I’ve actually played 7 games with Lynch rather than 5 but played several in such close succession that I hadn’t had a chance to write this until now. As this is the first article I’ve posted on this topic I thought I should give a quick blurb on my idea for these posts and what you can expect in the future. Note: This is not a review of the master and his abilities, there are tons of those out there in podcast and/or blog form. Rather, this is my feelings about how I have been/will be using the master and my thoughts about him/her. Due to the length of the article, and the long-windedness of my writing, I am going to split this piece into two parts. Part One will cover the upgrades and models I have used in my 5 games with Lynch. Part Two will cover Strategies and Schemes that I like/dislike him for and where I view his place in my Neverborn collection.
Lynch was one of the Masters that I was most eager to pick up for my Neverborn and was actually the third master I ended up purchasing after Dreamer and the Viktorias, and my first plastic kit. Despite this, I only started playing him relatively recently and have still not fully finished painting his crew (although I have currently banned myself from painting any other miniatures until I finish Lynch, Graves, Tannen and my second beckoner, which would finish off all my Darkened models). Lynch particularly appealed to me because of his cool fluff and his card/hand control. I found Dreamer so card hungry that the idea of playing a master than has so much control over his hand very appealing. Also despite the model being very silly, Hungering Darkness looked like a ton of fun to play. Finally, Lynch’s crew has incredible killing power and as the killing strategies and schemes are not the ones that I tend to dominate with Dreamer, I thought he had a potential role in my competitive case as an option in killing scenarios.