 3 chi and 4 poison in a single activation. Though that was so in post to my terribly hand it's so a feat that would give most Masters trouble.
  2. Understandable. With Nico gone I don't think anyone else in the faction even owns a top hat.
  3. It seems like all the Arcanist titles got either side grades or upgrades. So they came out pretty well imo.
  4. How good are your greenstuff skills? Adding a white labcoat might go a long way.
  5. Yeah. I think you're movie with not to have to rush forward to score most things. "You looked distracted. I'm helping you focus"
  6. I think this is the core of the debate. Whether it's treated as " a Colette model" or " the Colette model".
  7. I think he meant setting your own dudes on fire to guarantee the WarPig replacement, which Pigs of Fire can't do.
  8. Lucky Emissary seems like a fun pick with New Brewmaster's construct aura. How'd the game play out? Where you able to keep up with Titania drawing 3-6 cards a turn?
  9. I really want to try them with Brewmaster Classic and Shojo. Her +1 poison aura let's all the Have a Drink attacks in range actually hit Intoxication level. It would be nice to actually slow models. Lol
  10. This night be I've rain why other factions are popular. Guild gas a lot of human skin and faces to paint along with fabric which can be intimidating to new painters. Monsters undead and robots in the other factions mean you can get away with more creative license.
  11. This looks like the list I'd use for both versions. Swap Popcorn and Tanuki for Fingers and the new Enforcer for OG Brewmaster. Which I guess is just too say that Fermented River Monks and the Whiskey Golem are baller.
  12. I agree. They seem like a cool mini crew for stuff like Henchman Hardcore. But unlike the Outcast or ES starter I don't see the models slotting into other crews well.
  13. He lets you draw a card off Petty Illusions when he attacks a friendly to get glowy and fast. There are cheaper models without TN that can do that, but they're even more fragile and often have detrimental triggers you have to declare. His ability also triggers Petty Illusions. Yes you'll need to heal him to keep using his abilities. But that applies to every model in a Wong list and gremlins in general. Wounds are a resource and this guy does a really good job of letting you exchange wounds for card draw and cycling in a crew with access to the best healers in the game.
  14. He's 4 stones and will draw you 2-3 cards a turn until he dies and draws you another. That sounds like the sort of investment most crews would love to have. It might die easily but I'd your opponent spends resources to kill it after you've drawn cards for a turn or two I think you're coming out ahead.
  15. I think that's about it. But you will also get it from regular actions that generate shadow markers, like Ninja Vanish, or when anything with Assassin kills something. Your crew could conservatively be dropping 5 a turn without any real effort. And your enemy will probably help you out by dropping more.
  16. No, is is they take an action generated by an effect. Like if they get an attack from an Obey, Flurry or Coordinated Attack or any Action that generates another Action other than Charge (which generates an attack) Still it means Misaki and co are dropping a lot.
  17. I'm wondering what other crews are going to want to grab him at 5. Him and a Bokor seem like a good investment in Kin since you already have Sammy in Keyword. He works well with Nuphelia's raiding operation which doesn't make Ophelia draw but the model discarding the upgrade, letting him stay pretty far back with Sammy and Rami. Swampfiends have Bokors in key word already so would probably be a good pick too. I might make room for him in Tri-chi too, to get back my expensive Whiskey Golem, except at 10, not even the red joker will hit the target number.
  18. Yeah. I definitely agree. She becomes more attractive the fewer Horsemen you have. I think I would be more into it if Levi wasn't already able to let the riders use their ultimate two turns earlier. It takes three suits to get off so she can get Innovation turn 2 at the earliest. Which is also the earliest Levi can let a Horsemen take thier ultimate. I do really like the idea of getting a couple of corpses and killing your waifs in other to get a Zombie Horde turn 2 though.
  19. CavLevi Dead, then Hooded then Pale with Mech taking the last spot. I have a preference for putting the Melee beaters first though with their speed and 2" engagement. Pale definitely leaves you with the option of Injured Stacking for when you really need something dead though. Mech takes the last place for me. Because: No min 3 and only 1" engagement Innovation doesn't work well with every rider wanting different suits. Insight helps less in low model crew that's not chewing through it's deck. Revolation has few good targets. She does let you drop scheme markers, but unless you're really set on bringing all the Horsemen, two Necro Punks probably do it better.
  20. Taking another look at that Backup Assistant I hadn't realized just how crazy the card draw is. He doesn't just let you filter the cards Sammy gets off Petty Illusions, but Triggers Petty Illusions off other card draw. If a Bokor gets Deja Vu off, you discard a card draw two cards, discard one of the cards you drew then draw another card then. One trigger let you discard twice and draw four. Sammy's Drain Magic Trigger is pretty nice with it too.
  21. Seems like a good candidate for Low River style. With leap and flying it makes the aura mobile. Guaranteed suits for Pouncing Strike is good too. It's not a huge amount of damage, but it is a lot of position disruption. With being able to put Four Winds Punch on friendly monks it should make scoring things that require getting enemy models to places much easier. I think Shen2 will be more competitive than people give him credit for. Being able to hand out upgrades means potentially any model in the crew can be a beater. Especially with added to both attack and defense while in When's aura. He df 6 now, with chi tokens he can get up to an whopping DF 8. The Expert Educator and like the biggest shift though, making the crew very good at scheming. Between Remember your Training and Shifting Forms the crew can take 6+ out of activation engagement ignoring interact actions in a single turn.
  22. I'm thinking map will matter most then match up, with you playing them both in most of the same schemes. If the map doesn't have good piano choke points, you probably play Dread Zipp. Or if the opponent is a crew with a lot of flying or Incorporeal. The new Zipp might be better against more elite beater crews too. Irresistible Distracted can put a big cramp in thier offensive capabilities.
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