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Tengu vs. Ten Thunders Brothers as scheme runners


Somnicide

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Brothers live longer, they aren't significantly slower, and they provide an aura that protects your scheme markers. It isn't even a contest most of the time. Tengu are better at eating up opposing scheme markers, which is something worth considering, but I always take a Brother first and then consider adding a tengu.

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Tengu are just too fragile. I may take them occasionally if I really need their marker removal, but since I'm playing mostly Asami these days, I can usually summon one if I need it. Brothers are my go-to scheme runners - they are sturdy and mobile and have the added benefit of protecting the markers after they're placed.

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I'd agree on Tengu, but Yokai are surprisingly good as hires. The amount of flexibility they have by gaining and spending Flicker in different ways, and the free place they get whenever it ticks down, makes them quite effective as scheme runners. I'm still likely to take the Brothers most of the time unless running Asami, but I wouldn't write the Yokai off.

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In probably 120 or more games, I've never hired a Tengu.  They only seem particularly great as a pair because of the scheme marker movement shenanigans, which is 8 stones of models that just crumble when poked.  I usually instead opt for a more durable 5-7 stone investment of a Brother, Chiaki, or an Illuminated depending on what I think I'll be facing and what's happening with the rest of the crew.  Or another great combination for dedicated scheme markers in a pool with something like Search the Ruins, Set Up, or Hidden Trap is a Shadow Effigy at 4 stones telling itself to remember the mission and dropping 2 markers and possibly remembering the mission again to drop a third on the next turn, then Sensei Yu can move the markers around along with a fast beater or something.  Brothers are just great because of how versatile and survivable they can be, though they're not the greatest at killing off opposing scheme runners (min damage 1 and Ml 5 kinda suck), but they can tie them up with potential armor, healing, or a 4" engagement range.  I guess I more use Brothers as diversions with the possibility to do schemes anyways, but, in any seriously schemey pool and especially in Squatter's Rights and Stake a Claim, Guild Hounds at 3 stones each and walk 6 (sometimes 7 if they activate near Luna) are the best scheme runners.  So I guess, 92% of the time I actually choose neither a Tengu nor a Brother, as I've hired Brothers in around 10 games.

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I have tried both models, and have had varying degrees of success with both.  I usually will take a couple of Tengu if i want a couple of cheap activation when I'm not running McCabe, and i take the T-Bros if i know I'm going to need to protect my scheme markers.  Honestly though, i normally don't take either model.

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9 hours ago, Gort77 said:

I have tried both models, and have had varying degrees of success with both.  I usually will take a couple of Tengu if i want a couple of cheap activation when I'm not running McCabe, and i take the T-Bros if i know I'm going to need to protect my scheme markers.  Honestly though, i normally don't take either model.

I see Thunder Brother as a relatively cheap activation that's sturdy enough to stay on the table for a good while. What do you use in his place or do you prefer more elite crews?

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Different models, different roles. As far as I'm concerned it's not a question of whether you'd take one over the other, but what job you want that model to do. 

I take the Tengu in my 10T crews quite alot, but that's because they're so good at removing scheme markers and hence denying VP to my opponent. 

10T Bros are much better at running up flanks, placing scheme markers and keeping those markers around despite your opponents efforts. So that'll usually be what i take one for. 

Realistically though, the 10T bro is competing with the Low River Monk, Wandering River Monk, Yokai or Oiran. 

The Low River Monk is better at planting markers in the middle of fights, while the Wandering is costly, but far more evasive and better at getting those markers to remote parts of the board. The Yokai is amazing for scheme running, getting across the table fast and dealing far more damage than a 5ss model has any right to...so long as you're cool with it not surviving the game. Scheme running is kind of a secondary purpose for the Oiran, but it's very capable of it if you can consistently give her fast with the hidden agenda upgrade.

All have their place and their reasons to be taken. It's just a matter of deciding exactly what you want to do with the model in that slot. ;) 

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