Sirva Posted September 6, 2016 Report Posted September 6, 2016 So i made a mistake. I couldn't help but i found myself buing a box of Jorogumo, just for the how good the models looks, without being able to stop myself. I'm usually a NB player, i've a decent number of game with the NB Lynch, but i feel the big spidery tingy a little too pricy for a crew who needs 2+ illuminated and a beckoner (i really don't know if is a good core even fora TT Lynch crew) So i'm really interested if you field usually more than one Jorogumo and with wich masters 1 Quote
Mutter Posted September 6, 2016 Report Posted September 6, 2016 So far, it seems it's Asami & McCabe ... Here is some more info: Quote
InvokeChaos Posted September 6, 2016 Report Posted September 6, 2016 I don't think you need a beckoner at all in 10T lynch, and I usually only run one illuminated. I like having another heavy beater besides Huggy, and Joro fits the bill. Plus Lynch's hand manipulation helps out their Ml5. They are minion hunters extraordinaire and they are a lot harder to shift than your opponent wants them to be. Quote
Tapdancer Posted September 6, 2016 Report Posted September 6, 2016 So i made a mistake. I couldn't help but i found myself buing a box of Jorogumo, just for the how good the models looks, without being able to stop myself. I'm usually a NB player, i've a decent number of game with the NB Lynch, but i feel the big spidery tingy a little too pricy for a crew who needs 2+ illuminated and a beckoner (i really don't know if is a good core even fora TT Lynch crew) So i'm really interested if you field usually more than one Jorogumo and with wich masters When she comes out Asami box set is a must to purchase, you will probably summon in 2 a game most of the time, the Yoki are both brilliant models and a joy to play with on the table. Quote
Kbonn Posted September 6, 2016 Report Posted September 6, 2016 Asami, McCabe and Brewmaster help Jurogumo the most. Quote
ArcticPangolin Posted September 7, 2016 Report Posted September 7, 2016 Asami, McCabe and Brewmaster help Jurogumo the most. Is it Brewmaster's Obeys and Binges that help them out? Quote
Eclipse Posted September 7, 2016 Report Posted September 7, 2016 Is it Brewmaster's Obeys and Binges that help them out? No, it's the 'Swill+x' condition that he can give out like candy at Ca7 no . It puts a model on until EoT for each -stack- of the condition. Something that is flipping or on the defense should be much easier to take down with the Jorogumo's Ml5, right? 1 Quote
ArcticPangolin Posted September 7, 2016 Report Posted September 7, 2016 Ah yes, that too. Many thanks! Quote
Kbonn Posted September 7, 2016 Report Posted September 7, 2016 Exactly Eclipse. But the Obeys don't hurt either, moving them up, or taking an attack with them can be sweet too. Don't forget an obey attack can trigger "Eat your fill" even though it is out of activation. 1 Quote
Eclipse Posted September 7, 2016 Report Posted September 7, 2016 Exactly Eclipse. But the Obeys don't hurt either, moving them up, or taking an attack with them can be sweet too. Don't forget an obey attack can trigger "Eat your fill" even though it is out of activation. It's just that I prefer Obeying for ranged/Ca actions most of the time and so I usually don't consider this option I'd be more likely to Obey the enemy to get out of position or just tell a Samurai to shoot and not take damage in case of a miss. 'Eat Your Fill' out of activation is a nice catch. Quote
Rurouni Benshin Posted September 7, 2016 Report Posted September 7, 2016 4 hours ago, Kbonn said: Exactly Eclipse. But the Obeys don't hurt either, moving them up, or taking an attack with them can be sweet too. Don't forget an obey attack can trigger "Eat your fill" even though it is out of activation. I would prefer McCabe over the Brewmaster, if you're considering all your options. 1 AP from McCabe would give Jorogumo an extra activation, plus 2 AP to do as he pleases, whereas with Brewmaster, you're essentially swapping each of his AP to give them to Jorogumo. With McCabe, I also like to bring Master Queeg, since Jorogumo has A-MAZING (0) actions. An extra Vicious Bite or 2" push out of activation is pretty nifty. Throw in "Promises" on someone, and "Badge of Speed" on Jorogumo, and you've got an incredibly strong minion with good attack chances and a lot of AP each turn. Quote
Tokapondora Posted September 7, 2016 Report Posted September 7, 2016 For Brewmaster, I'd say there's better models of similar cost that the obeys and swills help more. I'd only consider the Jorogumo if I absolutely had to have some sturdy minions. Quote
Kbonn Posted September 7, 2016 Report Posted September 7, 2016 44 minutes ago, Rurouni Benshin said: I would prefer McCabe over the Brewmaster, if you're considering all your options. 1 AP from McCabe would give Jorogumo an extra activation, plus 2 AP to do as he pleases, whereas with Brewmaster, you're essentially swapping each of his AP to give them to Jorogumo. With McCabe, I also like to bring Master Queeg, since Jorogumo has A-MAZING (0) actions. An extra Vicious Bite or 2" push out of activation is pretty nifty. Throw in "Promises" on someone, and "Badge of Speed" on Jorogumo, and you've got an incredibly strong minion with good attack chances and a lot of AP each turn. Yes... I listed McCabe before Brewmaster in my first reply. The OP had follow up questions RE: brewmaster. Quote
Sirva Posted September 7, 2016 Author Report Posted September 7, 2016 On 9/6/2016 at 6:23 PM, InvokeChaos said: I don't think you need a beckoner at all in 10T lynch, and I usually only run one illuminated. I like having another heavy beater besides Huggy, and Joro fits the bill. Plus Lynch's hand manipulation helps out their Ml5. They are minion hunters extraordinaire and they are a lot harder to shift than your opponent wants them to be. Well, now i'm very intrested in what core model you use in TT lynch On 9/6/2016 at 6:41 PM, Tapdancer said: When she comes out Asami box set is a must to purchase, you will probably summon in 2 a game most of the time, the Yoki are both brilliant models and a joy to play with on the table. Indeed, the Yokai models are amazing, and from the preview i've seen around fun to play. Since also obsidian oni are some models i really like to have, seems like Asami is a good choice when she 'll be out. I'm also happy to know thant McCabe is a good master for the joro, i took the nightmare box and now i'm more puzzled than before if opening and play it. Quote
InvokeChaos Posted September 7, 2016 Report Posted September 7, 2016 51 minutes ago, Sirva said: Well, now i'm very intrested in what core model you use in TT lynch In 10T, I usually use either Yu or the Emissary as a core in addition to one illuminated and a heavy beater of some kind. I've been running Lazarus lately, just for fun. But it's worked out well. Quote
Rurouni Benshin Posted September 7, 2016 Report Posted September 7, 2016 I use Sensei Yu and Mr. Graves. You could replace Mr. Graves with someone who's equally as efficient at hitting things (Kang is also a good option), but I find he fits the bill well enough. Quote
Sirva Posted September 7, 2016 Author Report Posted September 7, 2016 56 minutes ago, InvokeChaos said: In 10T, I usually use either Yu or the Emissary as a core in addition to one illuminated and a heavy beater of some kind. I've been running Lazarus lately, just for fun. But it's worked out well. i'm interested in getting Lazarus for his obvius synergy with Collodi... but i cant find any sinergy with Lynch... aside of having a big, scary, loaded granade launcer? Well it seems a reasonable crew core Lynch+Sensei Yu+1 Joro with smoke granade Quote
InvokeChaos Posted September 7, 2016 Report Posted September 7, 2016 Joro are minions so no go on smoke grenades. And yeah, pretty much. Lazarus in 10T can wear Recalled Training, and he has rapid fire. Lynch loves to pitch aces to that. And seeing as Lynch helps you fix your hand, you've got a powerful, beaty model that's hard to shift and doles out some serious damage. Quote
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