I find him effective against any crew without any easy way for +flips, making your opponent having to spend actions to concentrate to target your models (Lynch and Beckoners) is removing their ap from scoring points.
What I find hard for him scheme-wise though is breakthrough, as they are a pretty slow moving keyword until kitty is released.
I haven't gotten to try him against all schemes thou, so I can't answer for all.
The list I've been using most is:
Lynch
Huggy
Gwen
Beckoner - trained ninja (to be deployed within 12" of whatever model I feel I need to get moving forward turn one)
Beckoner
Illuminated
Illuminated
Tannen (or a wandering Monk, if I need to accually be scheming at two different places at once like harness, outflank and the like)
You could also send huggy away, and with the trigger on lynch gun, he will always threaten anyway)