tadaka Posted July 18, 2016 Report Share Posted July 18, 2016 Curious if any one has combined these 2. McCabe has some amazing effect with cheep models smashing face turn one and if the dog or wastrel gets killed off out pops this beast. Has any one tried this for any solid results? Quote Link to comment Share on other sites More sharing options...
InvokeChaos Posted July 18, 2016 Report Share Posted July 18, 2016 I will now! But seriously, that seems like a good idea. It feels like my theoryfaux jurogumo bomb with misaki and yamaziko that I've been wanting to try in mccabe. Just run something in to cause havoc and bring your beatstick buddy, hehe. Quote Link to comment Share on other sites More sharing options...
Mutter Posted July 19, 2016 Report Share Posted July 19, 2016 Slightly OT, but ... 9 hours ago, InvokeChaos said: It feels like my theoryfaux jurogumo bomb with misaki and yamaziko that I've been wanting to try in mccabe. I have used the 'Three Jorogumo' with Yamaziko, but I felt that with McCabe it was a bit redundant. I'd love to hear any experiences with Misaki. We even have a thread about it: Quote Link to comment Share on other sites More sharing options...
Skitt_Happens Posted July 19, 2016 Report Share Posted July 19, 2016 I keep feeling that, somewhere out there, there is an amazing 10T/Killjoy list. There should be, because Killjoy with Recalled Training is serious brown trousers time. The issue is finding a reliable and cheap delivery method. So much in 10T is expensive with out sacrifice mechanics... Although maybe we shouldn't look for this: look what happened to the rats! Quote Link to comment Share on other sites More sharing options...
Myyrä Posted July 19, 2016 Report Share Posted July 19, 2016 If I absolutely had to play Killjoy in TT, I might go with something like this: Ten Thunders 50ss Crew Lucas McCabe -- 7ss +Badge Of Speed - 2ss +Promises - 1ss +Glowing Saber - 2ss Luna - 4ss Guild Hound - 3ss Guild Hound - 3ss Guild Hound - 3ss Guild Hound - 3ss Killjoy - 13ss +Recalled Training - 1ss There's still 15ss left over that can be used to include your favourite minions or whatever. If your opponent doesn't have a lot of shooting, he will be quite hesitant to kill your hounds, and even then you can kill one of them yourself. Quote Link to comment Share on other sites More sharing options...
Skitt_Happens Posted July 19, 2016 Report Share Posted July 19, 2016 Hm. @Myyrä that's a good start. First addition would be a katanaka sniper. Go late in the turn to execute a hound (either two shots for min damage, or one focused shot, cheating down to get severe/moderate + crit strike). Need another beater to follow Killjoy in. How about this: 50 SS Ten Thunders Crew McCabe + 4 Pool - Badge Of Speed (2) - Elixir Of Life (2) - Promises (1) Luna (4) Killjoy (13) - Recalled Training (1) Jorogumo (9) Katanaka Sniper (7) Guild Hound (3) Guild Hound (3) Guild Hound (3) (exported from CrewFaux) It doesn't have the activation control of a Ratjoy list, but here's the premise: activate everything except the sniper and the sacrificial hound. McCabe puts black flash on the sacrificial hound and gives the badge of speed to the jorogumo. Luna moves ahead of sacrificial doggy. 3rd last activation: move sac dog into Luna's aura. 2nd last activation: move sac dog into opponents face and preferably within 14" of Sniper. Last activation: if you've got the cards, focus shoot sac dog to guarantee 4 damage, otherwise 2 unfocused shots with the dog relenting. Last activation +1: Killjoy does what Killjoy does. Turn 2, Killjoy activates first, dropping RT. Dropping it here will give more benefit than a turn 1 drop. Jorogumo should be in position to follow closely in. McCabe then starts reactivating Jorogumo and handing out upgrades as required. Opponent has two devastating and self-healing monsters the they must deal with... Which eventually they will, but remaining 2 hounds and Luna should easily be able to complete schemes without too much harassment until then. Just a thought. 3 Quote Link to comment Share on other sites More sharing options...
Mutter Posted July 19, 2016 Report Share Posted July 19, 2016 Very devious, I like ... Quote Link to comment Share on other sites More sharing options...
InvokeChaos Posted July 19, 2016 Report Share Posted July 19, 2016 8 hours ago, Skitt_Happens said: I keep feeling that, somewhere out there, there is an amazing 10T/Killjoy list. There should be, because Killjoy with Recalled Training is serious brown trousers time. The issue is finding a reliable and cheap delivery method. So much in 10T is expensive with out sacrifice mechanics... Although maybe we shouldn't look for this: look what happened to the rats! If you're hunting for a nice killjoy list, my first model to reach for would be one that you're planning on throwing away: the Lone Swordsman. He reactivates to kill himself (if you don't kill your target which you can intentionally do), he's a priority target for your opponent because if left unchecked he's monstrous, and did I mention he's an utterly destructive singular force? Hurl him into your opponent and reactivate, then laugh at the sophie's choice: 1) let him reactivate and possibly kill more; intentionally sacrificing himself to bring out killjoy 2) waste resources putting him down... to bring out killjoy 11 hours ago, Mutter said: Slightly OT, but ... I have used the 'Three Jorogumo' with Yamaziko, but I felt that with McCabe it was a bit redundant. I'd love to hear any experiences with Misaki. We even have a thread about it: I will be doing lots of joro shenanigans when I get back from work in september (sigh) so I will be sure to post my experiences! 1 Quote Link to comment Share on other sites More sharing options...
Gottkaiser Posted September 11, 2016 Report Share Posted September 11, 2016 I tried myself on a Houndjoy list 3 times this week: against Gremlins (Brewmaster), against Neverborn (Titania) and against 10T (Shenlong). To be honest, Killjoy was always nice, but in fact most of the time the Missile Hound was what annoyed my opponent most. My list was: McCabe (Badge of Speed, Strangemetal Shirt) Luna Killjoy (Recalled Training) Shadow Emissary (Conflux of Exploration, Glowing Sabre for free) Jorogumo 3 Guild Hounds Against the Gremlins, I black jokered the Sabrer toss to the Hound, but he charged the jorogumo with his rooster rider. In return the Jorogumo killed the rooster rider an then pushed and charged Wesley (he got the Shirt from McCabe). The Hound Charged and killed Burt Jebsen and did 2 Damage on a Moon Shinobi. It took until turn 3 that Killjoy made the field. But at that time, he only had Brewmaster, 1 Moon Shinobi and Lenny left, everything else had been killed, with the Hound being my only loss. We ended the game end of turn 3. Against the Neverborn the Hound charged into Tooth (or Thorn?) but she pushed away with a marker. So I charged in again, but same thing again. Titania finished the Hound, popping Killjoy and giving 3 Points for frame for murder. My opponent failed to concentrate on Killjoy, thus he could heal up quite easy. McCabe killed Titana, Killjoy killed Tooth (or Thorn?), the Emissary killed claw (using his double focus for max damage as he had only 4 HP left). In the end, the game was close and if my opponent had concentrated more on Killjoy, he might have put him down, which would have turned the game quite a bit. On the oterh hand, my charge with the Houd was badly executed, catching me in more than one Melee zone. The shortest game was against the 10T. I missiled my fast Hound against the Dawn Serpent and put him down after reactivating. I had 1 AP left, so I nimbled over to Shenlong and slapped him a little. He attacked back and would have missed, but I cheated in an ace and he gave me 3 damage. He realized what I was up to, so he used the wandering river style to push the Hound away (on the second attempt). Next round I got Initiative, the Hound charged an Obsidian Oni, killed him in one go and, thanks to the explosion, popped Killjoy (and Frame for murder). High River Monk slapped Killjoy a little, who in return onehitted him (he had suffered from the Oni explosion) and chain killed a peasant. When my Jorogumo moved out and killed the other High River Monk, we called it a game, as he had only Shenlong, Sensei Yu and one Obsidian Oni left. I must say, the Missile Hound is more than brutal. It takes a little setup, but I can't see how to stop this from happening. If I was a little bit more careful, I wouldn't loose the upgrades all the time, but even with that, it was always more than worth it for me. Killjoy is the icing on the cake for this, as the opponent really starts to think if it's a good idea to kill that poor little doggy Quote Link to comment Share on other sites More sharing options...
InvokeChaos Posted September 11, 2016 Report Share Posted September 11, 2016 Just need to throw death contract on Killjoy now Quote Link to comment Share on other sites More sharing options...
spooky_squirrel Posted October 1, 2016 Report Share Posted October 1, 2016 What about clockwork traps as forward targets (somewhere where they mess with the overall strat, ideally), with a hound as a backup plan in case your opponent doesn't bite? Quote Link to comment Share on other sites More sharing options...
Gottkaiser Posted October 1, 2016 Report Share Posted October 1, 2016 They could work nicely, but my opponents tend to ignore them. Maybe it's just my bad placement, but my opponents rarely bother to take care of them and thus I would always be in the need of a hound. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.