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Patzer

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Everything posted by Patzer

  1. Lynch is an ok extension into neverborn. Depleted and illuminated are great models. Stitched is great too, and works well collodi, zoraida, Lucius, and dreamer. Illuminated are good with dreamer too.
  2. Torakage is a nice model for casual play. They have some fun rules, and their offensive output can be quite nice. Their problem is that they don't do enough of anything in a game where there are a growing number of specialists. If you want to play really competitive, the Torakage aren't enough lean meat. Shang is pretty neat! An extra card, as well as a perfect target for Misdirection. Shang usually runs after Misaki, heals her once, and takes a hit from misdirection. Its pretty ok for 3ss! Yu with Lynch is not (miles) better than the Emissary. In previous GG I think that Yu was a good option for Lynch. I still preferred the Emissary, but Yu where the better choice at times. Now, I don't think that is the case at all. The offensive prowess with the good CA attack (great for mixing up the crews offence), giving Huggy Fast, a (0) push which most of the times gives you another card, and the lesser cost makes the Emissary better to me. Also, one of Yu's big selling points before was his no-trigger punch, but now the faction got Betty. Not saying Yu is not an ok option, but I think there are better, more cost efficient, ways to build your Lynch crew.
  3. Frankly, I have no idea what to expect. And that makes the next book so much more exciting for me. But, I would like to see Misaki getting more synergy with her crew, mainly last blossom. As well as getting more ways to attack. For Lynch I would love additional synergy between Lynch and Huggy. And it would be great with more interesting card tricks.
  4. Lynch box Emissary Depleted
  5. I have tried a version of that crew with pre errata leve a couple of times. Didnt have aboms. Probably belles instead. I liked it! Really fun and slippery!
  6. Its a gamble that can work wonders.
  7. I think braced should be changed for laugh off. Seems more thematic too. If that is deemed too powerful, a 0 4" push namned something like "that way Boys!" would have been better than a ml attack.
  8. I don't like Wanna See A Trick since I usually throw away the Aces with Mulligan, but I can see why some may like it. Wanna See a Trick is too expensive for the crews I like to run. There isn't simply stones for it. Its a nice upgrade, but I like certain models/bigger cache more. I agree that its not that hard to get Huggy back, but with Recalled its quite effortless and it usually saves me high cards. I do play without it a lot too.
  9. With Lynch's conflux you get a 0 push which most of the time can net you another card. Thus, it can give huggy some additional movement for alpha strikes. The emissarys Rolling Thunder ability goes well with Lynch as long as you got an ace. It can just do a lot.
  10. I like Recalled Training on Lynch. Its great for that turn you want to get Huggy back. Smoke Grenades is pretty decent on Huggy. I prefer Shadow Emissary with Lynch over Sensei Yu. I would recommend some ranged support in your list too. Katanaka Sniper(s) are great.
  11. I think Shenlong is a pretty good starting spot since he can make most crews work well. You can add almost any model in the faction and they will perform better with the Shenlong. Shenlong has such a big tool box, and can perform quite well in any scenario. Lynch is an underrated generalist who can lay down a lot of hurt. I think Misaki is a lot of fun, has a fighting chance against anyone, but she is far from the best master around. Depends on what you like to play, as always.
  12. Misaki's niche (in Outcasts) is speed, being hard to lock down, and can attack sideways. Comparing her to the Viks is a fallacy, or at least not that helpful if you are interested in evaluating Misaki's strengths. Viks are melee-brawler nukes, while Misaki is a guerrilla fighter. Misaki jumps about, does your schemes, kill opposing scheme runners, and is adept at killing Enforcers and Minions thanks to her trigger. The last part is an asterisk though, Misaki is an opportunistic killer rather than a world eater. Overall, I tend to think of her as a-plus interceptor. She is good at denying things while keeping her distance, by getting in and out of fights at will.
  13. Hand destruction may be an underrated side of asami. Like Misaki she might get a lot of milage out of models who forces discards.
  14. Tannen dont have to keep up with asami. He can go about and doing his own thing. If asami happens to be around, I guess that is a plus. +++ I dont really care about leave it to luck. Its nice to have and might get me some yokais with lower masks in hand, but its not why I want to bring Tannen.
  15. After doing some pondering about what I am going to play this year, I decided in the end that this will be the year of the Thunders. I am going to try Asami out, and I am looking at starting out with the following pool: Core crew Asami's box Kamiatachi Tengus Shadow Emissary Katanaka Sniper Terracotta Warrior Shadow Effigy (since I love the guy) --------------------------------------------------- Nice fillers Yin / Lone Swordsman Chiaki Tannen --------------------------------------------------- Somewhere down the line Jorogumos, and/or Obsidian Oni I tend not to play summoners, since I have a hard time dedicating 11-13 cards to summon things. Thus, I cannot be bothered getting Jorogumos from the get go. I can see one or two getting into the game by turn three or four, around some scrap/corpse, and stay around for the rest of the game. Making them quite useful and efficient. But I want to start out by focusing on the bread and butter summons and dedicate those high cards to hurt things. Asami seems to be some strange combination of Molly/Dreamer in terms of summoning, and a less potent Misaki on the offensive end. The latter probably being my favourite master so my expectations for Asami is quite high; in providing a fun and interesting game. Looking forward to getting started!
  16. Do you think Izamu would have work just as well in say standard or corner deployment?
  17. I have tried the Ice Dancers, and I think they are ok! Butterfly Jump isn't as taxing with all the card draws from Imbued Energies/Surge, and it can be a quite powerful defensive mechanism. They hit with quite a punch for a 6ss model who got a lot else going for it. More than capable of killing models in the 3-6ss range (if they don't have Armor). Overall they have good and overlapping abilities that gives you options. For instance, instead of doing a disengaging strike they can swipe at an enemy with their Mask trigger to push away, then walk once, and push again. That is a swipe with an ok damage track and 10" movement (if you got tomes for their (0) they can on top of all that throw down a scheme-marker even while engaged too). You mean, I will give Myranda a try! Myranda is fantastic with Raspy and its really nice to have the ability to tailor what beast the situation calls for. I tend to mostly take the Ceberus due to its offensive prowess, but Blessed has a safer leap and is probably better going against certain scheme-runners. But setting up a Cerberus on turn two/three while getting an extra activation from Myranda, who can charge something or run a scheme, and lets you draw four extra cards is very powerful.
  18. Storm placing it to get into charge position seems rather strong, but I dont know if it is better than Myranda with Imbued Energies.
  19. @theshepherd. Do you get a lot out of the emissary?
  20. In my opinion, The emissary is way better. Thanks to its offense, card draw, and one push being a 0. Yu is a nice option. Especially in gg17 where there are more scheme marker interacts. But I will go with the emissary every time.
  21. Only two games in, but I am getting sold on the Ice Witch! Some thoughts... You all needs to give Myranda a go with Rasputina! She is such a game changer with Imbued Energies on turn two or three. If she turns into a Sabretooth she can still put out quite a hurt on that turn thanks to Maul even with Slow. Myranda can put herself into position, walk and interact/throw down a scheme marker. Plus it is an extra activation for a crew who usually have 7 or maybe 8 models. I think that turning into the Sabretooth is probably your best bet most of the time, since it packs such a punch. Blessed is a viable option for runner-hunting though. My two cents on Headhunter. I think that Rasputina can manage fairly well if she brings Ice Dancers, models with Leap, and maybe some Decembers Acolytes who can drag stuff closer. The important thing is to pace yourself, and not kill stuff where you cannot reach the heads. With two Ice Pillars available too, Raspy's crew should be able to shield some heads off. Then, I guess Colette and Marcus might be better choices overall... Silent Ones are so freaking good. They are stupid in what they can do from the back-lines. I was surprised by the heal-trigger on their main attack. I feel that they are superior to Acolytes, who I think is a specialist suited for specific boards and circumstances. Anyway, SO are such great value.
  22. Great post! Looking forward to read about your progress. What do you think about Seize the Day? I think it seems like really neat training wheels, but there is probably more power in running Raspy with Imbued Energies. However, that requires way more great positioning.
  23. Tannen likes the protection he can get from Terracotta Warriors, and Lucius can let them hang out.
  24. Tannen likes the protection he can get from Terracotta Warriors, and Lucius can let them hang out.
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