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Gennosuke

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Everything posted by Gennosuke

  1. Nope, it's 2SS Cache. First turn I spend the 2SS on Risk, and then swap R&R for RT. That way I get Misaki's buffs from the very beginning, and got a kind-of Regeneration +2 for the rest of the game. Also, that grants me a card draw and a free push first turn thanks to the kamaitachi
  2. Last game I played, I got to kill 30SS worth of models in the first turn (Izamu, Chiaki, and two goryo), although I must admit I had an incredible luck with the flips. It does seem too abusive. I used the following list: Misaki - The Storm - Misdirection - Risk and Reward Kamaitachi Shadow Effigy Shadow Emissary - Conflux of thunder Lust - Smoke grenades Yin the Pennangalan Chiaki the Niece Terracota Warrior Of course, while it's me who controls her, it's all fun and laughs, but I really wouldn't know what to do if I were to oppose Misaki Master Blaster.
  3. Fixed that for you Anyway, in any case I find the (2) AP action extremely situational and subpar. Just another reason to not use Fuhatsu
  4. Personally I do find Yang interesting to give Shenlong a more "offensive" role, although I wouldn't use the attack printed on HRS unless the situation really calls for it. Either with HRS to win duels, or with FRS to maximize damage, using his base attack with Yang and Fasted you can potentially make 6 attacks in one activation (given you kill the first target). That seems pretty awesome. In any case, I agree Yin / Yang aren't among the most interesting/great Upgrades from this wave, which isn't really surprising as Shenlong already was pretty good and versatile.
  5. I suppose it's merely because, in early design, they both [Ototo and Samurai] seemed too resilient, and probably designers wanted some kind of weak point. ALso, I guess Enrage suits better a model with low Wp. I love Ototo since the very beginning, and even more when I saw the amazing concept in the last book. It's really a pity that such a badass character get's so little use in the table (and I'm the first to put him aside). Not implying that a +1/+2 Wp would fix that, but at least it would be... less humiliating?
  6. I'd consider Izamu a way better beater than Lone Swordsman, and specially, Ototo (I find Ototo so unappeling stats-wise, I'd take a LRM as a beater instead of him ). Besides, models as Kang or Mr Graves would also fit great as beaters. In fact, I think the three best beaters in 10T are, in that order, Misaki (w/ SB), Yasunori and Izamu xD
  7. If I had to recommend just boxes (and no especific models in boxes), i think any of this are great ideas: - Shadow Effigy (i'd say it's almost a must) - Low River Monks (with the (0) upgrade are amazingly good) - Katanaka Snipers - Ten Thunder Brothers - Mr Graves (it's not that it's goes specially well with Misaki, it's just that it's a solid model all-around, and not too expensive in SS) - Yin the Pennangalan (the same as with Mr Graves) - Terracota Warriors (in fact you just want one) - Shadow Emissary Other models that I find great for Misaki (or just great on their own), but come in boxes with other models are: - Sensei Yu (Shenlong Starter) - Chiaki the Niece (Yan Lo Starter) - Lust (Crossroads Box) - Kang (Mei Feng starter) About Misaki's Starter, but IMO, the only model you really need from it it's Shang (Torakages are not bad, it's just that there are plenty of great things in Then Thunders instead of them, and Ototo... is just bad). In any case, I'd neither recommend or disrecommend it.
  8. At the moment, I'm playing Misaki with The Storm, Misdirection, and Risk and Reward, accompanied with a Terracota Warrior. Mostly, I just stick to her Caché. In the first turn, I spend the 2 SS on Risk, and then the terracota swaps R&R for Recalled training. In most games, there is no difference from getting RT from the beginning instead of R&R, but Misaki has a kind-of Regeneration +2 for the rest of the game. Although, if I find in the opposite side of the table a crew full of Freikorps, or a Merris in the hands of a good player, then I just spend 1SS in R&R, and use the other SS to swap The Storm for Stalking Bisento. Anyway, I'm still "testing" the new Misaki. With The Storm I tend to miss having a good (0) action, but Misdirection and RT doesn't let any space to take On Winds of Wind. I shall try some other combinations.
  9. I may be wrong, but I believe Hannah can copy only (1) Ca Actions (except freikorps bla bla bla), which sisters of spirit isn't. But yeah, three models it's rather idyllic
  10. I don't think Misaki has necessarily to die. Giving this list: - Misaki (Recalled Training, Misdirection, Stalking Bisento), 2SS Cache - Shang - Sensei Yu (wandering river style) - Shadow Effigy - 27SS as you like Their combo requires at least three activations, while Misaki+Yu's only two, so you can activate Misaki before VoB. Be sure to activate the effigy before Misaki to give her its (0). Then, before Vannesa/VoB activates, Misaki should be able to make at least 2 attacks (and up to 5 depending in positioning) to VoB. I'd spend RT, to maximize both damage and defense, and stone for crows everytime, hoping to reduce either their hand (no (+) to VoB's defense) or their SS pool (no prevention). With the last of Misaki's attacks use Next Target to end engaged with several minis (ideally engaged with VoB, VoA, and a third one). Even if you didn't kill VoB, with (+)(+) (no stones and RT) it should be quite easy to trigger Misidirection, and add to that the (-) from the effigy. If one or two attacks land on her, in turn 2 Shang will be close enough to heal her one or two times. Even better, if you win initiative turn two, you'll most probably kill another key model before your oponent can heal, attack, and/or repositionate, and then repositionate Misaki and ideally chain-activate Shang to heal Misaki. The most likely posibilitiy to lose Misaki to this would be failing to kill VoB AND an extremely good positioning from your opponent so you couldn't use Misdirection properly.
  11. I would recomend fighting fire with fire. Misaki (w/ Stalking Bisento, Recalled Training, Misidirection) and Sensei Yu, and Alphastrike the sh*t out of them (although I'm aware you don't have her painted yet, and for that I'm staring at you with disapproval ¬¬ ). Also, blocking LoS of VoB to targets would disrupt quite a lot their combo, right? A Torakage with access to Smoke and Shadows should easily place two blocking markers in her way, so VoB can't reach her target, at least turn one, but your fast-ed beater still could walk (or be pushed) through and charge her.
  12. Misaki never dies. She just retires to her palace in The Little Kingdom to calmly have some tea when she feels the situation in the battlefield is under control enough to leave it to her minions, knowing her faithful troops would end any pending matter without needing for her help. "My work here is done, now I have to go back to the headquarters to attend more pressing matters. I'm sure you all can handle the situation by yourselves. Please report to me when finished.". Of course the enemy propaganda often intentionaly misinterprets her disappearances from the battlefield as if she had fallen under their attacks.
  13. I have yet to play a HH game, but whenever I do, I'll try this crew I'm in love with: - Toshiro the Daymio (Leader, Cache 4SS) - Izamu the Armor (10SS) - Komainu (5SS) - Komainu (5SS) Lots of resilience, damage dealing, sinergies (Komainus giving out slow with Ml6 and ...), and overall, quite "fluffy"
  14. Being also in this exact situation, now I wish I had made the same consideration as you... Now I have 3 fully painted HRM, and 3 10T Brothers waiting in the self gathering dust xD
  15. Honestly, I like your model way more than the released ones. Not (only) because the "feminine" theme, but because as you already said, I'd could actually transport and play it. Seriously, I'm kind of pissed off with the size of the Jorogumo, to the point to not even consider to play (and obviously buy) them ever.
  16. I have this idea: "Flaming charge: Once per activation, this model may gain the burning +1 condition to perform the Charge Action as an (1)AP Action" This combined with their +1 Attack Ability, would allow them to perform up to 4 attacks / focus and three attacks / move 5, push 2 and charge 6 + 3 attacks, at the cost of one card and +1 burning. Does it look too strong?
  17. Oiran are really beautiful models, and fluffwise related to the Misaki, which for me are reasons enough to buy them. But in any other case, I wouldn't advise to get them (personally I only use them in "thematic" lists). Here I must disagree *a little*. I don't find any particular synergy between Misaki and Jorogumo. It does exists a synergy between Jorogumo and Smoke and Shadows, but I'll never put it on Misaki (nor advice it), and as the upgrade doesn't need Misaki to be on the crew, I'd just state that Jorogumo *may* have some synergy with Yamaziko, but only if you give her Smoke and Shadows (choosing to not even consider Ototo for carrying the upgrade). Anyway, @Madchef75, I suggest you this thread, where you can find a lot of good advices related to Misaki's crew construction:
  18. I'm extremely happy with the changes to Misaki. And I think that which I like most, is that with the changes she isn't just "better", but more versatile, with different ways to play her, as the Stalking Bisento Misaki hasn't been affected that much by the changes. Deadly dance was rather absurd before. In three years playing almost only Misaki, I think I never used it once. Now it's quite beautiful, althought in my playstile I don't think I would be using it very much, as If Misaki hasn't Stalking Bisento, then is carrying On Wings of Wind, and so already has better (0)s to do. Still, when no other (0) can be used, or the push is critical, then Deadly Dance really shines. But Downburst, my gosh, it's so nice now. A Stalking Bisento Misaki will still rather spend her APs killing enemies, but with other builds (I'm finding On Wings of Wind, Misdirection and another upgrade of choice a nice combination to get a high movility and disrupting Misaki) it's really nice. The "Downburst Yourself" tactic looks quite better now, needing les cards to achieve it (as it's easier to fail the duel). Deploy in line Shang, Misaki, and *heavy hitter* (let's say Izamu). First AP > Downburst upon Shang, Misaki and Izamu are pushed 4" away towards the center of the table. Second AP > Downburst upon Misaki Herself, pushing Izamu another 4". (0) AP > Push Izamu another 4" with On Wings Of Wind. Third AP > Walk to place Misaki Wherever you'll need her the second turn. End of turn > Push Misaki another 3". Izamu is now 12" into the table ready to charge in the first turn, and Misaki about 10". It's a little card dependant (two 8s, and failing the duels with an 8 or less for Misaki, and two 10 or less for Izamu), but easier an cheaper than before. Later on game, Misaki won't regret that much not having stalking bisento, as she can play to Downburst > Thunder > Push, having a Master with extreme movility to achieve strats/schemes and disrupting enemie play with Misdirection, Deadly Dance, and Downburst. Well, maybe I'm rambling too much xD but I'm really happy with the changes, and I'm quited excited to at least be able to play (without feeling you're limiting yourself) a non-Stalking Bisento Misaki.
  19. Also, as a Misaki player, I doubt I'll be including Yasunori often in my lists. 12SS (13 with RR) are too much SSs, and my playstile requires versatile crews, which implies I can't invert too much in a single model, and in any case, Sensei Yu w/ WRS (11SS) or Shadow Emissary (10SS) are better and cheaper options to include in a Misaki list. And about the errata, althought I'm extremely happy and excited with the changes Misaki got, I don't think they make her significantly better, but more versatile/ no so straight forward. A Stalking Bisento Misaki will still work almost without difference from pre-errata, but now at least it allows to play her without Stalking Bisento and in more versatile ways.
  20. I'm afraid that doesn't work that way. If you're compairing min Dg, considering both hits, Yasunori's is 9, i.e: attack, auto-trigger, and second attack without trigger, cause to ensure that you need the right card in your hand, and hence, it's not the minimun.
  21. I'm surprised to not find anywhere in this thread any mention to one of my favourites scheme runners, Chiaki The Niece. For 6SS, she has all the requirements OP mentioned: High mobility: Wk 5 is not great, but incorporeal is, and combined Chiaki can easily reach wherever she needs. Survival tools: Wd7, Incorporeal, and manipulative 12 for 6SS is quite a bargain. Of course with Df4 she will end up dead if the enemy puts some effort, but is still quite resilient for her cost. Scheme related abilities: Not where she shines, but still her (0) allows you to "neutralice-ish" enemy scheme runners. Also, Purity can disturb some positioning. Low cost: 6SS, check Additional utility: Condition removal and healing makes her as good a support model as a scheme runner. Sincerely, Chiaki ends up being too good.
  22. That's mainly cause I don't have it yet xD It wasn't realeased in my country until this month, and I'm still figuring out how the frack I'm going to transport it. But yes, it should be also a great adittion
  23. In my experience (three years playing almost exclusively Misaki), the best models to acompany Misaki with are models that work well independently, and don't need (much) cards, stones, and/or suits (specially not Crows nor Masks). Aside from that, any model pairs well with her, as Misaki doesn't really generates any sinergy. The only consideration to bear in mind is bring some model with pushes to give her some extra range. Sensei Yu is of course the best model for that role, but as he and his Intercontinental Ballistic Cruise Misaki Missile Combo can be a little overwhelming to some players (to the point to being directly not fun to play against), others options I prefer are Lust and Mr Graves. For what it's worth, currently the common base for my competitive games is the following: - Misaki (Stalking Bisento, Recalled Training, Misidirection) - Shang - Shadow Effigy - Lust - Yin The Penangalan (The Peaceful Waters) - Chiaki the niece - Low River Monk That leaves 12SS, which I fill acordingly to enemy faction, strats, schemes and so with combinations of the Following: Sensei Yu w/WRS, Katanaka Sniper, Izamu, TT Brother/s, a second LR Monk, and Death Contract Upgrade (on Misaki and Lust placed randomly). In other words, the same models the comments above mentioned
  24. "Yellow Journalism" of Allison Dade from the 4th book it's an Ability that's resolved after Step 5, If I'm not wrong Anyway, I phrased wrong the question, and the example even worse xD, so I'll try again. On Page 51 of the Handbook it says "Whenever any Ability happens at the same time as any Triggers, the Triggers are resolved first". That's ok, but: What would happen if an Ability, or a Trigger, were to happen at the same time than a Condition? Which are resolved first and where could I find it (in order to explain it to others)? The example that comes to my mind it's the Void Condition the Nothing beast can give itself, which, If I remember correctly (I don't have the card with me right now) says "After resolving an enemy Attack" (Or "After a succesful enemy Attack is resolved", I'm not sure). Thanks for your help!
  25. I may be being dense here xD, But aren't different things Actions and Abilities? The Upgrade states it doesn't count for the purposes os Abilities, but doesn't say anything about Actions (which I find strange as it's kind of obvious they didn't wanted those upgrades to be used that way) PD: Yep, right, Promises, I forgot about that one xD
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