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InvokeChaos

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Everything posted by InvokeChaos

  1. I'm the only ten thunders player in my meta, small though it be, and I find that thematics are a huge reason. This game seems to, more than others I've played, really hit people on an aesthetics level. Both in the artistry of the models and in the artistry of their capabilities. There is a lack of cohesion in both the mechanics and the design of ten thunders. Which personally is why I love them. That and flippin' ninjas, samurai and oni... oh my!
  2. Can I place two separate orders at over 100 if I wanted two witchling handlers instead of a miss anne thrope (I have three already)? I know I would have to pay shipping twice, just was curious.
  3. Katanaka snipers are a definite. I always run at least one with shen long and sensei yu. I am quite partial to lone swordsman, but Izamu is great as well... or both I second Shadow Effigy and 10T brothers, though tengu are also out and are solid. I'd recommend the effigy and then pick one of the other two for schemes. I also really like Kang from Mei Fang's box. Oiran. The +1 willpower aura from Oiran is just so clutch in many situations, the upgrade to make them fast and focused costs 0ss and they are cheap. Shadow Emmissary has a fantastic upgrade with Shen Long. Also because you will be running Yu with at least one upgrade and another beater with at least one upgrade (even if its just the oiran one for free), he can push and hand out fast like a boss. He's deceptively good in combat too with his repeat attack trigger. And it's got range 7 with no shooting icon. Ten Thunder archers are solid, especially if Yu has blot the sky. Shen gives them 0 action to focus, Yu gives them +1 to shooting when focusing if within 3", which works fine because he'll probably be too busy supporting to move to much after turn one. They have read the wind which means the 0 action to focus is for +2. I tend to focus at the end of their activation so blot the sky's ability gets the double focus at end of turn, but obviously they have to not be dead My typical 50ss list with shen long looks like this: Shen Long (+2 soulstones) - wandering river style, words on the wind - 4 Sensei Yu - Promising Disciple - 11 Lone Swordsman - Recalled Training - 9 Katanka Sniper x1 - 7 Peasant x1 - 2 Shadow Emmissary - Conflux of Dawn - 10 Oiran - 5 Turn one: Pop new peasant with witness a miracle. Emissary moves up, pushes Yu and fasts him. Shen activates and moves up, focuses, pushes, hands out fast. Yu doesn't move, just focuses, pushes and hands out fast. Sniper normally gets two shots off. And the lone swordsman ends up ready to charge into something big and tasty with fast and recalled training. Or something like that
  4. Yeah, I've been concerned about that aspect as well. Dead master equals "wasted" upgrade. I admit that I'm a little drawn to jankiness though, and I've found that I often go after the Master at some point with Misaki. But that might be more due to my meta. I don't have a ton of games under my belt yet, so this is very much a theorycraft for me. Thanks for the input! Good food for thought
  5. Anyone run cutpurse to decent effect with Misaki? My typical upgrades are Stalking Bisento, Misdirection and Recalled Training. But with Sensei Yu/Kang, I've found I don't really NEED recalled training. It's kind of like bringing a gatling gun when I need a pistol... So i'm thinking about bring in Cutpurse instead. It seems like it's another way to make my opponent go "must cheat!" which only helps me assassinate. And if they don't, I get a soulstone... which helps me assassinate. While it needs a high crow to do this, I like the idea of charge, last stone for crow to trigger assassinate, second attack pilfer. If I get the soulstone, third attack is another assassinate. Doesn't seem like it's something to bank on, but if I don't need recalled training, seems like it could really just make my opponent psyched out a bit. Thoughts?
  6. One thing to remember, is that while his damage spread is only 1/3/5 (I believe, might be worse; don't have his card in front of me), he passes out conditions on hit. So burning can be stacked, making him 2/4/6, or poison if you need that synergy. He can also pass over slow. He ignores defensive triggers, which is huge. His copy 0 ability is off the chain... is he the golden god of 10T? No, but he is a force to be reckoned with when played properly. I think the problem is that typically his role is relegated to that of push-bot. And in that case, yes... he can be underwhelming. Two pushes with one fast hand out is good. On the right model (Misaki, Ototo, Swordsman, Izamu)... it's downright amazing. But that's 11pts for a push bot. Yu's strength is his flexibility. Now that being said, I've run him exclusively push-bot so far. I deliver swordsman regularly with Yu, and it's brutal. But I'm new to Malifaux (not miniature games), and I really love the shenanigans of passing out fast, pushes and the like with him and the emissary. Especially as I main Misaki. But there's a ridiculous amount of potential to be had from him. You just have to remember his rules. And that there are three other limited upgrades he can take.
  7. I am very much looking forward to breaking him out of that Wandering River mold. Combined with Shadow Emissary, he IS a Master. Combos I'm looking to give a strong try: Fermented River Style in a Brewmaster list. Combined with Moon Shine-obis, that's potentially 4 models that laugh at negative flips. It leaves his focus from airburst to drop free schemes. And the action on Fermented River seems like good synergy. Low River Style in a Yan Lo list. I love running Chiaki with Lo Pan as with his ancestor resurrect upgrade and heal, I'm packing a lot of recursion and resilience. Now add in Yu with a free 0 action to heal and Low River Style and I can either remove Chiaki or just enjoy the ridiculous amounts of support heals my heavy beaters will be receiving. Again Yu still has his airburst with focus for free schemes. Plus I use Izamu in this list, and Izamu LOVES Yu. Burning River with Mei Fang. Adding in a bit of support beating. With his ridiculous walk of 7 and ignoring defensive triggers, he can just walk out to scheme, help push and drop some burning love on any who gets close. I love running two heavy hitters, and Yu + Kang is all kinds of fun. Jakob Lynch with Low River. Much the same benefit of Yan Lo: heals are good for this crew it seems. Healing huggy and illuminated just seems wrong... adding in some pushes and scheme support sounds just evil.
  8. I think he's a powerhouse. Granted I always take him with some form of pushing and recalled training, but I tend to have him eating something top of turn 1 for at least an equal point trade. Usually more. I send him specifically to die. Sometimes, he even lives and then just infuriates my opponent. My tactic is usually to out activate my opponent, letting him be the last model, usually in charge range of something big. If Yu is present, he's fasted. Then I charge in, usually with a good hand still because not a lot happened that first turn for me, and obliterate a model or two with a popped recalled training. If I have a spare AP and no targets, I'll go defensive. Walking in with that strategy helps me, because typically my opponent loses something they need, while I lose something I never planned on keeping around. If I win initiative for turn 2, I typically have gotten 3 full activations out of him and sometimes even can pull him back to prep for another assault. Misaki is my go-to with him, because the one-two punch of Swordsman plus stalking Misaki is brutal. I have been very curious to try him with Lynch. Though I do agree, his reactivate can be a trap.
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