Our first look at a new master has hit; say hello to Youko Hamasaki of the Qi and Gong!
Youko was described as a master who could manipulate the enemy’s hand, generate pass tokens and gain soulstones. Her crew was teased as having heavy access to lures, and a new leverage mechanic that worked off your opponent’s revealed schemes. She was far and away the master I was most excited to see in M3E. And while her crew is still a mystery, the time for speculation on Youko has passed. Emerging from the shadows, she’s ready for her introduction to Malifaux. Continue reading
With Yokai, Thunder Brothers and Charm Warders, the five-stone slot is hyper-competitive in Ten Thunders. The Monk of High River has stiff competition, but with a solid (0) action, some great model/master synergies and a couple of key abilities, the monk has plenty of play.
The Monk of High River (especially with certain masters) should always be considered. He is both a solid anti-scheming model and a cheap aggression piece. Continue reading
It can be hard to justify taking a model whose sole role is that of a support piece. Especially when, by and large, you want those points for things that bring a more direct impact to the game. But sometimes a subtler hand is needed, one that manipulates the field just by their very presence. For example, a model that brings a variety of control concepts that support and facilitate your crew’s efficiency.
Mr. Tannen is that model.
No other model in 10T or Neverborn aggressively affects the game in a support role like Tannen. From his signature ability Cooler to his utility tactical actions, Mr. Tannen is a fragile piece that (when properly protected) warps the game landscape so that the odds are ever in your favor. Continue reading
Jakob Lynch is underrated as a 10T master because people run him with the wrong loadout. There are three main styles of play, each attributed to his limited upgrades. Only one of them will win you games consistently and change how your opponent’s play.
Ditch Endless Hunger – it is hurting your game. It’s a cool upgrade, but it doesn’t bring enough to the table to make Lynch work. Terrifying (All) 12 is a minor card sink (at best). Casting Expert is the power of the upgrade, but it only helps Huggy. If your opponent is smart, they blitz him off the table and remove one of your heaviest hitters and invalidate a 2ss upgrade slot on Lynch.
Rising Sun was the ubiquitous choice until wave 5. This upgrade is why Lynch doesn’t get the respect he deserves. While the Immortal Huggy is fun, a serious threat, and can swing games when played properly, it’s all tied to Lynch surviving. Lynch is 10wds and has one defensive trick… that doesn’t count (taking damage when cheating).
This is how it unfolds: you over extend Huggy, get a major piece of your wheel killed, and you justify it with, “I’ll just bring him back with Lynch.” If you do, things work out (sometimes). If you don’t, you’re on the Struggle Bus.