Strategy: Turf war, flank deployment.
Harness the leylines
Search the ruins
Deliver a message
Crew list @Liched
Scion of the Void
- Servant of the Dark Powers
Turf war: 3 points
Harness the Leylines: 1 point
Power Ritual: 1 point
MvP model and why: I mean, I have to give it to Tara for just scheeming I guess. Nobody did anything truly exceptional this game. And the obliteration crew is good and not bad. But it's very dull to play with and I would assume against.
What I could have done better: If the game would have continued beyond turn 3, then I'd have played Tara a bit slower, summon more and dropping an extra scheme marker and I wouldn't have lost much.
Crew list @Paradigm
Turf war: 1 point
Search the Ruins: 0 points
Harness the Leylines: 0 points
So this match was 4-1 after turn 3 to Tara. Only like 4 models died during the whole match (3 on Taras side, 1 on youko) and it was a very dull because of a lot of failed flips on both sides along with terrifying being good if you don't have anything ruthless, but it was also an enjoyable match because of my opponent.
So, some crew thoughts and what they did. The Obliteration crew is still very unfocused and not especially flavourful. I almost feel like a re-flavoured Misaki would be almost, if not more thematic than the current Tara.
Tara: Having up to 5 leaps a turn is very good, but it doesn't solve the problem with her being boring. She scored 3 points by herself and helped set up a 4. out of 15 actions, I summoned twice, didn't use her bonus action a single time and walked twice and swung once. She's not very exciting to play at all, I think that she should be able to copy buried models actions, remove fast for reactivate on models and have a trigger to give fast to friendly models on her stutter time.
Aionus: Ah, still bad, but not aggressivly so. He has potential, but it requires a lot of work on a model of poor strenghts and speed (and theme), but most of the time he just slaps around his friends for fast. The thing he does which is great requires a lot of set-up which is a little annoying - but mostly he just doesn't get anywhere. Drop his cost and /or give him agile and allow him to take two different zero actions in a turn. Another ability that would make him a little bit more appealing is if he models could also choose to unbury next to him when ending fast. I think he needs a combination of things, but barring an almost pure redesign, these are the things I'd suggest.
Talos: The model which is basically just a worse Nothing Beast. Since my Nothing Beast was focused on this game, Talos just came in and smacked (buried 2 models) my opponents crew instead. Between no ruthless and no reliable armor-ignore, he drained a lot of recourses, after the nothing beast was dead of course. He doesn't do anything with his own crew and requries help from being slapped by Aionous or have the Emissary move him. An easy solution would be to give him an ability to be counted as an enemy when targeted by the "Stutter Time". This would make him chug along and have more synergy with the crew. You could lower stat for it or increase the TN when he's targeted. Just something
The Nothing Beast: Was targeted and killed by a Kabuki Warrior. Did not respect their damage. So I can't properly evaluate it with the herald upgrade. However, it did it's job of draining recourses and being distracting. Would love for it to be upgraded to a minion (so that we can keep the void evolution line) or to a henchman. Or give him an ability to be summoned if Tara is the crews leader, but suffer 4 irreducable damage when summoned. Otherwise really solid and could be printed as is.
Karina: Hooo boy - what is she doing? I've yet to find a totem as bad as her. She can't keep up with Tara, has no flavour, is move 4 and costs 5. I'm boggled by why she's so bad. The simple fix would just to be giving her Arcane reservoir - then atleast she would help Tara and the crew and we could just forget about her excistance. I think that the proper thing to do would be to have her be the summoner, but that's radical. I will however maybe try it out in a project.
Scion of the Void: Finally, I was able to have her and an enemy buried - she only managed to hit 1 of 2 swings, but still. It happened. Mainly because my opponent wasn't aware of it and let his buried models be buried - but it was late into the game and we just had a flank each and any attempt to breach it would be met with death. For 6ss I guess I really can't complain all that much with her range, she just sort of feels "meh" to use.
Pride: Died early in turn 3 because I forgot about his manipulative, but I see why people think he's really good. He's slightly less good however, when you are forced to play without a hand, since the "Cheat last aura" isn't useful. His damage and control is pretty impressive though and if the enemy can't deal with him he can be brutal I'd assume.
The Void Wretch and Hunter: I summoned 1 hunter and 2 void wretches across 2 actions. They were decently inconsequental, one wretch dropping a marker. That's about it. still not sold on them and I don't think you'd ever hire either of them in the vast majority of games. A good question is if you can unbury in your deployment if you can't unbury with the "From Nothing" ability.
Youko and her crew
Youko Hamasaki: Mostly annoying. Interesting master that basically causes you to play without a hand. I think that she could gain another use for pass tokens, because after a certain point my opponent had so many of them. An interesting ablity to try and fit into there would be to give an enemy model a token that can be spent on a forced cheat. Could probably set Riddles in the dark to a flat 2 and add it as a built in trigger on Blackmail or Riddles in the Dark.
Kabuki Warrior: Scary models. Killed Pride and the Nothing Beast and almost denied me a scheme point. Don't know if they are 8ss. I think you could add "Grit (True form revealed): This model adds a ram to all it's duels" since they are Kabuki (warriors). This would make them a bit more dangerous, since right now their cards are very empty. They are a minion however so I guess the potential of having a full uppgrades balances it out... (well not really)
Bunraku: Seems to be completely fair models. A question is when the "Dissapear" trigger resets. We played it as the end of the Bunrakus activation, but rereading it maybe it's after the attacking model has finished their activation.
Chiyo: Didn't really do anything so I can't really make a comment.
Geisha: Finally a fine 4ss model, or decent atleast. Having them as a 1 off is probably good. Could maybe become a demise of ability of the Kabuki Warrior to become a geisha instead.
Tanuki: Solid as always. Sadly didn't do a lot this game. But also wasn't awful.
Charm warder: Having something that can ignore incorporeal is scary. A fair model. If I had something to improve it might be to make the crow trigger built in on the Chi blade. They seemed really cool however.
I'll excuse my grammatical and writing errors by me writing a lot of this at around 2-3 in the moring. I'll let @Paradigm sum up and post his own thoughts wherever he please, but hopefully below