Thoughttrauma Posted February 24, 2010 Report Share Posted February 24, 2010 Misaki and Taelor, any reasons people feel that they are "over looked"? Quote Link to comment Share on other sites More sharing options...
Zephir Posted February 24, 2010 Report Share Posted February 24, 2010 Taelor is fairly straight forward in my book. She is a monster melee beat stick, not sure what else to say. She rocks. Not as familiar with Misaki, i played the viki box set a few times and Taelor is my favorite non-viki in the box Quote Link to comment Share on other sites More sharing options...
krusty Posted February 24, 2010 Report Share Posted February 24, 2010 if i ever start another crew it will be a samurai chick crew (so misaki is an obvious add), with taelor coming in as a heavy hitter for bigger games... i think both models are fantastic... with the vikis, ronin, misaki, and taelor, it should be a pretty sexy crew lol Quote Link to comment Share on other sites More sharing options...
nilus Posted February 24, 2010 Report Share Posted February 24, 2010 I think the reason they are not discussed is that they are both pretty easy to use and pretty straightforward. Neither also screams "broken" either so you don't get the standard "This model is broken" thread. Of the two I really like Misaki. Having a spell with each suit means your hand can always let you do something, although honestly Wind is the best of her spells. The extended melee range makes her charge range crazy. Quote Link to comment Share on other sites More sharing options...
ork56 Posted February 24, 2010 Report Share Posted February 24, 2010 6" melee range is pretty scary for other figures moving around with the increased chances for disengagement stalling them. I have just finished my Misaki and will let you know how I get on. Have faced Taelor twice - very nasty, esp with that Hammer against Flesh Golems.(construct) Quote Link to comment Share on other sites More sharing options...
Slinkdawg Posted February 25, 2010 Report Share Posted February 25, 2010 Taelor is awesome. 3" melee range outranges pretty much everyone, and she is good for blocking charge lanes. She also never flees from terrifying, has solid defense, and is tough as nails to kill. With hammerstrike, you can give some of your crew a bit of early game quick movement. Assuming she can be a henchman someday, i would make her a henchman and bodyguard her for my scheme every game. Quote Link to comment Share on other sites More sharing options...
gru6y Posted February 25, 2010 Report Share Posted February 25, 2010 6" melee range is pretty scary for other figures moving around with the increased chances for disengagement stalling them. I don't have my book on me now, but AFAIR, Wind only works untill the end of Misaki's activation. Quote Link to comment Share on other sites More sharing options...
dgraz Posted February 25, 2010 Report Share Posted February 25, 2010 Correct. Wind expires at the end of her activation. No 6" reach for disengages. Quote Link to comment Share on other sites More sharing options...
krusty Posted February 26, 2010 Report Share Posted February 26, 2010 but its still a great skill for reaching little cowards hiding behind friendly models many a squishy master (see: levy, pandy, ramos, etc...) could easily be killed with this in one turn with just a tad of luck (and cheating), crippling the rest of the crew... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.