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Joachim

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Posts posted by Joachim

  1. 2 hours ago, exliontamer said:

    Well similarly to Tots that's why Ace in the Hole is super good with Gupps. So I look at it more as they get all the upside of a Silurid (Silent, Perfect Camo) as a scheme runner, but they cost 3 less. And as a Lynch player you probably want to be clogging your 7ss slots with Illuminated anyway.

    I agree, I was explaining why I prefer silurids, but that is indeed not the case for lynch. 

  2. I didn't consider gupps, it will depend on the schemes. Leap can do different things than just 20" movement. 

    I play zoraida and I don't own gupps, but I honestly didn't consider them. A silurid is 3ss more which is almost double, but they have a far more reliable leap, as I wouldn't want to have to cheat a mask every turn per gupp I want to leap. But it can be interesting with the spawn mother buffs now that wisps can help the spawn mother with hatching a gupp every turn.

    To stay on topic, it are both cheap scheme runners that can do different things and lynch makes both of them far more reliable in getting their movement tricks off. That said, gupps are twice as expensive and you probably won't be using the spawn mother with lynch.

  3. 9 hours ago, durrati said:

    You will also start thinking of more creative uses for Head My Voice than moving the opponents models about. Getting an enemy model to shoot there own master in the back of the head is always worth it for giggles when you can get it done. Also remember lure is a very useful trick for moving your own models about - saves henchmen / master AP for something more useful than just walking or setting up an unexpected charge with a beater that your opponent did not think was in range.

     

    I fullheartedly agree as I made the mistake of bunching up with my lady justice crew. The opponent played jakob lynch in ten thunders and used sensei yu to push huggy and make him fast. Then he simply used head my voice against the measly 5wp of the emissary to use his never bluff a six gun on half my crew (which has the trigger: after damaging target another model withing 4").

    So yes, it is probably better to have another model use lure and even if you use head my voice on huggy there are so much more options.

  4. 1 hour ago, whodares said:

    I'm not a big fan of Expert Cheater to be honest. I like his ace discarding too much to finish off something that survives the big gun!

    You don't really have variation with your crew right now, so I would suggest getting the following:

    - beckoner: lures models to her and can give out brilliance. She can also stop the opponent from taking Interact Actions within her LoS if they have Brilliance on them. Really strong!

    -Lelu/Lilitu: You basicly buy this for Lilitu as her Lure has ca7 vs the ca6 from the Beckoner. She does cost 1SS more, so I would start with the Beckoner to keep it more in Lynch's theme.

    -a beater like Teddy: On your list, you can get a lot of stuff done on this list, but bringing a Teddy puts a big bullseye on his head. He packs a serious punch and is not reliant on Brilliance in order to do so. Give him Retribution's Eye and you have a big beatstick that can ignore armor. Combine that with a Rising Sun Huggy (Hungering Darkness) and you will have 2 powerful beatsticks together with Lynch.

    - A scheme runner such as Silurid: Your crew is fairly slow and you will have a hard time doing schemes like Breakthrough. A Silurid can jump out of engagements and is fairly annoying to take down.

     

    Hope this helps!

     

    I agree that depending on the strat and schemes bringing one of the great neverborn beaters can work well to have a triple threat (lynch, huggy, teddy/other beater).

    It's always great to have several threats to make the opponent choose what to stop and capitalize on what he doesn't target. Lynch is a great master for this in my opinion as he brings huggy for free, so hiring teddy with an upgrade still leaves 38ss - lynch/huggy upgrades.

    • Like 2
  5. I think for scheme runners that some terror tots would be better for lynch. A silurid is zippy fast but costs 7ss. For the same price lynch can bring illuminated which are great models.

    A terror tot can abuse the ace in the hole ability to guarantee sprint if you have the ace of masks in hand, which makes a 4ss (?) scheme runner pretty crazy. The silurid does have leap allowing him to do different things but he also costs almost twice its cost.

    • Like 1
  6. 43 minutes ago, H4ml3t said:

    @Joachim

    Your base looks great but I worry about it effecting playability. How do you work around that?

    I noticed indeed that the model is very top-heavy (duh). What I did with my warhammer miniatures was stick some pieces of lead underneath the base. But the malifaux bases have like this extra circle so thats a bit annoying, so I just filled the entire base with putty, adding some weight making it ok to play. But just to ensure some extra stability I'm planning to add some real rocks to the base and since the balsa wood and the miniature are relatively light this makes the model surprisingly stable. 

    • Like 1
  7. Why would you stack poison if the nurse can paralyze?

     

    I don't think hiring changelings is the best option. The emissary is 2ss cheaper than 3 changelings and 2ss more expensive than 2. And he can easily summon in some when you need them. But he can also control an area with his dangerous terrain, and has some other tricks, including improving zoraidas obey. I've only had the chance to play the emissary three times but I absolutely loved him in all of those games.

    • Like 1
  8. Hello guys,

    I play Lady justice and I mainly go for models I really like which was the case for riflemen.

    I only played 1 game with them so far (mainly cause I've been playing neverborn the last few games). But I was wondering what your experience is with them. Do you bring one or several?

    How do you position/use them. Do you leave one focus on them when you can for the charge deterrent? 

     

    Greetings, Joachim.

  9. 10 minutes ago, Ludvig said:

    I'm a sucker for running three hounds. They mitigate massive out-activation somewhat and can both scheme and present a reasonable threat to other lightwheighr schemers.

    You seem to be heavy on expensive models.

    Yeah I absolutely realise that, but thats the problem with being primarily a painter and a gamer second, so I tend to go for the models that I like the most in stead of the most balanced crew.

    But picking up a box of hounds is on the list of buy options. But my wallet says I have to choose :). Thanks for the advice, I'll reconsider the hounds as it is difficult to get cheap activations in my crew.

  10. 6 minutes ago, Ludvig said:

     With the right pool he is still nice.

    I'll probably use him in specific combinations of schemes, as he also costs 8ss. But I currently only have LJ box, riflemen, dm recruiters, emissary and effigy. So looking to expand my options a bit.

    • Like 1
  11. I only have lady j for guild and I do feel that she struggles with various scheme pools in gg17. 

    I do find brutal emissary and the brutal effigy very solid with her. And I only played the DM recruiter for one game but they're so good with her. They can give her an extra swing and they help protect her. I play LJ with badge of office and a dmr, that combined with travelling along with the emissary really prolongs her stay on the battlefield.

  12. 8 minutes ago, Ludvig said:

    I am aware of the pushes available to her, it was an oversimplification on my part. There's a big difference between the Judge's push towards himself when neither him or LJ is in combat and Sensei Yu's push wherever you want whenver you want and granting fast. 

    Absolutely true, hence the reference to the far superior Ten thunders movement shenanigans (to pretend that that post was still slightly on-topic).

    • Like 1
  13. 13 hours ago, Ludvig said:

    You were comolaining about having bad hands earlier and that crew should get some pretty crazy hands from double mulligans.

    Lady J would need to get pretty close so unless they really handed them away by putting the twins next to one another she would be less effective. She also doesn't get pushes, fast or recalled training.

    Her onslaught is also kind of a trap since neither attack will get to declare crit strike so you effectively need to cheat to hit an extra time to do very little extra damage compared to just critting the first hit (and you probably need to stone for a suit so why not make tht suit a ram). It could be useful if it was on her card to begin with but 2ss and an upgrade is way to high a cost unless your opponent let's you know they'll be using exclusively hard to kill models.

    LJ rant over ;)

    I play lady j myself and no acces to pushes? The judge has a (0) push. Brutal emissary can take her along for a ride. So some stuff (not ten thunders proportions though) to move her around.

    But i agree you can't compare it to lynch killing as she has to get there and tarpitting her is her big counter.

     

    I agree on onslaught that it can be a trap as you lose the built in crit strike. So guaranteed 1 damage can sometimes be better than needing a trigger to get an additional attack off. But can be sweet for bypassing hard to kill as mentioned. Indeed if you cheat/stone for a suit you might as well make it a ram for +2 guaranteed damage instead of 3/4/6 on an attack that needs to hit.

     

    • Like 1
  14. On 30/04/2017 at 0:58 PM, whodares said:

    SNiper hitting minimum is something you saw happen as well. Get straight flip for damage, get a minimum damage. Looks at hand and either have to cheat 1 of the 2 high cards I have for severe or go with the min damage. Cheating out 1/2 high cards you have leaves you open for the rest of the game. You give your opponent free reign over you and he can do as he pleases as long as he has a single high card in hand. You should also be able to verify that as that's what happened in the last 3-4 games we played. Neverborn have so many high card burning effects that you just HAVE to let some through if you don't want to give over complete control.

     

    You've seen my card draw in the game. Lost turn 4 and 5 on games where I had twice your models due to cards (Bettari got 4 chances to kill something and still didn't get a single good flip so she died).

    But that's just my card luck in general -.-

    Tbh, you can't really complain about hitting minimum damage on a straight flip, its about a 5/13 chance. If you expect to hit minimum moderate there and if not get frustrated than you'll be frustrated throughout the entire game. Cause it will happen one third of the time basically.

    Also about the game you refer to. You had bettari, asami, LRM, kamaitachi and a yokai that would flicker out. I had titania full health, aeslin with queens champion on full health and thorn. I wouldn't just say double my models as 2 of them don't deal damage and one would dissapear. You had some whifs there but i also charged with aeslin, flipped black joker on damage and missed all the rest. So we both had our good and bad luck in that game.

     

    I think you will just have to let go that you had bad luck during a game. Even if that's the case you can think about your crew composition and your tactics and learn from that and move on to the next game. And if you did everything right but got shitty luck at some crucial points than there isn't really anything you can do about it and it's certainly not due to playing 10T.

     

    So i think we can pretty much close this topics as it already went on for pretty long :P

     

    • Like 1
  15. 2 hours ago, whodares said:

    Can't use blasts from sniper if you have an average hand. I needed to use the LRM combo to actually get a card that was 12+ so I could guarantee a hit was going through. Also don't forget I need to get a moderate damage for the blast to actually activate.

     

    I will not deny fighting lure with lure/push makes sense. The thing is I first have to go through a hazardous terrain with 1/4/5 damage. Rougarou has 5 def, but 9 wounds and HtK. Since our min damage in faction is low, we will need a lot of attacks to get him down.

     

    - Tbh: having 9 cards and/or stoning for cards gives you an above average hand by definition. If you had some bad hands even for a couple of games than that is no flaw in tactic or models being bad, that is just luck of the draw. And in that case this entire discussion is also mute. 

    - Why would you only get minimum damage versus a df5 model with no other defensive tricks? you're minimum even with that or higher and you have access to a lot of focus, and the sniper has built in plus flips. With focussed attacks you will get a lot of straight flips for damage. Saying that you'll only hit weak damage is a very worst case scenario way of thinking and also very unrealistic.

     

    In conclusion: Knowing you personally and having played a lot of games I think you need to be more positive and focus less on random effects such as card draw and not compare as was said earlier your worst case scenario versus the stars aligning and always hitting with everything for the opponent. With that way of thinking every faction in the game will be the worst. Let's just have some fun next game ;)

     

    • Like 6
  16. Yeah, i'm not saying ten thunders is one of the best factions, middle of the pack seems right. 

    I disagree that they don't have some strong models, and combined with all the support models they can make any solid model shine.

    Also, I wouldn't say neverborn just has great minions, or is minion focussed. They have some great enforcers and henchman as well off course. Titania and the crew and playstyle I played just focussed around rougarou/tooth combo and support from the emissary to control the map and give them +-flips.

  17. 1. I must admit that the map in combination with the strat and scheme pool were perfect for titania so I picked her (I also own zoraida).

    2. I fairly quickly killed a TTB (unfortunately with Titania, which was a mistake as frame for murder was in the pool) so one flank was gone and the opponent never moved up the other flank which allowed me to set up in the center of the board without worrying about any of the flanks anymore. 

    3. There wasn't really a huge damage threat from any one model such as a fast pushed izamu or lone swordsman. Everything in my army had df5 (teddy has df3), so that really sucks against ten thunders and all of their focus, but the lack of a big threatening beater made me feel a bit safer.

    4. You stayed back with everything, allowing me to set up my hazardous terrain while only losing my emissary at the top of turn 3, get rougarou and tooth into position, and let teddy and titania move up to the left flank and already threaten the only safe place for you to get into the extraction zone. Also making sure that models are partially behind terrain prevents them from being pushed which is something that was mentioned a couple of times.

    I think I would have used all the crazy movement 10thunders has to move into and around the upper building and push through the severe terrain on the other flank or push something like an izamu past one hazardous terrain marker. But move up pieces and apply pressure as it was very easy for me to control the flow of the game after turn 1. In this game with this crew I think you would have needed to uses blasts from focus with sniper, emissary and shenlong. Then you can easily remove the gorar and start taking down my models.

     

    In summary I think ten thunders have various very solid models, as well as some great upgrades. One of the most annoying things to go up against is their crazy amount of pushes in combo with fast which can make any beater extremely dangerous. They also have tons of focus, effectively denying cover. Against df5 neverborn models thats scary to go up against.

    I hope these comments help.

    • Like 7
  18. 52 minutes ago, whodares said:

    My paint skills weren't great as I mentioned. The full 6" of Extraction zone that I could stand in were all covered by the Hazardous Terrain. If I wanted points, I had to go inside of the damage zone. Since I didn't have an Izamu, all my models would take full damage. Going inside the zone would open me up to the place effect from Titania and then the Tooth + Rougarou combo that I mentioned.

     

    After turn 2 he always had the advantage of having more models in the Extraction zone, so he started moving it down 3" every turn. This forced me to bring my crew over the hazardous terrain marker and into range of the chokepoint which now had both markers and the Tooth-Rougarou killing combo with the Emissary providing backup. I tired providing cover fire with my Emissary, but he failed the walk duel and flipped a moderate for 4 damage. I cheated the flip for shenlong so he wouldn't take damage. Now that I think about it, only Yu managed to go through the Hazardous terrain without cheating. Needing a 9+ (wk5) is fairly brutal.

     

    Hi guys, I was the neverborn opponent. Just some small corrections: the buildings were open and there was access from there into the extraction zone, which you also did as you put your LRM there. 

    Small correction: there was no emissary providing backup after turn 2 cause you killed him quite quickly :)

     

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