Jump to content

PeregrineFalcon

Vote Enabled
  • Posts

    1,687
  • Joined

  • Last visited

Posts posted by PeregrineFalcon

  1. 56 minutes ago, Da Git said:

    Not sure if this is what you mean, but the Yokai can't interact on the turn they're summoned, even through their 0 action. Works if you can wait till the next turn though. 

    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. Just now, D_acolyte said:

    I like the Chapters.

    I play Neverborn and I love show of force. Focusing on enforcers often I will take 3 upgrades on non leaders and here is the list: retribution's eye, mimic's blessing, and often Iggy with depression (he is only 6 stones with the upgrade. If I did not take Iggy then I would take pack or an extra mimic's blessing. The neverborn that have issues are those that go very minion heavy, I tend to be enforcer or henchmen heavy.

    Also note about show of force and Zipp, it is printed cost so the free upgrade he give which are normally 1 stone counts.

    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!

    • Like 1
  4. 4 minutes ago, Eichohrkatz said:

    I have a short question, do Oni who were summoned by Asami have the "slow" condition? Or is the Flicker Condition instead of slow?

    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" :aura 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.

    • Like 1
  6. On 9/6/2016 at 8:39 PM, Nemikan said:

    1. Does the dmg from failing the wk duel (I'll call it "bubble") count as hazardous terrain damage (which then would causing the model to become immune to the "bubble" dmg till the end of the turn) or just normal damage?
      1a. If you took the dmg from the "bubble", would you also be immune to the dmg from landing on the Hungry Land Marker?
    2. If you're within 3 of two Hungry Land Marker's does it cause 2 checks if you end a walk inside both of them?

    Thanks for the clarification!

    1. 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).
      1. Yes
    2. Yes (separate sources of Hazardous)
  7. 5 minutes ago, Nemikan said:

    Was hoping it would be in the FAQ but it wasn't :( Any chance you could clarify the Hungry Land Markers?
     

     

    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).

    • Like 1
  8. 8 minutes ago, mythicFOX said:

    I'm now around ten games in with Asami and have taken her to a couple of local tournaments. She's done well for me, hitting the podium both times (3rd/15 and 3rd/24).  Being new to both Ten Thunders and Asami I'm still making plenty of errors, so there's lots of room to improve my performance.

    I'm now getting fairly settled on the upgrade load out I like for her;

    As others have said Heavenly Design is an auto include, the (0) place alone is worth the price and the aura is great in a lot of places.  

    I think a lot of players are undervaluing the 'when your opponent scores a VP' effects generally.  In most objective sets if your opponent isn't scoring 1VP a turn they aren't just losing, they're losing badly, at which point you're less concerned if you get this effect or not.

    I've been really surprised by how much I like The Fate of Mortals on Asami. The ability to up the flicker on your models when opponents score has let me really keep things around that otherwise wouldn't be able to, effectively saving an AP and a 9:masks each time. The card draw comes up often enough to be relevant. I'm also liking Equality on her to keep her wounds up and mitigate the use of her (1) charge aura.

    I'm now convinced Nefarious Pact is a red herring, almost all the condition removal in the game that would remove your flicker is situational enough that you don't need this, and I've found that drawing cards after Asami's activated is much lower value than I'd expected.  I'm also yet to be sold that most of the time Grasping Strands isn't just a tax on poor play, IE it's only useful once you've made a mistake.  I need to test that one more to be sure though.

    I think their are definitely objective sets where Feign Weakness is good, but I've not bumped into one to really test that out yet.

    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. 

  9. 3 hours ago, valhallan42nd said:

    I love this cast.

    I think @PeregrineFalcon listens as well.

    It reminds me of Podhammer for Malifaux, a bunch of very amusing friends sitting around and talking about something they love. 10/10, would paint models while listening to.

    I most def. do. Enjoying it, and hell they promoted my Live Free or Die Cheating tournament even though its halfway around the world :)

    • Like 2
  10.  

    Nurses can do it.  But I'm guessing you mean in faction...

    Brewmaster can. Not sure if anyone else can give out swill. 

    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.

  11.  

    More and more it looks like I will be buying Anna.

    One person asked me what I thought Asami was like, I told them Seamus. They said so she as a really powerful attack, no if she wants to get any where she can to do what she wants to do. I tend to put her max range as 22"+ with Heavenly Design, the 6" is about 7" of movement then she can walk 5 three times or if you have the cards for it Reaching Tendrils to pull another model and trigger the 6 inch push though I would suspect this will not happen more then 2 time..

    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 :(

  12. @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).

  13. 6 minutes ago, D_acolyte said:

    Other models that can shoot into engagements that might work are Angel's Eyes and Ten Thunder Archers. I will be buying Anna Lovelace just to deal with Zipps shenanigans.

    yeah she is good for the Asami crew in many respects. She helps the crew in many ways.

  14. 8 minutes ago, D_acolyte said:

    Interesting lists.

    I also agree on wanting a few high cards if I want to summon a Jorogumo. I am toying around with some ideas and may post them later, I am still letting some of yesterdays game settle in my mind.

    I am also trying to figure out when Fate of Mortals would be good. I would probably put it on Yasunori. I am coming up with when you want a lot of yokai and that about it or if you just want more cards, I would put it on for that I rather have smoke grenades on him.

    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.

  15. 33 minutes ago, D_acolyte said:

    I just had my first game with her last night as part of a grow league, it was only 40 stones. My list:

    Asami with Nefarious Pact and A Heavenly Design which I think will be the 2 most common upgrades on her.

    Ohaguro Bettari with A Taster for Fresh, Recall Training, once again another set that I feel will be common and Death Contract, which is optional

    Obsidian Oni

    Amanjaku

    Obsidian Oni

    Shadow effigy

    Samurai with Blessing of Jigoku and False Target

    I had Headhunter (3) as the strategy with my schemes being Hunting Party (2) and Leave your Mark (3) for a total of 8 points and my enemy had Kirai and got 9. The only model I had left on the board was the Samurai. The outcome was did not look like it would be that close, I account that more to skill and keeping your eyes on the goal then Asami's power.

    So now the opinions of the models:

    Asami: if you thought she would be a Dreamer or Molly, well I have played them both and she is lacking by comparison. One problem is she has a good high end summon and then some good low but nothing in between, I would like a summon that takes an 11 or a 12 but preferably an 11. Next where Molly and the Dreamer have some very good other action such as Whispered Secret, Revelation or Empty Night. Also both Dreamer and Molly can get accomplice which is huge for a master in this sort of area. Reaching Tendrils is an ok action but often if you are using it on an enemy then they are already in range for things to charge. She is a very mobile master, so much that she often picked up the head markers and summon, but I felt like I lost nothing for doing so which speaks a lot about her. It is also very tough to get a good amount of flickering on a model. I summoned a Yokai, Obsidian Oni and 2 Jorogumo during the game. I think I will have Grasping Strands in my next game. I did get her Devoured Whole trigger unfortunately it was early enough my enemy had cards.

    Amanjaku: Take him, leave him either way I am fine. He did not do much and was basically just another activation. Never got A taste of Life off nor Onwards Into Night. Mostly I had him clean up my enemy models that were near dead.

    Ohaguro Bettari: She did her job. I think she is a solid model the only real down side is that you will want a lot of high cards between her and Asami because Flay with a 11+ being a 6 is great. I did not use Haunting Song, partly because I was expecting her to die. I do like her upgrade and recall training with her. My one complaint is that she died early after getting hit by a hanged.

    Death Contract: came late enough in a turn that it cost my enemy 2 soul stones to save Datsu Ba which worked well. Yes killing with it would have been great but I traded a 1 stone upgrade for 2 stones that is a good deal.

    Summon thoughts

    Yokai: I summoned one first turn and he charged out doing a little bit of damage just to die after his 3 attacks. Not a bad summon on a 9 or even a 10. The triggers you want with him are Just a Taste to help with further summons flickers and Vital Strike to get a 3rd attack even though it makes him die that turn.

    Obsidian Oni: they both died too quickly to tell but I would still take one just for the healing or double focus Flames From the Heaven.

    Jorogumo: Yes Please.

    I think my standard for her is going to be:

     Asami with Nefarious Pact and A Heavenly Design

    An Oni Henchmen

    Obsidian Oni

    Samurai

    I think Asami's ideal activation is to 0 action A Heavenly Design, Summon and 2 Oni's Strength or if she needs to fight Oni's Strength, Another Mouth to Feed, 0 action A Heavenly Design away and summon. I do not know how common these will turns will happen though.

    I also love how all the onis look other then the Tengu, they do not look like Tengu to me nor do they look cool. The Jorogumo do not look like what they are either but they still look great.

     

    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)

  16. 16 hours ago, lusciousmccabe said:

    I think you probably do care because the Dreamer will then be slow, no?

    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.

    • Like 1
  17. On 8/16/2016 at 8:54 AM, Adran said:

    I guess you could hire a bandersnatch, bury it, have it die buried, and then summon another one. Then you would have 2 shadow lairs out. 

    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.

  18. 3 minutes ago, InvokeChaos said:
    But I want her in my opponent's face with death contract and recalled training and threatening any and everything. But that's just me and my personal opinion :D

    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.

  19. 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 :)

    • Like 3
×
×
  • Create New...

Important Information