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Nikodemus

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Everything posted by Nikodemus

  1. Yokai do look interesting. You could score right schemes early, or just spam the field with markers and move them to scoring positions with Shenlong/Sensei Yu. Could others share their views and experiences on Tengu (or anything else on the list)? I considered them at one point but decided to go elsewhere with my scheme runner and cheap model options. Share your stories of success and failure, convince me to buy or forget them.
  2. Nice read. You make a good case for them. Sadly they're still pretty low on the list when money hits the table. There's too many independently great choices at the 10-20€ box range. And it doesn't help that I'm not a fan of the 0ss fix upgrade system, even less so when it's for minions but requires an enforcer+ to hold it. But who knows. I have a Ronin proxy on order, maybe I'll reconsider Oiran once I get a taste of some disguise action.
  3. Check a few posts up. I imagine they'll announce it once they've got it sorted out
  4. You own 8 great models. Why the frownies?
  5. Valid criticism on Wandering River Monk, but I find that a bit of careful positioning makes him worth 3VP in most games I take him. I certainly don't take him to just any random interact/marker scheme, way too fragile for his cost. One game I used mainly him to deny Convict Labour for two or three turns straight, then take prisoner at the end. Sure he was one combat model away from being pasted, but if you can tie up any threats he can farm that VP. I've had a lot of success with a pair of Torakage, one on each flank. Odds are at least one of them sneaks through to score Leave Your Mark etc.. They also feel like a decent counter pick to interact schemes since they can just agile out of engagement and Shake It Off. Also quite mobile so can score Public Demonstration etc.. Definitely vulnerable to the many x/x/6 damage tracks out there. I've had more than one hopeful ninja KO'd in one hit. Still, my go-to guys more often than not. I don't always take Smoke & Shadows, and I don't always use it when I take it, but it's nice to have the option in certain scheme pools. Yamaziko. All the love! Nimble is great when you're scheme running, even with just walk of 4. Great for those (2) interacts and just spamming markers in general. You're in trouble if you get tied down by a peon though I don't use her for this task as much after getting WRM, but she has her moments. Heck if the pool is right I'll grab both. Also a cheap vessel for Show of Force, but I guess that isn't scheme "running". Effigy is cool. Helpful with markers and sturdy enough that you can just run up to a big hitter, interact them and maybe even survive the reprisal. That or they get to exercise ml7 disengaging hits. Also as it's a tactical action that targets minions you can use Remember the Mission on yourself. Lot of GG schemes don't count adjacent scheme markers, but well positioned marker-marker is still good for a few like Detonate. Never really tried beefy scheme runners (and Yamaziko isn't one), though I've entertained the idea of using a Heaven Samurai, Ama No Zako or something similar for the job. That's something I need to get up to next year. I don't use Oiran but I'm not sure I could consistently keep them in LOS of the upgrade carrier. I guess that's partly down to terrain I play on and how I like to use my runners in general. I would also worry if the enemy is even going to let me get it off if I'm using a melee model. Sure I could get a backfield shooter, but at that point I've got a mandatory support piece for my "cheap" runners. So yeah, not a fan on paper.
  6. There's an actual, physical, commercially available deck for GG schemes?!
  7. 1) End result is that Abuela doesn't take damage. Therefore 'after damaging' trigger does nothing to her. Cataclysm gives burning to the target model, which in this case is Abuela, not Santiago. Therefore Santiago doesn't get burning. 2) By my reading of this ability, Santiago would be able to shoot the Doppleganger because Doppleganger isn't engaged by anything Santiago should randomise for. 3) See above.
  8. Schemes & Stones podcast did "building on a budget" article for Ten Thunders, which includes several ways you could go when building a core model pool for Misaki: https://schemesandstones.wordpress.com/2016/09/29/building-on-a-budget-ten-thunders/ While you're at it order Generalist Upgrade Deck 1, it has a lot of really useful upgrades that really up your game. GUD 2 is good too but not similarly "essential" in my mind if on a budget. Even better ask around and see if a local player has TT upgrades they don't need (GUD's come with upgrades for all factions). Yamaziko is a nice add-on. She's a bit hard to use sometimes, with df 4 she dies quick and only ml 5 means she's not a reliable hitter in melee. I still love her though. 3/3/4 with optional blasts is solid, she's great against wp heavy opponents, anti-charge aura is a nice freebie and nimble is one of my favourite rules on a model. Don't get discouraged if she gets ripped like a wet paper bag in your first game or two, she's earned her stones many times in my games. I don't have Oiran. I wouldn't get them if I only owned Misaki and Yamaziko box. I'm not convinced by their small +WP aura, lure seems unreliable and otherwise in a small collection they seem too similar to Torakage, far as strategies and schemes are concerned. If you love their looks or have been convinced by players who have played them (keeping in mind other models you own), go for them. Still, some alternative first buys: Shooters! Torakage have ninja stars but those don't win gun fights. We've got loads of options, I suggest you read up more on Katanaka Snipers, Samurai, Thunder Archers, Guild Pathfinder and Fuhatsu. You could even look at some mercenaries (Lazarus springs to mind) but you perhaps want to stay in-faction for your first few purchases. At least keep in mind that you can at most hire two mercs in any one crew. I've used Samurai a lot and love them. I've fought against Pathfinders and they seem really nice on the table, but I've hesitated to buy one myself since they're pretty pricey per model at only one pathfinder per box. Cheap bodies! There are times you just want a lot of activations. Torakage for 6ss aren't cheap. Oiran are a smidge better here at 5ss, Brothers are solid 5ss, Shadow Effigy is great for 4ss, Low River Monks add some utility at 4ss (even more so if you get GUD#2 for their healing upgrade), also at 4ss I've seen a lot of love for Tengu but can't comment. Shadow Effigy is a great model out of that bunch, it even has a leader only buff that's particularly useful to Misaki. Big beefy minions! There are times you want beefy models but having them be enforcers or henchmen is a liability. Dawn Serpent and Jorogumo are nice to have in your toolbox for those scheme pools. Jorogumo are Last Blossom so there's some extra synergy when you field them with Misaki or Yamaziko. The Lone Swordsman is a model I adore. He overlaps a bit with Misaki and Ototo, but useful in some scheme pools (Hunting Party with only Ototo and Yamaziko is a bit so-so...). Bit of a glass cannon but I've never been disappointed by this guy. If I were to start a Misaki crew from scratch I'd probably go with Yamaziko, Samurai and Shadow Effigy. But I just really love those models even without her so... Hope this helped.
  9. Yeah I've gotten a lot of mileage out of The Lone Swordsman and Samurai with Shenlong. I didn't touch on those since OP specifically asked help with what he has right now, but I'd look into those as future buys. Especially since he's a little light on henchmen/enforcers, which hurts in some scheme pools.
  10. A. Misaki has a stalk action. Yu does not. Yu can use his (0) action to take his master's (0) action. 'Take' as in 'immediately does it once'. Not take as in 'copies it to his card until end of game'.
  11. Combos? You know those "just add water" cooking mixes? Sensei Yu with Wandering River Style is like that. He buffs anything. Pick whatever you like as is and Sensei Yu gives you more of it. Push+fast is just good. Shenlong as master is the same, with more versatility since he can change his own upgrades. Yu can't do that outside of Shenlong crew. When I do my lists I consider the following: strategy & schemes (frame for murder doesn't mix well with Misaki/Ototo) and table/terrain (can't snipe if there's no sight lines). Hard to give too much list advice without those. But lets try to be helpful. For fun let's generate a S&S set and figure something out, hopefully others chip in and you can see a bit of why/why not make some crew choices: Hunting Party: I want to take this since if we're essentially getting double VP for kills (1 for hunting party, 1 for picking up the resulting head). But it's bad pick for your model pool. We only have two henchmen/enforcers (Ototo and Yu) and Sensei Yu doesn't do a lot of killing by himself. I'd prioritise Dawn Serpent, Shadow Effigy and Brothers since they're relatively durable minions. Something as fragile as Tengu will just give enemy VP. Show of Force: Maybe. I'd give Ototo Recalled Training (upgrade pack 1) and your choice of non-discardable upgrade, for Yu I'd only give Promising Disciple (Shenlong) or River Style (Misaki). If enemy doesn't reveal a lot of models that can score this scheme I'd consider it. But if three quarters of his crew are decked out enforcers and henchmen (for Hunting Party) I'd just give up this one, no way you can contest that. Undercover Entourage: This looks good. Both your masters are quick to move, even more so if Sensei Yu gives them a push and fast. Strong consideration. Shenlong crew has better healing thanks to Low River Style, so I'd lean towards him. Mark for Death: like Hunting Party this synergises with Headhunter. Unlike Hunting Party this doesn't hinge on models we don't have. Ototo, Misaki, Snipers, Dawn Serpent, even Shenlong can all do at least some killing. Shenlong, Sensei Yu and Torakage or Brothers can go and interact with enemies before your killers chop some heads. Brothers might edge out Torakage as they seem more survivable after marking someone. I would strongly consider this, though be wary of Hunting Party. If enemy picks that and you throw your minions at his face you're again giving up VP. Convict Labour: you've got a lot of reasonably fast models, I'd say you have a good chance of pulling this off just by spamming markers. Though this does nothing with the strategy. I could go few different ways with this but here's something I cooked up: Eyeing for Convict Labour and Undercover Entourage (probably on Shenlong), though we could go for Mark for Death and Show of Force if those seem doable after crew reveal. Some food for thought I hope. Just go out and play some games
  12. Terracotta could make that more viable indeed. I mostly work with wave 1 & 2 stuff, though I love my wandering river monk and have been eyeing at Jorogumo lately. Gonna have to check those chaps when they hit retail.
  13. I'm sure I'll give it a shot if/when I get Brewmaster. But if Drunken Kung Fu was constant and not just during your own activation I might consider it more than just a funny gimmick.
  14. If it's +X you and stack it up. And at least Yan Lo has a 'trick' where he adds a couple of points of armour onto already armored models and you end up with silly things like Izamu with armour +4.
  15. @InvokeChaos @Eclipse Correct me if I'm wrong but I don't think Swill-Yu is such a good idea. Do that early in the turn and Yu'll get focused down for sure. I guess you could have Wesley/Malifaux child activate 2nd last to swill Yu and have Yu beat stuff as your final activation, but I'm not a fan of having such forced activation order. Besides, for 11ss I'm not sure how thrilled I should be for ml 6 1'' 2/3/4 with 'after succeeding' slow. Slow is nice but... You would also be wasting his built-in focus+1 trigger since you don't want to debuff yourself with focus. I'd like fermented Yu to work but I'm doubtful. Edit: forgot he ignores df triggers. I guess that's a solid 11ss IF I can get it to melee and have it stay alive. Problem with Drunken Kung Fu only applying during Yu's activation still applies. Swill isn't the same buff for him as it would be on moon shinobi.
  16. "I've been hiding here for a week and they still haven't found me!"
  17. McCabe and Shenlong are "close enough" far as crew buffing support masters go. I wouldn't let myself get pressured into Shenlong if I were you. Which is a shame since he's the best masterBut seriously, take a look at McCabe. He buffs everything better but especially minions, like let's say all of Asami's summoning pool. What's worse than a spider demon? How about reactivating spider demon. Or maybe you'd prefer one with regeneration. Or you know how nimble is the best ability, give it that. Heck why even choose, just give it all the buffs! McCabes upgrade tossing also ensures that whoever you need healed by Obsidian Oni has an upgrade to be eligible. Also isn't Asami something of a bubble master? Shenlong likes to bubble hard. McCabe too to an extent, but he's on a horse so it's a big, mobile bubble. You might also consider Lynch. Whereas Asami is a card hungry summoner, Lynch is the master of hand building and manipulation. Two very different play experiences I imagine. If you prefer really in-your-face type masters, there's Mei Feng and Misaki. Neither is a buff heavy master so strong independent models like Oni work well. Mei likes scrap markers which Obsidian Oni provide and Jorogumo take and dish out enough damage to encourage a lot of cheating which favours Misaki's assassination skills. I think McCabe is your best bet, but all the masters I mentioned have potential if you really dig their style.
  18. "Other friendly M&SU models". That sounds hilarious.
  19. How many of those beaters cost 9 stones? Teddy, Langston etc. tend to be in the +10ss region. Not that I'd mind paying 10ss for Ama with ml6.
  20. I don't play Mah or Gremlins, but do you really want to pitch a card just to get the right chores? On paper that seems like something you're happy with when you get it, but a pointless card sink otherwise. Is it really the best use for your moderate or severe ram?
  21. Thought I'd give some first impressions. Recently played four games as Ten Thunders. Used Gracie in three of them. First time fielding her. That old lady really earned her keep! She died twice but drained a lot of resources each time. Armour+2, hard to kill, her own healing and Shenlong's healing make for a durable piece. She lasted a couple of rounds eating a lot of AP from Collodi/Lazarus combo, latter had an armour ignoring upgrade. In terms of upgrades I tried Recalled Training (discard for +flip until end of turn, it was as good as expected). I also tried Equality (card draw/scheme/heal when opponent scores), it's not discarded and I figured heal would be useful in a Show of Force scenario. I think that one has potential, but armour ignoring opponents can turn her into bacon before it pays off. I also had Death Contract on her (face down, doesn't count against limit, basically an instakill trigger against the model that kills the upgrade bearer). DC was a fun gotcha after my opponent had poured a lot of resources into killing her, but I don't think she has any special synergy with that one. More often I'd expect opponents to just ignore Gracie if possible, wasting the upgrade. So, worth her stones in TT? Just on first impressions I have to agree with past me and say that for 11ss I have more optimal alternatives in faction. Unique to Gracie is her combo of Armour+2, Hard to Kill and Eat Your Fill. I don't think anything in faction has all three, though she does pay for that by having only 8 wounds. But while her damage track is good, charge 6 and engagement of 1 are really low when looking at TT beaters, though reactivate helps that somewhat. Probably best used in take & hold scenarios where her low threat range matters less and stacked defensive abilities pay off. That said I'm willing to pay extra for class and plan to use her more in the future. Onwards and upwards! Oink oink! Now that I have Gracie I'm eyeing Burt as a logical next buy. And he's a lot more in-line price wise with TT natives. Interested to see if those two work as a pair out of faction.
  22. Schemes and Stones guys did "building on a budget" articles for each faction. They give you a shopping list for each master, worth 101$ aiming to give you a competitive core to start with. Caveat I'm a filthy non-tournament playing casual but their lists look really good: https://schemesandstones.wordpress.com/ Also agreeing with the others. Pick a faction you like best, then pick a master from there.
  23. I've gotten decent use out of High Rivers when they've been able to use their ruthless ability. That doesn't come up often and is hard to specifically tech for. And they're still 6ss fragile combat oriented minions with a damage spread of 1/2/4 and 1'' engagement. I have fun using them and think they look cool, but competitively I rarely feel they're the best way to spend 6ss.
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