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Amayasu

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Posts posted by Amayasu

  1. 3 hours ago, Jesy Blue said:

    And that's a 10" bubble, not outrunning that.  I like!

    Yup. Have him throw out a ton of burning, have the Emissary lower their Df as a result, and watch your ++ monkeys tear stuff apart.

    He got cheaper in the errata too. Still not cheap, but, Asami can afford a few support models given how easy her summoning has become.

     

    • Like 1
  2. 2 hours ago, ElPuto said:

    With a bit of positioning, I've made more than once 2 Yokais lose Slow and Charge for 1 Ap. Gorgeous.

     

    6 hours ago, Jesy Blue said:

    Has anyone thought about using Monks of Low River to remove Slow from summons?  It's vs Def and swings on a 7 so even a relent on a black joker would work.

    I'm a fan of the Freikorps Specialist. A massive bubble of slow and paralyse removal that requires no flips on a model that has synergy with some ONI and the Emissary, as well as marker removal.

    • Like 2
  3. Honestly you don't need the traps. They're a trap, ironically. It sign-posts your intent. That's 6 stones on top of 25 stones for this one idea; you're way, way over invested into it. Asami and Betty can handle the movement if needed. Asami summons something cheap; Betty jumps to it. Asami summons something else, Betty Jumps to it. Betty Activates late, finds a good spot. She doesn't need LoS next turn to do her thing anyway.

    Remember too that Yokai get free movement at the end of the turn when their flicker drops. If you poison them they do it twice. It's also a 3" place, so really it's a 4" move.

    Those 6 stones could give you a Terracotta Warrior, or perhaps even better, a Charm Warder (disguised on Betty).

     

     

  4. There are wider problems than just cards. Jorogumo are good, no doubt, but they're ML5 on their main attack immediately after your opponent draws a hand. It's sign posted considerably, any player worth their salt will see this coming. There are ways of neutering them (slow, paralyse, they're Df5 in a game with increasing amounts of HtW and HtK ignoring, they're activating early so Eat your fill isn't going to matter all that much, and so on). If your goal is to demostrate publically, then Torage are better for the additional VP. If you're after a symbol then great, but 9SS for that? There are better choices.

     

    And so on.

     

    Fun, sure, but not worth building a crew around imho. Remember this is, at it's cheapest, 25 Stones just to be able to do this with two spiders.

    • Like 1
  5. 31 minutes ago, I'm a Teapot! said:

    Is there a similar way of deckfeeling with neverborn lynch? 

    I imagine the same basic pattern works, but is considerably less efficient; the Charm Warder and/or easy Fast in TT, as well as Lust being a TT model make it work well.

    • Thanks 1
  6. On 25/01/2018 at 7:44 PM, InvokeChaos said:

    That being said I still wonder if that's a valid tactic. For a couple of reasons. First this trick is limited by the number of ml5 models in your crew. And that's not entirely something you want to have a lot of. One or two, maybe.

    There are many great ML5 models that naturally fit Lynch and achieve a ton. Charm Warders and Brothers spring to mind. Warders are particularly good as you gain another Def flip on Lust if you'd prefer not to give her fast.

    Secondly the charge is nice as it's free movement, but, if you're running an Illuminated heavy crew they have a Sh5 ranged attack which works just as well. You could even consider Torakage with their (2) Rapid Fire, but i'm not sold on those.

    But the reality is that Charm Warders are amazing with Lynch, as are Brothers. 18 Stones Total for three very good models that fit the Master and give Card Draw for days is worth it imho.

    On 25/01/2018 at 7:44 PM, InvokeChaos said:

    Second problem you run into is card management. With a 10+ hand, if you get the misfortune of not drawing many weak cards you are in an interesting position.  You have to FIND ways to ditch cards out of your hand to get them back in your deck for round 2. Same with the aces. Otherwise you inadvertently create a spike deck.

    I've used this approach in quite a few games now; i've consistently finished turn 1 with a massive hand and all the aces. Don't forget that these melee attacks on Lust are also an opportunity to cycle stuff back into the deck; you don't *need* aces, you just need Lust to win on a Tome, and there's a very good chance that will happen as she's flipping 4x the cards. If Lust flips the 10 of Tomes, cheat the attack with a moderate to get it back into the deck, ideally a Tome. You also have Lynch's mulligan which is a nice chance to shape the deck, and finally, you don't have to pick the ace up; cheat the Mask and Crow and let them go.

    On 25/01/2018 at 7:44 PM, InvokeChaos said:

    To get to a 14 card hand with this method you have to 1) draw into all four aces and 2) after drawing the 2 required aces attack into lust 4 times with a Ml5 model.  I did the math on this, and it's basically as random as you'd think. Generally speaking you have a less than 40% chance of drawing an ace in your opening hand, and when rolling cards it varies from 20-35% chance. And that's AT flipping 5 cards a go. 

    Just too much investment in my opinion. But there IS a silver lining here. As long as you have 2 aces, you can keep damage off her... which opens up some crime boss shenanigans. I would be interested to throw Gwyneth, Lust and 2 crime bosses in a list with the emissary and see what happens. Especially if you get that ace of tomes early. I think it's one of those if you get the cards cool, but if you don't, don't worry about it. 

    I think it's important to remember that the two required aces aren't required, they just garauntee it happening. The cards you naturally flip will, a lot of the time, give you everything you need.

    As a side note, i've run Gwyn with Lust in this setup and it's good. But Gwyn feels slightly redundant to me in this setup. To each their own though.

  7. I've been running Lust with Lynch recently. She's a good model anyway, and can be amazing with him.

    Turn one is all about building a hand and shaping the deck. I've often finished a turn with 15-19 cards in hand. Final Debt gets kinda silly. Now that many cards may seem silly, but, when you consider that you're going into the next turn with a great hand, a deck full of moderates and many weak cards discarded, it sets you up well.

    So my turn one is to have the Emissary discard for focus (ace) and spend it on the (0) push on Lust, fishing for the Tome for a card. Then (1) Right of Strength Lust for another push and Fast. Lust activates and goes triple defensive, (0) to push something else.

    Then, as turn one is typically about movement, I have my ML5 models charge Lust.

    Every attack is flipping five cards; 1 for attack, 4 for defence. You're getting your Tomes, picking up a card from Lust's defensive trigger and any Aces that come out. The ideal is getting the Ace of Tomes in hard, and any other Ace; they become your standard cheat for attack and defence. As defensive lasts until next activation, you can also do this again next turn without spending Lust's AP.

     

    And Lust herself is just a solid model; the first time she moves a beater 8" away from Lynch and places it behind your opponents own models to deny a charge you'll appreciate her.

    • Like 4
  8. Bunraku. No, stop laughing, hear me out.

    Queeg can make them (0), and they can (0) starting their activation with Focus+2. Their melee attack is pretty good even if you don't give them a Sabre. They can pull, and stab on the trigger. They're Cg7 So can be carried by Mounted Guard. Df6 with a good, built-in defensive Trigger, 6 wounds and armour 1. So durable. McCabe can reactivate them, and better yet, when they die they can transfer that to any friendly minion within 6" (remember Reactivate does NOT disappear after the second activation, it drops off at turn end; so even a Bunraku dying after it's second activation gets to reactivate another friendly minion).

     

    5SS. They're really, really good.

    • Like 5
  9. Just wanted to say thank you for doing the faction specific bundles at massive discount. I've placed an order for our gaming group, and it was super simple as a result. I appreciate it was probably a reasonable amount of effort, but it's a really respectful approach - thanks.

    • Like 3
  10. 14 minutes ago, Ludvig said:

    Why is Yan Lo so good all of a sudden btw?

    He has much, much more reliable Chi generation, can much more easily flip his upgrades, gains Casting Expert and can take a second (0).

    It all adds up to a Master that can do tremendous damage from turn 2, is mobile, and can castle up and tank, guaranteed.

     

    I don't agree with the OP that he's "The next big thing" though; he's just finally good.

    • Like 1
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