Nagash1959 Posted March 27, 2014 Report Share Posted March 27, 2014 Got in my first use of the official Yan Lo last night, here's the run down... Yan Lo - Cashe 4 *Foritfy Spirit *Reliquary Soul Porter Yin Chiaki *Pull of the Graves Toshiryo *Command of the Graves Izamu 2x Ashigaru Plant Explosives and Bodyguard (Toshiryo) My opponent... Lady J - Cashe 4 *Justice Unleashed Scales of Justice The Judge * Flames of the Pit 3x Death Marshal Exorcist 2x Guild Riflemen Planet Explosives and A Line In The Sand. The table was Flank Deployment and was covered with a large number of HT1 and HT2 crates (Blocking, hard cover). We like to jokingly refer to it as our Motor Pool. Turn one everyone mostly piles towards the center. I had Chiaki drop a scheme marker right at the back to try and throw my opponent off of my schemes (Power Ritual and Breakthrough were the other options). Soul Porter pushed Izamu and Toshiryo forward, giving them the extra headway to get close enough to the Turf marker. Toshiyro drops a scheme marker as close to the Turf Marker as possible. Yan Lo tossed a card for Chi and attached Ash Ascendant. I promptly forget about Terracotta Curse for the rest of the game. The Ashigaru moved up and stayed near Toshiryo, one able to get close enough to use Brace to threaten the area. My opponent moves a little more reserved than I do, and takes a few pot shots at Izamo and Toshiryo, resulting in 1 damage to each of them. Score 0-0 Turn 2 sees a lot of violence start. Yin engages Lady J, one of the Riflemen and The Judge. Izamu meets the Death Marshals and Toshiryo takes a nasty shot in the frickin' face. Chiaki plays catch up with the group and tries to get the healing trigger on Toshiryo. She fails (for the entire game, every time I tried I had to go for the flip and never once got the Tome when I wanted it). The Exorcist puts a small hole in Izamu and the Guild Rifleman shows the Death Marshals what guns are for on an Ashigaru, dropping it to 1 health. The Only-Mostly-Dead Ashigaru moves up and drops the last scheme marker I need to max out the VPs for Plant Explosives. Score 4-1 Turn 3 opens with Izamu being my solution to everything, as he starts to cut through Death Marshals like a chainsaw. Yan Lo is close enough to absorb some serious Chi. (I honestly hit the point where I wasn't even tracking it two turns later. I had Ash and Bone attached and was at the +3 Ca with a ton to spare. I never bothered with Spirit or Trancedance). Lady J Black Jokers her Horror Duel against Yin and shuts down, and the Guild Rifleman tries to walk away from her, getting stabbed in the heart with some entrails (don't picture that, you won't sleep well) The Judge tried and failed to kill Yin, thanks to her Mass of Vicera and his terrible luck. The last surviving Death Mashal takes a Yan Lo to the face, dropping enough scheme markers for him to trigger HIS Plant Explosives. Score 5-5 Turn 4 sees Yin cut down by Lady J (She served me well enough, may she rest in pieces) and The Judge tries to take Toshiryo out. The Soul Porter pushes Toshiyro away, and he double moves even further. Yan Lo Instills Youth to make sure Toshiryo doesn't expire. Other stuff happens. Pretty sure this is when Chiaki got killed, but it's hard to remember as she didn't do much of anything. Ashigaru died, Riflemen died. I reveal Bodyguard and start collecting points. 7- 6 Turn 5. Lady J gets taken out by Iszamu (who at this point has killed most of my enemy's crew) The Judge tries to run the scheme markers he needs but can't. Toshiryo kept running away in the most glorious way he could after being healed back to full health with another Instill Youth. Score 10-7. Turn 6 happened, but it could just as easily not have. No one was within range of each other to do anything. Game ends 10 - 7 in my favor. Some after action thoughts to come in a little while. Quote Link to comment Share on other sites More sharing options...
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