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Paradigm

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  1. A question about the timing details of Luck Thief. Gwyneth is standing in cover and is targeted by a Focused projectile attack. Will the attack flip end up being: a) a straight flip due to modifiers first being totaled (thus cancelling each other) before Luck Thief had an effect. b) a double negative due to Luck Thief turning the positive from Focused into a negative before summing it up with the negative from cover.
  2. Tanuki are definitely good. Their ability to hand out Focused is incredible for gearing up for a good turn 2 with all of our models with wide damage spreads. Misaki, Yasunori and Lone Swordsman have all been great with extra Focused. Yasunori has really exceeded my expectations, probably a lot due to good synergy with Tanuki. Being able to fairly reliably dish out around 12 wounds on a turn 2 charge while also bring surprisingly tanky has been great.
  3. Paradigm

    Torakage

    I've had some success with them in pools where I expect my opponent to send runners down the sides. Torakage might not be super killy, but their moment to shine is when they get to intercept a cheaper scheme runner at 15" away while also moving forward into position for Search or Breakthrough, killing the enemy with the charge and hopefully getting Fast if they haven't activated yet. Moving 21" and killing a model in a single activation feels great. The problem is that it's unreliable, since the opponent could just end up picking models that the Torakage happen to struggle against, like Df6, HtW or more than 6 wounds. I agree with the impression that all they really need is a slight change to make Ninja Vanish more useful by allowing targeting of enemy scheme markers as well.
  4. I'd actually like to see this made into a mechanic for the Monk keyword. They could have some sort of Tactical action targeting a friendly Monk, enabling chi generation by spending cards and AP. They tried to achieve this with Concentrate, but the once per turn limit and Focused often being better than Chi limits this too much.
  5. Yeah, that was a lucky hand I got. The odds for getting a hand like that are pretty low even with stoning and Sensei Yu drawing four from punching friends. All of those high cards went towards stopping the Vics from absolutely shredding my bubbled up crew with Whirlwind, so I didn't actually get to use them to force irreducible severes like I had hoped.
  6. I just posted a battle report from a game with the new Shenlong: Copying my thoughts to here: Crew List: Shenlong, 8ss cache Aspiring Student x2 Sensei Yu Thunder Archer x3 Low River Monk x3 The monk crew suddenly became much more interesting with the addition of Training Grounds, but while the crew is now a lot better it is now in a very strange place. This game I deployed all three archers, Shenlong and Sensei Yu in a tight bubble where the Archers could bonus action for blasts and then ping five models per shot for 1 wound to stack Chi from Brutal Sensei. The Low River Monks and Aspiring Students provided healing. All the Archers shot friendly models, Sensei Yu punched friendlies to draw cards and give Chi and Shenlong also punched people for Chi. The healing was still enough to keep everyone at nearly full health by the end of turn 1, with something like 5 chi on all Archers, Shenlong and Sensei Yu. The Archers and Shenlong then proceeded to melt the Victorias with shots and blasts that both got irreducible damage, while also using Chi against most incoming attacks. Quite potent, but it feels very silly to spend all of turn 1 hitting your own models. The Monk crew definately needed more Chi than it was able to generate before this patch, but now they generate too much in a silly way. A better balance woud be if they could generate around two or three Chi per turn in some other way than punching your friends.
  7. What Version of the Playtest Documents were you using? 3.1.19 Strategy Reckoning Scheme List: Detonate. Dig. Power Ritual. Outflank. Vendetta. Time & Rounds Played 2 hours, 3 turns (Victorias conceded) Final Score 6-2 to Shenlong Forum Name Paradigm Leader Shenlong Crew List Shenlong, 8ss cache Aspiring Student x2 Sensei Yu Thunder Archer x3 Low River Monk x3 Strategy VP Scored 2 Scheme 1 & VP Scored Dig, 2vp Scheme 2 & VP Scored Vendetta, 1vp. Thunder Archer vs Bishop, got only end condition. If you could play this same Encounter again, what would you do differently? Respect the very long threat range of the Vics more. I had all of my crew in a tight bubble for Chi generation and healing and never left my deployment zone, but both Vics still reached my models in turn 1 with one attack plus Whirlwind each. They then won initiative in turn 2 and very nearly tabled me. Whildwind is insanely scary! MVP model (and Why?) Shenlong I suppose, as he made the synergy possible. He also did some nice damage with Low River Style's passive to get Onslaught or Aggressive Chi. Access to irreducible severes of 5 damage is nice! Forum Name Erorior Leader Victorias Crew List Victoria x2, 7ss cache. Bishop Hodgepodge Emissary. Ronin x2. Prospector x2. Strategy VP Scored 1 Scheme 1 & VP Scored Dig 1vp Scheme 2 & VP Scored Vendetta 0vp. Ronin vs an Archer I think, but she died before the reveal. If you could play this same Encounter again, what would you do differently? Try to pick schemes that allow spreading out and avoiding the Shenlong bubble to score VP. MVP model (and Why?) Victorias. They are fun to play, and killed three smaller models in turn one through an alpha strike with Whirlwind. They very nearly killed alot more in turn 2, but the Shenlong player had a hand of 13, 13, 13, 13, 12, 9 while I had only a single severe. The start of turn 2 decided the game. Concerns and/or Confusions? The monk crew suddenly became much more interesting with the addition of Training Grounds, but while the crew is no a lot better it is now in a very strange place. This game I deployed all three archers, Shenlong and Sensei Yu in a tight bubble where the Archers could bonus action for blasts and then ping five models per shot for 1 wound to stack Chi from Brutal Sensei. The Low River Monks and Aspiring Students provided healing. All the Archers shot friendly models, Sensei Yu punched friendlies to draw cards and give Chi and Shenlong also punched people for Chi. The healing was still enough to keep everyone at nearly full health by the end of turn 1, with something like 5 chi on all Archers, Shenlong and Sensei Yu. The Archers and Shenlong then proceeded to melt the Victorias with shots and blasts that both got irreducible damage, while also using Chi against most incoming attacks. Quite potent, but it feels very silly to spend all of turn 1 hitting your own models. The Monk crew definately needed more than it was able to generate before this patch, but now they generate too much in a silly way. A better balance woud be if they could generate around two or three Chi per turn in some other way than punching your friends.
  8. Paradigm

    Kamaitachi

    My impression is that the Kamaitachi is in a very odd place. The card draw is basically the only reason I would ever take him, as the current version of Weaselnado is extremely difficult to get any use out of. He probably needs a pretty extensive redesign. If I were to suggest smaller changes, I'd go for card draw being once per turn and Weaselnado being easier to move without putting him in quite as much danger.
  9. What Version of the Playtest Documents were you using? 2.14.19 Strategy: Corrupted Idols Scheme List: Detonate the Charges Dig Their Graves Assassinate Hold Up Their Forces Search the Ruins Time & Rounds Played 3 hours, 3 turns (Ten Thunders conceded) Final Score 6-2 to Von Schill Forum Name Paradigm Leader Youko Crew List: Youko, 10ss cache. Chiyo Hinamatsu Charm Warder Kunoichi Kunoichi Bunraku Bunraku Strategy VP Scored 1 Scheme 1 & VP Scored Search 1vp Scheme 2 & VP Scored Assassinate 0vp If you could play this same Encounter again, what would you do differently? Switch out Assassinate for Hold Up to at least be able to score one more point. Read Counterspell correctly so that Hinamatsu could use her triggers even though Hannah was present. MVP model (and Why?) Youko I suppose, even though she only got to activate twice. She had a big disruption factor by handing out Distracted and discarding much of the opponents hand while also drawing a few cards. Her aura to look at cards feels nice as well. Forum Name Erorior Leader Von Schill Crew List: Von Schill 7ss cache Steamtrunk Hannah Arik Librarian Freikorpsmann Freikorpsmann Prospector Strategy VP Scored 3vp Scheme 1 & VP Scored Hold Up 1vp Scheme 2 & VP Scored Search 2vp If you could play this same Encounter again, what would you do differently? Take Assassinate instead of Hold Up, since killing Youko seems very important regardless and you might as well score VP from it. MVP model (and Why?) Arik and Hannah combo. Hannah did a severe for 9 damage on Youko and Arik did 7 damage, which killed her in two attacks in spite of Distracted, cheating high cards, stoning for negatives on damage and stoning for prevention. Concerns and/or Confusions? Regarding the discussion about the meta risking to once again become "kill first, scheme later", this game was definately an example of that kind of game. This hasn't been my impression of all games, but there's definately a risk that it becomes a common theme. I am a bit worried about the incredible level of burst damage from the Hannah and Arik combo, seeing as I was prepared for it, tried to stop it by stacking both Distracted, cheating high cards and using stones for both blocking and reduction and still couldn't stop it. I suppose I could spend all game trying to avoid both of them, but I get the feeling that would lose me the game as well. Still, two 10ss beaters should be able to do big damage. If this happens every game it will start to feel overwhelming in a problematic way, but I need to see what impact it makes in more games first before suggesting changes. I definately missed the ability to spend multiple stones for reduction in this regard though. We are still having a hard time grasping the Line of Sight rules when it comes to elevation and height differences even though we've read the rules multiple times. We're mostly confused about the issues that arrise when models are behind terrain that is on top of hills/buildings. I suppose there might be an answer that someone could enlighten us about, but the fact that both of us are confused even though we are quite experienced suggests that this part of the rules could use even more clarification. Additional Feedback? Youko and the models I tried all feel interesting, and none of them felt too good or too bad. I can't really say much about Youko other than her not being survivable enough to be able to deal with the situation she ended up in this game. I do feel like she and her crew has interesting depth, and I'm looking forward to trying her more.
  10. To name a few examples: When facing crews with good range threat, ability to remove destructible markers, attack buried targets, crews with Hard to Wound or other models with defenses against charges.
  11. I would like to see more reports of people trying Snipers, all Monks, Ohaguro Bettari, Tengu, Kamaitachi, all of Youko's crew, Obsidian Statue, Brothers and Terracotta Warriors. All of those models worry me to some extent, mostly in the way that they might not see play or in that I haven't seen anyone even try them. I myself plan to focus on Youko for a while.
  12. Paradigm

    Yasunori

    I tried Yasunori in two games with Misaki this weekend in a beta tournament. I wasn't really impressed with the effects I got out of him in those two games at least. I had a hard time actually positioning him close enough to be able to get more than a single AP of attacks, and ended to doing a lot more damage with both Ototo and Lone Swordsman as things turned out. I tried going in early in the turn in one game, and my opponent used his cards against other models and then went after Yasunori once he no longer had damage reduction. I get the feeling he will be surprisingly vulnerable against quite a few crews if they have some combination of card draw for staying at 0-2 cards in hand, irreducible damage, Wp attacks, stunned or shutting down triggers. Only two actual games is obviously not enough to give a decisive verdict, but I wanted to offer my impression as I'm surprised to see so much discussion suggesting that he is overpowered. So far he feels okay, though not really so strong or interesting that I can see myself picking him over thematic beaters and Lone Swordsman all that often.
  13. Strategy Corrupted Idols Scheme List Search the ruins Dig their graves Detonate the charges Deliver a message Vendetta Time & Rounds Played 2,5 hours, 4 rounds. Final Score 4-3 in favor of Misaki Forum Name Paradigm Leader Misaki Crew List Misaki, 8ss cache -Masked Agent Shang Ototo 10 Minako 8 Yasunori 10 Lone Swordsman 8 Effigy 4 Strategy VP Scored 2 vp Scheme 1 & VP Scored Search the Ruins 2vp Scheme 2 & VP Scored Dig Their Graves 0vp If you could play this same Encounter again, what would you do differently? Focus less on the very difficult to kill Coryphee Duet to instead focus more on the strategy and maybe trying to score Dig against a model that is actually killed rather than Replaced with another model twice! Probably drop Masked Agent as it seemed much better against Colette on paper, but I realized she never really needs to stay on the table long enough for it to matter. Probably drop Yasunori as he once again didn't do quite enough for a 10ss model. Switching him and the Effigy for two Torakage would likely have been better. Also bringing some sort of condition removal would have been a good idea. MVP model (and Why?) Lone Swordsman. He managed to almost single handedly take down the Arcane Emissary with Focused some lucky flips, which made room for scoring Search. He didn't accomplish much after that other than absorb quite a few AP from Colette and her crew when they drowned him in Distracted, Stunned and Slow. Forum Name valkirsWrath Leader Colette Crew List Colette - 5ss cache Dove x3 Coryphee Duet 12ss Arcane Emissary 5ss w/Diesel Engine 2ss Cassandra 8ss Ice Dancer 6ss Showgirl 5ss w/Magical Training 2ss Strategy VP Scored 2 Scheme 1 & VP Scored Deliver a Message 1vp Scheme 2 & VP Scored Dig Their Graves 0 vp MVP model (and Why?) As the opponent I thought Colette herself had by far the biggest impact on the game. She was incredibly slippery and managed to pop out at just the right place, dishing out some really strong control effects through her conditions and place effects. Concerns and/or Confusions? This was my second time trying Yasunori, and much like the first game he somehow failed to have much impact on the game. I miss his high mobility from M2E, and although he is quite tanky I haven't been very impressed with his offensive capabilites so far. He might be solid, but doesn't really feel interesting when compared to models like Ototo, Minako and Lone Swordsman. The Coryphee Duet is really cool, but also quite confusing. The mechanics around it being able to get two activation and somehow healing a lot by splitting and refusing the activation after felt strange. It definately should be strong given its' cost, but I get the feeling many crews will feel completely helpless in trying to stop it or take it down. Detonate the Charges feels like a very difficult scheme that I pretty much can't see myself taking in any scheme pool.
  14. Strategy Plant Explosives, Corner Scheme List Outflank Assassinate Power Ritual Take Prisoner Claim Jump Time & Rounds Played 3 turns, 2,5 hours Final Score 2-4 in favor of Marcus Forum Name Paradigm Leader Misaki Crew List Misaki 10ss cache Ototo Yasunori Lone Swordsman Minako Rei Effigy Strategy VP Scored 1vp Scheme 1 & VP Scored Outflank, 0vp Scheme 2 & VP Scored Power Ritual, 1vp If you could play this same Encounter again, what would you do differently? First of all make room for two Torakage to better be able to score the strategy. I had a hard time actually getting beyond the centerline with Explosives in Corner deployment, especially with the threat of a Cerberus threatening to strike back if I advanced too far early. Also focusing more on scoring early rather than building long term advantage by trying to kill. MVP model (and Why?) Misaki. She was the only model in my crew fast enough to be able to drop an Explosive, and she also did a good job at threatening enemy models trying to score the strategy. I believe she only killed a single model, but instead managed to tie up quite a few models that otherwise would've scored more points. Forum Name Local Arcanist player, unsure of his forum name Leader Marcus Crew List Marcus Jackalope Cojo Myranda Cerberus Order Initiate -Magical Training Blessed of December Hoarcat Pride Strategy VP Scored 2 Scheme 1 & VP Scored Outflank 1 vp Scheme 2 & VP Scored Power Ritual 1 vp MVP model (and Why?) As the opponent I felt like the Cerberus had by far the biggest impact on the game. With a threat range of around 19" without help from other models coupled with the potential for five attacks at minimum damage 3 at the price of 8ss, I would absolutely take two and have Myranda turn into a third one as soon as possible if I had the opportunity. I've only faced the Cerberus in this one game though, so it might have other weaknesses that I don't realize. Concerns and/or Confusions? Most of my models did a good job. This was my first time trying Yasunori, and he honestly felt quite underwhelming. I tried to get more impact out of him by staying back a bit in turn 1 to keep him safe and pick up some Focus for more damage in turn 2. He had to act early in turn 2 to support Misaki who went in first activation to stop a couple of models from scoring Explosives. He did do a moderate and a weak for a total of six damage, but was then quickly killed after my opponent dumped most of his hand on other models and then proceeded to attack Yasunori with a single card remaining while replenishing his hand with the card draw from Marcus' upgrade switching. I'm curious to see if Yasunori performs better or is more fun to play once I play more games with him. Now that his speed feels pretty average and his damage a bit on the low side for a 10ss beater, I'll probably be more tempted to pick other models in the long run. Additional feedback Marcus himself seems to be an interesting support master with good upgrades to give out and impressive efficiency with his card draw. The entire crew felt really tanky with help from Myranda's healing. Seems solid! Misaki continues to be very fun to play!
  15. Strategy Turf War Scheme List Breakthrough Harness Dig Hold up Vendetta Time & Rounds Played 5 rounds, 2,5 hrs Final Score 8-1 to TT Forum Name Paradigm Leader Misaki Crew List Misaki 10ss cache Shang Ototo Minako Lone Swordsman Archer x2 Strategy VP Scored 4 Scheme 1 & VP Scored Harness 2vp Scheme 2 & VP Scored Breakthrough 2vp If you could play this same Encounter again, what would you do differently? It went pretty much perfectly for me with easily achievable schemes thanks to Misaki and summoned Katashiro. MVP model (and Why?) Misaki. She killed three models, scored Breakthrough pretty much alone and flipped a strat marker. Forum Name Parien Leader Zipp Crew List Zipp 5ss cache -Inferiority complex Earl Gracie First Mate Burt -Twelve cups of coffee Iron Skeeter Merris Strategy VP Scored 1 Scheme 1 & VP Scored Harness 0vp Scheme 2 & VP Scored Breakthrough 0vp If you could play this same Encounter again, what would you do differently? Use pianos more aggressively in turn 1 to hinder opponent's advancement. Play more defensively early to force Misaki to over extend or stay back. MVP model (and Why?) Gracie for being amazingly tanky and still doing a lot of damage. Concerns and/or Confusions? Misaki might be too strong. I had amazing use of unburying her with Shang's heal to get full movement late in the turn. Maybe make From Shadows trigger if she unburied for any reason this turn? I'm a bit torn when it comes to Archers. I've consistently felt that their damage is very low, but I did get good use out of Trick Shooting to remove two key scheme markers over the course of the game. I've suggested before that it would be really cool if Archers could get a built in crow on their attack so that it has more impact against models in concealment or if you line up shots with use of Shadow markers well.
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