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PeregrineFalcon

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Everything posted by PeregrineFalcon

  1. Was going to say the same thing. @Paradigm, a summoned model is slow, and more importantly cannot take interact actions the turn it was summoned.
  2. yeah I agree, NB is actually one of the best at Show of Force, but noticed that the person who plays NB on the podcast said he has a limited set of models, and was speaking from his pool of models (something that I think should be emphasized more in future episodes). Often times in Malifaux players, when speaking about their choices, forget to mention what they have available and why they choose. I think in this episode its mentioned a little bit but its always good to further emphasize. For example the NB player also said he prefers only his master have upgrades and loves taking models that cost <6ss as a general rule. He has his own reasons and has fun playing that way so its totally valid and cool to hear about alternative perspectives. Furthermore, the hosts also make a good note of saying that they never intend their segments to be gospel (something I do wish other podcasts would say up front). With that said, Candy with "Best Behavior" getting pushed into the center by Mr. Graves is an incredibly STRONG Show of Force Hench(wo)man. She can just stand there (which is what she loves doing anyways). However, it sounds like the NB player only have Lilith (never used), Zoraida (uses Spawn Mother), and Collodi at his disposal, so no Candy.
  3. Listened to the majority of the cast yesterday and today on my commute. Enjoying it @godswearhats, as I think you guys def. have a good rapport; can tell you've done casts together before. I think you all bring a great perspective to the topics. Love how some of you don't care and just use crews with no upgrades (while a psychotic choice, totally grounded ). And while no one will ever agree with all of your comments, I found all you guys had to say to be insightful, entertaining and of high quality. Looking forward to many more episodes! A few minor suggestions: Love the chapters! However, in show notes could we have the timestamp of when they start to easily jump around? For the enforcer brawl section I'd love to hear more about what masters the enforcers go really well with. Enjoyed the actually combat and think the comments you guys made about implementing some changes to the way you carry it out will be great. Look forward to this as you refine it. (For example, would like to see no reshuffling between rounds). However, I would not change things like Howards Assassinate trigger works (i.e. keep it remove 2 cards or 2 ss; obviously only can discard 2 cards). I think this gives you a chance to talk about hand control, management and manipulation, as well as touch on bluffing! All key factors to the game Love the scheme spotlight and the term you guys came up with about 'bidding' for Show of Force. Would love to hear more about how deployment may play a factor in the choosing the scheme and discussing how you might deploy to either go for a particular scheme or bluff for a particular scheme. I find that turn 1 and 2 scheme bluffing is important a bigger factor in our GG2016 pools As mentioned before, love the cast, and look forward to more!
  4. They are slow and cannot take interacts the turn they are summoned. The slow is mitigated by the fact they can all 1AP charge within 4" of her though.
  5. I think the super weasel is actually going to be going into some lists I want to try with her. Reliably handing out burning and if you use Teracotta Warriors you can get some nice synergy there. Hope people haven't discounted how great he can be in a certain (and yes different than we've talked about in this thread) playstyle.
  6. NOTE: #29 does not have anything to do with Markers which are hazardous terrain. It only refers to models.
  7. Yes immune from that specific Hungry Land Marker for which the model failed the duel. Upon failing it counts as taking damage from the Hungry Land marker (i.e. 1/4/6) NOTE: You do not gain immunity from another Hungry Land marker's "bubble" (as you call it). Yes Yes (separate sources of Hazardous)
  8. It was already answered in that thread. Not sure it needs a ruling its actually quite a clean rule already, everyone in that thread appears to have responded accurately (i.e. RE it needing to be in FAQ, I personally don't think its necessary; take that for what its worth).
  9. Starting to work on first round pairings for the event. Just over a month away. Looks like we'll be expanding to 40 players as venue will support it, final thing is to confirm enough terrain of course
  10. Agreed on just about all of this. Curious if you could elaborate on how you think grasping strands is useful only when you've made a mistake? I've been using it to protect many of my key models from key charges. Asami protecting Graves from a charge in a recent game was awesome. But yeah all of this is something I agree with and Equality is so good in her. I need to give the fate of morals more time as I have been leaving it off due to its costs.
  11. I most def. do. Enjoying it, and hell they promoted my Live Free or Die Cheating tournament even though its halfway around the world
  12. Well yeah, but I mean that I can take with Asami so she can get make it hard for the opponent to pass the Ht 11 duel form Devoured Whole. Right now I see no reason to 'work' for that trigger, it gives too many ways for you opponent to choose whats best for them.
  13. Yeah I really like her movement she can pull off. She can do things like Occupy Their Turf fairly easy. I will say I do wish she had a slightly stronger attack because it does feel like she 'needs' to be summoning which I don't love. Its a reason I didn't love Nicodem but love Dreamer/Molly/Kirai. They can summon but they don't have to summon. Her attacks are just lack luster enough that they're more for getting her out of harms way than doing much dmg. Now if there was a way to put someone on a negative flip for Ht duels that would be fun (alas there is not )
  14. @D_acolyte I've been using Equality on Asami. Gives her some card draw and heals. Heals can either be just the 2 from the card, or if you've got extra scheme markers down, she can heal a ton after placing another scheme markers (I see this as a good setup for a follow-up turn). Another thing to consider about Asami which came up in my game this week is that she can move ~21" in a turn with her Heavenly Design upgrade. If she needs to attack to get out of combat at any point she can also push 3", or pull a model (built in mask from Another Mouth to Feed) or use Reading Tendrils and hit the Pulled Here and There trigger to push 6". She surprisingly has a lot of movement. For further card draw, this is why I suggested earlier in this thread to include Anna Lovelace, cause have 2x Rush of Magic is nice (I've payed a lot of Lilith+Primordial+Hannah lists). And as I think you know The Fate of Mortals is nice (but I find it expensive and competing for other good upgrades on her or the rest of her crew).
  15. yeah she is good for the Asami crew in many respects. She helps the crew in many ways.
  16. Ok will do. Just as aheads up though the Image URL field doesn't work on that form. Thx bud!
  17. @Aaron The mispacked 'form' for putting a link to the image doesn't allow any links whatsoever. It won't let me complete the form the URL to my image is valid. https://i.imgur.com/iw43oIi.jpeg
  18. Yeah that's what I've been doing since Tuesdays game. The idea with Anna Lovelace really intrigues me because she can shoot into engagement without randomizing and she can summon Seishin and Mindless Zombies off her gun (tome) or force Horror duels (crows). This is nice considering our Oni are going to be up there charging in and engaging models.
  19. You literally summed up my first experience with her in your post. I feel exactly as you do about her. I think the Yokai are actually better summons in some cases than the Joro simply because getting a Joro out on a 13 is nice, BUT that 13 is also a guaranteed hit by something else, or a potential severe dmg as well. I think Summoning a Joro is only good if you have a 13 and at least 2 other face cards otherwise you're limiting what you can do with the summon and the rest of the crew. I was very happy with how Yokai worked and I think Oha is going to be fine but going to take some time for me to get right. I really like the Shadow Emissary in general, but the 4" is just short enough to not make it always include. Now with that said I think the Emissary is good (simply because his (0) to get cards isn't bad). Right now I'm going to try and build some lists without him and add in some other toys. My list was: 50 SS Ten Thunders Crew Asami Tanaka + 7 Pool - A Heavenly Design (2) - Grasping Strands (1) - The Fate of Mortals (2) - False Target (0) Amanjaku (3) Ohaguro Bettari (8) - Death Contract (1) - Smoke Grenades (1) - Recalled Training (1) Shadow Emissary (10) - Shadow Conflux (0) Katanaka Sniper (7) Guild Pathfinder (6) Shadow Effigy (4) Plan is to change it slightly to this because I think Equality on Asami gives her some necessary extra healing: 50 SS Ten Thunders Crew Asami Tanaka + 7 Pool - Grasping Strands (1) - A Heavenly Design (2) - Equality (1) - Death Contract (1) Amanjaku (3) Ohaguro Bettari (8) - The Fate of Mortals (2) - Smoke Grenades (1) Shadow Emissary (10) - Shadow Conflux (0) - False Target (0) Katanaka Sniper (7) Guild Pathfinder (6) Shadow Effigy (4) Lastly, I'm thinking about trying something like these in the future (this list is meant to help shore up issues that 10T have with a lack of Wp based attacks) 50 SS Ten Thunders Crew Asami Tanaka + 5 Pool - Grasping Strands (1) - A Heavenly Design (2) - Equality (1) - False Target (0) Amanjaku (3) Ohaguro Bettari (8) - Recalled Training (1) Bishop (11) - Recalled Training (1) - Death Contract (1) Yin The Penangalan (8) Katanaka Sniper (7) Shadow Effigy (4) Anna Lovelace based (Rush of Magic) 50 SS Ten Thunders Crew Asami Tanaka + 6 Pool - Grasping Strands (1) - A Heavenly Design (2) - Equality (1) - False Target (0) Amanjaku (3) Anna Lovelace (10) - Recalled Training (1) Ohaguro Bettari (8) - Recalled Training (1) - Death Contract (1) Yin The Penangalan (8) Katanaka Sniper (7) Shadow Effigy (4)
  20. Yeah, I actually meant more that its not a big deal that LCB takes damage because you'd bury him to bring dreamer out. I shouldn't have said die. But the idea with LCB is put it on him and then let the two ticks of dmg occur but by the time hes low enough he either has brought dreamer back out or the game is over and during that time the Shadow Lair upgrade has done what it needed.
  21. This won't do anything though, as only "the model that attached" the upgrade can draw LoS and range. So if it dies the first Shadow Lair upgrade is sort of useless (except it will still do dmg twice). For me I see putting Shadow Lair on my own models (LCB, Lilitu, Lelu, Teddy, Nekima, etc.) All models that either regen, but have Black Blood or in LCB case you don't care if he takes damage because you'll likely bring dreamer back before he dies.
  22. Yeah I hear you, but for that purpose I'd rather use Ama No Zako, sure her attack is a stat 5 but she has flight and can benefit from all the same things, plus she has a much better damage profile. For killy kill, I think Ama No Zako is a better include, for support/minion hunting I think Oha is the go to. Death Contract in general is a HUGE win for 10T in the book there is no question it will be in many a players lists going forward.
  23. Also, something else to add which has not mentioned here is that the Guild Pathfinder is a good include with Asami, and Oha can place in base contact with any (within 6") clock traps he summons. Even though they don't drop scrap markers they are nice way to help clog up the works. Especially if Oha is making them walk towards her thru them
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