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SuperSalami

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  1. Maybe they're reworking them so they aren't borderline impossible to put together. I got some from the black friday sale and they're still sitting half finished on my desk.
  2. I play the same list 90% of the time with Shenlong. Shenlong, Sensei Yu, Lone Swordsman, Emissary, Sniper, Ten Thunders Brother, and a Peasant. This list can accomplish most strats and schemes pretty well and has a nice mix of killing power and scheme marker manipulation. It's a little weak to hunting party on paper, but I haven't really had that come up as an issue. Before I had the emissary I was running Izamu. I think the emissary brings more to the table, especially the card draw ability. I've seen low river monk touted as a must take with the emissary, but I've never taken one before. I can usually get 3 focus on one of the peasants if I want three cards. There's nothing I'd want to cut to make room for a monk that doesn't really do anything but focus and wander around. One tip that I picked up from the Schemes and Stones episode on Shenlong is to use High River Style defensively. I always thought of it as the primary attacking style, but the ability to raise your final duel total by up to three in exchange for damage means it's pretty easy not to get hit. Between High River Style and the healing from Low River Style, Shenlong can be damn near impossible to kill, even against dedicated killers like Howard Langston. Fermented River Style is the go to if you want to mess someone up. With that style, you're generally on positives to damage and 2/3/5 with good triggers isn't bad.
  3. Are these guys any better now that Frame for Murder is suited in GG17? They pretty much always die and the ability to stack a ton of burning means you might be able to kill their frame target with the condition and not give up the points.
  4. The last tournament I went to, I took Shenlong and Yan Lo and didn't feel like there were any pools that I couldn't deal with. Shenlong is a bit more schemy and Yan Lo is a bit more on the killy side. Both of them have ways of moving enemy models where they don't want to be, so they can be good at holding points or interference/recon. That said, there is a fair bit of overlap between them. Both of them field crews that are very survivable and that like to be relatively close to each other. Shenlong can get people where they want to be incredibly quickly, but for the most part, his crew likes to stick near each other because of his aura and the relatively short range of Low River and Wandering River styles. I could see swapping out Yan Lo for someone a bit more overtly killy, like Misaki or Lynch, or just adding the third master. I could also see only taking Shenlong and being fine with it. He can take basically anything in his crew and be decent and his styles make him incredibly flexible. He's a Tyrant, he's awesome at everything (except taking relic hammers to the face).
  5. How are you playing her? I'm curious about the upgrades you're taking and if you're using any of the gimmicky/abusive lists (like Killjoy turn 1). I bought her but haven't played with her yet because I want to paint her first.
  6. I agree that Toshiro isn't really necessary with her. Adversary can get you the positive twist and that's the main thing you're getting from him. If cost is an issue, I would buy Yin before Toshiro all day. Yin is a really solid model that's almost always going to pull her weight. I think Drowned are good, especially if you need scheme markers and can leverage Finish the Job. But, they aren't really necessary. Hanged, Gaki, and Onryo are really the only things that are essential.
  7. One note on the Low River Style trigger to drop your defensive condition for an additional heal. Both Mastery on Shenlong and Provide for the Temple give you Defensive +1 until the start of your activation. So if you use a Peasant to Provide for the Temple, or Powerful Chi at the start of the turn for Mastery, you will lose the Defensive when you activate. You'll likely need to use Mastery during your activation to get Defensive +1. The other part of Low River Style, Slow Waters Eternal Voice, gives you Defensive +1 when you succeed on a duel with an Enemy. Since that doesn't list a duration, it lasts until the end of the turn. So you could potential "keep" the Defensive when you activate if you got it from Slow Waters Eternal Voice. There's also a weird corner case interaction where the value of a condition lasts as long as the most recent application. So if you use Mastery or a Peasant and then get another Defensive +1 from Slow Waters Eternal Voice before you activate, you'd keep the full value. Playing Shenlong will teach you more than you ever wanted to know about Conditions.
  8. I'll echo everyone that says Izamu; he's a beast with the pushes and fast from Shenlong and Yu. Also, don't forget Low River Style. It's not that hard to set up situations where Izamu just refuses to die because of the heals. I've not played with Tengu, so I don't know much about that. But I love TTB. They have a reputation for being virtually unkillable, but that hasn't really been my experience. They can be hard to shift, are great at running schemes, and Protect Our Holdings will generally have your opponent wringing their hands in impotent rage for most schemes. Plus, with all the focus the crew throws around, their attacks can be surprisingly effective. I would always take one. Komainu are very solid models and if you already have them, they're fine with Shenlong. I've taken Monks of High River a few times and been thoroughly unimpressed. They die very easily and while their attack is decent it's not so amazing that it makes up for it. If they were 5 points they would probably usually lose out to Brothers. At 6 stones, it's no contest. Yin is always worthy of consideration in any list that can take her. She's rock solid in Thunders she can take Smoke Grenades, which basically makes attacking her at range pointless. Lately, I've been playing a list of Shenlong - Wandering River Style Peasant Sensei Yu - Promising Disciple Lone Swordsmen - Recalled Training Izamu Katanaka Sniper Ten Thunder Brother I started having a lot more success when I went to Izamu and the Lone Swordmen together. Prior to that I found that I didn't have enough hitting power. I think Katanaka Snipers are a bit over rated, but probably worthy of inclusion just to have something providing a ranged threat. I'd consider a Samurai instead if I had one.
  9. What is causing the Emissary to get fast? The conflux for Shenlong is heal 2 damage when you pitch an upgrade. Yan Lo gives it fast, but that's when you attach an upgrade.
  10. Quick question on hazardous terrain. The FAQ says: 31) If two or more pieces of hazardous terrain overlap, and a model enters it, would the model suffer more than one damage flip? For example, if Jaakuna Ubume’s aura overlaps with a physical piece of hazardous terrain? A: No. The model would only suffer a single damage flip. Kaeris places two 50mm markers that count as hazardous terrain, touching each other. Do you take two tests if you touch both markers in a single move/push? We've been assuming that you do, but the FAQ about overlapping markers makes me think maybe you don't?
  11. Perfect, thanks everyone. I didn't think we had been playing it wrong, but I couldn't find it in the rule book at the time.
  12. Focus under General Tactical Actions reads: (1) Focus: The model gains the following condition until the end of the turn: "Focused +1: This model may remove this Condition when declaring an Action to gain a number of [+] to the Action's duel and damage flip equal to the value of the Focused Condition removed." Under the section on conditions, focused is a condition that reads: Focused is a Condition that is gained by a model taking the Focus Action. It reads: Focused +1: This model may remove this Condition when declaring an Action to gain a number of [+] to the Action's duel and damage flip equal to the value of the Focused Condition removed." I've always played this as focused lasting until the end of the turn. I was recently playing against someone using Airburst on Sensei Yu which has a trigger that reads: Winded: After resolving, this model gains the Focused +1 condition. The question is, does the Focused +1 condition granted by the trigger end at the end of the turn? The (1) Focus tactical action says you gain the condition until the end of the turn. But, there isn't anything under the condition that says it only lasts until the end of the turn. If you gain the condition some way other than using the tactical action (lots of ways to do that in Ten Thunders) does it stick around until you use it?
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