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Bloodrush

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Posts posted by Bloodrush

  1. Hey guys just a quick question about the Bravado ability.

     

    If I discard a card with Bravado for Cast-offs and pass on an upgrade, do I still get to draw a card even though I no longer have the upgrade attached after resolving..

     

    I'm thinking yes as the upgrade is attached at the time Bravado takes place but I am a little unsure.

     

    If someone could clear that up for me that would be appreciated. Cheers

  2. Seems pricey taking a marshall just for the insurance and to lose an activation, lets face it that marshall will have a massive bullseye on his face and won't be running around doing schemes very freely with that much heat on him. So its 13 points hiding away most of the game until you play peek-a-BOOM! late game or when is needed.

     

    I would be more inclined to have him in cover and just push him next to master before he activates. The Family upgrade 'Hermanos De Armas' could be great here on Francisco, he will be near master buffing them anyway and can use the (0) to push Loco 5" toward him and your master. Companion chain Loco, give master the buff then walk 5" away again. Judge could use a similar push, also Enslaved Nephilim. Obey seems like a waste here. Not sure what non-family could do that trick aside from Judge though.

     

    This tactic is terrain dependant of course but if youre using him to buff Dita or Crid they will most likely be in or around cover themselves anyway.

  3. Neat idea, that could work really well. I haven't seen anyone do that before and I've seen a lot of Izamu paint jobs.

    I guess it would just need to blend in with the rest of his Armour & Helmet, colour wise. Traditionally I've seen them in blalck and red but they probably come in all sorts of colours for ceremonial purposes

  4. Great point raised with Soul Porter and Fury of the Yomi, Inquisitor Wall. Nice way to push your way out of combat if you find Yan Lo or another Ancestor in a tight spot.
     
    And EternalVoid.. makes me realise how good that armor buff really is. Heal something for (0) then give Armor +2 to as many units around you as you have Chi for (1) Then follow up with FotY same activation and hopefully generate more Chi in the process.  Doesn't seem like many other masters can offer that level of defensive support.
     
    Hmm I wonder if you can target the same friendly model twice and give them Armor +4 Instead of choosing separate units? Either way I guess you could cast it twice if you really wanted that stack! 
  5. I think the fact that he _doesnt_ have a lot of synergy with ancestors or his signature crew means that he is highly 
    adaptive and can support most crews very well be it TT or Ressers. Hes kind of like an all rounder support master now. 
     
    Reliquary is a pretty darn good upgrade though. At first I was underwhelmed as well but the Ancestors are 
    all very solid units. Most experienced players would agree that its no easy task to take down any of 
    them once let alone twice.
     
    For retainer I think its more so he can bring Komainu into a Resser list but the Brace ability on the 
    Ashigaru is not something to overlook. Also Onryo give out Adversary which gives spirits positive attack flips.
    Both Komainu and the Ashi get their suits from any Ancestors presence, not just Yan. Komainu with the burning trigger 
    built in hit pretty hard for a 5 pt model.
     
    I agree Fury of the Yomi isnt amazing for TT, probably more suited for Ressers with plenty of spirit options, and even then
    it would be a very situational action, but potentially game changing in the right circumstance.
     
    Heres an example of how I'd use his upgrades. 
    Vs. a casting heavy opponent, Ascend to Ash, giving him Impossible to wound.
    Vs. a melee/shooty crew, Spirit, giving him Incorpreal.
    Vs. a weenie crew with a lot of weak units bunched up, Bone ascendant.
    Using your excess chi for giving your units +2 Armor and making them spirits.
     
    If you don't like the theme of his crew though I'd suggest finding something you will have more fun with playing and painting.
    I, like many others, chose his crew pretty much all based on the theme and asthetics of the crew.
  6. If my opponent pumped up an Executioner and shot him down the field into my lines early game I would be thanking him.
    The sooner I can eliminate him is one less thing to worry about.
     
    He shines mid-late game when hands & stones are being burned through quicker, meaning you are more likely to utilize his 
    auto-kill trigger on a master or some other big nasty.
     
    Wouldn't the sabre be wasted on him?.. his auto-kill trigger is amazing and his weak damage is 4 straight off the bat.
    (The sabre could be on a hound, a 3 point model, and do the same job).
     
  7. Its a (0) point action on a henchmen and a (1) ap on a master.. Hardly a strain on AP imo. 

    He isn't going to do much with the 1 AP on turn one or two generally.  Mid-Late game the Seishin can be used for healing flips or for granting blast/pulse immunities.

    I can use porter to push him if I need extra movement. 

    • Like 1
  8. The fact that she can summon seishin on an 8+ which Yan Lo can pop with weak damage turn one for chi is pretty huge.

    This turns Yan into a power house a lot quicker.

     

    A combination with lightning dance could be to follow up with Hunpo Assault. Placing Yan out of harms way and back into your batteline. Great for nabbing important enemies without risking his life.

  9. Executioner, Sidir, Judge.

    Ran this combo with lady J last few games with great success.

    Basically the Exe hangs around Sidir getting the promises buff which is huge for him, gaining not only positive attack flips but an important positive to wp flips which will help him survive against crews which focus on wp and to push through those terror checks. The judge hangs back in a support role either aiding the pair or protecting my minions doing schemes.

    Using combat effectiveness at the right time can make the executioner not only get out a few extra hits (with positives of course) or timing it right you can finish off someone wounded to get that 3/4/5 healing flip.

    LLC usually feels quite expensive but on a unit like him that extra armour keeps him around long enough to heal up (and for Promises).

    Also Sidir can take the hit once per turn for him which has saved him many times.

    My opponent wasn't happy when the judge made him attack McMourning with an auto kill trigger at end of round :P

  10. A neat theme for a crew I thought would be a 'Hunting Party' of sorts.

    McCabe

    Lunar

    Austringers

    Guild Hounds

    Pathfinder

    Hunter

    Ive seen them used to great effect with Lucius as stated and having them near the Drill Sergeant gives them a 0 point focus and positive flips for shooting.. ouch.

  11. Pine box is awesome I use it to transport my Executioner safely to the front lines. Bury another enemy model and out he pops. A trick i used last time was putting him into Defensive +2 before I buried him as it lasts til he next activates. Other possibilities include Peacekeeper coming out with Flurry or Justice gaining positive damage flips for not charging. Also they can be used to save your own units that are about to die and transport them away from battle for healing/denial.

  12. The only wave 2 model i currently see flowing well with Lady Justice is Brutal Effigy. Healing 1 wound every time she deals damage (think Onslaught) and drawing a card after each kill makes a nice little bonus to her survivability. There is the Exorcist of course but i would probably only take him against Ressers.

    Getting the Executioner into Defensive +2 before hes Buried is a nice little trick. It lasts til he next activates meaning when he pops out he wont get nailed straight away.

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