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Krehtsturm

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Everything posted by Krehtsturm

  1. I haven't run any of the models that aren't out yet (I have a certain dislike for using proxies... not entirely sure why, but I do). But I really want to try Shenlong out. He seems pretty awesome. I've run a lot of McCabe and Yan Lo, though not as much as Misaki, they both definitely have their strengths. I win more with Misaki, but I think that's just because I've had the most practice with her... and that seems to be a big part of this game, being familiar with the models and what they can do.
  2. Yeah. I usually keep them all behind something safe-ish, and then usually just let them keep focusing for a definite, powerful hit.
  3. Also, in case the 'brand new Izamu' wasn't beating it home, the new Izamu doesn't count for any schemes that you had that needed Izamu alive (like bodyguard for example), it's a different Izamu for those purposes.
  4. New Amsterdam was bought by the English (and changed to New York). I assume, therefore, that America, if it did gain independence, didn't do it from the King's Country, or whatever England is called in this. We also know that several major Asian countries have combined making a major world power in Asia. England is still going strong too. I think that it was our world up until the first breach opened the first time (probably just after America had it's independence). We then change history dramatically, since magic is now a thing and this new resource is a thing. The breach closes, world war, it reopens a hundred years later, you're at around 1910s our timeline, but things have gone in a drastically different direction. I kinda think of it as eternally on the eve of WWI, but instead of the power blocks being England, France, Germany, and the Ottoman Empire, it's America, England, the Asian Super-Kingdom, and probably one or two others that aren't as big.
  5. For Masters and their Infiltration ability (to my knowledge): Misaki can bring any model with LAST-BLOSSOM (at the moment, I think that's just stuff in her box, Oiran might have it, I can't remember) Mei Fang can bring FOUNDRY (stuff in her box plus a smattering of arcanist models) McCabe can bring Guild GUARDSMEN (guild guard, guild pathfinder, guild austringer, guild riflemen, etc, etc) and BLACK SHEEP (just his box, I believe), also, with his totem Luna, he can bring GUILD HOUNDS. Yan Lo can bring ANCESTORS (Izamu, Yin, Toshiro, Chiaki) and RETAINER (onryo, ashigaru, and komainu). As was stated, Toshiro also let's you bring Punk Zombies. Jakob Lynch allows you to bring DARKENED models. Shenlong is straight TT, so he can only bring TT models. Brewmaster comes in the gremlin box, and isn't released yet, so I don't know if he has any shenanigans for infiltration, though I'd assume so. Samurai look pretty cool (and I think will work pretty niftily with Misaki (I'm going to be picking them up sometime next week). Ama No Zako is one of my favorites. Good luck!
  6. Yamaziko is the usual choice, she's not the biggest beatstick, but mos people do tend to not want to get that close to her. The only problem with that is with her nimble, you kinda want her to be moving around.
  7. A bunch of my players are obviously interested in creating characters similar to their favorite masters from the mini game... one wants to be a kind of copy-cat killer of seamus. Will there/or is there a way for people to summon/create undead other than generic zombies? It's possible I've missed it if there is. Also, will we be getting more stats for other groups and factions (I'd like to see some of the masters popping up or at the very least a few TT NPCs)? Finally, since pursuits are chosen at the start of the session, do players determine their starting equipment at the start of the first session or can they pre-choose a pursit and then change it immediately at the start of the first session... or is this up the FM?
  8. I'm assuming you're running him as TT, if so, I've run him often and usually replace Sidir with Ama no Zako (she's an outcast/TT model, her card is in the Outcast arsenal deck... unfortunately). I find her abilities a bit more to my liking. I usually run an austringer too, and sometimes a pathfinder. The one thing I will warn you though is that wastrels are very flimsy. Replacing them with either more kill-y minions is the easiest path, as Sevorin said, Illuminated are pretty good. Ten Thunder Brothers are also a nice model to have too.
  9. my list is -Ama No Zako: she deals a lot of damage (and can downright eat people if they're paralyzed *cough cough* MCCABE *cough cough*, she's got a lot of little things that make her versatile (like flight, her promising whispers, the healing flip off her atk, her terrifying check, etc. etc.) She is my go-to henchman, especially if I'm running McCabe or Misaki. -Chiaki: she's pretty much on (over) half of people's lists here, I won't add any more to that. -Ten Thunder Brothers: cheap, sturdy, and versatile(ish). I like them, though I haven't played with them enough yet. -Torakage: the ultimate scheme runner. They are a good unit that can move off by itself and still handle itself well, though not the most damage-y, they have decent stats and their attacks are nice. -Ten Thunder Archers: I'm not very good with these guys, let me start off by saying that. But they are very good support pieces, combined with their new upgrade, they are super fun to play with and often make my opponent focus time and energy on taking them out, my only beef with them is that they don't have the best range, but I guess they don't need that when they can shoot into melee and ignore LoS... Kinda repetitive, but I think Ama is my favorite henchman, and I didn't notice her on anyone else's list (I'll admit I skimmed a bit).
  10. I know this conversation's been dead, but I thought I'd defend my favorite master, Misaki, real quick... I pretty much just run TT. Misaki is my favorite (despite the rest of you, apparently ;D). I occasionally run McCabe if there is absolutely nothing combat-y going on, but otherwise I usually stick to Misaki. She isn't the most kill-y master out there, but running her with stalking bisento and misdirection makes her one of the more annoying masters (especially late turn when you have a mid-range mask; I've passed off negative flips that have killed masters due to misdirection). Plus, if they don't deal with her, she is kill-y enough to kill stuff if left to her own devices, combine that with a crew that's mostly support or scheme-runner-y and she can hold up the majority of the enemy for a few turns while the rest of my crew solidifies all the VPs I need to win. I've recently been running her with Ama and either a small group of Archers and Yamaziko (with the archer upgrade) or with a swarm of brothers, monks, oiran or torakage (depending exactly on what scenes are being played). She works independently from the crew, but with support pieces around her, she can keep the enemy tied up for a long time (or at least kill off a good number of things and leave the enemy limping for the rest of the game).
  11. I've been running archers with this upgrade since the beta first came out (about). Definitely makes them better... though I've never been good with them (player not being good, nothing about the model, I just couldn't get the hang of them). This at lease made them a bigger threat (especially when I can spend their turn just focusing for the end of turn attack). A bit of a necro-post, but I was mostly wondering how many archers people were running with the upgrade?
  12. I run Misaki -Stalking Bisento -Misdirection Yamaziko Ototo (with his upgrade) or Ama No Zako -Smoke and Shadows 10T Archer Torakage Oiran Oiran It's been pretty effective at both kill-y schemes and at dropping scheme markers off. Misaki is a boss. She picks a model, then she kills it. Then she picks another model. Using the oiran to either pull that model in or drawing other models away. Misaki, especially with misdirection, is so fun. Yamaziko isn't the most amazing figure, she isn't sturdy and she's not going to murder anyone in just one hit. That being said, she is grate against clusters, she's great at slowing your opponents down (if they're melee heavy by preventing their charge). She's also got a weak damage of 3... that's nifty. Ototo hasn't done much for me, but that's probably because my opponents dump an unnecessarily large amount of ranged attacks into him... that being said, I guess that prevents them from shooting the other models. Archers are great models, that being said, I often don't get to use them as they can be outshot by guild models and they can't do much if they're tied down. Torakage are so good. They can dump out 3 dmg with their shuriken or they can scurry across the board and drop a butt-ton of markers and then tie down the enemies models so they can't pick 'em up. Oiran have utterly destroyed things in some games and other games they don't do a thing. That pretty much sums them up, they're hit or miss. I haven't perfected my crew yet. That being said, I have a lot of fun with it.
  13. I'm don't run Yin, though a lot of people like her. In her place I throw in a few extra ashigaru or punk zombies. It allows for Toshiro to essentially build a little squad that just demolitions pretty much anything. Izamu is the best. He's the best.
  14. I haven't played Lynch, but I've heard that he's very hard to play with. Again, I don't know if that's true or not. I run a lot of Misaki. She is very fun, very kill-y, but also a glass cannon. If you want a crew that has a good amount of kill factor, but is also mobile, and can complete schemes and strategies that aren't combar oriented, I recommend picking up Misaki's box, Yamaziko, and some oiran. You'll have over 50ss, but you'll have quite a few good models. The archers can also be pretty good as well. 10T has a lot of fun models and I enjoy them quite a lot.
  15. I've been running Ama no Zako with him to good effect. The Pathfinder is pretty nice as well; despite his merits, those traps haven't been worth the points for me. I've been wanting to try running oiran with McCabe, but I haven't had the chance yet.
  16. Izamu is one of my favorite ancestors. I don't understand why, during the beta, people were hating on him. He is big, bad, and wonderful to play with. I think that with a model like him, he can work well with any master as a supporting bruiser. Will you always want to take him, probably not unless you're running Yan Lo.
  17. ^ very true. Wastrels are a pretty good minion. Especially since McCabe can give them extra protection from his upgrades. I'm not a big fan of Guild Hounds though, mostly since Wastrels serve well enough for running scheme markers for me. Additionally with McCabe and Luna's huge movements, getting across the board is relatively simple. McCabe's crew is very good at moving, so I don't always think you need the extra runners. That being said, I've seen hounds in his crew do great things for him, so it's personal preference really. Another model that does wonders with him is the Austringer, which, due to his infiltration, can be taken while he's 10T or guild. Austringers are super versatile as well, good at both dishing out damage, but also keep you in control of the board. nifty little model that is one of the most annoying models I've ever come across...
  18. while it might take quite a few AP, I've never seen it fail.... even against Misaki with her high WP. I think it's fine except for being able to target masters. Especially since there are masters (McCabe being the prime suspect), where by gaining control of him, you can pretty much kill him (or make sure there is no chance he will survive the turn). And since that can be done on turn 1... that makes games extremely unbalanced.
  19. @jackal: what action are you talking about? Yan Lo's Spirit Barrage has to either kill or hit severe, Soul Porter's Bladed Spear has to be an enemy. what other attack gives Yan Lo chi?
  20. I had a quick question about Marcus' g-snatch ability. To my knowledge, it can target anyone (including masters). Has this been errata-ed or is there talk of errata-ing it so that it affects only non-masters? I ask since I potentially could have had the worst McCabe game ever yesterday (luckily my opponent just felt to horrible dismounting, but the concept is that he could have). Against McCabe you can just dismount him as a 0 action and still cause horrible mischief with his three other actions. Maybe it's just McCabe that's so thoroughly not fun when pitted against Marcus, yet in my experience, any time a master takes control of another master (essentially getting 6 master AP for the turn), your turn will fall apart. My main concern is that Masters are meant to be the best of the best, that's why it's so unbalanced to run a henchman led crew against a master led crew. So having two activations of masters in one turn seems very broken. Am I overreacting since McCabe is a new favorite master of mine, or is this a genuine concern among other players?
  21. I've been running him a lot recently. He's a support master. Remember that. He's fast, but he can get beat down pretty quickly if you're not careful. I run Luna, the Pathfinder (with a varying amount of traps), 2 or 3 wastrels, Ama No Zako, and an Austringer. I take him 10T. Sidir can replace Ama, but I just love her eating things, especially after McCabe has paralyzed them. Regardless, you'll want to have one or two bigger, badder models and then the wastrels as support. I've also seen Izamu being the big damage output for McCabe's crew. Really, with McCabe, you should be focusing on non-combat oriented schemes (and strategies if you can help it). Again, as has been said, his main benefit is tossing his upgrades around, whether it's giving your big hitter regeneration, or making your mob of wastrels get armor. Badge of Speed is phenomenal, not only can you give someone reactivate, but then you can toss it off to give someone nimble (possibly the person you gave reactivate). Works well with whoever your big guy is. Hope that helps.
  22. I like that idea. I was starting to think along those lines. His crew is, luckily, pretty mobile.
  23. I think it will depend on the board, I know most of the ones I play with have an equal amount of hazardous terrain/cover/open area, so we can play either way. You essentially want both sides to be equally balanced so no player has a direct advantage due to terrain. I don't think, however, that it matters that much.
  24. Definitely a good idea. I usually don't toss badge of speed around since I like Black Flash, but this would be a good use of it. I'm glad I'm not crazy for playing the two together XD Thanks!
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