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Found 5 results

  1. Ten Thunders vs. Bayou Asami Tanaka vs. Ophelia Wedge, Turf War Scheme Pool: Power Ritual, Hold Up Their Forces, Claim Jump, Outflank, Harness the Leylines Ten Thunders Asami Tanaka Amanjaku Ama No Zako Yasunori with Silent Protector Shadow Emissary Minako Rei Akaname Vs. Bayou Ophelia 3 Young Lacroix Francois Lacroix Pere Ravage Rami Lacroix Raphael Lacroix Big Brain Brin Merris Lacroix Bayou Gremlin The board had lots of blocking terrain, a couple pieces of severe, dense, concealing terrain (flat white and brown sections), and several pieces of scattered terrain which were climbable. Oni deployed their big guys first, then the Kin deployed, and the Oni finished with the smaller based models. Turn 1: Several pieces moved up on each side claiming Turf War Markers. Kin had two models place scheme markers to setup for Power Ritual. Asami summoned an Obsidian Oni but was careless in placement and took several shots from several of the Kin and eventually suffered Red Joker damage from Francois. Sigh. Turn 2: Kin won initiative. Oni had the best hand they’d ever seen. Pere Ravage blew the cover away from the Katashiro, then killed her. With the Oni’s hand, Ama flew then charged Ophelia, did moderate damage and slowing her, sadly Ophelia had already been upgraded by her Young, so she only took one damage. Ama then used her bonus action to give herself another action, and she did severe damage, but Ophelia brought it down to one. Sigh, my mistake. I should’ve targeted one of the other models that was around. Taking down Ophelia is always going to be tough, but I thought I could make it work. Lesson learned, hopefully remembered. Ama became a nice tarpit. Ama then took a beating and survived Ophelia’s retaliatory attacks - all four of them. Yasunori then flew and charged Big Brain Brin, taking him down to half his health. Sadly, Brin discarded a card to cancel the Yasunori’s Onslaught trigger. Merris dropped a shockwave on the Emissary, which the dragon easily avoided then repositioned herself to help Brin. Asami reclaimed the marker, then repositioned herself for Turn 3, as she was unable to summon, due to missing cards that would guarantee a summon. A Young ran out of the wooded area and yelled for an adult, pulling Francois out of the severe terrain. The Akaname moved to position so that he could tarpit on the next turn. Rami fired twice at the Yasunori doing damage. Minako moved into position for Outflank. More shooting at the Yasunori. Amanjaku moved up and tried to remove a flicker from Ama but failed. Raphael popped Minako for four damage and then did two damage, taking two himself from the Karmic Fate upgrade. Shadow Emissary moved up to position for Outflank. Brin did his thing at some point and more importantly slowed Yasunori. More shots fired at Ama, Yasunori, and now the Emissary. Scoring: TT 2 (1 TW, 1 Outflank) - BAY 2 (1 TW, 1 Hold Up) Turn 3: Kin won initiative. Merris flies up near Francois, then drops four shockwaves on Asami and the Emissary, for 4 Damage a pop… that’s four for 4!!! OMFG!!! So, I had a great hand once again, even better than the Turn 2, see picture: (Picture is of 13, 13, 13, 12, 10, 8, 7) The TN was 13, so I used the 8, 10 and 12 because she failed all four of the flips, while the Emissary made all of his. Asami stoned to reduce the damage to two. Wowsers! So, then Ama went. She ate a young and the Bayou Gremlin healing four damage. Francois then targeted the Akaname before he could walk up and tarpit, which also flipped the TW marker to neutral. I should’ve kept the Akaname wide and used him to set scheme markers for Leyline, ugh! Poor decision. Asami then went. She walked up and summoned an Obsidian Oni into position so that it was engaging Ophelia and Francois but outside of the two inch blast radius so he didn’t hurt Ama. Asami then walked back into cover. Ophelia finished Ama, taking all four of her attacks to kill her. Mistake here… Ophelia was slow… and the player forgot as he was using the app on his phone to keep track and I completely forgot. Ugh... Obsidian Oni then went, killed a Young then exploded doing damage to Francois and Ophelia and killing the other Young. When I first activated him I thought about attacking Francois, but Francois has a positive flip against that situation, so then I panicked and chose wrong. I should’ve just attacked Francois, especially if I was going to do two attacks and blow up. Another poor decision on my part. Francois moved up and took a shot at Yasunori. Yasunori attacked Brin with his one attack, missing. Big Brain Brin did his thing then slowed the Yasunori, again. Minako summoned a Katashiro then moved back into cover. Raphael shot and hit the Katashiro but left it alive. Thinking to prevent Power Ritual, the Katashiro moved up to engage Raphael and attacked once off of a charge because it was slow after being summoned. This was another error. I should’ve pulled the Katashiro back into cover and used her for Leyline or Outflank. Pere moves up to try to get in range of Minako next turn. Amanjaku charges him and does some damage. Emissary flies back and drops a scheme marker for leyline. More shots fired because they can. Scoring: TT: 2 - BAY: 3 (1 TW) Turn 4: Oni win Initiative. This turn started with the Emissary because my hand was horrible. Second attempt was not much better. Emissary charged Merris to hopefully prevent shockwave madness again. Emissary was able to hit taking Merris down to half. Raphael was able to kill the Katashiro, but needed two AP to do so. Asami lays down a scheme marker then moves up to see Merris. She uses Reaching Tendrils attack on her and gets the Coordinated Attack trigger allowing the Emissary to end Merris. Rami takes some shots at the Emissary, hitting once. Yasunori, slowed, and not having much luck vs Brin… I decide to try to disengage… WHY!? I royally messed up on this as he can easily get out of engagement with Wind’s Wrath. Doh, I was tired and stressed and OMG!!! So, Brin was able to reduce Yasunori’s movement by 4”, which was the Yasunori’s slowed action. I was thinking to get him free to go pick up to deny a Power Ritual point. It didn’t actually matter. In my attempt to deny, I really just pointed out that my opponent was needing to complete it to score, which he then remembered to do so. Bad planning again. Francois wailed on the Emissary getting him down to 2 wounds. I used a pass token, and Ophelia moved three times towards a corner, but didn’t get close enough to score, but she was close enough to use her hipshot to kill Minako. I used another pass token. Brin went, slowed the Yasunori again, both flipping 13’s, ugh. I used another pass token, then Pere Ravage tried to take on the mighty and manipulative Amanjaku. Amanjaku laughed at him, twice. Amanjaku removed a point of flicker from himself, then gained it back to get a positive to hit Pere. Pere laughed in return. TT:2 - BAY: 4 (1 TW) Turn 5: Francois kills the dragon as the burning took it down to HTK. Asami needed to have summoned the previous turn to be able to get someone in position to lay down the third marker for leyline. She could not get past Francois and lay it down herself. Yasunori was slow and couldn’t get it done, though beating on Brin would have been smart to try to deny the fourth point of TW. Ophelia walked up and placed a marker for Power Ritual. Game over. TT: 2 - BAY: 6 (1TW and 1 Power Ritual) Lessons learned and hopefully remembered in the future.
  2. Ten Thunders vs Arcanists Asami vs. Marcus Flank Deployment, Turf War Demo Scheme Pool: Search the Ruins, Vendetta Ten Thunders: Asami with Trained Ninja Amanjaku Ama No Zako Yasunori with Silent Protector Shadow Emissary Ohaguro Bettari Vs. Marcus Jackolope Cojo Sabertooth Cerberus with Soulstone Cache Slateridge Mauler 2 Molemen Myranda Flank Deployment - Table was setup for turf war. There was a large abandoned church that took about a sixth table. There were two dense, severe forest patches and a severe, hazardous pool. There were 6 or 7 smaller buildings spread out with a couple tall walls and lots of scatter terrain. Vendetta targets turned out to be the Ohaguro on Cojo, and Myranda on Ama No Zako. Ohaguro was given about 13” of movement by Asami's summoning of an Akaname which moved her with her Drawn to Essence ability. The other 6” was due to a reaching tendrils attack by Asami. Then the Hag made a Diving Charge at Cojo through a wall. It was beautiful, taking him down to just below half on two attacks. Ama No Zako and Amanjaku soaked many enemy AP from Slate Ridge, Myranda, and the Sabertooth Cerberus. The Sabertooth Cerberus red jokered damage on the Emissary, but HtK kept him alive. The Emissary’s card fishing technique never quite worked well. Ama Dark Bargained him on first turn, but then she had to cheat to get the suit, and then he had to cheat to get it to go off, so in the end it was a 5-card draw for the first time, and then he had to cheat again to draw four cards on his activation. Not great. Second turn, he couldn’t get it to go, as I didn’t have the card. He died third turn before he could activate. So, not a great run for him and that ability. Another problem was Asami’s summoning of Akaname on turn 1. She was able to summon two, got the trigger to take the damage to prevent flicker. On their activations, they laid a scheme marker down for her to eat (An action I now know is not legal as summoned models cannot take the interact action on the turn that they are summoned), then did their bonus action and ate the resulting marker to get Poison +3, finishing their first activations with 2 flicker. On turn 2, Asami healed up the four damage eating the scheme markers then summoned an Obsidian Oni into engagement with the cerberus and jackalope. Asami then removed a flicker from one of the Akaname and gave it focus. The Akaname activated later and got slowed up in severe terrain, and it seemed a waste. Scheme running wise a Katashiro or Tengu would have been better suited. The poison/flicker prevention mechanic of the Akaname is not great. Perhaps starting with one, instead of summoning it would have been best. They are probably better used as tarpits. Lesson learned. That Akaname was trying to move into engagement with a moleman, but it didn't work well. Arcanists win 4-3 with two from turf war, 1 from vendetta and 1 from search the ruins. Ten Thunders got 1 from turf war and 2 from Vendetta, none from search the ruins. But it was Demo and the Arcanist was glad to get the win and chomping at the bit to schedule a full game.
  3. Ten Thunders vs Arcanists Asami Tanaka vs. Toni Ironsides Flank Deployment, Turf War Demo Scheme Pool: Search the Ruins, Vendetta Ten Thunders: Asami with Trained Ninja Amanjaku Ama No Zako Yasunori with Silent Protector Shadow Emissary Ohaguro Bettari Vs. Arcanists: (This was played by a new player and I don't have a soulstone miner or Howard for the crew. Otherwise, they would both be in the crew) Toni Ironsides Mouse The Captain Amina Naidu 2 Gunfighters Union Miner Flank Deployment - Table was setup for turf war. The table had several areas of Dense forest intermixed with small buildings and a couple small hazardous terrain just on either side of the central turf war marker. There were lots of scatter terrain, as well. This was a demo and was the Arcanists’ player’s second time playing, though the first time, he didn’t make it through the first turn before having to leave. This game was also cut short after turn 3 with Ten Thunders winning 4-3, with 2 from strat for both and 2 for Vendetta for TT with Ohaguro on The Captain, and 1 for Vendetta for Arcanists with Amina on Ama No Zako. Arcanist player decided Ama No Zako was too powerful to leave alive so killed her top of turn 3 without Amina being able to get close enough to do damage. The Emissary’s card draw worked better today than yesterday and it helped having a card to cheat if needed, but flipped an 11 of mask to get the trigger for Ama’s Dark Bargain. Toni and the Captain were in range of Asami, so moved up, summoned a Jorogumo then used Reaching Tendrils to push the Jorogumo into engagement with the Captain. The Captain wailed on it and used Knock Aside on it. The Jorogumo then charged in attacking a Gunsmith, one of its favorite things to chew on. Toni then got involved killing the Oni, then did Bring It on Ama No Zako. Then Toni finished with Intimidate on Ama No Zako, because well, the Oni’s terrifying. Turn 2, Toni was tough to handle but I was able to move her away from The Captain with Ohaguro’s Lure and then used Divine Charge to charge The Captain. Flickered attack got the Hag a straight flip and cheated in the red joker for damage. Then declared Vendetta. Toni charged Ohaguro and engaged Ama No Zako to keep Ama from finishing off the Captain with her Caught In the Ring Ability. Asami summoned another Jorogumo which then popped Ohaguro out of danger and into concealing terrain and into base contact with a turf war marker. Asami then did a Mother’s Love on Ama No Zako and the Jorogumo. The injured Gunsmith killed Amanjaku with one shot and then pinged the Jorogumo. The Jorogumo charged, but actually placed into engagement (with Asami's Violation of Reality ability) with the Captain and Toni tying them up once again. Toni took 7 damage after shielding (from Amina) and using adrenaline from the one flickered attack with one benefiting from a focus. But the Jorogumo also died on the second attack as Toni took the hits, but popped right back for red joker damage on first and then moderate killing the jorogumo. It was a tough day in the ring for the Jorogumo, but that was its purpose. Better something that was summoned than Ama or Ohaguro or Asami herself. The Yasunori schemed and flipped turf war markers. The Emissary flipped turf war marker and then charged a Union Miner who was unimpressed with the dragon’s stompiness or fighting prowess. And then the game was called as the opponent needed to go. But he definitely loved the game and is already looking at other crews, specifically Euripides.
  4. Hi All, I'll be posting WIP and finished crews revolving the Ten Thunders faction, and hopefully get some helpful tips and tricks from the more experienced painters out there. As an introductory, and something that will be the main focus for a week or two, I'll be posting my progress for Lucas McCabe's crew, the Relic Hunters. Just primed the whole crew white, and started on the flesh base for them. Almost done Dismounted McCabe, and its mostly just the basing for him. I'm liking painting Heroic scale, much less constrained by the tiny details of 25mils. (EDIT: Didn't even noticed he had a blotch on his chin. Fixed it!)
  5. Typing is arduous, so I thought I'd share my thoughts on the new master releases in video format. Titania - Asami Tanaka - Zipp - Parker Barrows - Nellie Cochrane - Sandeep Desai - Reva -
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