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Asami Tanaka vs. Marcus 11.26.19


Forgotten

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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. :)
 

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Seems like a good game. Being a Demo It's ok not going that hard on him. :)

Some comments: I'd try to get a bit more of support and scheme power in a pool like that; you seemed to struggle to score with a list so elite. A LRM or a Tanuki would had helped a lot to both Asami damage when summoning and to enable Yasunori card draw.

Probably too many APs used with the Anakames; not sure if getting those with Poison+3 and Focused is worth it; maybe as you say start with 1 and summon some good combat model. Asami struggle a bit with mass summoning due the flicker mechanic (maybe include a Terracota to copy A mother's love to help her with it if you wan't to summon multiple models per turn)

About the upgrades, Trained Ninja isn't very good versus Marcus; most of their model are very "in your face". Silent Protector in Yasunori is fine; but you lacked the healing to make good use of the H2K.

And a suggestion versus Marcus, consider Yokais. Marcus models may become very elusive with his Disguise and Butterfly jump models, but Yokais can keep up with them thanks to Frenzied Charge and Ephemeral Warriors. Being also able to use Corrupting Essence to expend a Flicker and gain 3'' free movement to engage a nearby model with Disguise. Plus they can also use the Flicker defensively as a kind of Butterfly jump (great as they have access to onslaught thanks to mutations and some beasts even have it built in) and aren't bad schemers in a pinch.

For simmilar reasons, Obsidians are also nice models versus him; they may attack models they cannot charge with Flames from Beyond using Flicker to get Moderate/Severe damage and his aura and Armor is great versus the amount of Onslaught Marcus brings to the table.

5 hours ago, Forgotten said:

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

What a shame... some very bad luck right there. Maybe try to use first the emissary one and then the Dark Bargain unless you are willing to spend a SS for the trigger. And as you also have Yasunori, try to top up the hand before the second "mulligan".

5 hours ago, Forgotten said:

The Sabertooth Cerberus red jokered damage on the Emissary, but HtK kept him alive.

The sabertooth with the SS cache is scary. This would had been my high priority target to kill in this game.

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  • 2 weeks later...

Thanks for the Report!

Always great to hear about someone's journey beyond the breach!

I'm still trying to get more games in with the Oni Crew...

 

Remember summons cannot take the interact Action on the turn they come into play. None of Asami's mechanics break that rule but akaname's bonus allows them to put scheme markers down the turn they are summoned. Your turn 1 play isn't possible.

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37 minutes ago, frumpypigskin said:

Remember summons cannot take the interact Action on the turn they come into play. None of Asami's mechanics break that rule but akaname's bonus allows them to put scheme markers down the turn they are summoned. Your turn 1 play isn't possible.

Ah... got it. Doh! Thanks for pointing that out!

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