Yeah, so it’s been another few weeks since my last blog
post. I can’t say I’m entirely happy with this pace but in a sense it can’t be
helped – real life, as always is getting in the way and I’ve found myself with limited
free time to spend on an ever-increasing number of responsibilities. Painting
and writing for the blog has unfortunately taken a back seat. I’m still intent
on catching up with this blog (somehow!) but the Rainbow Challenge is
definitely living up to its name! I’m not yet ready to throw in the
towel though, so this isn’t over yet, not by a long shot!
Anyway, this blog post is all about Lo Pan Yan Lo and in
particular, my game against local Charles with Pandora! Yan Lo is a crew I’ve
only played against once in M2E (in my game with Dreamer against Paul). Paul
was only just getting into grips with Mr Lo himself so while I did get to see
some of his tricks as an opponent, Yan Lo unfortunately never got to realise
his full potentiual before getting eaten by Lord Chompy Bits. On the plus side
however, it did give me a starting point from which I got a few ideas on what I
wanted to try myself.
The Paint Job
It’s interesting in itself that I’m talking about Yan Lo
right after Kirai because in a sense, my experience in building both crews were
quite opposite. As I said in the last blog post, your average Kirai crew seems
to involve painting A LOT of models – 7 of the required ones don’t even have a
SS cost attached! But the positive was that at least the spirits were easy to
paint and in most cases, easy to assemble too. Yan Lo, both for better and
worse, was a different beast altogether.
Yan Lo has a very defined set of models for his crew. After
the buying the starter crew you really only need the three Ancestors
(Izamu/Yin/Toshiro) for 9 models, then MAYBE a few other cheap Resser minions
to help with certain Strategies and Schemes. So the required model count is quite
respectable, especially for a Resurrectionist crew. The negative is that being
some of the first plastic models released by Wyrd, Yan Lo’s crew presents some,
uh, interesting challenges to your
average gamer! First there’s the ridiculously small and easy to lose Yan Lo’s
beard, a piece that’s got its own exclamation (“By Yan Lo’s Beard!”) and is
probably one step away from developing its own meme. But that’s not the end of
it. Spindly bits seem to be a common part of the crew, especially the Ashigaru,
so even once they’re assembled the models seem to be quite fragile and
difficult to store safely. Certainly my Battlefoam Breach Bag is ill equipped
to hold most of Yan Lo’s crew!
Finally there’s the painting of Yan Lo’s crew. Now while
they’re not as simple to paint as Kirai’s Spirits, they’re probably about
average in painting difficulty compared to other crews. Unfortunately for me I
decided to go with a rusted, old look to the crew. It was an approach I wasn’t
entirely familiar with and as a result, it took me quite a while to figure out.
All in all, it took me close to TWO MONTHS to complete Yan Lo. Not good when
I’m working to a deadline for this Rainbow Challenge!
Anyway, despite all this I must admit I’m satisfied with the
end product. Yan Lo’s crew seem to look the part and it gave me another chance
to use the great transparent bases that Wyrd supplies! In pictures you’ll see
that I’ve gone with green but at the moment the bases are temporarily fixed to
the inserts. The green just feels a little to rich for the crew’s colour
scheme, so I’m first hoping to try the recently released (?)“Rootbeer” bases
before settling on a colour.
The Game
45SS, Standard Deployment
Strategy: Squatter’s Rights
Schemes:
- Line in the Sand
- Breakthrough
- Assassinate
- Spring Trap
- Murder Protege
- Line in the Sand
- Breakthrough
- Assassinate
- Spring Trap
- Murder Protege
The List
Yan Lo
- Reliquary
- Brutal Khalkhara
Toshiro
- Command the Graves
Chiaki
- Pull of the Grave
Yin
- Unnerving Aura
Soul Porter
Nurse
2x Canine Remains
- Reliquary
- Brutal Khalkhara
Toshiro
- Command the Graves
Chiaki
- Pull of the Grave
Yin
- Unnerving Aura
Soul Porter
Nurse
2x Canine Remains
For this game I diverged a little from my usual practice of
taking the starter box plus some extras – I figured the Ashigaru should be easy
enough to summon with Toshiro later in the game. It also gave me room to fit in
some of the models I really wanted to try, specifically Yin but also the Nurse,
who’s ability to heal and paralyse a friendly model can be downright brutal
with a model that can remove conditions (Chiaki). The Canine remains were there
mostly to act as flankers and claim unguarded Squatters Rights markers, but I
also figured their ability to dig up corpses would help me summon some
Ashigaru, cards allowing.
I have to admit I’ve always been a bit anti-Toshiro in the
past, but after hearing other people’s opinion of him and reading his card, I
found that I couldn’t say no to his inclusion. He really is a great piece. The
notable exclusion in this crew is, of course, Izamu. To be honest I mainly
decided against taking him because after using him with Kirai, I already know
he’s a great model. I didn’t feel the need to prove that again with Yan Lo,
especially when his exclusion allowed me to take models I really wanted to try
instead (ie. Yin!).
For upgrades I went with what I thought was most
appropriate. Toshiro got Command the Graves for the summoning, while Chiaki got
Pull of the Grave for the very useful debuff attack it gives. Unnerving Aura
seemed appropriate for Yin, who’s very well equipped for keeping models within
her melee range. Yan Lo’s upgrades were the trickiest of course. Reliquary for
the chance to resummon an Ancestor seemed too good not to pass up and thinking
ahead to how I might spend Yan Lo’s Chi, I decided on Brutal Khalkhara to give
him some additional melee potential.
The schemes I chose were Assassinate (Pandora) and Murder Protégé
(Coppelius)
The Result
Charles had taken a Pandora crew basically consisting of the
boxed set (Pandy, Sorrow, Poltergeist, Candy and Kade), plus an Insidious
Madness, Teddy and Coppelius.
Setup saw both crews deploying roughly in the middle, with the
option of a large building near the centre to hide behind. In the first turn, between
Toshiro and the Soul Porter, Yan Lo’s entire crew was able to move up quite
quickly and take position near the centre, ready to strike at the enemy should
they start going for the central objectives. By comparison, Charles advanced
his crew cautiously, unsure of how dangerous the opposing crew might be. This
proved to be to his detriment, as I took multiple squatters rights markers
early and the crew carved through Pandora’s models as they moved in piecemeal.
Yin, to her credit took the brunt of the opposing attacks yet survived the entire
game, proving to be a major thorn in Charles’s side right up until the end. Yan
Lo did his best to Lightning Dance in and out of danger, helping to take out
Coppelius and a few other models before the game ended. This was a comfortable
win for Yan Lo, although to be fair it was in no small part thanks to Charles
not having fully grasped the intricacies of playing a Pandora crew!
Post-game Thoughts
One of the decisions I made early on in this game was that I
didn’t want to just sit on Yan Lo’s Chi to benefit from the higher Ca and (if
I’d taken the upgrade) boost his Df and Wp from a Fortify the Spirit trigger. Paul had tried that in our Dreamer vs Yan Lo game
and at least from my perspective, it really didn’t work out for him. So instead
I chose to burn Yan’s Chi whenever I could to start gaining Ascendant upgrades.
Unfortunately I got few opportunities to generate more than one Chi per turn until the end of the game,
so I only got as far as Ash and Spirit Ascendant before the game
finished. On reflection, with so few Chi coming in I probably could have saved
my Chi after getting the first Ascendant upgrade, and instead used it to both
improve my Ca-based actions and to use his Transcendence
action. Speaking of which…
Handing out Armour +2 with Transcendence might not have been that useful against Pandora (what
with Misery and all), but it’s otherwise a great buff to hand out. In fact,
looking back it seems that I didn’t even try using what is actually a major
part of his playstyle – his crew support. Transcendence
(for armour) and Instil Youth (for
healing) would both be very effective in keeping your crew alive. In fact, the
Spirit characteristic given out by Transcendence synergises The Spirit
Ascendant’s Fury of the Yomi Action,
which grants a free (1) action to up to three friendly spirits. Altogether that
seems to make Yan Lo a very effective crew support Master.
I did try the Brutal
Khakkhara upgrade in this game and while the minimum 3 damage was nice, in
practice it feels a bit average compared to Yan’s usual Spirit Barrage attack.
Spirit Barrage may have the same attack value (5) and a worse damage profile
(2/3/4), but with the Chi condition the attack stat can be bumped up to 8, plus
you can gain yet more Chi with it’s built in trigger (though it does require either
dealing severe damage or killing the target). For 1SS Brutal Khakkhara is
certainly not a bad upgrade. The damage on disengaging rule, plus the fact that
it gets around anti-Ca models makes it worth throwing in. But I suspect its
real value comes into play when Yan acquires the Bone Ascendent upgrade (for
Hunpo Assault and an ass-load of attacks).
If you've been keeping up with my blog you should have figured out by now that I have a particular fondness for mobility-based tricks, and Yan Lo's crew was certainly not without them either, two of which were Toshiro's War Fan and the Soul Porter's Empower Ancestor (below). In this game I also enjoyed using Yan Lo's Lightning Dance to isolate enemy models by swapping them into the middle of my crew (specifically right next to Yin). It potentially exposes Yan Lo to counter-attack though, which was Paul's downfall when I played his against his Yan Lo crew with Dreamer. So you need to be careful about where he ends up and if he can be pulled back to safety (either with his own AP, the Soul Porter or with help from a Rotten Belle).
While I did take Reliquary
on Yan Lo to resummon my Ancestors, in practice it never came into use since
none of them died. Still, it makes for an interesting contrast to most other
summoners of the game. It plays into his preference for keeping his crew alive
rather than replacing nameless fodder with more nameless fodder. Instead, the
crew’s “nameless fodder” summoning came from Toshiro and his Command the Graves upgrade. Now in some crews I can
see Toshiro’s summoning potential to be not that great, particularly when he’d
compete for resources with a more dedicated summoning Master. Nicodem’s the
classic example, of course, but even summoners like Kirai or Molly would prefer
to keep any high crows for their own summoning. However summoning seems to be a
secondary concern for Yan Lo and even when he’s using Rebuild Corpus he requires
a Tome, not the Crow Toshiro needs. In this game Toshiro only summoned one Ashigaru, with help from a corpse dropped by a Canine Remains – not a lot but it was still well worth the effort and it certainly made him
that much more useful.
As for Toshiro
himself, much like Iggy he’s one of those models who took a while for me to
warm up to. Part of the reason for this was that I didn’t like his model that
much but for the most part, I’d never read his stat card in any detail! Toshiro
has some good resilience and a nice attack with his Ancestral Katana, but his
real strength comes from the buffs he gives to the Minions around him. Daimyo
and his (0) Daimyo’s Price action will both dramatically improve the melee
potential of any Minions within 6”, and the ability to give Fast (and a 4”
push, with the trigger) to a friendly minion with War Fan was something I got a
lot of use out of. Specifically it helped me to bringing a summoned Ashigaru
into combat, and it sped up a canine remains for flanking duties after dropping
his corpse marker in turn 1. With his “in theme” Master he does seem to run
slightly counter to Yan Lo’s fondness for Ancestors (none of whom are minions).
So similar to other Masters like McCabe (with his Badge of Speed vs Promises upgrades), it’s a
matter of striking a balance between Yan Lo’s and Toshiro’s competing
synergies.
The Soul Porter is one of those Totems that seems almost an auto-include for their Master. There's just so much that he offers Yan Lo's crew that I honestly don't think you could find a better alternative for 3SS. For that bargain price, the Soul Porter prevents Yan losing his Chi to enemy condition removal, can give +1 Chi to Ancestors when he damages the enemy with his high Ml Bladed Spear attack, pushes friendly Ancestors around with Empower Ancestor and if all else fails, can sacrifice himself to give an Ancestor +1 Chi. His only issue is his relative frailty but otherwise, there's nothing on his card that Yan Lo won't love to have in his crew.
Yin, I must
admit, was great fun. She never did much damage for her cost, but her
resilience was just incredible, thanks in no small part to the negative flips
against her granted by Mass of Viscera. Together
with Ml 6 and Wicked, she was essentially like glue – once you got her engaged with
something, that model was going to have trouble getting away (push and place
effects aside, of course). For that reason, Unnerving Aura was a natural fit
for her, adding some nice damage to what is otherwise a relatively low-damage
model. Yin’s (0) action, Gnawing Fear proved to be pretty strong as well. It’s
got a good Ca value, no suit requirement and the negative flip to Wp and Ca can
mess with both Casters and basically anyone engaged with Yin (thanks to her
Terrifying).
Chiaki’s Pull of the
Grave upgrade proved to be very useful. Any attack that hands out slow is
pretty respectable in its own right, especially when it can be recast on a
trigger. But its real value is that it gives Chiaki something useful to do when
she’s not spending her AP on Memories Past (for condition removal) or Purity
(for the push pulse). Both of those might be great actions, but they’re also a
bit situational and aren’t actions you’d see her doing every single turn IMO.
So while Pull of the Grave is not an upgrade that you’d specifically take
Chiaki for, if you have a spare Soulstone then it is something that ensures she
remains useful throughout the game.
Summary
My initial impression of Yan Lo as a Master was that he
played like a block of putty - he starts out pretty generic but with his Chi
and Ascendant upgrades he can mould himself into one of a number of different
roles. After my game with him I think the clay analogy holds true, but I’m also
getting a better idea of what he is, and what he can become.
At his simplest, Yan Lo is a support Master. He can use
Lightning Dance for pulling enemy models out of position and then with the help
of Transcendence and Instil Youth, can bolster the
resilience of his crew and play the attrition game very well. This support
aspect can be further improved by Spirit
Ascendant (for an obey-like effect on spirits, including those affected by Transcendence) and Ash Ascendant (with the direct anti-movement debuff from Terracotta
Curse). His resilience is merely average to start with, but that improves as
the game goes on as he accumulates Chi, both for Fortify the Spirit and to gain
the Ash and Spirit Ascendant. In terms of damage output he starts off kind of
average but again, Brutal Khakkhara
and Bone Ascendant upgrades give him the chance to deal a lot of direct
damage, if he’s willing to burn the Chi for it.
Improving each of these aspects requires Yan to accumulate
and spend Chi, but unless you’re deliberately throwing fodder into the enemy
(possibly with some help from the Maniacal
Laugh upgrade?) actually generating enough Chi to fully power Yan Lo up is
both time consuming and difficult. So at some point, you need to make decisions
about what you want Yan to do (Support? Melee? Resiliance?) and use what Chi
you have to adapt Yan to that role you need him for.
The whole Chi dynamic even goes as far as forcing Yan Lo to
make some tricky decisions about who to use in his crew. Yan’s easiest way to
generate Chi is to lose friendly models to enemy attacks, which encourages you
to take a crew of cheap minions. But his Ancestor and support synergy pushes
Yan toward taking big expensive models that he can buff and resummon. Focusing
on one of these crew builds seems to be to Yan Lo’s detriment – you’ll either
have lots of Chi but limited opportunities to benefit from it, or a very elite
crew to buff but not enough Chi to do it. You definitely need to strike a
balance between the two styles.
Anyway, this has gone on for long enough. Overall I have to
say I quite enjoyed Yan Lo’s playstyle. His Chi dynamic introduces a degree of
complexibility that requires getting used to but once you get your head around
it, Yan seems to be a very flexible support Master who can adapt himself to a
number of different roles on the fly. He lacks the all-out summoning that other
Resurrectionist Masters can achieve, but at least in my books that’s a good
thing. As per my Kirai
article I realise it’s a powerful mechanic, I’m just not
entirely comfortable with the resources usually needed to summon all those
models.
Until next time,
Adrian