Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

8 Neutral

1 Follower

About zavros

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I agree, shenlong and monks feel really good, chi is just a really strong mechanic. So far this is the only keyword where I only take keyword models because of synergies. The Fermented river monks can just hit each other and flask to stack up poison, they don't really need to attack enemies since they have a 2" reach and plenty of chi to use defensively. They are really annoying tar pits since flask lets them stumble out of your opponent's engagement range while keeping them in yours. Agree on wandering style, even with the cost of discarding a chi, it lets apprentices push friendlies around a little too easily.
  2. I could only really see taking 2 if I want to stack up on injured and try to trigger shady dealings multiple times. Chi + jynx is strong for taking down tough models and setting up for combo's with youko or guarantee a kill from shenlong. Chaos theory can be nuts if you get lucky, and getting 2 tries at it doesn't seem bad. Getting more coverage for aura's seems ok. I feel like 2 would work better in shenlong to stack up chi quickly.
  3. zavros

    Ophelia and Kin

    For no LOS weapons like ophelia's bottle flinger, do models in shadow benefit from cover or is it ignored because no los lines are drawn?
  4. Just to make sure I understand this right, when a model declares triggers, the suits are still available to satisfy TN suit requirements? They don't need an additional suit to fullfill it? For ex. Zoraida's obey action has a stat 7 of masks and needs a 14 of masks. The ensorcel trigger needs 2masks, so I would only need one additional mask to get the enscorcel trigger, but do not need a third mask to satisfy the mask requirement on the TN?
  5. For models that can push through other models such as the Samurai, what happens if they try to end their movement on the model? Normally for pushes you would stop your movement if you run into another model. Would the push end if they can't get to the other side of the model? The same question applies to terrain and things like incorporeal, if the model ends their movement where they can't fit their base, do they stop their movement before that point, or do they get displaced, or do they fall? Looking at the movement rules, placing a model has restrictions on placing for where you can fit your base, but walk or push do not have the same restrictions.
  6. I don't think it really impacts her that much since everyone got the same nerf. her crew has a lot of good scheme runners you can hire, so you hire those and instead summon things like obsidian oni and jorogumo to tie up their models. You can still summon akaname and drop scheme markers with 'A foul gift', so maybe asami even benefits from the nerf since she still has strong options for schemes. I'm of the opinion that summoning is still too strong in general. Asami's summons are the closest to fair with flicker and marker management as secondary costs, unlike som'rs summons which have the possibility of summoning with no downsides. Trading a face card and maybe a stone for a 7+ ss model is a pretty good exchange rate, over 3 turns you can summon 21ish ss of models with barely any downsides for most summoners, thats almost half an army that immediately impacts the board.
  7. zavros


    I agree with most of what people are saying, but I don't see them as competing with models near the same cost, but those that are lower. In a lot of places the smaller models don't really seem to do as much because they are way easier to kill and don't do as much damage. They have to have a really useful support function for me to play them like the beckoners. For ex, in this lynch crew I'd rather have samurai over illuminated, i just think they do more because of the potential to kill models at range and can tank better than illuminated. I lose out on 4 more stones for my pool but I don't usually need them that bad with rig the deck and how tough these henchman are. Jakob Lynch, 4ss left Hungering Darkness Gwyneth Maddox (9) Fuhatsu (9) Beckoner (5) Beckoner (5) Samurai (9) Samurai (9) samurai over illuminated and the nerfed kitty dumont. Asami Tanaka, 8ss left Amanjaku Ama No Zako (10) Fuhatsu (9) Samurai (9) Samurai (9) Katashiro (5) I want samurai over most of the oni as I can just summon the ones I want. If the schemes need mobility I can drop a samurai and pick up some yokai or katashiro. Lucas McCabe, Relic Hunter , 9ss left Luna Sidir Alchibal (9) Desper LaRaux (8) Samurai (9) Samurai (9) Huckster (6) I want samurai over ruffians, though ruffians just don't seem great in general. I don't feel that samurai are replacing the models that are already good like izamu, bill, ototo. Just all the other smaller minions that don't give utility. This might be more of problem with the strat and scheme pool as for the most part killing your opponent seems easier than playing the mission.
  8. Reckoning: My lists for this mission always consist of a few tough models to keep my opponent from scoring from the strat. Usually multiple samurai and whatever henchmen that come with the master. I feel that yan luo and shenlong work well because of their healing options to keep your tough models alive. I think asami is not good on this one because you don't want to give your opponent free points off your summons. Turf War: Every master has decent options for this mission. Misaki is really good on this; her, ototo, and minako can cancel enemy strat control by killing things and torakage are very fast for grabbing the strat markers. Mei feng with a bunch of armored rail riding models is also pretty good. Everyone has decent options for fighting and scheming on this one I feel. Corrupted Idol's: Healing yourself and hurting your opponent are a must on this one. It's difficult to move idols with small models, they will get 1 shot afterword and your opponent will move them back. Asami seems great here by summoning models that don't mind paying a bunch of health to move idols. Yan luo comes second with solid healing and mobility, shenlong third with lots of healing. Everyone else seems ok. Plant Explosives: Anyone with mobile models feel great as you don't really have to kill things, just keep them from planting explosives. I like asami, with ama no zako and katashiro for explosive running, while she tarpits with summons. Mccabe is also great, him and desper can easily get on the other side dropping explosives. Shenlong with wandering river monks is really good, they can be really hard to stop. Everyone else has decent options but might have a hard time pushing past the enemy lines if they want to fight you.
  9. zavros


    I keep finding that I want to take at least one samurai in every list. They are really efficient at killing things and are extremely durable. I think they might be too good after playing several games with them. I'm starting to take 2 and sometimes wonder if I want 3. It's possible they are a bit too good because I want them over most other models, even some henchmen and enforcers. What are your experiences with samurai? I play mostly against bayou and they have very few armor piercing models so they seem really strong there, which might be why I want samurai all the time. I'm assuming other factions have ways to punish low def models with good triggers like Thoon or conditions from attacks. Hard to wound seems like another way to negate some of their damage at least. Their free focus and the auto plus on the gun generally lets me hit things for 4-6 damage from 12in, taking out smaller models really easily and put a lot of damage on bigger models. 2 armor makes most hits not matter and juggernaut lets you heal all the damage easily. They kind of do everything really well. I feel like they might need a small nerf to keep them in line with other models. Their gun could probably be changed to 2/3/4 and still be good but not one shotting smaller models from 12in. If their gun stays the way it is, 1 armor instead of 2 would let most beaters be able to handle them more easily.
  10. Seems reasonable. They can't copy any of youko's actions as they are attack actions. They can only copy non-bonus tactical actions like bill's heal, making them way more situational. I liked them in youko before when she had the draw a card tactical for them to copy but they don't really seem to have a place now.
  11. @Kharnage I'm curious, what did the terracotta do in your game. Were you playing with the most recent version of the beta?
  12. Sure there are tactical actions I can copy but how many of them are actually impactful when I'm in a position to use it? Oyabun's command is unlikely to happen, misaki will be buried most of the time and she will be far out of range of a 4mv model when she pops up to do stuff. The storm is reasonable on a 7. Its one of the few decent actions the TCW can do. Vent steam is fine because its declared. That seems reasonable against the few models that don't ignore the shooting rules. Careful, its cursed - does not seem worth 4ss to maybe blow up an artifact if mccabe is carrying the warrior around to keep him in range. That's the problem, I look through each faction and there's very few models that have an action worth copying. If the tactical I want to copy is on a 5 or 6ss model, I'll just hire that model over the TCW because it has actual actions it can take to impact the game and it does that tactical action better. Look at the versatile models, what actions are you trying to copy? Lone swordsman's last breath? guess I'll do normal amounts of damage then die. Thunder bros Surgery? would be better to hire another thunder bro or even a low river monk out of faction. Fuhatsu's scatter? useful but situational, probably not worth 4ss. How many tactical actions are worth copying once a turn for 4ss? TCW are versatile in keyword, but they are not actually versatile models. There's very few situations where you want to hire them over something else. How many times have you said to yourself "I'm so glad I brought a TCW". Never because no one has a good reason to hire one and when you do they actually don't do what you want them to. The situations where you might want them are so niche they might as well be keyworded into the factions they work best in.
  13. So Terracotta warriors . I have only taken them with youko when she had the draw a card tactical. Now its a trigger on one of her attacks so they can't copy it. Now there's basically no abilities worth copying outside of asami's "A mother's love" to remove flicker. It might as well be a different ability since non-bonus tacticals are near non-existant in the faction. Removing the non-bonus clause would break the ability (like copying gwyneth madox's jackpot) so it should really be something else. How about handing out shielded, there isn't really anything in Ten thunders that does that. Mold of the other seems cool and thematic but is really corner case to both pull off and have it do something impactful. The mask requirement is harsh; waiting for a model that I want to copy to die is difficult. It's a non action most of the time so this model really only has one real action now which is hit something for 1. I get that this is a 4ss model, but so are akaname which have a bunch of useful actions.
  14. Hey, It seems the delete icon is not there anymore? The edit button exists but has no icon, I can see it with mouse over though. Thanks!
  15. I agree it should be a test. just pitching ideas since it already ignores interaction in the game.
  • Create New...