Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

5 Neutral

About hollow1351

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. hollow1351


    Hi. Question regarding Honeypot's auras Hold 'em and The Party Never Ends. Do they work multiple times if enemy model cheats fate multiple times during the same action? E.g. to pass Terrify, attack flip and damage flip.
  2. Agree, it seems pretty strong at the moment + can be attached to Neverborn's masters. I'd rather say it should have some cost to be used, maybe discard a card.
  3. Strategy: Turf War, Standard Deployment. Schemes: Hold Up Their Forces, Power Ritual, Outflank, Deliver a Message. Total Time Played: 2.5 hours. Rounds Played: 3. Score: 3(Youko) - 8(Euripides). Youko's crew: Master+totem Bill Algren Hinamatsu Mr. Tannen Kabuki Warrior Kunoichi Geisha 7 stones Euripides' crew: Master+totem Thoon 2x Geryon with Inhuman Reflexes 3x Gigant 3 stones I didn't record all the actions in detail, just brief summary of turns and overall impressions. Turn 1: Youko's Crew claim 2 markers on their half. Primordial Magic gives incorporeal to Euripides and moves to the strategy marker. Geisha moves forward and lures Kabuki Warrior (to lure totem next activation). Geryon blocks LoS to the totem. Warrior moves and lures Geryon with trigger for free attack, deals 3 damage only, Geryon moves back with Butterfly Jump. Gigants make some shots to the Warrior using ability to ignore cover. Bill heals Warrior. Youko's crew moves forward. Euripides makes double move and summons two pillars. Youko moves forward and puts Distracted +2 on Euripides. Turn 2: Youko cheats initiative. Hinamatsu tries to lure Euripides, he cheats 13 and burns some cards from Youko's hand with Wp trigger. Then I made a huge mistake and tried to lure him again. He uses that 13 from discard and completely destroys my hand (1 card left). Euripides doesn't care about Distracted on him and keeps spamming pillars, dealing damage to opponent's crew. He also had a streak of high cards that his crew will reuse to the end of the turn. Youko's crew try to retreat, suffering some additional damage from pillars and Gigants (their attacks ignore friendly fire and cover). At the end of a turn Kabuki Warrior is dead, Youko loses 1 strategy marker, scores 1 VP from strategy, Deliver a Message and Hold Up Their Forces. Euripides claims one marker and scores 1 from strategy. At the end of a day, not the worst outcome for Youko. Turn 3: Youko has pretty good hand. Euripides wins the initiative. Madness begins. Euripides again has a streak of high cards (11-13), adds some cards from his hand and also flips a Red Joker. Cycling those cards with The Old Ways, him and his crew make me pass a series of 18-20 Mv duels also using those cards for defense. Gigants also make a huge impact wih their shooting. At the middle of the turn I was left with Youko, Hinamatsu and Chiyo. My opponent chose Hold Up Their Forces and Deliver a Message too. I surrendered. Thoughts on the game: Really enjoyed playing Youko, she has an interesting mechanics, maybe should look for some models which can deal damage rst Wp to gain more benefit from Distraction ability. About Euripides. His mechanics are insane. If he has a streak of high cards at the start of the turn you are really in trouble. Yes, his models should suffer 1 damage to use The Old Ways, but they have enough wounds to do so and also can ignore it with Incorporeal provided by totem or just heal via Frozen Vigor and Cyclope's Frozen Runes. Having no limit on actions that makes you pass Mv duels (Glacial Shove, Arctic Pull, Shoulder Rush) is dumb. Gigants are too good for 6 stones (shooting stat 6 with blasts ignoring friendly fire, cover and LoS if you need). I'll try to take some models that can remove destructible terrain against him next time (Sidir, Obsidian Oni), but seems it will not work so nice because Euripides has multiple sources of creating pillars and can use them immediately in the same activation, so there is no ability to respond on them. In my opinion, Euripides is too strong at the moment and needs some serious rework. Especially The Old Ways, Frozen Vigor and actions that makes you pass Mv duels. What is your experience of playing against him?
  4. hollow1351


    Could you please list some? Agree. But as I mentioned it's problematic to deal with models that can use stones and have some built in reduction. For example henchman with build it armor or incorporeal. I need to leave him at 1-2 wound to be sure I'll kill him with Succumb To Darkness. Also stones pool limit was increased to 10 this edition. I often see my opponents pick few durable models with some nasty auras and left 10 stones for prevention, e.g. Pandora with upgrade for Butterfly Jump + Candy + Carver. Looks like some kind of archetype in 3rd edition 🤔
  5. hollow1351


    Played Lynch this weekend. A bit disappointed of the master himself. Few thoughts about him: Succumb To Darkness is quiet weak in current version. It requires a lot of preparation and deals only 5 damage max, which is pretty average and comparable to other masters' severe damage, with no triggers and may be reduced via armor/incorporeal/shielded/stones. Let's say we attack henchman with Armor +1. With moderate prevent of 2 this attack will only deal 2 damage. My suggestion is to increase the the max damage to 7-8 or maybe remove it at all. Or make damage from it irreducible. Lack of minions to summon via Succumb To Darkness. I mean, Illuminateds are good, but since lack of ability to deal stable high damage as I described earlier, it requires about 9 brilliance on the same model to cast Succumb To Darkness twice to summon them. Beckoners are good for 5 stones, but they are only Rare(2) and if you want to play via Lure you'll probably include both of them to the crew from beginning. And if you dropped to 6 brilliance when finally killed the model, you can only summon 1 Depleted. Suggestion - let Lynch summon multiple minions with combined cost of number of tokens like other masters do, e.g. 2 Depleteds. Lack of some filler/support action Lynch can use at any time. Now he has weak attack, attack with which is sensitive to friendly fire and Succumb To Darkness which requires a lot of preparation. So in situations when enemy models went into engagement with your models and there are no enough tokens on them, the only thing you can do is to get Concentrate and shoot them with Hidden Pistol (2/3/4 damage only). Suggestion - make Hidden Pistol insensible to Friendly Fire or at least increase its severe damage to 5-6.
  6. Hi. Played Shenlong today and had a little debate with my opponent regarding Harness Chi ability. Text of ability: Does it add +2 to duel total only during Step B: Flip Fate Card, or also during Step D : Determine Final Duel Total (cards have already been cheated)? Duels are described on page 10 of Rulebook.
  7. Good news. Hope now game designers will pay some attention to Zipp. Very annoying master, ignores almost all defensive mechanics, positioning etc.
  8. Hi. There are some mechanics of discarding and attaching upgrades in Ten Thunders (Shenlong's (0) action, Terracotta Warrior) and abilities which grant some benefit from it (Conflux of the Dawn, Kamaitachi's auras). Who is considered discarding/attaching upgrades in these cases? The model who used action to do this? For example, Shenlong discards upgrade from Yu and himself with (0) Monk of Many Styles. Can both of them heal 2 damage, or Shenlong heals 4 from The Dawn Surges (Conflux of the Dawn)? When Terracotta Warrior changes upgrade on the model, who need to be in Kamaitachi's aura (The Winds of Fortune) to draw a card, he or his target?
  9. Thanks. Small addition. Bombs can be placed either in base contact with each other or separately, right? When placed in base contact with each other, are both of them need to be placed in base contact with the user? I mean, the action itself has range 3, not clear why if they can be placed in btb with the user only.
  10. Only player who used stone. Then second player can use stone too. It's described on page 31 of rulebook (Initiative Phase).
  11. Base contact only? It seems quite strong for Misaki with Deadly Dance. She can't be charged due to no LoS. If someone comes with Walk, she can discard a card, push half a millimiter away and stay within the same marker with no LoS again.
  12. Hi. Both of these upgrades place Smoke Markers which are Ht 5 Blocking Terrain. Terrain traits' wordings: Correct me if I'm mistaken. If model stands completely within Smoke Marker, there is no LoS to it from any side (unlike dense). Where should another model need to be placed to gain LoS to the noted model? In base contact with it? Within Smoke Marker, base contact not needed? Is it possible to gain LoS to such model at all?
  13. Hi, addition to the question. Rulebook (pg. 58) says: In case of The Storm upgrade, does it require LoS from both, Misaki and original target, or from Misaki only to deal damage with blasts?
  14. My feelings from playing Ten Thunders for about two years: the most "elite" faction, but elite for the most part in cost values: the survival ability of models is average or below average, lack of defence mechanics; expensive support models (Yu, Yin, Lust, Sun Quiang), lack of good cheap scheme runners, outactivated in most games; lack of ability to control opponent's crew, lack of deck filtration mechanics (fixed a bit in 5th wave), no control of activations (can't skip like Nellie, can't chain activate except of few supports), no way to somehow improve the initiative flip; bad damage tracks as mentioned earlier, no versetile instrument to ignore damage reduction; weaker synergies between models in general comparing to other factions. Pros: can easily remove conditions and heal (Chiaki, Low River Monks, Shenlong's upgrade), but become less actual in current meta, because you heal only 1/2/3 or flat 2 with one action while opponent damages more, you'll slowly lose this race; fast faction in general with a lot of move tricks, but usualy determines how fast you'll be viped out from the board. Of course this is subjective, but look, Thunders are unique in that 6 of 8 our masters are duals. Are any of them considered to be tear 1 in their second faction? No. Do they play much better in TT? Not realy, except of Misaki maybe. I can remember only 4 TT players in our country + 1 buddy abroad, all of them switched to another factions or sold their armies (haven't seen their new owners on our events yet).
  15. So easily, realy? I can list most of them: Shenlong's crew (focus once per activation), Recalled Training (for stone, requires free slot, one turn only), Dragon Stone (stone, slot, once per game), Mei with burning, Kang (aura against constructs and undeads only), Emissary (1 attack only), Lynch's minions against Briliance. + Don't forget 1for damage will give you a normal flip in most cases, considering that there are less high cards in a deck then low and medium (3 to 5 to 5) you'll get low or moderate more often without cheating. I can say that other factions have as many or even more ways to gainwhen damaged (hard to wound, impossible to wound) + don't forget every master or henchman can use stone to give you additionalfor damage flip. Some Thunder's models also have ability to cheat fate even with negative modifiers (most Onies have flay, Misaki's Storm) but we don't have as many card draw mechanics to effectively use it. P.S. Oh, I forgot Crime Bosses' condition which givesfor damage, but it's not so ultimative, can be removed, model can be immune for conditions + the action itself causes only 1 damage, so you need first work on returning damage vasted by this action, then you'll probbably gain some benefit from it, or not, not sure.
  • Create New...