Hermit Posted September 9, 2022 Report Share Posted September 9, 2022 So, tired of a lack of activity here, I decided to create a topic for people to discuss what is and isn't working in the GG3 Era for Ten Thunders. Talk amongst yourselves. Quote Link to comment Share on other sites More sharing options...
frumpypigskin Posted September 11, 2022 Report Share Posted September 11, 2022 I recommend you repost using Cunningham's Law. That'll stimulate discussion quicker. (I.e. say something wrong about 10T in gg 3 with full confidence in absolute terms) 2 2 Quote Link to comment Share on other sites More sharing options...
James Dyson Posted September 11, 2022 Report Share Posted September 11, 2022 6 minutes ago, frumpypigskin said: I recommend you repost using Cunningham's Law. That'll stimulate discussion quicker. (I.e. say something wrong about 10T in gg 3 with full confidence in absolute terms) We all know that Thunders only viable master in GG3 is Misaki /s 1 Quote Link to comment Share on other sites More sharing options...
Dendrophile Posted September 16, 2022 Report Share Posted September 16, 2022 I'm finding GG3 better for 10T, can't fully explain why though!! Shenlong with the Four Winds Punch on the Wandering Style seems to work very well given how much positioning is needed for the strats Playing with Misaki 1 and Mei Feng 2 and find they play better than in GG2 1 Quote Link to comment Share on other sites More sharing options...
TBall464 Posted September 23, 2022 Report Share Posted September 23, 2022 So far I've really liked Lynch into Corvert, Shenlong into Carve, McCabe in Gaurd, still deciding on who to take for Curse. I dont have Misaki yet but I think that may be the pick Quote Link to comment Share on other sites More sharing options...
Dendrophile Posted September 24, 2022 Report Share Posted September 24, 2022 I've found Mei Feng is pretty good for Cursed Objects as so much of her crew has armour and with Mei Feng 2 you can dish out a lot of Shielded. I've had some luck with Misaki in Cursed Objects. The Torakage die off pretty quickly so I tend not to take them for that strat, I either use a smaller crew with more enforcers or take the Thunder Archers or Snipers for the ranged attack and keep them at a distance Quote Link to comment Share on other sites More sharing options...
Moinetbeard Posted September 29, 2022 Report Share Posted September 29, 2022 As other people have mentioned, Misaki seems like a pretty good bet into a lot of the strats/scheme pools. I've been using her fairly exclusively since gg3 dropped and done ok. I particularly like Fractured. Her bonus action is really great if Misaki can go at the end of the round - an unresisted push that ignores range and los is great when so many of the strats rely on positioning at the end of the round. I'm thinking guard the stash and covert operations in particular. her ability to rebury Jin is really powerful as well, particularly in GTS. Quote Link to comment Share on other sites More sharing options...
AverageGatsby Posted October 9, 2022 Report Share Posted October 9, 2022 A lot of Asami's crew is really good at interacting out of nowhere, so despite being a summoner, I've had some success running her in a cursed objects pool. 1 Quote Link to comment Share on other sites More sharing options...
Patzer Posted October 30, 2022 Report Share Posted October 30, 2022 Thunders seem to be in an ok spot in gg3. Between Oni, Yokou 2, Lynch 2, Mei 2 and bad grampa 2 we should have a solution for most pools and match ups. A bit sad that most non title masters are kind of out classed at the moment. I have a hunch that most of them were balanced around now errated upgrades. Can at least be part of the explanation. Quote Link to comment Share on other sites More sharing options...
Yvarre Posted November 1, 2022 Report Share Posted November 1, 2022 I've been really enjoying playing Foundry into pools with Load 'em Up because you can score the first point just from moving your models, and it's easy to find a place to deposit three scraps to have Mei go to at the end of the game. Their Mobility and durability make them decent choices for all of the strats, and they can nail sabotage and breakthrough pretty easily too. I've been playing some Ancestors recently too, and they're just a generally good quality crew. They're nice into Cursed Objects and Covert especially, but mobility and obeys make them pretty good at Carve a path and Guard the stash as well. Yan Lo 2 can especially handle just about any pool you throw at him, but Yan 1 is also viable because he has movement shenanigans too and can bring models back to eek out attrition battles. I've seen folks having some great success with Youko 2, but I still don't have Qi and Gong myself. I still have yet to play Honeypot into GG3, but their action economy doesn't feel as good as some of the other crews. They can make up for it by removing models with their better card quality and hand manipulation from Rig, but I hesitate to bring my favorite keyword into GG3 for some reason. Lynch 2 at least can support with OoA movement and has the extra AP for Hugs, but Lynch 1 in isolation is probably one of the weakest masters in the game. He can't hand out brilliance as efficiently as, say, Hamelin can hand out blight, and Lynch has a damage cap as opposed to the Unrestricted blight damage on both Hamelin and the Wretch. In 40+ games with Honeypot, I've summoned an illuminated twice, as compared to, say, the Brockens I've seen Ivan get out just about every game. All through GG1 and 2 I still had some great success with Honeypot, but these more modern crews with better action economies are making me go in different directions within Thunders than playing my old standby. Quote Link to comment Share on other sites More sharing options...
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