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Nikodemus

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Everything posted by Nikodemus

  1. I like having 4AP masters and copying their (0) actions. If you don't crave those then I can imagine Emissary being a preferred alternative.
  2. It's a small meta but ressers seem to love Belles and Emissaries. Can't blame them, seem like solid models. As a Ten Thunders player I have hard time imagining a list without one of Shenlong/Sensei Yu/Shadow Emissary. First two can push+slow and all three can push+fast. 1 AP for walk+1AP seems like a good deal no matter what model I support with that. Schemers like tossing more markers and beaters like doing more beatings. Speaking of beaters, I always take Recalled Training if I want something dead. 1ss discard for +flip on all flips until EoT. Between our beaters' native flurries/reactivates/experts and fast from above you can get a lot of mileage out of one turn of RT. For only 1ss it's hard to argue against it. Give it to a killy model and stuff just dies. Another upgrade that might very well become an autopick is Death Contract 1ss/False Target 0ss from the new upgrade set. FT does nothing. DC: killer of this model must discard cards/ss or die. They are face down upgrades that don't count against upgrade limit. You could play some mind games with FT, but simply just give DC to a recalled training beater who you shove into enemy's face. I've only played a little with it but it seems very promising. Haven't noticed other autopicks crop up in casual play
  3. I don't think those are available while he's serving Ten Thunders. ___ Are Samurai any good in 'competitive' Lynch list? I've used them to good effect outside Lynch and I imagine he would really appreciate their card draw to fish out aces. Flip 4 cards per attack + potential damage flips. With ram trigger you occasionally get more than one attack per AP. With Sensei Yu or Emissary you can have 3AP thanks to fast, not to mention you won't be wasting that AP to walk.
  4. She has ml7 blasts. I reckon Bayou/pig spam doesn't like that. I'm curious if there's more to it than just that.
  5. Frame for murder on pg 89 (small rules pdf): "Friendly and enemy" box on pg 23 (small rules pdf): By my reading Papa Loco considers Papa Loco of its own crew (ie itself) to be friendly, and obey does not change that fact. So 0 points for you.
  6. Does he want an all-shooty crew or just a significant ranged core? Ten Thunders have Katanaka Snipers, Pathfinders and Samurai. Archers too, but they get a lot of bad rap. With Shenlong those shooters will be focusing as a (0) or out of activation via peasants. Mei Feng is beater extraordinaire who will provide negative flips against other gunlines and beat anyone who comes close. I don't know if there are any bonkers synergies with other masters. I wouldn't build a TT crew of just shooters, but I've played gunline heavy games and done well. So yeah, we have cool guns but if he wants a faction where even the janitor is packing a six shooter then look elsewhere.
  7. I've been eyeing archers at my LGS, might be my next purchase once current lot gets painted up. It helps I keep randomising a lot of engagements as is. How many do you generally field? I'm not sure if one has enough oomph to justify BtS, but two or more starts getting really pricey for how fragile they are.
  8. Shenlong box wants more damage output and could use a shooter. I don't think monks are optimal scheme runners but double walking 12'' or moving 7'' and interacting gets things done decent enough. I've gotten good mileage out of Lone Swordsman and Samurai. Shadow Effigy helps with schemes and other stuff, but you can get by without if money matters. Do look him up though, lovely little critter. People say snipers are ridiculous with Shenlong and Izamu would be tankier than Lone Swordsman, just to offer some alternatives I haven't played. And do read this, they must be better players than I am: https://schemesandstones.wordpress.com/2016/09/29/building-on-a-budget-ten-thunders/
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