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Outplayed

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Ya'll are amazing. Releasing these with the art in anticipation of launch weekend is a phenomenal gesture. Thank you Wyrd!
  6. 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.
  7. I'm not saying they should be brought to target Gamin. I'm not saying they are a good take, I've simply said they are not without value. Reserve a 12 or 13 crow and make sure you can put down a Golem when it comes. Can use Chi to boost duels. Benefits from Leverage against a crew that will be out-activating them (hello +flips). Attack Wp in a crew that will almost exclusively be targetting Df with harm otherwise. Prevents Demise within aura. In this context were they great, no. Were the an optimal pick, definitely not 2. Were they 'the problem' with this game? No, there was a lot going on that should have been played differently.
  8. I mentioned the first point briefly in the 10T side of this thread that was created. 1. Sensei Yu going down that quickly is not typical. Sensei Yu should have had Chi, Stones for reducing damage, and maybe even a high card or two for defense if he was put in such a dangerous position. 2. Shenlong can control the conditions of other people by a simple duel, with a generous range. If Shenlong wanted that Focus, or his monks to have that Focus, it should have been his. 3. Others say Charm Warders were a bad pick, I dont necessarily agree. Their trigger to kill a model with a summoned upgrade is quite good. 4. Fermented River Style and running straight for Kandara would have been a good way to start - negative flips from her serene countenance becomes positive flips from Fermented River Style. 5. Assuming the LRM are not in-fact LRM, but that the Monk crew has been miscalculated or misremembered. More detailed list of the monk crew would allow us to give better advice. Or did the Monk show up with 40SS hired?
  9. A poor choice of example on my part
  10. They are ultimate scheme-runners and speed-bump annoyance pieces to slow down models like Nekima/Lady J, or interact with Corrupted Idols to take damage that your awesome dudes dont want to suffer. Managing the resources required to summon them reliably is a challenge, but you will be rewarded. I tend to value summoning them turn 2 or later, to try and maintain pass-token-control on turn-1-to-2.
  11. Forgot to mention - Having a plus-flip 6 Stat Attack and Masked Agent shutting down defensive triggers seems to cut through a lot of defensive nonsense (bye-bye Kandara! peace out Mama Z!). At that point it's armor that's ruining my day, and if you anticipate armor you can certainly hire around that (though, if you've declared Misaki into Hoffman you will be playing a different game most likely).
  12. If your opponent over-extends a decent model and you can capitalize to quickly take it off the board before reprisal - that's obviously a choice with merit, and I could easily see situational value! There are also certain crews you dont want to just dive into the core of (I took Howard Langston off the board last tournament by activation 1 turn 2, but Ironsides took Misaki down to 2Wd before she was able to bury beginning turn 3). Generally, I'm meeting a lot of success by throwing Misaki/Ototo/Yas into the middle of someone's crew, and then using my other hires to take care of Schemes - even if they dont win that fight, I'm forcing my opponent to do a lot of things they were probably not planning on doing, and they certainly wont be approaching it as efficiently. Everyone has a gameplan till they get punched in the face. If your master or key henchperson has Misaki, Ototo, and Yas all engaging them taking swings - removing their defensive triggers - who do you attack? It depends on what you brought, what you can do, but there isn't a great answer there. Because Ototo, Misaki, and Minako want stones, I dont leave home without 8 - and 10 wont go to waste. Not only for their offensive value in adding suits to critical actions, but also because 1) Ototo loves being at half health, and even with low defenses has stones, a huge health pool, and can juggernaut when he activates; 2) Misaki wants to put incoming damage at a negative flip and then wants to reduce damage for a turn or two; 3) Minako wants to summon Katashiro. This is also why Yas is great - Yas doesn't need anything of mine. He has a plus flipping attack that will almost always hit, my opponent should be giving him his onslaught trigger by simply having cards in hand, and between Df6, Wp7, hard to wound, possibly mitigating incoming damage on defense... he's a great offensive piece that doesn't require further resources from my hand. Ototo and Misaki doing their thing is EXPENSIVE in stones, Minako similarly wants at least a stone or two a game probably to summon. Katashiro can go scheme, Torakage can do the same, Archer can counter-scheme and annoy... the rest of my hires will fall into scheme and strat choices. Even if Misaki doesn't win that fight, those 3 models will not fold immediately, and the chaos they cause or the model(s) they remove will net me enough advantage to win. That's the idea anyway.
  13. I love a lot of things about 10T in 3E and Misaki is one of them. The way she ends up playing out on the field creates a really cool narrative of a stealth assassin who also feels like a general commanding troops around and when resources are at hand she can set up surprisingly reliable damage. The core I end up taking quite often starts with: Misaki/Shang Ototo + Masked Agent Yasunori + Masked Agent // OR // McCabe + Masked Agent OFTEN TAKEN: Minako Rei (+H2K , but not always) - no Minako into Reckoning. I generally dont prefer to take dual masters, unless I'm up against an Obey master declared before hiring. In which case, Ototo and Yas are a bit of a liability. Otherwise, she only really needs Ototo to be in position to charge someone while he himself is within 3" or so of a shadow marker - translation: TURN 1 - Ototo walks up - 'The Storm is Coming' and burns a stone or is ready to meet the 5Mask requirement from hand so that he can place a Shadow Marker within 6" and then place himself in base contact with that shadow marker. He may be done for the turn, but Misaki can now activate - unbury at the shadow marker Ototo just placed - Ototo used that massive movement to be within charge range of an enemy so Misaki now issues Oyabun's Command to make Ototo charge, and can taxi Misaki in, giving her a very generous reposition (the requirement is that the 'WITH ME' model brought along in Masked Agent Upgrade will be placed in base contact with a model the bearer ends engaged with. Ototo was told to Charge, he has CHARGE THROUGH - if you have the stones you should bring, and some cards you hopefully got and were hopefully able to save, Ototo can find himself at a straight damage flip on the charge often. Now Misaki is taxi'd up the board even further, just got her beater to swing hard at something, and she herself has 2 more AP and a bonus action left. She can charge whomever she likes (MOBILE WARRIOR) from here, and she herself will also benefit from that same CHARGE THROUGH +flip to damage on her charge action, and may even be within the Masked Agent aura from Ototo that prevents opponents from declaring defensive triggers (bye bye Collette! Albus, stay over there!!). Sometimes you dont have the resources, and sometimes you need to keep her back, in which case having a lightning strike is at least something she can do to bubble crews, or when she doesn't have a high hand. Yasunori is an excellent Masked Agent holder as well, as he can save lives by performing his bonus action and (not always, but in most cases) should be able to get free of combat and able to charge - or walk/charge something on the edge of the scrum to ferry someone out, or reposition them for next round. I hardly ever get use out of both Masked Agents, sometimes Yas wants H2K instead (or for 2 stones more than YAS+UPGRADE I can have 2 Katanaka Snipers, which allow for an absolutely disgusting alpha strike provided the board/deployment allow) even if I dont get value from both upgrades, having the option of either is something I value during the game. Not to mention, if your opponent has brought anything with defensive triggers they will likely be intimidated by these auras and I truly believe that kind of thing factors into forcing errors from your opponent. Depending on deployment and how aggressive my opponent is, Misaki wants to do this at the end of round 1. I will almost always be the more elite crew and almost always carry a pass token or two into round 2, and this is important - because we need to win initiative on round 2 to seal the deal and take that big piece of the board. If Misaki can plan herself right, she can soften something down herself, or just send Ototo at it activation 1 turn 2 where dumping your decent cards into his Oyabun's command will net you FAST on Ototo when he actually activates later that turn. If you manage to get a couple high cards to guarantee attacks, and even a couple moderates to cheat for damage, Misaki can prompt Ototo to charge and likely high a straight flip on damage, and she herself can then charge and likely hit a straight flip on damage. The only thing she needs to start this off, is for Ototo to be within charge range of an enemy by the end of round 1, when he places the Shadow Marker Misaki wants to use to begin the show. An easy to see alternative is that Yasunori activates earlier than either Ototo or Misaki, and finds himself in a place where Misaki can Oyabun's command 2 targets instead of 1. Between a shot from a sniper each (or a Yas charge), an Ototo charge swing, a misaki charge swing - which you can likely put on the same target, in turn 1 - or at the latest activation 1 turn 2 - I see her as the strongest alpha-strike threat in 10T.
  14. Shielded is a condition that Shenlong can move to himself or his own models with a simple duel that other models do not even have a chance to resist. Focus and Shielded should have been Shenlong's conditions if he wanted them - that sounds like a gross misplay on Shenlong's part. It also sounds like the Monk opponent didn't take a great crew for achieving something explicitly killy like Assassination. Having Sensei Yu axed in a single turn is not typical. Hard to Kill, stones, Chi, decent defense - to see him die in a single activation is atypical to say the least. I have to think they were not reserving cards for defense, were not using Chi to boost those duels, and/or not spending stones to prevent damage on Yu. The "some monks" part of it is very significant - if those were High River Monks which the point allotment and other suggestions may have already identified - even 2 High River Monks and Shenlong are plenty of damage output. These are the first thoughts that come to mind.
  15. What was the Strat/Scheme pool? I would disagree that the first turn is best spent generating Chi in almost all cases, unless your selected Scheme/Strat allow you to sit back and wait for the opponent. In which case Archers or Snipers are going to be great takes. Shenlong isn't a horrible take into Sandeep. Sometimes the deck is just against you, sometimes we dont always take the best schemes or dont count on someone countering our necessary tech. That being said, till I understand what you were both trying to do, it's hard to give advice.
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