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Showing posts with label Lynch. Show all posts
Showing posts with label Lynch. Show all posts

Tuesday, 13 October 2015

Jacob Lynch After Five: Part Two

Disclaimer: Any master can do any strategy/scheme if you play well. But if, like me, you want to play a multitude of Neverborn masters competitively (I aim to have all 7 masters playable in tournaments) it is important to find the strengths/weaknesses of them so you can decide when to use each one. One thing I will not be covering in these articles is things like terrain tactics or which masters are counters for which factions etc, as these are much deeper tactical questions that I am nowhere near experienced enough to answer with these masters yet. I do hope to do a longer article (or several) on my competitive neverborn bag in late 2015/early 2016 after I have had some more events with masters other than Dreamer. If you have not read part one, it can be found here.

Strategies I like him for:
Collect the Bounty: This is the strategy I really see Lynch being a great choice. He tends to take a bunch of tough minion in his crew (specifically illuminated) and his henchman can’t give up points in this strategy as long as Lynch is still on the board. That is the one downside though, Lynch is not that tough to kill and if he goes down you are in trouble as you lose 4 collect points for your master, Huggy is no longer immortal and you’ve lost a ton of your hitting power. But as long as you are careful with Lynch his crew is great at this strategy.

Guard the Stash: Lynch’s crews have a load of models that are fairly independent and can both deal quite a lot of damage and are fairly hardy (with self-healing on Huggy and the illuminated). Graves, Doppelganger, Huggy, and beckoners can also move around the opponent’s crew. Since Lynch’s crew doesn’t rely on a buffing bubble (like Collodi/Pandora) or auras it is a great killing crew for splitting into two factions

Reckoning: Lynch likes to kill stuff dead. Huggy also won’t give up Reckoning points as long as Lynch is alive. Huggy can also obey around your opponents heavy hitters. Furthermore, Illuminated are tough, killy and relatively cheap so make up the core of a good reckoning crew. Would probably leave the beckoners behind in this crew as they are an easy kill, but other than that the crew is changed very little by Reckoning compared to the crews I run with other masters.

Friday, 25 September 2015

Jacob Lynch After Five: Part One


Introduction and Initial thoughts:
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.



Monday, 18 May 2015

Learning Lynch

I could be wrong but I think Lynch might be the master everyone wants to play but often feels he (or they) come up short when it matters. Who doesn't want to be a card shark in a card game!

So, as I am currently 'learning Lynch' myself, from the Neverborn angle I should point out, I thought I might do a bit of a spiel on what I have discovered so far.

Quick disclaimer, I'm no pro, I have played 4 games so far only with Lynch, these are my initial thoughts on Lynch and I hope to post additional musings and tactical genius (hah!) as I go along!