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Drowsheep

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Everything posted by Drowsheep

  1. I agree that Bisento Misaki is a good, fun, and competitive way to run her. It's the way I just run her normally. I generally run her with Yamaziko, Crime Bosses, Wokou Raider. Tengu are a great model to smoke and shadows another minion off of. While a lot of people hate on the Archers, I have to say that they're good--maybe not in the most competitive games, but they can be good, they just need to be run very well in very specific ways. You need someone like Yu, or another tougher model, to hang around it for them to get the benefit of their upgrade. If you can give them reactivate or fast they can be good too--something that Misaki herself can't do. They're a fun model, but not the *best* model.
  2. My new two always-take models have become Yamaziko and a Crime Boss. If you are taking a Tengu with Yamaziko, taking a torakage makes a fun rush up the board if you take smoke and shadows. I've done this many times where I move Yamaziko, drop a scheme and move again, the Tengu hops up to that, then just runs forward. The Torakage just shadow walks off of the Tengu and has moved over 20" forward to either drop schemes or interact. It's a fun little ploy. With Jorogomu being able to use smoke and shadows too, having them shadow walk away, even if summoned, dropping them in a completely new position always fun.
  3. Ten Thunders is one of the more difficult factions to get into--and Yan Lo is one of the most complicated masters to play right on top of that. Generally, Yan Lo is a support master, I use him to buff up my Ancestors and Retainers. He can deal some damage when he needs to but for the most part, it's his other models that do the heavy lifting, usually Toshiro, Chiaki, and Izamu. Komainu are a good pick as they get better and better when around the family. Not to mention, taking Punk Zombies with Toshiro is pretty good. Lightning Dance can be a key ability depending on the strategy and schemes. I have always used him as TT, though. Being a little weird of a master, maybe try running him without his normal synergy? The synergies of the some of the masters can be a trap. I'd try him with just some of the better TT models, maybe Crime Bosses or Lone swordsmen, any model than ar 2 would really help with, from Transcendence.
  4. I hope you're still playing! Well, the beauty of TT is that so much of our faction is dual-faction. If Guild is interesting to you, I recommend getting the McCabe box. While the Wastrels are not the best model, McCabe is a lot of fun, as is Alchibal, his henchman. With Misaki, from The Thunder, you'll get access to the Outcasts. Currently, I run her with the Katanake Crime Bosses, Wokou Raiders, and Yamaziko. All good models. The fun part of Ten Thunders is they are so diverse it feels--sometimes--like you're playing five different armies.
  5. Hey, So, I can't find my rule book at present, but last night a friend and I both had manipulative characters and wanted to know what the verdict was on attack actions that are either part of a charge and/or part of a trigger for a previous attack. Our thinking was that, ultimately, each is its own action, so you'd have to flip multiple times, once for each attack with a flurry, a charge, a rapid shot, or triggers off a previous attack. I just wanted to make sure that is accurate.
  6. Stitched together are okay, I think I've maybe run them once with him. my main problem with them is I just always have the worst luck, I usually end up almost killing them, getting them reactivate and then my opponent killing them before they go again, but I've also seen them do great things against me. With their card draw, they could be berry good with Lynch. I like tengu, but you often need to have them working in conjunction with another model (or at least two tengu together), so they aren't that great alone. But I've had fun. I'd probably not take them with Lunch though. but maybe take the katanaka snipers, they're a good model that can flip a lot of cards in their turn.
  7. I saw their card and I'm very excited to try the little fella out. that being said, I think they are pretty good for a 5 stone model, but I've yet to actually use them. speaking of Oni, I finally got to play Asami last night! I was massacred (though my amanjaku did 7 damage to Howard in 1 activation making Howard run away, so it was all worth it).
  8. I think Samurai are a good bet. They are decent at both range and Melee and can cover Lynch while he shoots from the back. They have a little bit of maneuverability, but are ultimately a combat centric model. Otherwise, beckoners are a great model, they can lure both your models and your enemy models. They can give out brilliance, and are all around decent models. They will work well with Lynch and help maneuver your crew around too.
  9. Updated/bump. I have some leads on the models cut from the list.
  10. I keep meaning to run them with brewmaster, but moon shinobi. I do think their a decent model, but multiple friends of mine run Mcmourning........
  11. I just ran a death ball of them a few games ago. They were amazingly good at destroying everything. I put BtS on Fuhatsu (I would, in the future, put it on Yu or Yamaziko). with Yu and Shenlong pushing people around (archers or models that tried to engage them) I mowed down Howard, Kudra, and many other gamin under Sadir. had the strategy been reckoning or had there been make them suffer, I'd have scored big, and I barely lost a model despite multiple attempts to take me down. ultimately, I didn't win, but that was because I had too few models for reconnoiter in the early turns. heres why you take them over samurai or snipers (I'll admit I usually run the other two). That sh 6. It's gotten me better results on the flip than a sniper or samurai has, combine that with focus (and then peasants giving them more focus for their end of turn hachinosu) and they can more reliably hit their targets. Combine that with other models in Melee and they rock. I'd pick them for killing schemes with strategies like turf war that get models all together. i want to run them some more in the future, I think they'd do well with Asami as she summons Ono to fight the Melee while they provide a secondary threat at range. But I haven't tried Asami yet, so that's for the future.
  12. The Jorogumo can get fast and focus from Toshiro, where Izamu can't. With Yin pinning people down and the Jorogumo's wander the earth ability, they might be able to tie down multiple opponents. Izamu can be brought back (and buffs up the other retainer minions that like the Ancestors) where Jorogumo can't. I'd probably run Izamu over Jorogumo personally... but I also rarely run Yan Lo. On a slightly unrelated note, today I was able to Jorogumo Alpha Strike (with some tengu) and drop one all the way across the board for power ritual on turn 1 with corner deployment.
  13. I'll say take Misaki, but that's because she's my favorite. She's really good at killing stuff (Specifically whatever she's stalking), and she's got some cool movement tricks. Misaki is a good master to have since she can work well with whatever kind of crew, strategy, or schemes you have. Shenlong and Misaki are my most played Masters. Lynch is very good, but I usually run him with more tanky models to cover him. A lot of what you have are support, or ranged shooters, so you probably want to get a few more melee models. McCabe is also a fun master, especially with all of the minions you have, you can do some fun stuff with him. Yan Lo is kinda funky to play with, and requires his own crew, so I won't recommend him. The Brewmaster is very fun, but always feels like a Gremlin, not TT. And Mei Fang wants the constructs, so (while she is cool), she's probably not for you. I haven't tried out Asami yet (though she looks awesome!!! I need to get her assembled...) Ultimately, what do you want to do: Shenlong: support but has the potential to go super saiyan (sic) Misaki: hunts and kills one model at a time or becomes a major distraction for you crew to do the work Lynch: Damage. But he's difficult to run since you often want him to go later in the turn. McCabe: support again, but with great mobility and a focus on buffing up your minions Yan Lo: a caster, he can get super powered by upping his chi, and, with his upgrades, can change strategies midway through the game, I often have him as a mix of DPS and control . Brewmaster: a control master, Brewmaster doesn't have a lot of attacks that deal damage, he's more into messing with the enemy's WP and tying them down. Asami: a special kind of caster with good support, but again, I haven't played her.
  14. While I think that every game is different enough that you can't really 'net-deck' with this game, there are of course better models and worse models. Some go-to good models: -Samurai (an all-round good model at combat. My personal favorite of their free upgrades is Jigoku, but that's usually because he ends up being artillery for me) -Katanaka Snipers (they are super good, their only downside is their average attack stat, but they are good at mobility, combat, and with Misaki's fragility, they often get reactivate and can pour more fire at whatever killed her) -Ten Thunder Brothers (good at scheme running, and protecting those schemes, at only 5ss, they can fit into a lot of crews) -Jorogumo (a newer model, it's an awesome minion, good at combat and with Misaki's Last-Blossom keyword, it can benefit from Smoke and Shadows (running it with more mobile models can have it pop up on the far side of the board on Turn 1 for schemes or just to tie down your opponent) -Sensei Yu (or Shadow Emissary): good model for positioning but also at dealing damage. I personally like Yu since he can take interacts w/o AP, and with his airburst he'll pretty much always have focus. with Lynch, you usually end up taking: -Beckoners (give out Brilliance and have a lure) -Tannen and Graves (a fun duo of models, one is great at combat, the other is great at scheme running) -Illuminated (which you get in his box, a decent minion, I think they look better on paper than they end up being, but they're good) -Depleted (cheap models that ultimately are just Brilliance bombs) -If you run him as NV (hiss, hiss) Teddy is a great model just in general. Misaki is one of my favorite masters, she's versatile, often a solo player (but can be even more deadly if her crew is supporting her). She doesn't do as much damage as some other 'kill-y" masters, but she can dish out a lot of damage with the models she stalks. There are two main ways to play her; focus on one enemy model and kill it, then move on to the next, or make her a big problem for your opponents, running into groups and thundering and misdirection-ing damage off on to other models. She's real fun. While she's doing that, her crew can either support her (if your schemes are combat oriented) or running the schemes and strategies you have. Lynch I haven't played as much, but he's a big glass cannon, you'll have want to screen him with models that can protect him and keep the majority of the enemy occupied. He excels at dishing out massive damage, especially late in the turn. My experience playing TT is that you'll often be facing models that are stronger than you and that can kill you pretty easily. That being said, always work at completing your schemes and strategies. TT is all about getting your VP, even if you don't have any models on the board when the game ends. Good luck! I hope you have fun with the Thunders.
  15. So, there are quite a few models I want, he's a list: -Lust (+cards) -Vasilisa I don't care if they're assembled, painted or still in the box. All I ask is that they have all their pieces/be unbroken. I have things to trade (Malifaux, Armada, X-Wing, Warhammer fantasy or 40k), board games... Or I can just buy them off you. let me know if you have any of these pieces and are willing to trade/sell. Thanks!
  16. I just ran a game with shenlong and yu with some thunder archers. i took fuhatsu (first mistake) with the archer upgrade. I think if you put the archer upgrade on Yu it'll be crazy. I still killed most of the models that came near me, but due to Fuhatsu being super stationary, I wasn't able to get most of the scheme and strategy points. with yu though, you can move around the board with a portable archer death platform. Combine that with yu taking interact actions without AP, and a decent attack, i think it'll be effective. I'd like to try it out sometime, however next game I've promised to either run a jorogumo alpha strike or ototo, so I don't know when I'll next get to try them out. as to who is better, emissary or yu, I haven't played the emissary, but from the cards, I like being able to push anyone even if they don't have an upgrade, though the fast is pretty cool. Why not run both? That seems like the best option
  17. I've been contemplating an alpha strike, taking jorogumo and tengu. walk and scheme marker, then activate a tengu, push, double walk. Then shadow stride all the jorogumo. you're 15" forward out of zone from the tengu and get 6" more, so your threat range is 24" counting the jorogumo's melee (more if you stagger their strides, but my plan is to try and drop 2 or three on 1 target turn 1). At this point, all theory, but I'd like to see if it's doable to take out a henchman or master early in the game when assassinate or bodyguard are in the mix.
  18. I've used it a few times, mostly to get him to a position that he normally wouldn't be able to get to, often to have him complete a scheme or strategy point mid-late game.
  19. One last thing about Fuhatsu, and why I like his upgrade. I always want to take him for reconnoiter, but am always afraid he'll get rushed and die. But now he's less likely to die, and as a henchman, he'll be valuable for schemes like make them suffer among others. I think he's still situational (I would rather have ototo for turf war I think). As for the TT kill switch, I figure it'll mostly be cutting down in their hand rather than killing them, though a late game misaki assassinate after it would be fun.
  20. I mean, TT gets a lot of hate at my store, so I win to prove 'em wrong. Mostly kidding. monks of the low river get a lot of hate, in my experience. But they are super fun for me. Also. Someone said samurai, and I really like them too. I had a lot of bad luck with TT archers when I started and have been meaning to try them out again.
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