Another look at something that is only available to 10T via Lynch and aren’t they sorry-looking things…
This is a Thunderbear article but maybe a nod towards other articles in the future for NB aka Neverbear 😉
They are a 4 point minion and as such the stats represent that, terrible Df and low Wp they are also slow. But what does stand out for them is the amazing number of wounds they have..
On to their abilities;
Insignificant: – They can’t take interact actions, but they are minions so at least count for certain schemes and strats.
Consumed – When they do eventually pop all models close by take some damage and also gain Brilliance till the end of the turn, themed crews approve this..
Hard to Kill – As they has no Df triggers this at least makes him bit more survivable.
Hard to Wound – Why yes I will take some negatives to damage me thank you.
They are so cheap but my word they are almost the best tarpit in the game against anything but big hitters. Large number of wounds on top of H2K and H2W means it will take a fair amount of resources to shift just one.
Smoldering Grasp – Like everything else the stats are not great for their attack. However they do gain +1 Ml and positive flips for disengaging strike, again driving home the tarpit-ness.
Burn Out – Masks – The target must discard a card which is always nice.
Just a Touch – Crows – Hands out Brilliance and everyone near a Lynch crew generally likes a bit of that.
Drawn to the Light – Their 0 action lets them target a model with Brilliance (lets say Huggy for instance) and allows them to push towards it. This suddenly makes them much faster as they can actually move over a third of the board in one activation. This could catch some people out as no-one wants something sat near a scheme/strat marker they can’t shift for a couple of turns..
Tarpit plain and simple, a great tarpit, I know some people are not a fan but I actually like them. They make great marker sitters, although I have yet to try them as little bodyguard for Huggy but I think they could be great if nothing but a roadblock to stop things getting to him but allowing Huggy to still reach with his huge range! Never mind the idea of using them as a way to heal up Huggy when needed.
The Super Ferret is here, time to look at the generic totem for the 10T faction..
The like guy has decent as his movement (so he can keep up which is important) while his Wp is not good which is a shame. But for the price not bad.
On to its abilities;
The Winds of Fortune – Once per turn when a nearby friendly model attaches an upgrade card, then you get to draw a card. At the moment this only really works with 2 masters but both wouldn’t say no to such things.
Insignificant – So no Interacting but he is a minion so still counts for some strats and schemes.
The Howling Thunder – Along same lines as Winds but this time when an upgrade card is discarded (or removed) then it can heal some damage and also get a free push. Scary what this can do speedwise for some models.
Razor-Edged Talons – Average Ml attack that does low damage but it does come with a built Mask to make trigger easier;
Flay – MaskMask – Like in Neverborn you can cheat damage regardless of the number of negative flips associated with it.
Katanaka’s Flame – Low range, high Ca 7 attack targeting Df allows you to discard up to 2 cards to hand out burning to the model.
At the Crossroads – A 0 action that allows the little guy to discard a card to push Leader or Minion (poor enforcers and henchmen) their Wk.
The little guy certainly helps with master mobility but this is something most don’t strong with but then every little helps. At the moment they are 2 masters that really sing when having the Ferret around. Shenlong and McCabe with the cycling of upgrade cards happening with these two masters, perhaps with McCabe getting the most as he has more targets for the upgrade card shifting but still worth considering for either gent.
Another one of those it sort of 10T focused Thunderbear articles, this time the Ashigaru which are only around if you take Yan Lo OR do some summoning with Toshiro.
So not amazing stats, but they do have a decent number of wounds fior the cost of the model. Below average Df and average Wp means they are susceptible. Oddly he has the shortest Cg I have seen beyond those that don’t have a Cg at all. He is slower charging than he is walking.
On to their abilities;
Hard to Kill – We all know it and helps with their survivability
Armor – Something else to make them harder to shift, which is always handy
Guard – Like the Komaniu they gain a Tome to their Ml attack although not as flexible as the stone dogs. Its still worthwhile, as they will generally be pretty close to an Ancestor of some description.
Rusted Yari – Is their one attack and it is across the board average but at least the reach is OK.
Infect – Crows – Hands poison for each crow in the total. Not bad as extra damage even at the end of the turn is nice.
Wall of Steel – Tome – On succeeding (so no damage) then you can push the target away from them.
Lunge – Allows him to discard a card to take a charge action. This is great for the reasons mentioned above with his old Cg range. It actual makes him pretty fast if he walks then uses this to charge. The second thing is to allow him to charge twice in a turn if the enemy is close together..
Brace – A scary ability for some, it hands out the condition Braced For the Charge which means any friendly models charged near them will allow them to hand out a decent amount of damage to the charger with no flips etc. need.
Nice little roadblocks that are cheap to buy in or use Toshiro to bring on. Brace is an amazing ability, one to be respected by anyone! While Lunge more than makes up for their rubbish Cg stat.
Everyone needs some protection so you may as well have a bouncer come with you to the battlefield and none are better at it than Mr Graves..
He is a big guy with big guy stats which means he is pretty easy to hit, cover is important for him on the run up to squish things. HE can at least move OK and his Cg is not bad either. Be very wary of his height it can be diffcilut to hide him. But for the price he is not bad at all.
On to his abilities;
Black Blood – Means things that too close will suffer while he does but is also easy to get round with bigger reach on attacks. But don’t be afraid to get close to something that is already damaged and dare your opponent to hit him with other stuff with threat of free damage elsewhere.
Hard to Kill – As he has no Df triggers this at least makes him bit more survivable.
Armor +1 – Bit more defensive abilities but like H2K there is stuff out there that easily by-passes it
Ruthless – Immune to Wp duels during his activation means he can ignore all those Horror and Manipulative abilities out there.
Show Ya the Door – Again decent Ml (that needs any 7 to achieve TN) it pushes target a huge distance then moves himself into base contact. Unfortunately he can only do it once against a friendly model but it is worth it as you move the same as a lot of models charge.
And Stay Out! – Rams – After succeeding you get a free Fence Post attack. Just to add injury to insult.
Keeping the Peace – needs a 5 of Masks any enemy model with range which declare a Charge must pass a WP duel or it fails, which is huge against a lot of models as they don’t need to target him or trying to charge out of the bubble. Great ability to annoy the opposition.
Great tanky model that has some decent pushes in his arsenal, both as a way of pushing your models but also your opponents.
He has some natural synergy with Mr Tannen which makes sense from a fluff stand point. As for masters he works well with all (both 10T and NB) as he is all-round a good mood to have..