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Found 22 results

  1. Ok, this battle report is a bit of a sad one. I ended up going too hard with Shenlong on a new-to-3E player, which then turned into an NPE for both of us. But I'm adding it here to help those that might also find themselves in the same boat in the future. Ten Thunders vs Guild Shenlong vs. Sonja Criid Standard Deployment, Christmas Presents (Story Event #1 of the Mali-Food Tournament) Scheme Pool: Detonate the Charges, Search the Ruins, Hold up Their Forces, Outflank, Vendetta Ten Thunders: Shenlong 2 Aspiring Students 2 Low River Monks Yasunori Sensei Yu Minako Rei Huckster Katashiro Vs. Guild: Sonnia Criid with Lead-Lined Coat Purifying Flame 3 Witchling Stalker 2 Witchling Handler Pathfinder Austringer with Expert Marksman TT wins 6-0 with 2 for strat, 2 for Outflank, 2 for Search the Ruins 55ss game The strategy included three 50mm tree markers that are dense, concealing severe that are surrounded by four 30mm present markers. To score, a team must have as many present markers as the round number at the end of the round. Minions can carry one, enforcers and henchman can carry two and masters can carry three. To pick up, a model must be in base contact and spend 1 AP to interact. Guild player was attacker. He put 5 of 9 on his left all clumped up to the side of a building. Then put two witchling stalkers, a pathfinder and a handler on the right. I set up Shenlong and his Monks just left of center, intent on taking out those four first and having at least 6 present markers to myself. Yasunori was set directly across from the pathfinder. Those dastardly traps were going to die before they were set. Round 1 - Guild won initiative. He activated the Pathfinder and set him forward and set a trap near the leftmost tree. Yasunori flew into position and charged the pathfinder. Swing and a miss. The two stalkers walked twice to set up amongst the presents, while Shenlong was getting pummeled and distracted by his students. More of his models on his left, my right, setup to be in position. The Huckster dropped a scheme and scrap for Minako to summon a Katashiro, then Secret Passage into position with concealment on one side and cover on the left. The katashiro blew on the wind and walked into position to drop a scheme marker beginning of round 2. Minako had repositioned herself near the Huckster and was the most right TT model. Sensei Yu Hurricane punched Shenlong into position. The leftmost handler came forward near the other two Stalkers. A low river monk healed Shenlong up to full. After Guild had activated all their models, Shenlong drunkenly stumbled forward and smacked the Handler twice taking her out, then he bent over and picked up a present. Round 2 - The pathfinder redjokered the Yasunori and the Guild player learned about the Yasunori’s damage reduction. He shot and hit once again for a point of damage. Then set a trap on Yasunori. The Katashiro set a scheme marker for Search the Ruins, and then blew on the wind to set another scheme marker. A witchling Stalker attacked Shenlong doing damage, then Shenlong returned the favor, using fermented river style and taking out both stalkers and cheating the red joker in for damage against the pathfinder. Then picked up another present for the strategy. One of the traps attacked Yasunori, staggering it twice and doing some more damage. The Yasunori took out the trap that had not activated yet with the use of an onslaught trigger, and then killed the other trap as well. At this point the Guild player was a bit shellshocked, having lost 5 of his models in two of my activations. It was a bit brutal and severes were flipping, especially with Shenlong. He targeted Minako and learned about Karmic Fate upgrade. He shrugged and attacked again, and then wanted to back up when his Austringer did 4 damage to Minako. I let him back up, because that is a little daunting when you’ve never seen it before. He then decided to change tactics and complete the achievements for the tournament. At this point, he stopped playing the game to win. It was really confusing as to what I was supposed to do. I basically went into Concentrate multiple times mode on the models that could. He then started attacking me to cheat blindly (one of the achievements). I am still a bit disappointed about this as I didn’t know how to get it back on track and help him learn M3E. He was most upset by losing five models in a single turn, albeit two of them were clockwork traps. The pathfinder and the Handler needed to die, the stalkers could have survived, and next time I should let them be Sensei Yu and the student’s problem. The traps also needed to die. Those things are annoying. I could’ve used Shenlong on those three and then flown Yasunori to the Low River monk for healing. This also got me thinking about the achievement part of a tournament. While they can be fun to complete, it can cause a NPE, as well, for the opposing player, in this case, myself. The Guild player just said he can’t win, so he might as well get most achievements. The achievements probably need to have some of their throwing-of-the-game achievements yanked, like scoring zero points, which would normally be something that would be a consolation prize, like the spoon, but he was purposefully tanking. I was confused and disheartened.
  2. I was wondering how this ability works: It seems pretty straight forward until I realized in M3E there is no AP, so the actions aren't expended but "counted", when a model reach his limit it can't perform more actions and if Fast, Stunned or Slow is gained or lost in the middle of an activation, that model may "reajust" his actions. For example an stunned model that performed a bonus action which will count against his normal action count that lose Stunned will have that bonus action not counting anymore for that. What follows is probably not intended, but I don't undertand what stops it from happening. The above ability let a monk discard a card to treat the concentrate action as a Action. So a monk could theoretically use his 2 or 3 APs concentrating (thanks to Shenlong "Training Grounds" all monks ignore the "Once per activation" limitation of Concentrate) and then discard a card to treat the Concentrate action as a action, so that model would had been performed 2 or 3 actions and 0 normal actions; getting his 2 or 3 actions back. If this works like this it isn't a problem in other crews with that ability because Concentrate is once per activation, so even concentrating and discarting they will only be able to get 1 action back; but as monk may concentrate as many time as they wish, they could have that free concentrates interaction avaliable. So, what stops this from happening? Or Shenlong + Sensei Yu is even better than we thought
  3. Thought I'd write out a "crunchier" bat-rep from the tournament I went to in Des Moines last weekend! I finished top of Faction over zero other Guild players! Round One: 5-3 loss running Nellie into Shenlong on Corrupted Idols, Corner Deployment. Vendetta, Power Ritual, Take Prisoner, Assassinate, Outflank. Board had fairly wide open spaces. My list: (I took Outflank and Power Ritual) Nellie w/LLC P. Press Alison Dade Field Reporter Mounted Guard The Jury Undercover Reporter False Witness His List: (He took Outflank and Power Ritual as well, I believe) Shenlong w/Masked Agent Aspiring Student Aspiring Student Wandering River Monk Wandering River Monk Low River monk Samurai w/Trained Ninja Samurai w/Trained Ninja Sensei Yu Round One: My plan was to send Nellie one way with the Mounted Guard, and Alison and the Field Reporter to the other corner. I doubled up on Outflank and Power Ritual, and felt I could beat my opponent to the corners with Reporter speed and the Mounted Guard. I wound up deployed with the idol token on the Alison/Reporter side instead of Nellie, and adjusted my plan to have the Mounted Guard, Printing Press, and Nellie chip away at a Samurai (he deployed them both centrally to my deployment zone to take potshots) -- I think this was a game-defining waste of AP by me, but at the time I wanted to clear it so Nellie could have a line on potential idols through the central three drop points. His round one was a big Shenlong power-up followed by that crazy 21" charge into my Mounted Guard (again, I should have just moved it a full 19" to the corner, but instead took a potshot at the activated samurai, tempted by my own Pursue bonus!). My Undercover Reporter replaced his flanking monk running towards the opposite corner, setting him back a turn's worth of AP. Round Two: I scored 3-0 on him: the second idol landed by the first and I tossed one over as Alison and the Undercover Reporter had my Field Reporter interact to drop a marker. He wasn't able to bring enough force in to remove or contest that corner. Meanwhile, on the opposite side I had my Mounted Guard run in to drop a power ritual marker for the following round, and Shenlong came in and killed it -- critically misplaying by finishing it with a kick instead of the anti-demise Dragon's power, so I was able to "gotcha!" him by replacing into a Guard Patrol that counted as my outflank point. Nellie wasted more time stuck with the Samurai because I still wanted a line on the center. Round Three: he won initiative and was finally getting monks to bear on the Field Reporter/Undercover Reporter corner. He was able to tie up Alison finish off my Field Reporter, and score an idol. Shenlong handily cleared my guard patrol and stood defending that corner. He scored 3-0 on me this round on Outflank and (I believe) Power Ritual. Our game tipped into Round Four with about 10-15 minutes left. I hustled towards the corners and nearly kept Alison up for Outflank and Power Ritual, but he was able to kill Alison on one corner and then used Four-Winds-Punch into my Black Joker to move Nellie's marker and flip it to Ten Thunders (actually he just moved Nellie and dropped it; we post-gamed that and realized LLC would have stopped the movement, but he still could have simply flipped it's alignment in the corner. He scored Outflank and the Strat to end 5-3. Match Two: I ran Lady Justice into Jack Daw in Reckoning, taking Dig Their Graves and Power Ritual. I won 5-1. This game was pretty methodically a matter of applying the Lady J toolbox to an undead melee crew. I brought 2 exorcists, Judge, Jury, and Lone Marshal. He brought a handful of hanged, guilty, dead outlaw, and Montressor. The real defining feature here was that we were in Flank deployment and my zone literally had an elevated platform with a ramp up to it. I put the exorcists, Jury, steward and Lady J up there and put the Judge and Lone Marshal on another flank. The Lone Marhsal charged out and took a run-and-gun shot on his way to round 2 Power Ritual. My (significant) totem stayed in my back corner for the second power ritual point, and in round 3 the Marshal, totem, and Lady J with her leap scored that. Round 2 Lady J set up the Reckoning and Dig Their Graves point by leaping in, dropping a marker (2" engagement advantage) and dealing most of the damage required: an exorcist finished up the kill and the point for strat and scheme. The Judge harried his sidelines and dropped a bunch of damage into Montressor, who I killed Round 3 (size 3 model is VERY visible to ranged attacks). He dogpiled the Judge in rounds 2 and 3 and got his point from Reckoning -- even that was a close thing. If we'd had more time, I had a pretty clear field round 3 to finish up Dig, even by finishing off my own models that his Drowned had spammed some damage onto with a Red Joker blast. Match Three: I ran Nellie into Zipp on Wedge Plant Explosives. Schemes were Deliver a Message, Claim Jump, Detonate Charges, Take Prisoner, Hold Up their Forces My list: (I took Detonate Charges and Claim Jump on my Investigator, hoping to get some good synergy going in the middle by having the False Witness drop multiple scheme markers while the Investivator's bubble pushed people away.) Nellie (bomb) P. Press Field Reporter (bomb) Alison Dade (bomb, bomb) The Jury Investigator False Witness Undercover Reporter Guild Hound (bomb) His list: (He took Deliver a Message (misplay!) and Take Prisoner on the Investigator ... stopping my Claim Jump hopes!) Captain Zipp Earl Burns (bomb) The First Mate (bomb) Pigapult Bayou Gator (bomb) w/ 12 cups coffee Taxidermist w/ Inferiority Complex (bomb) Taxidermist w/ Inferiority Complex Flying Piglet (bomb?) I had a rough deployment here, with a patch of spikes adjacent to the front of one side of the wedge. It bunched me up a bit. I may have his bombs wrong. Round One he opened with Zipp and dropped 2-3 pianos along my remaining open flank, really bottlenecking me. It scattered a bunch of damage and I mostly took it, since a concerted attack was going to finish my Guild Hound or False Witness anyway. A handful of models simply made their saves because my hand was trash. My opponent seemed frustrated that I held so many cards, and told me post-game he was worried I'd be able to win real duels later in the round from that. Alison bolted free and tied up Earl Burns, clipping him early round 2 and denying one bomb. The Undercover Reporter activated late to send the caffeinated Bayou Gator home, so he lost one round's worth of upgrade movement. The Pigapult launched a Taxidermist into my backfield to cut up my False Witness and I just gave up on him and pushed everyone else forward. Round Two was a chaotic mess in the middle. I kept trying to clear ground for Claim Jump with marker dropping and Nellie-mispositioning; he kept shoving models back at the figure to score Take Prisoner. At one point he tried to Deliver a Message to Nellie, only to have me point out the Exclusive Interview problem. I felt bad about the Gotcha! but it hadn't occurred to me to explain it pre-game -- I'm really new and I'm used to everyone else knowing more than me, and it hadn't occurred to me that he wouldn't know the mechanics there. I had simply chosen Nellie to foreclose one of his choices. I scored the strat easily, and he was able to get a marker down as well. By round Three he'd torn my force up pretty well. Alison was able to score me strat points and I got off a detonate charges with Nellie by interacting through Don't Mind Me and forcing one of his models to drop the other token for it. He scored Take Prisoner on the Investigator and denied my Claim Jump. Round Four we were pressed for time, leading to us each scoring the strat. He took the win at 5-4 or 5-3, I honestly can't remember which, but I think it must have been 4 because I was able to get strat points with Alison consistently and did pull off detonate once. He got three strat points and both Take Prisoner points -- the second one he dogpiled models onto the Investigator and blocked a good amount of space with a piano to prevent any escape lanes. These were good games and I think Guild has play, for sure. I probably need to bring a bit more firepower or tarpitting into my Nellie crews, and Lady J really had a chance to shine when everything went her way (matchup, terrain, schemes). Meanwhile, I'm on the player learning curve trying to catch up to all you guys who have been playing for years -- these were my 6th, 7th, and 8th games of Malifaux skirmish!
  4. Hey there, some questions after my fourth play... 1. Does „Knowing Wind....“ always work? Just by standing next to Shenlong one is protected? 2. Why should I pick up the Burning or Poison condition? Is there any advantage? 3. Can I spawn Peasants „endlessly“? As long as one is alive to use Miracle? 4. What is the limit to Defence etc. if I choose Flow like water? 5. Can I choose upgrades through Monk of many styles up to the limit of three? So start with none and boost during the game? Thx for your help!
  5. Hi, we are Agent(s) of the Breach, a couple who are starting to play with Neverborn. We love to have a painting thread of every game we play because, not only It keeps us motivated, but also, it’s always interesting to have different points of view of the things you are working on and share ideas. So, please, feel free to comment or ask whatever you want, we’ll try to keep this updated At the moment, we’ve been focused on painting Zoraida’s box (testing colours and doing some brainstorming), so we don’t have much to show yet; only an (almost) finished Silurid. The idea is that the Silurid had to look as froggy as possibly, but with a spice of lizard in it. Like we said, it’s not finished yet; we want it to have a brown pattern in her back. Something like these: Usually, the base is the last that we (she, in this case) paint, but we wanted to see how it was going to look. It tries to be an autumn swampy zone. Seeing the photos, we have realized that it's a little dark, so we still have to work it a little more. Malifaux it’s a strange game; coming from Warhammer and Infinity, we are kinda used to paint “armys of”, but every single miniature here looks like a separate challenge. We’ll see how this work!
  6. Hi all, In the spirit of fixing things that are garbage, what would a good fix be for our favorite useless minion, the High River Monk? I was thinking of a zero stone upgrade much like the Low River Monks received which can play to their strengths and make them worth taking. Flaming Fists of the Dragon, 0ss Friendly Monks of High River's attacks ignores Armor when damaging an enemy model with the Burning condition. Simple and effective, putting more emphasis on both the synergy with Shenlong/Sensei Yu giving out Burning, and the HRM's own attacks being able to do something besides hit an armored model with pillows. Rail Golem's beware! What do you think? Do you have a better idea that works both thematically and realistically?
  7. I just picked up Shenlong and have been listening to the Schemes and Stones episode about him (A few times.) There seem to be a pretty good bit of interactions and rules that wouldn't come up often outside of playing Shenlong and some that seem to trip up even veteran players (Like conditions stacking from multiple sources being able to alter when a condition ends.) So what are some of the essential/ important interactions to be aware of both to optimize Shenlong play and make sure he is being played correctly?
  8. I love reading battle reports on these forum, and have stalked the report section of the forums frequently. I've wanted to try it out myself, but haven't taken the first step until now. This game is actually between two friends of mine, since I thought that I might as well have my full attention upon taking notes for the game the first time around, so I can become efficient enough to transcribe my own games in the future. A final note before we begin is that the only camera I carry is the one in my mobile, so the pictures won't have very high quality. Even getting good shots of the board (and the "action") proved really hard, so bear with me with this first try. I will strive to improve. Ten Thunders vs Resurrectionists - 50ss Deployment: Standard Strategy: Headhunter Schemes: Convict labor, Show of Force, Neutralize the Leader, Hunting Party & Frame for Murder With a very murder-intensive scheme pool, these were the crews that were chosen: Ten Thunders (played by Paradigm here on the forums): Shenlong - Wandering River Style Peasant Shadow Emissary - Conflux of Dawn Yamaziko Yin the Penangalan - Smoke Grenades 2 Ten Thunders Brothers (From here on named Knife-Bro and Kama-Bro du to their respective weaponry) Johana 5ss cache Schemes: Show of Force, Frame for Murder (Yamaziko) Somewhat of an anti-lure crew in Yin and Yamaziko, perhaps to deny any attempt at "head-fishing" via lures from the ressers. Resurrectionists: Nicodem -Corpse Bloat -Love thy Master Hayreddin Izamu the Armor Chiaki the Niece Rotten Belle Crooligan Yin the Penangalan Nurse 5ss cache Schemes: Frame for Murder (Hayreddin), Neutralize the Leader An efficient "factory-crew" for restoring early summons to peak efficiency before throwing them into the fray. Deployment: The Ten thunders win the first flip and forces the Resurrectionists to go first. Deployment of the Resurrectionists. From left to right; Crooligan (up by the box), Chiaki, Izamu, Belle, Nicodem, Nurse, Hayreddin, Yin Just wanted to show the converted Hayreddin that the resser-player made when Shifting Loyalties was released. A fine speciemen indeed! Ten Thunders deployment. From left to right; Kama-bro, Shadow Emissary, Shenlong, Peasant (behind the Tower), Yamaziko, Yin, Johanna and Knife-bro. The emissary is made from Sonni'as avatar, and I just want to point out that the light and my photography-skills are VERY unflattering to it right now since none of the darker parts of the flame seems to be visible in this light. Turn 1: Ten Thunders win initiative and have Resurrectionists go first. Shenlong summons a peasant after initiative. The crooligan activates first and then simply stays behind it's box, waiting for the right time to move. Yamaziko advances up towards the centre of the table, avoiding LoS to the Belle, and the uses the 0-action Brace. Nicodem follows, using corpse bloat and a high crow from hand to summon a hanged. He follows by making the Belle fast and walking a bit forward. The Yin on both sides advance. Knife-Bro enters the Dance of the Heavens, placing 3" before moving forward along the board. Hayreddin flies out into the street, and Johanna double walks towards the centre of the table. The nurse takes a walk and puts some sedatives into the Hanged, paralyzing it and healing it to full wounds. Kama-Bro walks up behind the corner of a nearby building. Chiaki walks and then promptly removes paralyzed from the Hanged. The non-slow peasant takes three focus actions (one as a 0-action from Shenlong). Izamu walks up to the other side of the building which Kama-Bro lurks behind. The second, slow Peasant gives focused to Shenlong. The Belle walks twice and manages to draw LoS to Kama-bro behind the corner for a quick lure, after which Kama-bro ends up near the street were the whole resser crew is gathering. Shenlong activates, takes focus and poison from his 0-action and the uses Mighty Gust to push Yin and the Emissary and gives them fast. He then walks up behind his crew. The Hanged uses Whispers from Beyond on Kama-bro, halving his wounds, and the black joker spoils the second attempt. The Emissary ends the turn discarding a card for focus, and then removes focus from the Peasant with the 0-action from conflux of Dawn, drawing three cards in the process. It then proceeds to walk forward twice and uses his ca-attack at the hanged, inflicting a severe damage of 6 with the trigger to attack again. The second attack finishes off the unfortunate undead, and the first head is dropped. This finishes turn 1, with the score (as expected) being 0-0 Positions at the end of turn one. Turn 2: Both crews spends a soulstone for cards, and the Resurrectionist wins the initiative. Izamu charges the now exposed Shadow Emissary and scores one hit which does 4 damage. The fast 10T Yin double walks forward and manages to put Gnawing Fears on Nicodem. The following Fear Behind the Eyes hits and the Black Joker pops up to spoil the damage flip. Chiaki walks closer and removes Gnawing Fears from Nicodem. Kama-bro places 3” with Dance of the Heavens, walks up to Hayreddin and goes defensive in order to tarpit him and preventing him from easily reaching the wounded emissary. Nicodem summons a punk zombie from the corpse marker dropped by the hanged and proceeds to make it fast. He then attacks 10T-Yin with Decay, but fails to hit. The Punk Zombie then activates via accomplice. The Punk Zombie flurries at 10T-Yin, inflicting 2 damage due to a miss and a Black Joker on damage. The last attack finishes of the nearby Kama-bro. Shadow Emissary pushes 10T-Yin and gives her fast, and then misses a shot at Izamu. Hayreddin charges the emissary and deals 2 damage and a single point of poison. Yamaziko charges Hayreddin, dealing 3 damage and then takes the Brace 0-action. The Nurse walks up and picks up a Head marker dropped from poor Kama-bro. Knife-bro uses Dance of the Heavens to place 3”, and walks up to stand before resser-Yin. Resser-Yin charges Knife-bro and inflicts 4 damage and 3 poison, and Knife-bro gets defensive from his trigger. A peasant walks and fails at Provide for the Temple at Shenlong. The hidden Crooligan interacts to place over the crate and walks up the centerline. The other peasant walks twice. The Belle walks forward and tries to lure a peasant who promptly resists her advances. An oath of celibacy perhaps? Shenlong walks and takes focus+defensive as a 0-action, and then fails to meet the target number in Mighty Gust twice due to unfortunate flips (the control hand was empty after having to cheat a lot in order to keep Yin and the Emissary alive) Johanna walks forward twice. Resurrectionists score a point for Headhunter while the Ten Thunders score for Show of Force. Resurrectionists 1 - Ten Thunders 1 The grand melee has begun in earnest. End of the 2nd turn. Yin and Knife-bro have their own little squabble above the rest. Turn 3 follows in the next post!
  9. Hi, does Shenlong need to have a limited upgrade attached to use the Monk of Many Styles action?
  10. Does the "Monk of Many Styles" action allow you to attach an upgrade, without discarding one already attached, or do you have to have one attached and discard it to get a new one?
  11. Sorry for the rant, but I'm desperate. Recently we've got a new player in our meta who exclusively plays Shenlong. And we're kind of stumped on how to deal with him. 1. Peasants give him two more activations than you for two points. If you kill one of the peasants, the new one is born the next turn for free, and you are not able to kill both in one turn due to LOS restraints. 2. Thunder Archers hit you ignoring LOS and melee twice a turn with ++ to attack and damage flips. And practically everything else always has + to attack and damage, and usually has straight flips even against defensive tech. 3. Izamu can be pushed 10" out of activation, then walk 4" then charge 9" and make three attacks for a total of 23" of threat. 4. Whenever Shenlong feels threatened, he has Defensive+2 or better and is able to heal 8 wounds a turn. And he has soulstones. I personally play Outcasts and have tried doing something with Misaki and Jack Daw. Misaki usually kills something not terribly relevant and then dies, Izamu kills Misaki or the second strongest model and then maybe dies to a retaliation, Jack just dies to archers ignoring LOS and having ++ to all flips. Our Guild player tried Sonnia and Hoffman with the same results - Peacekeeper dies to Izamu, Sonnia gets engaged by Shenlong and is unable to do anything productive. Our local Zoraida had some success with debuffing him, but still was not able to win once. Same thing goes for a Lynch player. Could you please advise me on his weak points, some things he might be vulnerable to, general strategic tips? What makes you lose when you play him? Thanks in advance.
  12. Shenlong's Stones on the River heals AND removes one Condition, but in what order? I'm guessing Shenlong chooses since it says AND instead of THEN, but I'm not sure about that.
  13. If Vasilisa puts the Sewn Lips condition on Shenlong what happens when Shenlong (who's Flow Like Water makes him immune to damage caused by conditions) tries to remove it at the beginning of his activation? 1) Shenlong is immune to damage caused by conditions so he removes Sewn Lips and suffers no damage. Sewn lips does not say take 1 damage to end this condition. I think the condition ends and deals 1 damage to Shenlong which he does not take because of his immunity, but I'm not incredibly confident of this answer, but being a TT player I might just be seeing the way I want to see it. 2) Shenlong is not able to remove the condition by taking a point of damage. If you interpret it as Shenlong must take 1 damage to remove the condition, but he is immune to the damage so he cannot take the damage, so the condition cannot be removed. Sewn Lips: After succeeding, the target gains the following Condition for the rest of the game: "Sewn Lips: This model may not take Tactical Actions other than Walk. This model may end this Condition by suffering 1 damage at the start of its Activation." Flow Like Water: This model is immune to damage caused by Conditions, and may choose not to lower the value of (or end) the Focused, Poison, and Burning Conditions during the Upkeep Step.
  14. As the title sais, I'm a new player. A friend of mine showed me the game and got me interested. I decided on going the eastern theme of the 10 Thunders and I like the way Shenlong looks. Our play will be balanced around 50SS. I drafted the following crew for myself: Shenlong Misdirection Recalled Training Wandering River Style Sensei Yu Promising Disciple The Lone Swordsman Recalled Training Katanaka Sniper Monk of High River x2 Peasant I would swap out the second High River Monk with a Sniper whenever I have a good map for them. Now I'm a bit stuck on what I would all need to buy. My friend only has the Lady Justice box and that's it. What I think I need: Shenlong Box Katanaka Sniper duo box The Lone Swordsman box Fate Deck However, now I don't know where I can get Misdirection and Recalled Training. I looked around on the internet a bit, but I can't find a box that contains both of these. Any help on that? Comments on the crew are welcome as well. I was thinking of eventually getting an Izamu, but I have no idea on who to switch out of him.
  15. So.......I fancy having a dabble with Shenlong. I'll obviously buy the crew box, but wondered what you guys suggested I buy alongside it to have a play around with? I know the crew will always depend on schemes, but to allow me to try and get to grips with the mechanics I could do with a core crew to start with. What do you reckon?
  16. Like I needed more excuses to want to buy Shenlong, I'll gladly take a chance to get the Promo Katanaka! My only reason question is, new items are normally released later in the month (As far as I understand), and it mentions in the promo page that it may contain the new model. If I were to ask a local store to order me the new Shenlong box, how sure could I be that it would be in the box? I don't have any stores around me that order Wyrd regularly on their own, so typically if I ask them to order, it is implied that I will be the one purchasing said special order. So while I love the idea of the promo, I would at least like to know if there were a way to make sure it was going to go through, or if I would be better off looking for a slightly further away store that may have higher volume of Malifaux business.
  17. Is there any ruling on how the interaction between models that remove immunity to Burning/Poison work with Shenlong who is immune to damage from Condition and not the Conditions themselves?
  18. So this'll be my first proper post in this lovely place (I think, my account has been grossly inactive). So, as the sucker for tricky masters with steep learning curves that I am and given my recently discovered for martial arts... stuff, I am incredibly hyped for Shenlong. I've also fallen in love with the Mortal Kombat franchise and now I want to make a Mortal Kombat themed Shenlong crew, and this is where I need your help. I've got my sights on the crew box, and figured I'd make a Goro out of Sensei Yu, the High River Monks will all be one of the many pallette swapped ninjas (probably Sub-Zero, Scorpion and Smoke but nothing's really settled there). As for the peasants, I'll probably just keep them as peasants. Now, my remaining problem is the big man himself. I've yet to figure out a character that Shenlong would look good as. Keep in mind I am not looking to make immense, picture-perfect recreations of these kombatants, I just want to copy the look and feel and apply them to the Shenlong crew. I've also thought of using the Ten Thunders Brothers kit for characters like Kung Lao (the person with the incredible hat of course), and a few others. So. Thoughts? Suggestions? Merciless criticism against my harebrained idea? I'm fully aware that the models aren't out yet, but you know - Plan Ahead. (There's an action somewhere called Plan Ahead, right?)
  19. Howdy folks, I finally got in my first game with the Shenlong yesterday. Turf War LitS, Bodyguard, Distract, Vendetta, Deliver a Message Standard Deployment Up against Arcanists. I brought Shenlong w/ Recalled Training, Low River Style 1 Peasant Sensei Yu w/ Promising Disciple, Blot The Sky Lone Swordsman w/ Recalled Training 2 Thunder Archers 2 Bros I went up against Ramos, Brass, Joss, Mech Rider, Johan with all the fun upgrades. I picked Bodyguard for Yu and Line in the Sand. I kept Shen, Yu, Peasants and archers in the middle, Swordsman off to one side and a bro on each flank. I tried to keep the archers in range of both Shen and Yu for the (0) focus, bonus when focusing and Blot the Sky. With all the armor, I couldn't get much damage through normally, so I relied on blasts from the archers and High River Style. I had to focus and cheat damage, but killing 2-3 spiders with one attack (and finishing off Johan later on) was pretty great. Lone Swordsman got into a fight with Joss and I lucked out winning initiative next turn, so I popped Recalled Training and gave him Reactivate with a 13 tome in my hand. He nailed Joss and almost got Johan, but Johan got first activation and flurried him down. The Thunder Bros were incredible, dropping 2 schemes each at the midline and protecting them. We ended up going 7 turns and tied 10-10. I struggled with a few things and was hoping I could get some input. 1) Yu spent almost the whole game stacking focus from Airburst then later using Mighty Gust from Wandering River Style to push and pass out Fast to the Swordsman or Archers. I felt like walking was a waste of AP. Is that how Yu rolls or am I missing something? 2) What should I do about armor? Lone Swordsman has that tome trigger and cheating damage is easy with focus everywhere, but is there something else? 3) Wandering River and High River seem like standout styles, with Low River being more situational. What's Fermented River good for? I think that's all for now. Thanks.
  20. Hey all, I've been working on a proxy crew for Shenlong. After Crossroads came out, I was hooked on his fluff, playstyle, and genuine awesomeness. So I started scrounging together a proxy crew to use in casual games. Miniatures are from the Bushido, L5R Clan War, or Hasselfree line. I'm still thinking of what to use for Peasants, Kamatachi. I've got my Katakana Snipers on my desk currently, but they'll look quite different from these brightly colored tattooed men. The Crew--(thus far) Monks of the High River Sensei Yu Shenlong C&C appreciated. For the purists out there, I will of course be purchasing the crew and all Shenlong related miniatures when they become available. In the event that Shenlong goes the way of the Brewmaster (which I also am very excited about), I just wanted to have a way to represent the crew for games. Thanks for looking.
  21. Monks of high river are rare 3 so I do not think Wyrd will do a separate pack of them. I want them for Mei Feng but if I am getting a master might as well find out what people think of him and monks as a whole. Monks of the fermented river look like fun as well. What do people think about the 3 river monks that have rules? How well do they work with masters other the Shenlong? How much different is Shenlong play from Mei Feng? Which style do you use with him the most? Is Sensei Yu worth taking with out Shenlong?
  22. This just recently came to me whilst reading a battle report on the avatars forum, and has sparked a little debate in my head and with my housemate aswell. Shenlong's 0 ability Monk of Many Styles reads: (0) Monk of Many Styles: Choose a Limited Upgrade with the Restriction of Shenlong. If another friendly model has the chosen Upgrade attached, discard it. This model may discard a Limited Upgrade it has attached to attach the chosen Upgrade. Now i've always read this as if you're the Shenlong player and you have Upgrade (a) attached, and you choose Upgrade (b ) then you have to discard upgrade (a) to be able to attach (b ) However, i also read it as if you don't have a limited upgrade to discard, you cannot attach the chosen upgrade (b ) What i'm trying to say, is that the way i'm reading it is one unique case. You MAY discard a lmited upgrade to be able to attach the new chosen upgrade, but if you don't have a limited upgrade to discard, you have no way of attaching the new chosen upgrade because you can't fulfill that part of the ability. My housemate is saying that he's reading it as two unique case in that you a) may discard limited upgrade then b ) attach new chosen upgrade Basically, i'm saying the latter is reliant on the former. Thoughts?
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