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.
Upgrades:
Upgrades
I always take:
Woke up with a Hand is the auto-include upgrade for Lynch. I’m not sure I’ve
talked to anyone who has left this upgrade off Lynch. Even after being FAQd so
the Final Debt attack is once a turn, being able to pump out 6 damage at the
start of the turn (or more later) is great, especially CA7 with no gun symbol.
The most damage I’ve ever done with this was 9, where I only used 1 card during
the rest of the turn, drew two aces, and then activated lynch last for the 2
extra cards. I killed off a Blessed in one giant explosion (after hitting it
for 2 damage/brilliance with Play for Blood). But, as previously alluded to,
the main reason I take this upgrade is for the card draw. Drawing two extra
cards a turn is incredible and even though I don’t use it every turn, as some
times it is more important to activate Lynch early, even getting to use it
twice a game is well worth it. This ability is one of the best parts of playing
Lynch and I wouldn’t leave home without it.
Rising Sun
is my favourite of the two limited upgrades. I haven’t tried the other one yet
and will have to do so at some time, but for now I always take Rising Sun.
Hungering Darkness only has Df 3 and 7 wounds. With incorporeal (and
soulstones) he can survive fairly well but can become a drain on your
soulstones if he is targeted by anything that ignores incorporeal. Rather than
requiring a large cache to keep him alive, it is far better to be able to just
let him die and bring him back. Since Lynch tends to kill a model a turn for me
most games, and tends to activate last, I find I rarely have a turn with Huggy
off the board. Though to be fair, he hasn’t even died that often in the first
place and I think I need to try being more aggressive with him some times. This
upgrade also holds a ton of value in certain strats/schemes which will be
covered later.
Upgrades
I occasionally take:
Addict
on either Hungering Darkness or Lynch. If I am running an illuminated heavy
crew (or Stitched togethers in theory but I have not yet run them on him) this
upgrade can be incredibly powerful. Having Illuminated on plus to attack and
damage when they are already at a 4/6/7 damage track is insane. Being able to
cheat a moderate card for 6 damage is amazing. I took out Lady J with two
illuminated in one game as my opponent had been too aggressive placing her and
they illuminated just tore her to pieces (not my opponent had not taken Badge
of Office). I also got great advantage of this upgrade in a recent hardcore henchman tournament. I originally took this on Lynch because I was worried
Huggy would be too far away from the rest of the crew but later decided it was
better on Huggy due to his height three (and the fact that it clears up an
upgrade spot for Lynch)
Wanna See a Trick on Lynch. I’ve
only taken this once and I didn’t actually get much use out of it as I didn’t
tend to either draw aces or have them left at the end of the turn. I’m not sure
this upgrade suits my playing style as I tend to ditch my aces with mulligan
most of the time to try and get some better cards in hand for Final Debt or for
the next turn. I will have to try it again at some point in the future, but not
sure this upgrade will be a go-to for me. This upgrade tends to divide people a
bit as I see a lot of people raving about the extra damage output (which can be
spectacular) while other people who, like me, find they would either rather
keep the aces (for sprint or other abilities) or discard them with mulligan to
set up their hand for the following turn.
Mimic’s Blessing. This upgrade seems like a great combination with Woke up
with a Hand
Aether
Connection is an upgrade I take a ton when assassinate is in the pool,
regardless of which master I am using. The extra damage prevention is
incredibly helpful on Neverborn masters who all have such low health. If I ever
had Lynch with Assassinate in the pool this would definitely be the third
upgrade I would take on him. Other than that I’m not sure I would take it with
Lynch as it does really help his survivability but is very resource intensive.
Fears Given Form on Hungering Darkness is a great way to up his killing
power. Since you can be really aggressive with him (as he can come back) it is
sometimes worth just double walking him early in a turn into a group of enemy
models. His 3” engagement range and 50mm base allow FGF to have a huge effect
and if they kill him you can just bring him back. The downside is it makes it
so you have to watch out for tagging your own models. Especially if you are
tagging models with Brilliance with him and then charging them with
illuminated. Luckily illuminated can generally heal the damage they suffer from
it in a pinch. I really like this upgrade on Huggy and tend to take it whenever
I have a spare point (though would not drastically change a list to be able to
afford it)
Upgrades
I haven’t used but want to try
Eternal Hunger is the other limited upgrade that effects Huggy. Instead
of being able to come back from the dead, he becomes Terrifying (All) and gets
casting expert. An extra AP is fantastic, especially since both his attacks are
casting, but it makes him far more delicate and I’m not sure if it’s worth it.
It also means if you come up against his hard counters (CA targeting defence
especially) you will really pay for it. I do want to try it out at some point
as an extra AP is very strong.
Expert Cheater. This upgrade looks like a ton of fun. Squeel is a decent,
but situational ability that can help Lynch get out of certain situations. But
what makes this card look like so much fun is the ability to cheat face down.
Not sure how powerful this ability actually is, and it probably depends a lot
on how good at bluffing and reading your opponent you are (note: I am terrible
at poker, I always just want to go all in every hand, regardless of what I
have). That being said it could really up the fun quotient with Lynch and since
I have tended to find playing him a bit monotonous so far this could be key to
increasing my enjoyment playing him.
Models
I reach for with Lynch:
Lynch is
actually one of the few masters I’ve played who I’ve tended to stick closely to
his thematic models. Also my crews have tended to look a lot more familiar
across strategies and schemes than they do with other masters
I usually take two Illuminated in every game with Lynch. Three seems like a bit overkill as it cuts down on your ability to take different models, but two seems perfect. Their damage output in a crew that can hand out brilliance is insane. They are also really tough for a 7ss minion that hits as hard as they do and are wk 5 ch 8 so quite quick too. There is a reason these models are always in discussion for the strongest minions in the game and one of the go-to neverborn models (although I tend to use them less than many neverborn players outside of Lynch crews).
Doppelganger is the other model that makes it into every Lynch crew I
run. To be honest it is hard to EVER leave Doppelganger out of a list when you
are playing Neverborn. That being good Doppelganger is specifically a great fit
with Lynch for her ability to copy friendly actions. Since Hungering Darkness
is a henchmen not a master you can copy any of his attacks, both of which are
fantastic. Furthermore, the extra damage on an illuminated is not a trigger, so
she can hit minimum damage 4 against targets with brilliance. Finally it allows
you to have an extra Lure if you decided to take a beckoner.
Speaking
of Beckoners, they are another model
I have taken in every game with Lynch. In 4 of 5 games I’ve taken one and I
took two in the other game. I’m still not sure how I feel about these models.
Having a Lure is fantastic and even though it is only CA 6 it still has it’s
uses. Specifically it is great for moving your own models around without the
beckoner falling behind (thanks to their push trigger). This is a nice way to
help move up Lynch turn 1 since he is deathly slow with walk 4. The other great
thing beckoners provide is an easy way of handing out brilliance without
Huggy/Lynch having to do it. This allows Lynch to activate late in the turn and
still have your illuminated hitting their extra damage. Two problems with
beckoners. The main one is that they are paper thin. If something attacks them
they will die (except for that one game when a Tara player had a fast nothing
beast and bishop charge one only to watch it live). The other issue is they are
expensive at 7ss in a crew that already wants a bunch of 7ss models. Also the
doppelganger can’t copy their ability to hand out brilliance as it occurs on a
trigger. That being said I do think they are worth it in certain matchups and I
plan to keep using one in most of my crews.
Depleted
are great 4ss tanks that also hand out damage and brilliance in a pulse when
they pop. I tend to find they are great in games where they can score VP
despite being insignificant (turf war, reconnoitre) but tend to stay home in
more active strategies (squatters rights, stake a claim). I know some people
use these models as their brilliance delivery systems rather than beckoners but
I haven’t had any luck with that yet as my opponents tend to ignore them.
The
models that tend to compete with depleted in my lists (depending on
strats/schemes) for the 4ss slot are terror
tots. Let’s be honest, everyone who plays Lynch loves these guys. Getting
the ace of masks in hand allows them to move 20” a turn, which is just insane.
They area also decently tough for a 4ss scheme runner. They are great little
models, although I do want to try Gupps
in their place at some point. They are more terrain dependent to survive and a
bit more fragile in general but they are capable of placing two markers a turn
which is not to be underestimate and they are harder to tie up thanks to Leap.
These are to be tested in the future.
The final
model I have tended to really like including in my Lynch lists is Mr Graves. If I am too worried about
the fragility of the beckoners, or just want to further increase the mobility
of my crew, Mr Graves is the man. Even though he has no synergy with the crew
(despite also being darkened) he is such a great fit alongside doppelganger as
it allows you to push two models (as well as Graves and Doppelganger) 6” up the
board turn one. This allows Lynch to get to spend more of his AP shooting
rather than walking. His pushes can also be used aggressively to remove
lynchpin models of the opponents from an area (He’s a great brewmaster counter
for this reason + being immune to wp duels in his activation) He also gives you
a model over 7ss which makes Murder Protégé more obvious (although he’s not the
best choice for it, at least you know it will be on him).
These are
really the only models I’ve used with Lynch so far as I tend to find 2
illuminated, a beckoner, and doppelganger + upgrades and stones takes up the
vast majority of every crew I build. That being said I do want to try some
other models with him in the future, especially models that have discard a card
abilities. Teddies come to mind as a
fun option since they can discard an ace for flurry and also take advantage of
Lynch’s wp targeting attacks for free strikes. I think Lynch has more cool
options in Ten Thunders for the ace discard ability but I do want to spend some
time brainstorming neverborn or mercenary models that are worth looking at for
him. Johan seems like a great fit as
Graves can increase his speed, he has flurry, and he can remove conditions
(which are a pain).
That’s
the end of part one of my Lynch After 5 review. In the Part Two I will discuss
how I view him as a part of my Neverborn bag and look at what strategies and
schemes he excels at or suffers in.
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