Thunderbear – The Depleted

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 πŸ˜‰

Stats

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..

Abilities

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.

Attack Actions

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.
Tactical Action

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..

Overall

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.

Thunderbear – Kamaitachi

The Super Ferret is here, time to look at the generic totem for the 10T faction..

Stats

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.

Abilities

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.

Attack Actions

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.

Tactical Action

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.

Overall

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.

Thunderbear – Ashigaru

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.

Stats

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.

Abilities

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.

Attack Actions

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.
Tactical Action

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.

Overall

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.

Thunderbear – Mr Graves

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..

Stats

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.

Abilities

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.

Attack Actions

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.
Tactical Action

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.

Overall

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..

Thunderbear – Wastrel

The guys whom always seem wasted…..Sorry cant think of anything clever to say! Anyway new Thunderbear article looking at the Wastrels.

Stats

They are cheap minions that have stats to match, rubbish Df and average Wp with not many wounds mean they will die to a semi-stiff breeze..

Abilities

On to his abilities;

Swagger – Allows him to get the Defensive Condition if all he does is walk during the game.

Ruthless – Makes him immune to Wp duels during his activation, which nice when you consider Horror and such things.

Bravado – Allows you to discard a card to add the suit to your total. Randomly if you have McCabe around with his Upgrade card swapping then if you do Bravado you can draw card if you have an upgrade on him.

Attack Actions

Gang Weapons – Average Ml attack that does very low damage (healing flip damage). He should not be in combat but he does get a nice trigger.

  • Β And then he just strolled away.-Mask- Allows you to push him a short distance in any direction, which at least lets you get him out of combat easily.

Pocket Handgun – Average Sh attack that does slightly better damage than the Ml weapon but does come with a built-in positive flip on the attack.

  • A fiver says I can do it again..- Mask – If you damage then he gains the Focus Condition for free.
Tactical Action

Cast-offs – An unusual ability as it will eat both AP for the wastrel it however only needs a 6 to succeed. To start with is it heals the target by 2 or you can remove all upgrades on the Wastrel to the model (again something that currently only works on McCabe). What makes it more interesting is the number of different triggers this action has (links in with Bravado).

  • Soulstone Bullet – Rams – Allows for a free Pocket Handgun attack which does better weak damage and some blasts.
  • Strangemetal Shiv – Tomes – Allows a free Gang Weapons attack which does +1 damage and also hands out slow. This is a problem as they need to be Ml range which means having survived some sort of attacks first!
  • Petrified Feather – Crows – Grants some crazy speed as he can be placed into base contact with a friendly Scheme Marker afar way away.
  • Elixir of Life – Masks – Heals himself.
Overall

What an unusual model, I understand that they are seen as probably the poor choice generally from the 4 point level when you have to compete with Tengu and Low River Monks. However they do have some interesting abilities, healing is always nice and they can be harder to take down then on first look with Swagger. McCabe probably helps them the most with the upgrade fun and games, however they would compete with other stuff for his upgrades and actually keeping up with him.

Lynch with the Ace in Hole ability does mean they can get what you need from Cast-Off when you need it.

A tough call for these guys to make it into a list BUT they do have some interesting possibilities. If anything some healing is always good.

Thunderbear – Stitched Together

Everyone needs something cuddly to well cuddle and the old ones are usually the best, although maybe not in this case. They are some what Stitched Together…..

This is a Thundbear article but maybe a nod towards other articles in the future for NB aka Neverbear πŸ˜‰

Stats

Their stats are not great low Df, average Wp and also not very fast which is a shame. They do have decent number of wounds for the price..

Abilities

On to thier abilities;

Hard to Kill – As they has no Df triggers this at least makes him bit more survivable.

Eternal Nightmare – An interesting ability that grants them reactivate when they get down to their last wound. Does mean they can be pretty scary with an activation..

Rotten Contents – Not a defensive ability per se but a deterrent in that every time it takes damage you flip a card and if it is a Crow then all models close by take some damage. So a little like black blood..

Attack Actions

Hooks – Average Ml 5 attack which is low damage but you will generally be using his other attacks…

Gamble Your Life – His big attack, it comes with a decent Ca and targets Df, the range is not big but not too bad. The damage track is great considering the little twist this attack has.

Whoever fails takes damage which means you can end up taking the damage but also it is a straight (uncheatable) flip for damage regardless of the positive/negative flips the damage flip could have been at.

A Game of Chance – A Ca ability targeting Wp, which has to target an enemy model. The winner of the duel gets to 2 cards and then discards one card. Which is a nice way of cycling your hand if you win although you can only do this once per turn. The triggers are also make it a bit more win-win for yourself:

  • Heads, I Win – Crow – After succeeding the target has to discard a card, which means you get a positive swing on the hand numbers. You gain they lose..
  • Tails, You Lose – Crow – After failing, you get to draw a card, which means you get to draw a card regardless.
Tactical Action

Creepy Fog – A 0 action that needs any 7 to achieve that creates a bubble of soft cover which is very handy protecting against shooting on the approach in.

Overall

For the cost of them I really like them admittedly I am looking at them as an addition to Lynch crew in 10T but they are great for him πŸ™‚ Yes they are slow but plenty of pushes to help with this (as is true in NB). But with some movable soft cover against shooting means they can help protect both Lynch and Huggy. Their big job is Gamble your life but don’t forget about a game of chance as well.