Dave wrote:What were the crews composed of?
I took the following:
Kirai (+The Whisper)
Irikyo
Datsue Ba
Jaakuna Ubume
Goryo (+Grave Spirits Touch)
Lost Love
Onryo
2x Seishin
7 SS
Out of pool of schemes, I elected to go with Spread Them Out and Vendetta. As mentioned previously, the majority of the schemes werenāt ideal for Kirai (need another Master then) so had to work around what was there. Kirai isnāt the most efficient at dropping markers, she and her crew actually need to spend APs to drop rather than drop them off triggers etc.
The game was really hard fought, very tactical and with the lead changing a couple of times. As Brad mentioned, it was tied heading into Turn 5. In fact, it was tied at 5-5 up until the last couple of activations ā the push of the effigy (got lucky with the Daze Trigger) to deny Bradās Research Mission and then to move Jaakuna to get a scheme marker down for Spread Them Out. Effectively gave a 2 point swing in my favour. I ended up with 3 for Strategies and 3 for Schemes (2 Vendetta, 1 Spread Them Out).
I thought I was done for on turn 2 when the Torakage disappeared across the other side of the board from my Onryo, but he kindly came back into the centre of the board Turn 3 /4 to allow me to get the first half of Vendetta before swiftly dying to allow in to keep the Onryo free to survive for the second part.
A completely different crew to go against this time around ā Minako is strong ā itās really interesting figuring out how to deal with her as the Karmic Fate/Debt mechanism leads to either attempting to sacrifice 1 model and take her down in an alpha strike (easier said than done as a Henchman) or just avoid her and look to slow her down with conditions or ping damage. I think sheās better than Ototo, mainly due to higher Df and Wp. Ototoās 4 for both does make him a bit of a target.
Yamaziko is a really good buff machine ā worked really well with Samurai which is a scary piece in its own right. It does need to be dealt with but if you punch it had enough with a sharp stick, it does fall. In this case, projectile vomiting over it worked a treat, especially as part of the crew was bubbled up at that point.
I think that the snipers were positioned too aggressively for shooters (possibly fell into the Deploy from Shadows trap). They were fairly easy early pickings ā I think I only had to suffer one shot from each before I managed to engage in Melee. It will be interesting to see how it works by swapping out one for a Crime Boss and playing the remaining one as a long range nuisance.
Finally, donāt read rules for games the week before playing a different game (the Pass token thing was a rule from Elder Scrolls
Agree with this ā Iād clearly been reading other cards/crews earlier in the week hence the discard/heal faux-pas. That said, it only happened once before we corrected.
In the end, the summons ambiguity didnāt really matter as the Lodestone was always transferred or carrying by the original starting crew (as in the game with Tom in the end) but would welcome peopleās thoughts/interpretations on Section 4: Encounters, Para 2 in the April 2021 FAQ. As discussed, it only really impacts Corrupted Ley Lines the other 3 Strategies require an interaction which is a no-no.
I ended up making quite a few mistakes throughout, caused by Bradās positioning of some very effective characters. Whilst Kirai was kept very safe behind a building and got busy with summoning, Iām sure she could be used more effectively (just need to figure out how) but she was throwing suitable chaff out a the opponent to slow any advance towards her. Some of the best āchaffā are The Drowned, it was good to get Projectile Vomit off a couple of time and theyāre fairly resilient pieces. Iām looking to enhance their use a little more by considering hiring Anna Lovelace as another Henchman. This will also help hinder the opponent placing models with the Gravity Well Ability.
Regarding Henchmen, I didnāt use Datsue Ba very well. I ended up getting stuck behind the building with Kirai very cognisant of the damage that the Samurai and Minako could put out and this meant that once the Urami were out of her 8ā range, I could no longer get them to walk or charge. I certainly need to use her more aggressively.
Jaakunaās Lures were indeed very useful, and probably the main reason I took her for this one. The ability to move the Shadow Effigy away from a marker just before the end of the turn was useful in terms of dragging him back onto the Strat Point Curve rather than ahead of it where he currently was! It also meant he had to use Misaki as a back up plan to score in a following turn.
Iām still not sold on Lost Love. I know people go on about his healing and marker removal on tomes trigger but I just find him slow and a little underwhelming. Seriously considering leaving him out and getting a 2nd Onryo or ditch both the Onryo and Lost Love for a 2nd Goryo with GST.
I think I should also have tried coming back to the centre for the last Strat point than across the back of the board. I wasn't thinking clearly enough at that stage but thatās no small part to Brad limiting my options and putting quite a bit of stuff where I didnāt want it. Again, well played to deny options - if you can't score points, might as well make sure your opponent can't either
Overall, a really enjoyable and challenging game. I still need to know my cards better....