Wyamphri Posted August 12, 2019 Report Share Posted August 12, 2019 Gonna try my hand at my favorite tt master lynch, finally, in a day or so. Never played him, so are there any tricks that aren't obvious, general advice, must takes, etc you've found with him? Quote Link to comment Share on other sites More sharing options...
Yew Arcane Posted August 12, 2019 Report Share Posted August 12, 2019 Remembering to take advantage of rig the deck. That mechanic is core to how lynch works. 1 Quote Link to comment Share on other sites More sharing options...
yames Posted August 12, 2019 Report Share Posted August 12, 2019 So my advice is always, don't be afraid to shoot your own models with Lynch's gun to get the tomes trigger to place huggy. Why risk the miss? And depleted are perfect at taking a bullet for the team. ( Also applied to Gwen's draw out secrets trigger) 2 Quote Link to comment Share on other sites More sharing options...
CD1248 Posted August 12, 2019 Report Share Posted August 12, 2019 I think Lynch makes good use of the more expensive Versatiles due to Huggy's Obey. An extra shot with Fuhatsu, an out-of-activation Yasunori charge, that sort of thing. 1 Quote Link to comment Share on other sites More sharing options...
frumpypigskin Posted August 12, 2019 Report Share Posted August 12, 2019 I've recently picked up lynch as well an was wondering what strategy should I be looking out for to try him with first? Any schemes that he/his crew are particularly good at? I've got his keyword except Gwen and Kitty Quote Link to comment Share on other sites More sharing options...
Khvoto Posted August 12, 2019 Report Share Posted August 12, 2019 I find him effective against any crew without any easy way for +flips, making your opponent having to spend actions to concentrate to target your models (Lynch and Beckoners) is removing their ap from scoring points. What I find hard for him scheme-wise though is breakthrough, as they are a pretty slow moving keyword until kitty is released. I haven't gotten to try him against all schemes thou, so I can't answer for all. The list I've been using most is: Lynch Huggy Gwen Beckoner - trained ninja (to be deployed within 12" of whatever model I feel I need to get moving forward turn one) Beckoner Illuminated Illuminated Tannen (or a wandering Monk, if I need to accually be scheming at two different places at once like harness, outflank and the like) You could also send huggy away, and with the trigger on lynch gun, he will always threaten anyway) 1 Quote Link to comment Share on other sites More sharing options...
Wyamphri Posted August 12, 2019 Author Report Share Posted August 12, 2019 Very similar to list I was theoryfauxing up for this week. Is 9 ss really needed though? Quote Link to comment Share on other sites More sharing options...
Khvoto Posted August 12, 2019 Report Share Posted August 12, 2019 Absolutely not, but in my meta 8 models is the norm, and I don't want to give up a pass token from the get go, you can easily add some more upgrades tho 😁 1 Quote Link to comment Share on other sites More sharing options...
Wyamphri Posted August 12, 2019 Author Report Share Posted August 12, 2019 As for the Beckoners, do you find you need both, or is that more for certain schemes and strats? Quote Link to comment Share on other sites More sharing options...
Khvoto Posted August 12, 2019 Report Share Posted August 12, 2019 In my mind they are more about getting your own models in place to spend their ap interacting or attacking, while also creating bubbles where your enemy can't interact for the low cost of a brilliance. I don't think I've ever used the beckoners lure on an enemy yet in M3E 🤔 I think of it as an action economy, if I can move a model before activating, while also hopefully creating a no interact zone for the enemy, it's great! 2 2 Quote Link to comment Share on other sites More sharing options...
zavros Posted August 12, 2019 Report Share Posted August 12, 2019 2 hours ago, Wyamphri said: As for the Beckoners, do you find you need both, or is that more for certain schemes and strats? You should take both. They are just that good for the cost. Quote Link to comment Share on other sites More sharing options...
Wyamphri Posted August 12, 2019 Author Report Share Posted August 12, 2019 Lynch's crew list feels like it's pretty locked in. Lynch Huggy Beckoner x2 Tanen Gwen Illuminated x2 Then maybe a couple upgrades. Quote Link to comment Share on other sites More sharing options...
Yew Arcane Posted August 12, 2019 Report Share Posted August 12, 2019 2 hours ago, Wyamphri said: Lynch's crew list feels like it's pretty locked in. Lynch Huggy Beckoner x2 Tanen Gwen Illuminated x2 Then maybe a couple upgrades. If you're doing a killy strategy and scheme pool switching graves in is useful. 1 Quote Link to comment Share on other sites More sharing options...
FrostHunter Posted August 12, 2019 Report Share Posted August 12, 2019 My basic Lynch roster is: Lynch with trained ninja Huggy with Silent Protector (if enemy has too much shooting) Gwen Kitty Tannen with Trained Ninja (if enemy has too much shooting, otherwise rather silent protector) Sun Quiang Beckoner Beckoner Cache 2-6 For first turn - Kitty pushes Beckoners where they need to go (+2" from Tannen for one Beckoner) and eat brilliance from one to push hersefl 5", then Beckoner lures the rest of the crew (Huggy is mobile enough to move by himself) using Reposition - first lures should touch the Kitty so free brilliance and extra 2" movement for one model per activation, then during activation of rest of the crew scatter according to plan. Eventualy through the activation i want to filter for two medium masks to focus spam from Sun Quiang and/or pushes from Lynch. From second turn i' ve always spammed brilliance from Beckoners on enemy and summon at least one model (usually the illuminated). You have a lot of mobility and ways to mess up with opponent's positioning (all models has their ways to move somehow the enemy), also you can pack a punch as you will spam brilliance a lot so Huggy will be always on positive flips, Gwen +2 dmg, Kitty's draw essence can be murderous with a lot of brilliance around. Kitty, Gwen and Sun Quiang have their ways to drop scheme markers near opponents models so it should help in some schemes. O, and there is quite healing. This roster has one major drawback - shockwaves - for first two turns you are rather clumped together and i feel that shockwaves are quite powertful if not slighty overpowered as they cancel stealth and have pretty high TN values to defend while low TN to cast. Also as we' ve lost the armor from whole crew we are not as tough as previous. For strategies: Reckoning - quite fun, but high amount of high quality that are so tempting to hire Henchmens may be risky (damm Perdita and enforcers spam - don't do that!) - use minons spam. Corrupted Idols - lure/reposition already activated enemy model to Idol than obey from Huggy aaaaand... smile! Access to lot of mobility, repostioning the enemy, healing, some summoning - what to not love? Plant exposives - Look up for Corrupted Idols. Turf war - I prefer some more shooty crew, but... look up for Corrupted Idols. Schemes - all are quite duable, with some difficulties for - Hold up Their Forces (many high cost models, Beckoners don't like to be engaged with enemy), Power Ritual (maybe no, but i hate that scheme), Outflank (you are rather bubble crew). 12 hours ago, CD1248 said: I think Lynch makes good use of the more expensive Versatiles due to Huggy's Obey. An extra shot with Fuhatsu, an out-of-activation Yasunori charge, that sort of thing. I would rather pass on versatile models, we have a lot of good/freat henchmens, and for versatile mininons i've would point the McCabe. 2 2 Quote Link to comment Share on other sites More sharing options...
Khvoto Posted August 12, 2019 Report Share Posted August 12, 2019 Good to remember about Shockwaves is that the illuminated have their own Shockwave with a 2" range, so If you meet stealth och grouped up opponents, go blow them up 😉 Oh , and if you bring Graves, don't forget to keep him away from the rest, as black blood is still as annoying as always 1 Quote Link to comment Share on other sites More sharing options...
Wyamphri Posted August 12, 2019 Author Report Share Posted August 12, 2019 Thanks for the advice! Game went well against levi in reckoning, we both picked harness and search the ruins. I won 7-4. Him shutting off my healing made me sad but tannen likes the word no alot and most of his attacks didn't make it through all the duels and after I ate his hand, I started handing out slow to his key models, and denied him quite alot of scheming Quote Link to comment Share on other sites More sharing options...
Cursed25 Posted August 13, 2019 Report Share Posted August 13, 2019 Tannen is a must have! I've found he is the model my opponents really hate and they really want to focus him! but with all the mobility we have (beckoners, Graves, Kitty, Huggy's obey) it's easy to protect him and keep opponent inside his auras of doom! ahah! It's really easy to mess with opponent placement and when a model his surrounded by Tannen, Lynch and a beckoner auras it's a nightmare for him! Silent Protector on a beckoner is really strong too! take the hit is golden and the challenge bonus action can be really strong! Also hard to kill is always nice! For me it fits because I like to keep one beckoner near the deathball (Lynch, Tannen, Graves, etc) so if a scary model threatens Lynch or Tannen (habitually Tannen since he's really squishy) beckoners can intercept the hit! Also if an opponent lure one of my important pieces away, she can lure it back to safety! For Lynch the teleporting huggy strat has already been said and it's really good! use a low tome on your own model and huggy is now in safety or threatening a new side of the table! For the first 2 turns I like to bundle up a lot of my models so that Lynch can give a lot of brilliance to my models and with this Huggy can heal for absurd amount! Also to help Lynch move a bit charge your own model with him if you only want to walk because you are not oblige to flip the cards for dmg after giving the 2 brilliance and more brilliance is always good Rig the deck is an awesome ability! The ability to cycle your hand with high cards and use those only when you need it is very strong. Also all the terrifying test and the low TN you want are pretty much auto-pass. Also you can cycle low cards with those TN. For example, in turn 1 habitually no one is close to Tannen so with rig the deck, I put a low card from my hand on top and use immediately his bonus to fail it and remove this low card from my hand Another use which is kind of expensive, is when you really need something to die. you can put a high card in front and a red joker after for the dmg flip! before doing that remember to check if enemy has serene countenance/manipulative/terrifying because this will mess with your plan! Honeypot is a really good and fun crew to play! You have a lot of options but we have a few weakness to remember. The crew has really good synergies between all his models but this lead to being really close to each other so blast and shockwaves can hurt a lot. We do not have long range threat. Our beaters are mostly melee or at 6'' with Lynch against someone with high brilliance. The only good schemer we have is Kitty. A good opponent will see that and will try to kill her fast. The healing is low if you stay in keyword so I like to add a tanuki (helps a lot against conditions and gives focused) or a low river monk against really killy crew (Nephilim, Mercenary, etc) 1 Quote Link to comment Share on other sites More sharing options...
FrostHunter Posted August 13, 2019 Report Share Posted August 13, 2019 Well, with all that healing i'm used to play i've forgotten totally about teleporting Huggy for weak damage and then healing from Lynch or Sun Quiang. Like Cursed25 said - Tanuki is also tempting for mass Condition removal, some healing and focus spam. Two cents for Rig the deck for reminder - beware of Jabber... enemy discard - Youko especially, the fewer cards you have the less powerful it's became. Also thanks to the Rig the deck you may have opportunity to flip naturally Red Joker on demand so enemy will not be able to cheat! Quote Link to comment Share on other sites More sharing options...
DerSkalde Posted August 13, 2019 Report Share Posted August 13, 2019 Quick question: what is considered a flip for Jacobs Trump cards ability? if an enemy model flips three cards for the damage and there is an Ace but chooses another weak card to go in the conflict. Is the Ace counted as flipped or ignored? Quote Link to comment Share on other sites More sharing options...
Cursed25 Posted August 13, 2019 Report Share Posted August 13, 2019 49 minutes ago, DerSkalde said: Quick question: what is considered a flip for Jacobs Trump cards ability? if an enemy model flips three cards for the damage and there is an Ace but chooses another weak card to go in the conflict. Is the Ace counted as flipped or ignored? yes! the ace was flipped just not chosen Quote Link to comment Share on other sites More sharing options...
FrostHunter Posted August 13, 2019 Report Share Posted August 13, 2019 51 minutes ago, DerSkalde said: Quick question: what is considered a flip for Jacobs Trump cards ability? if an enemy model flips three cards for the damage and there is an Ace but chooses another weak card to go in the conflict. Is the Ace counted as flipped or ignored? I would say it's still count as flipped and for each Ace flipped. Look at the page 8 & 9 at Rules Manual - ctrl+c then ctrl+v copies without any spaces for me. Quote Link to comment Share on other sites More sharing options...
DerSkalde Posted August 13, 2019 Report Share Posted August 13, 2019 Rapid fire the next Quick question: I have a Beckoner with Silent protector next to an Illuminated. Mama Z with one Brilliance on her targets the Illuminated with Obey and the B discards for take the hit. Does the Obey suffers a minus because of „Don’t bite the Hand“? The B is the new target but Zoraida was targeting the I! Quote Link to comment Share on other sites More sharing options...
Cursed25 Posted August 14, 2019 Report Share Posted August 14, 2019 1 hour ago, DerSkalde said: Rapid fire the next Quick question: I have a Beckoner with Silent protector next to an Illuminated. Mama Z with one Brilliance on her targets the Illuminated with Obey and the B discards for take the hit. Does the Obey suffers a minus because of „Don’t bite the Hand“? The B is the new target but Zoraida was targeting the I! yes she suffer the minus because the beckoner is the new target and targetting/take the hit happen before determining modifiers for the flip. Go check the detailed timing page in the rulebook it will answer a lot of questions you might have! Quote Link to comment Share on other sites More sharing options...
zavros Posted August 19, 2019 Report Share Posted August 19, 2019 On 8/13/2019 at 3:41 PM, FrostHunter said: I would say it's still count as flipped and for each Ace flipped. Look at the page 8 & 9 at Rules Manual - ctrl+c then ctrl+v copies without any spaces for me. Looking at the Fate mods section on pg 9, here's what the example says: For example, a player with a ++ might reveal a 4,7, and 10. The player may choose any of these cards to use, and will probably choose the 10 for the flip. To me, it sounds like a single card is chosen as the "flip" and the rest are revealed cards. 2 paragraphs above that example, "The card that may be used for the flip is determined by the type of Modifier." Meaning that + or - restricts what you can choose to be the flip. From lynch's card: After an enemy model flips an Ace, it gains a Brilliance Token. To me, that means that it has to be an ace chosen as the "flip" and placed into the conflict before cheating; then the ability will trigger. Quote Link to comment Share on other sites More sharing options...
Cursed25 Posted August 19, 2019 Report Share Posted August 19, 2019 when you look at the discard section, they say this: Cards discarded after Flipping, Cheating Fate, or from the Conflict are not considered discarded by the player or any specific model for the purposes of game effects. Since they separate flipping and cards in the conflict, I'm pretty sure the cards flipped because of modifiers count as flip for Lynch aura! Also in the fate modifier sections they say this: For each Fate Modifier on a flip, one additional card is revealed (so a flip would reveal two cards, as would a flip). So the flip part is when you reveal the cards, not when you put one in the conflict! 2 4 Quote Link to comment Share on other sites More sharing options...
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