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About BigHammer

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  1. Dave L (me), Lewis P (the champ), Cole W and Callum P as well from the Scottish contingent. The rest are still deciding atm and are big enough adults that they can respond for themselves
  2. Y'all are playing Misaki wrong. I don't know how, because I haven't seen you play her, but she's top tier, easily. Her crew builds are flexible enough to cover almost any strat/scheme pool, Ototo is a beast of a beat stick with excellent mobility and manliness, and Wokou Raiders and Torakage are some of the best models in the game at what they do. When you look at all the other last blossom models out there, they all fill a role that many other factions have to reach out of keyword to get. There's anti-scheme tech and irreducible damage (archers), long range firepower (snipers), anti-charge tech (yamaziko/bosses), card draw (bosses), soft obeys (bosses) and a heck of a lot of damage on all of it. She and Yan Lo are my top tier in Thunders. Asami and Shenlong are likely up there too, due to sheer flexibility of crew build and some powerful abilities and actions, but Katanaka Misaki is in charge of the ten thunders for a reason.
  3. Lotus Eaters. Some of the best marker removal in the game.
  4. If only someone had pointed it out 2.5 months ago, possibly even before they went to print... >.> Oh well, hopefully they release something official about it sooner rather than later
  5. *bump* Has there been any response from Wyrd on this glaring error at all? I haven't seen one, and if it goes to print it will be a bit of a waste...
  6. Looks like this didn't get fixed in the "final" update. Trigger remains useless without a rewording or FAQ.
  7. One of her Geisha will just lure her away, to be fair, and she can still give Ironsides all the distracted while she's engaged. I actually like that she's not suit dependant like a lot of masters. Her triggers are bonuses rather than the focus of her actions, and she doesn't have a target number on anything. Once she strips your hand, she can hit those triggers with some pretty low cards.
  8. I'll pop up some quick reports about the 3 round tournament I took her to today. Won all three with her vs Lynch, Hamelin/Viks and Nellie. I don't think she has any bother with putting out enough Distracted. In my last game today she had, at once, 4 on Phiona Gage, 3 each on two Undercover Reporters, and 2 on Alison Dade. It's very easy to use her bonus action's crow trigger to cause a 4-card swing (they discard 2, she draws the same amount) and it's very difficult to resist her effects then, not to mention she's handing out 2 distracted per action pretty easily at that point. Couple it with Bill challenging something when their hand is empty and buggering off so that model can't target anything with any actions (so it keeps all of its distracted without someone using Assist) and you have a powerful combination.
  9. This is how it came up, actually. I got the trigger off on a rat catcher standing next to a rat king. When I noticed I could take any action I warned my opponent and they decided discarding two cards was the best course of action. It emptied his hand and filled mine. It wasn't until afterward when I was comparing the wording to obey that I noticed it didn't include the word "choose".
  10. I think so. That's a lot of protection for the crew and/or +2 damage for the Kunimitsus' attack actions a lot of the time. Her actions are fairly complex as is. While I love them and don't think there's anything wrong with how they play at the moment, blackmail in particular could do with being simplified. I've had to very carefully explain what it does each time, and have had to include that a side effect of the model discarding cards is that Youko then also gets to draw cards as well thanks to one of her auras. I love that it presents a sophie's choice for my opponent, it's probably one of the most in-character actions on any 10T model, but its level of complexity slows the game more than I would like it to. Possibly I'm overthinking it and folk will get used to it the way folk got used to Nellie's old Propaganda nonsense action and all of its triggers, though?
  11. Realised with a game against Hamelin tonight that Youko's "We Own You" trigger is pretty poorly worded as is. Obey actions in general are specifically worded as the model taking an action that is: - non bonus - doesn't attach upgrades - doesn't summon a model - is chosen and controlled by the obeying model Youko's trigger stipulates only: - the action is controlled by Youko. With this wording, the action seems to be chosen by her victim, rather than herself, and it can be any action at all, including bonus actions or summoning actions. The wording could do with being standardised, unless this odd combination of events is intended?
  12. Sun Quiang can already hand out Adversary (Ancestor). Not sure if more than that is necessary?
  13. I'll try to get some more use out of it in my next game and report back with more experience, then.
  14. They don't have any abilities that allow them to charge more than once per activation, do they? The main problem with killing them lies, imo, in reaching them. Their gun is good enough to be their primary attack method and they can very easily stay at range due to their high move and reckless. The one that got involved in melee got killed quickly, while the one that stayed on a flank and skirmished went untouched all game. Hidden Sniper is cool and all, but it doesn't really tickle me to shoot something with a minion level attack with a master's AP when I could use the same AP to tell another model to do the same or better, and draw a card into the bargain. If hidden sniper disappeared or became a bonus action, replaced with something akin to What Lackeys are For (I missed it greatly, Lucius is notably less mobile without it), I wouldn't lose any sleep.
  15. M3E playtest 22nd Jan 2019 Guild Lucius vs Bayou Mah Plant Explosives, corner deployment Breakthrough, Hold Up Their Forces, Take Prisoner, Claim Jump, Vendetta Crews: Guild: Lucius, Scribe, Agent 46, Investigator, 2 x Lawyer, False Witness, Doppelganger, Changeling, 5ss Bayou: Mah, Lil Lass, Big Brain Brin, 2 x Rooster Rider, 2 x Bushwacker, 2 x Survivor, 6ss Strat: Guild: Lucius x2 markers, Agent 46 1 marker, Doppelganger x2 markers. Bayou: Mah 1 marker, 2x Bushwackers 1 marker, 2x Rooster Riders 1 marker. Schemes: Guild: Breakthrough, Claim Jump (Changeling) Bayou: Take Prisoner (Lawyer 1), Vendetta (Survivor vs Lawyer 2) Turn 1: Guild: multiple actions outside of activation turn a poor control hand into a strong one. The Lawyers protect themselves, but are not attacked, while Agent 46 skirmishes with a Bushwacker and a Rooster Rider on the flank. Bayou: the Bushwackers harass on each flank and are quickly backed up by a rooster rider each. Mah pushes the survivors around and holds the backfield in reserve. The Bushwackers drop their markers in advance. Turn 2: Guild: Lucius activates early and issues command on Agent 46, who uses this 1 AP to kill both the rooster rider and the Bushwacker, stealing the Rooster's explosives into the bargain. The Agent continues up this flank to drop his own explosives and prepare to make a run on the Bayou backfield next turn. The scribe moves to engage one of the survivors, and the Lawyers attempt to draw more cards and jockey for position. The Doppelganger lures the other Bushwacker into its own trap, and the False Witness runs ahead to steal one of the deployed explosives. The Changeling eventually moves to the centre of the table to score Claim Jump. Bayou: down activations, the remaining rooster/Bushwacker team place another pair of explosives, only to have one grabbed by the Witness. The survivors skirmish in the centre again, one of them successfully putting wounds on the Witness and killing the Lawyer on the same flank, scoring Vendetta. Mah dives in toward the centre to threaten charges next turn. The Lil Lass puts some wounds into Agent 46 with a lucky flip. Scoring: both score Plant Explosives, Guild scores Claim Jump, Bayou scores Vendetta; 2-2 Turn 3: Guild: The False Witness activates early to run up and dump the stolen explosives in the Bayou half before they get shot to death. They survive long enough to ensure it will be in that half for the duration of this turn. The Doppelganger moves up to get in position for breakthrough. Agent 46 brutally cuts down the Lil Lass and drops some more explosives. Lucius and the Scribe, alongside the Investigator and the Lawyer, try to protect the Changeling, but with some help from Big Brain Brin and pushes from Tricksy abilities, the survivor in the centre takes the poor child down to its last wound. Without healing in the crew, this will deny Claim Jump’s second point, unless the Doppelganger can mimic Brin's heal trigger (and not have it cancelled). Bayou: The Rooster Rider eventually kills the False Witness, but it takes its entire activation to do so. The Bushwacker shoots to little effect. The Vendetta Survivor runs for cover to secure the second point for this before the Doppelganger can lure it back to the action. Mah gets involved, killing the Investigator and dropping her explosives. Scoring: Both score Plant Explosives; 3-3 Turn 4: Guild: With few models left intact, Lucius attempts to maximise AP to get a marker down for Breakthrough, uncontested near Agent 46. More explosives go down thanks to the Agent as well. The Doppelganger moves to get further scheme markers in place for the endgame. Bayou: Mah activates early and tosses snakes into the guild crowd in the centre, flipping double severe on a negative to blast onto everyone. The Scribe goes down to 1 wound, the Changeling dies, and Lucius and the Lawyer are hurt badly. Everyone is poisoned, though Lucius manages to remove it from the scribe to keep it alive for the turn. This swings activation control heavily into the Bayou's favour for the turn. The Rooster Rider recovers the stolen explosives and plants them down in the “correct” table half again. Their high wound count, movement and reckless has been a massive boon so far. The Survivor completes its vanishing act to secure Vendetta, as the guild no longer have a presence in this table corner. Scoring: Both Score Plant Explosives, Guild score Breakthrough; 5-4 For the Guild. Turn 5: We have run out of time at this point. Bayou look to score Plant Explosives and Vendetta for sure, while Guild are sure to score Plant, but unlikely to also score Breakthrough with so few models left and Brin still lurking around the backfield. Bayou mention they have take prisoner, which Guild concede they would have scored based on the Guild plan for the turn. Agreed Scoring: Both score Plant Explosives, Bayou score Vendetta and Take Prisoner. Final Score: 5-6, win to the Bayou Comments: Lucius crew is extremely synergistic. They are encouraged to cheat often, as they quickly reclaim these cards, but this often plays into the hands of the Tricksy Bayou, who get several push effects as a result. Agent 46 is a lethal scalpel, but average stats and middling wound count leave them vulnerable to passive duels, blasts, shockwaves etc, and late activations still have a chance of landing hits (Lil Lass hit a rather nasty 4 wounds at one point after charging, reduced by a soulstone). The combination of defensive tech is strong and resource draining, but landing hits on the guild crew is rewarded by both a low wound count overall and a lack of healing. Lucius himself seems to have a fairly low impact activation if he lacks strong models to use, as both his cane and sniper are somewhat unreliable. To offset this without making him stronger, it might be nice to have him also gain Following Orders for when the Changeling is bossing him around by copying Issue Command (a slightly odd, but definitely hilarious interaction). One notable weakness of the guild crew was the False Witness, whose actions want to be taken early but whose only defence is Manipulative. Changing this to Intimidating Authority, while card intensive, should help balance the need to activate it early for maximum benefit from Adversary. Speaking of which, Adversary (Elite) and Adversary (Reporter) do nothing for the Mimic portion of Lucius’ crew. Being a master shapeshifter, it might be interesting for the Doppelganger to be able to gain a keyword from another friendly model it can see each turn - this could, of course, make it too desirable for other crews, in which case possibly just making it an Elite model would be a simpler solution to this. Without this, I can't see much reason to take it over Alan Reid. On the side of the Bayou, Mah felt solid. Her bag of tricks with initiative, pushes and triggers, alongside a fearsome melee attack make her a strong presence on the table, and her crew is tough to pin down. The only outlier on this side seemed to be the Rooster Riders, who seemed like they could very safely move into range to shoot their excellent gun, then use Reckless to move away again with very little chance for reprisal and a high enough wound count that one stray hit doesn't really stop them from doing reckless 3-5 turns each game. Even one fewer wound or one lower move might help alleviate this without taking away from their strong offense. In all, both crews felt like they played well, and neither seemed to have major problems, just the minor ones listed above.
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