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Outplayed

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  1. Misaki's secret sauce: 1. Oyabun's Command. Bring a couple Masked Agent upgrades. If Misaki wears one, she can taxi Ototo in with her charge, and then cause Ototo to charge further, for another taxi. Her Alpha-strike reach is insane and if you are not threatening or taking advantage of it you are missing out. Turn 1, Ototo walks and then 'Storm is Coming' needing the mask for 'Unexpected Smoke Bomb'; placing him at the tip of the shadow marker that Misaki can now spawn from, giving him Concealment till Misaki is ready to activate pop out and send him and her both flying in. 2. Reserve stones for suits on abilities, her crew needs them. Her attacks will seem lackluster without them; Ototo wont seem as cool. If either of these models have resources; high cards; stones for suits; they do crazy good damage. 3. Minako helps overcome a lot of the deficiencies an otherwise elite crew would suffer from, and has access to shadow markers for Katashiro creation, she isn't an auto-include, but you have to talk me out of hiring her. 4. Shang has been mentioned a bit; but another part of the discussion I am not seeing is that if Misaki chooses to unbury ON SHANG - yes it deals 2 damage, but she does not suffer movement penalties for this unbury mechanic either. This is critical late game where unburying on shadow markers for 3-4 rounds in a row has established a tempo that sets up an expectation of your opponent on where she is able to play based on shadow marker location; which you can then choose to violate without movement penalties on critical turns.
  2. Side note, Misaki’s shadow markers will grant Shenlong (and co) concealment; and while Fermented River is equipped, a concealed enemy who is normally on a negative flip to hit with a ranged attack, is now at a positive flip. Misaki’s concealment benefits shenlong, archers (shadow pin trigger), and is essentially ignored by samurai, snipers, and fuhatsu given the built in plus flips on their ranged attacks.
  3. Nope, check the wording. It does not apply to a flip, it applies to ‘its duel total’. The duel total is calculated after both players have cheated. Page 10, step D of Core Rulebook.
  4. Snipers are highly effective at damaging enemy models every turn of the game. Given her alpha capability, and how she wants to dive her crew forward early, having anything to help put damage down-range is very very good. Gearing up a beater with Masked Agent, and then having Misaki Oyabun's Command then make that model charge while Misaki is herself in range - you have charged a model in (if it's Ototo you get CHARGE THROUGH!) and you have taxi'd Misaki to the potentially far-side of a model Ototo was just barely engaging. If you carry stones into a fight both she and Ototo will be able to use them for extra damage and mitigation. If you bring Minako (an almost always take of mine) you should allot 2 stones for her summoning at least. She needs a 10TOME and a Shadow Marker for that Katashiro. Ototo and Minako hired in, 6-8 stones wont go to waste.
  5. Shenlong was my most played in 2E, and is probably currently tied for most played in 3E (with Misaki) of my roster. Chi is one of the strongest mechanics in M3E. The timing and use of it allows another level control over the duel process, in that you declare it's use for the whole duel after you see your flip, and it only adds to your eventual cheat (if necessary). Monks themselves are pretty squishy, however we do find occasional defensive abilities that make a few quite resilient (butterfly jump on the Wandering River Monks; too drunk to care on Fermented River) - but 10T have some very defensive upgrades in Stealth; and HtK. Chi allows some of our chumpiest models in the 10T to actually land critical actions on opponents, or perform critical defenses to bleed out opponent AP efficiency. Shenlong himself: Previously mentioned interaction of having the aspiring students spar on Shenlong to start the game giving him distracted to set up potential plus-flips in his 'fermented river style' when he engages his first target; or he can drop it on an enemy beater without giving them an opportunity to resist. On the topic of Fermented River Style, the Falling Rave Kick listed on the upgrade is a claw attack action; it can be evaluated at the end of a charge push. The cost of that action is to discard a chi token and then move 6 inches ignoring other models - that's the cost, then we perform a duel. Shenlong can make contact with a target 12" away, perform a duel to hit them - turns negatives to plus flips on the attack AND damage, is able to game the duel with Chi - finds himself hitting 3 or 5 damage more often than not. Opponents will think they can game this at first by putting you at a positive flip (which would then be a negative flip) - and quickly realize it's just not worth wasting resources on trying to control Shenlong. 'The Dragon Commands It', has played a critical role in delivering messages, planting explosives, corrupting idols - you name it - it scores VP. Shenlong's ability to get around model defenses is second to none; when he goes fermented and uses his regular attack, he can stone or card to be irreducible on a trigger; or to Onslaught and gain another chi with a second attack (given that the Chi is built in, and not a trigger) make him one of the best +1 masters we have in hiring to correct our bad matchup calls - or to take advantage of superb matchups, say if my opponent declares Lucius. Lucius, and other Masters/Models that rely on negative flips as a sole form of defense become priority targets for Shenlong. His ranged attack ignores friendly fire, hard to kill, and demise abilities. Sensei Yu: The sparring match that starts off above - where aspiring students hit Shen to give him distracted - Sensei Yu allows Shenlong to gain even more chi during these initial (critical) activations. Beyond that, Brutal Sensei is circumstantial. Yu is more defensively capable than your average monk, his push doesn't have a projectile (can use while engaged, no TN, can fire it into combat), Laugh Off, HtK, Chi, Juggernaut - if he isn't teaching "a simple lesson" which is where his value really comes into play. The TNs are not always achievable; the circumstances dont always lend themselves to min-maxing this hard; but it is possible after setting up other models, to grant 2 fast to other monks per turn - as Shenlong may 'Dragon Commands It'. Fast on a Wandering River Monk turn 1 or 2 will be across the board and achieving schemes that then have to be un-done, even if the fragile model folds later those turns (still dictating opponent's AP - putting facts on the ground). He has HtK, decent stats, Chi, SS user, Laugh Off, and a Df based Push you cannot engage to stop - he goes places, he gets you off of them - he seems to have a great sense of humor. I will agree that he is one of my less taken monks, he doesn't seem critical to me while still a great option. Tanuki and Fermented River Monks are a nice natural combination. Fermented can charge eachother early game to work some poison up; and then whatever targets they are able to intoxicate are then less able to target Tanuki. Tanuki are a great versatile take for certain models, not an always take for me - their TNs are 7; you dont hit that as often as you want without cards from hand. Monks themselves are tools for the job; do I need to get scheme markers down across the board? Wandering River Monks. Do I need a unit to remove enemy markers, say against an opponent declared Kirai, or Titania? Lotus Eaters. Is the scheme pool heavily into scheme-marker dropping on my half of the board? An Archer is a fantastic tool against scheme markers at range. If you want to min-max the benefit of upgrade conflux attachment sparking free Concentrate actions (and I do) my hiring pool generally favors Wandering River Monks and Fermented River Monks; given I seem to find myself in these two styles most often. For out-of-keyword synergy I see Asami as a great +1 for any 10T, and if the vast array of versatile beaters dont suit your needs in hiring Misaki isn't a bad take. My dual masters in hiring are specific and niche - a declared Zoraida opponent for example, to reduce the number of targets she can Obey. If a scheme pool is VERY scheme marker heavy I feel Asami is a valuable +1 as she can hang back, removing enemy scheme markers to benefit, and send endless waves of Akaname out to achieve her scheme marker dropping. His whole keyword is cool. Every model has a place, and a reason to be considered for hiring.
  6. Ya'll are amazing. Releasing these with the art in anticipation of launch weekend is a phenomenal gesture. Thank you Wyrd!
  7. This is gorgeous. Amazing work, the art is astounding and I cannot wait for the game. Are Rollins/Cherri Bomb included here, perhaps I'm overlooking them? Just curious if they are here.
  8. Less than a week away! Our team is super excited, we've got 2 teams of 3 coming up from Portland at last count!
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