My aim with the Rainbow
Challenge this year has been threefold – Play all the masters (going well),
Paint lots of crews (falling behind, but not a disaster yet) and keep up to
date with this blog. That last part has been….um, a bit of a challenge, made
all the worse by my insistence that I write 2000+ words every time I post
something up!
At this stage I’ve
played no less than 6 Masters for which I haven’t yet written anything for my
Blog! This simply won’t do, so to recitfy this I thought I’d make this a bit of
a Catchup week. So for the next 6 days I’m going to post up one article each
day for each Master I still need to write about – Lucius, Pandora, Collodi,
Lynch, Rasputina and Kaeris! In order to make this feasible I’m restricting
myself to no more than one hour of writing per article. Well, hopefully not
much more than an hour at least. :P So here goes…
The happiest Tyrant you'll ever meet.
The Master
Much like the other Wave 1 Neverborn Masters, I’ve already
played Jakob Lynch and wrote an article on my thoughts about him late last
year. Back then I used him as Ten-Thunders at a small local tournament, but
only in name. The only non-Darkened models I took was 1-2 Rail Workers (who are
great with Lynch, BTW) and maybe the recalled Training upgrade on the Hungering
Darkness on one game.
For this game I instead stuck with him as Neverborn, and
played once again against Chris (last seen tackling my Pandora
Crew with the Viktorias). In this game he went with Hamelin. The last time I
faced Chris with Hamelin he flattened my Tara
crew in very short order. Sure Tara’s a tough Master to use, but I was still
somewhat nervous about once again facing this Master.
The Paint Job
Fate deck bases are some of the easiest and most effective
basing schemes I’ve done for my crews. Lynch was my second attempt at this (the
first being Dreamer)
and together with the purple transparent bases and the yellow/purple colour
scheme, I think they turned out quite nicely!
Today's table.
The Game
40SS, Standard Deployment
Strategy: Squatters Rights
Schemes:
- Line in the Sand
- Bodyguard
- Assassinate
- Cursed Object
- Power Ritual
- Line in the Sand
- Bodyguard
- Assassinate
- Cursed Object
- Power Ritual
The List
Jakob Lynch
- Endless Hunger
- Woke up with a Hand
Hungering Darkness
Doppelganger
- Useless Duplications
Mr Graves
Beckoner
Waldgeist
Terror Tot
- Endless Hunger
- Woke up with a Hand
Hungering Darkness
Doppelganger
- Useless Duplications
Mr Graves
Beckoner
Waldgeist
Terror Tot
I’ve already used Jakob with a “Brilliance focused” crew
build, so I thought it would be interesting to try a different kind of list. I
jotted down a few different possible iterations and what I ended up with is
actually a kind of Mimic crew, with Graves as the muscle, the Beckoner for
movement tricks and a Doppelganger to help achieve the interact-hungry
Squatters Rights Strategy. Then there was the Waldgeist to hold ground and the
always handy Terror Tot to grab unguarded markers.
For schemes I went with Bodyguard and Assassinate. With so
many peons, Hamelins crew seems naturally good at foiling Cursed Object, plus
the rat kings can really mess with enemy scheme markers so that really just
left the two kill-focused schemes. Not ideal, but I figured why not? ;)
The Result
Chris and I agreed on 40SS for a relatively quick game.
However it turned into a really cerebral affair, with both of us wrestling for
VPs from both the Strategy and our respective schemes.
In the end, the Hungering Darkness skirted past Hamelin (who
was apparently too happy to leave him be) to tackle Hanns and ensure I achieved
Bodyguard, while the Terror Tot tied up a chunk of Hamelins crew on the flank.
The Waldgeist held the centre for a few turns, but was taken down by Nix and
Hamelin thanks to obsene levels of Blight. The other flank, however, was where
all the action happened. There, a struggle played out for Squatters Rights
markers between Hamelin and his various rats/rat catchers against Lynch, the
Beckoner, the Doppelganger and Graves. In the end Hamelin fell to the combined
might of Graves and a Graves Lookalike (yay Doppelganger!), which earned me
enough VPs to win the game.
Never bring a gun to a Monster fight.
Post-game Thoughts
As I said above, I was interested to see whether Jakob Lynch
and the Hungering Darkness could do well without the usual complement of
Illuminated and other Brilliance-focused models. And as it turned out, he
didn’t disappoint! The Hungering
Darkness more or less went it alone in this game and while having some
other models around to hand out Brilliance could have helped, he ultimately
didn’t need it to ensure he remained a sizable threat. If nothing else, he was
threatening enough for Chris to want to avoid him for the game, which worked to
my favour since it allowed me to take out Hanns (whom I thought might be a
Bodyguard target…it was actually Nix) and achieve Bodyguard for myself.
Jakob Lynch gets
some great benefits from having Brilliance on enemy models, especially when
taken with his Woke up with a Hand upgrade. But with Pay for Blood and his
Pistol he’s good enough at putting it on models himself, so I never felt as
though he was unnecessarily restricted by the lack of other Brilliance models
around. He still hits like a truck when he wants to and it was thanks in no
small part to him that I eventually brought down Hamelin.
Mr Graves was a
model I really enjoyed using. Armour, Hard to Kill and Black Blood makes him tough
as nails, he does some great damage with Fence Post With the Hungering Darkness
going AWOL for most of the game, Mr Graves provided my crew with the melee
power it needed, and he kicked arse and took more than a few names in the
process! But most importantly, Mr Graves has an excellent push effect in the
form of “Show ya the Door”. If you want to know what I think of push effects,
you need go no further than the article I wrote in Wyrd Chronicles 10. Suffice
to say that they’re awesome, and I used it to good effect to push both friendly
and enemy models into better positions.
The Beckoner was
taken mostly for Lure, and she didn’t disappoint. Early in the game she pulled
enemy models out of position and into danger, and later on she was able to pull
the likes of Jakob Lynch out of danger and Graves into danger. She even managed
to use Sales Pitch to kill a pair of Stolen next to Lynch before he activated
to take some Blight. To be honest none of this was a surprise. As above, I’ve
found Lure and other push effects to be invaluable in any games I’ve used them!
This is arguably the first time I’ve really appreciated having
a Doppelganger in my crew. As per my
original
Pandora blog post I’ve always been a little wary of her. She just seemed so
resource intensive and I’ve often had trouble justifying her over other models
with better defined roles, like an Illuminated. This game, however was the
first time I really started seeing the value in her flexibility. For the most
part she paired up with Graves, mimicking Show ya the Door to push herself and
another model (often Graves) into better positions or borrowing his Fence Post
to deal serious damage to Hamelin and co. There wasn’t a single turn in which I
felt the Doppelganger was wasted space. Adding Useless Duplications was a great trick too. It took me a bit to
explain (and understand) exactly how it worked with Chris, but it certainly
gave both her and Graves a measure of protection throughout the game, which was
quite nice.
One of the key characteristics of the Neverborn Masters is
that they all tend to have a lot of specific synergy with other models. For
instance Pandora has her Woes, Dreamer has his Nightmares and Collodi has his
Puppets. For some this synergy feels like an essential part of their playstyle.
For instance I can’t imagine playing a Collodi or Dreamer game without a
sizable complement of Puppets or Nightmares, respectively. But other Neverborn Masters
have much less reliance on their model synergies – Lilith (Nephilim) and
Zoraida (Swamp Fiends) being key examples.
As I’ve already said in my Dreamer
and Collodi
posts, I’m a little wary of Masters that feel tied to taking certain model
types to work well. So by extension, I’m quite glad that Jakob Lynch is not as
reliant on Brilliance as I thought he might be! In this particular game I went
heavy on the Mimics, but I can imagine he’d actually slot nicely into most
other crew builds too, be they Neverborn or Ten Thunders.
Anyway, I think I’ve said enough. Suffice to say that I’ve quite
enjoyed playing Jakob Lynch. :)
As usual, I’m happy to field any questions or comments. :)
Until next time,
Adrian
Great post. I play Lynch in Ten Thunders, where he is great too. Not only do Rail Workers go nicely with him but all the other options with a 'discard a card to do X' ability like Thunder Archers, Wastrels, Torakage etc. I'm in total agreement that he can be played very effectively without Brilliance; all it does is dial up the damage for the most part which is often overkill.
ReplyDeleteI love the paint work too.
Thanks...Bovine? ;)
DeleteIf I had more 10-T models I'd love to give him a try in that faction - as you say, there's definitely alot of potential in there!