Jakob Lynch – A Comprehensive Guide to Gambling
by Martin Beamish · Published · Updated
Welcome, take a seat, have a drink. Don’t mind that hint of color, it’s the secret ingredient!
At the Honeypot, the first sip is always on the house.
Today we will be taking a thorough look through the adventures of Mr. Jakob Lynch and his trusty companion/dark overlord The Hungering Darkness. Lynch is one of my favorite masters in the ever expansive and intricate game of Malifaux and by and large my most successful, in both winning and fun-factor, masters. He’s the man in the dapper suit that always wears a smile. Don’t mind the slight glow behind his eyes, kick up your feet and relax. Let’s quit mincing words and dive into the deep end.
Front of Card –
Lynch has average defense, good willpower, low-ish wounds for a master and a low walk. He’s just a man, I promise. His biggest gimmick, what everyone knows about him, is that he takes Aces out of the discard pile and puts them into his hand. An important distinction to make is that these Aces are only picked up during another friendly model’s activation. If your opponent attacks you and you flip an Ace, it stays in the discard pile. If Lynch flips an Ace, it also stays in the discard pile. Don’t cheat your opponent by picking one up out of activation, only cheat Fate.
One important point to remember with Lynch’s Ace drawing mechanic works on discarded cards from your hand too, not just actions a model takes (Wyrd Official FAQ #131).
If your opponent tells you, “discard two cards or get Assassinated, fiend!” You can say “OK, chum” and flop two Aces into the discard pile, and pick them right back up again. Try not to laugh too maniacally as you do it.
*Edit: That is an incorrect example, don’t listen to it. A better example would be Jack Daw’s Curse upgrades which allow you to toss two cards to turn it face down. That happens on your activation (again, not Lynch’s) and become “free” as long as you have at least two Aces in hand. Same goes for any model requiring you to discard a card to take an action, such as Zipp’s aura to force discards for zero actions or to use Soulstones.
Lynch’s minor abilities are his Df/Wp trigger that is built in, doing a pip of damage if someone cheats the attack flip against him. It isn’t a huge deterrent unless they only have one wound left, so it feels more like a spiteful poke than a real defense, but it is something at least. He is immune to the Brilliance condition, which is nice and thematic but won’t come up much unless you’re in a mirror match. He also has Infiltration: Darkened, which at the moment allows him to bring Stitched Together, Beckoners, and Depleted into Ten Thunders. There are currently no Darkened Ten Thunders models he can bring into Neverborn.
Back of Card –
Now the fun stuff. Lynch has a decent pistol that can also be used in melee with triggers for each suit. He can also discard a card to get a desired trigger. Remember that he can’t pick up Aces, but if you need a specific trigger it can be worth it. In my opinion, every trigger is worthwhile so unless I NEED Brilliance (Mask trigger) on a model I will accept any that pop up.
Pay for Blood will usually be Lynch’s first AP usage unless he needs to walk to get into range. Ca8 is immense, and unless you’re trying to hit Zoraida or Hannah with their insane Wp, you likely won’t need to cheat. There is no damage flip so Hard to Wound or Impossible to Wound are useless, and its trigger to give the target Brilliance is baked in. Excellent. The only time I wouldn’t use Pay for Blood is if the target already has Brilliance from another source (possibly Lynch’s own gun) but if you need it, Ca8 is the bee’s knees.
Mulligan. Mulligan. Mulligan. One of the best zero actions in the game. Discard up to three cards to draw that many cards. No TN, it just happens. Don’t have enemy models in range or need higher cards to make up for a bad hand? Mulligan those Aces away for instant profit. Brilliant.
Pay Up is his second zero action and more of a niche action. If you have more than three models in play with Brilliance and you have models that need Masks (looking at you Neverborn) then this could be worthwhile. It has the potential to add a lot of cards to your hand but I find that there usually aren’t that many models with Brilliance in play (because they’re already dead) and if you cycle through any Aces they are gone unless the Ace of Masks pops up. Mulligan is generally better, but Pay Up can be useful with proper set up.
Lynch has a cache of 1 (I blame The Hungering Darkness…and the Guild) but this is not the end of the world. I find that Lynch needs the fewest stones out of any master in the game. All of his suits are built in (or discardable) and he will usually sit back enough to not be in the thick of things for damage prevention. He doesn’t need card draw because of his ace drawing and an upgrade (more on that later). Initiative usually isn’t a big deal, but I find I use my stones the most for this when I need it. I will usually go into games with three or less stones, and I’ve taken just the one without even using it. Don’t worry about your stones, worry about your cards.
The Hungering Darkness (Huggy, Hugs) –
Lynch’s free Totem/Henchman is half of the power of Lynch himself. He’s Incorporeal and fast with a solid attack (weaboos beware) and an excellent Obey action. He will want to take Addict (see below) and can also benefit from Smoke Grenades or A Thousand Faces if you’re taking him in an Endless Hunger build to help keep him alive. His biggest contribution is putting Brilliance on enemy targets for the rest of the crew to take apart, but his Ram trigger, which can do 4/5/7 damage is most definitely not something to be sniffed at. He’s everyone’s favorite monstrous tadpole and he is essential to the Lynch game.
- The Rising Sun – His first Limited upgrade and also the most competitive and forgiving. In basic terms, when The Hungering Darkness dies, it instead buries, heals to full and removes all conditions. Then if a model with Brilliance within 6” of Lynch dies, Huggy unburies in base contact before they are removed. This makes Huggy a free cruise missile that you don’t care about dying and becomes a huge annoyance for the opponent. More and more models are appearing that attack Buried targets (Death Marshall Recruiters and the rise of Errata-Tara come to mind) so be careful there. Those options are still pretty uncommon so I wouldn’t flinch on taking this upgrade every time.
- Endless Hunger – The second Limited upgrade, this turns Huggy into the true master-extension that he was intended to be. Casting Expert gives him a third AP to attack or Obey a model, and his Terrifying changes from Living only to All which can be huge. Huggy will be much more fragile now that he can actually perish so you have to be very careful about his placement and role in the crew. Attacking a flank and staying away from the main fight is a good idea but also puts one of your big beaters away from Lynch making him subsequently more vulnerable. A good choice that unfortunately pales to the forgiveness of The Rising Sun.
- Woke Up with a Hand – An upgrade that should probably be stapled to Lynch’s card. If he’s the last to activate on your side, draw two cards. This puts your activation order on an expectant curve for your opponent, but free card draw is hard to argue against. This upgrade also gives him the Final Debt attack action which does damage to a target with Brilliance equal to the number of cards in hand. This is it, ladies and gentlemen. If there is an attack to cheat for in your game, this is it. If you avoid cheating at all in the turn you could do potentially 12 damage to a model (six card hand, four aces, +2 cards from activating last) with the Brilliance condition. Yes, yes, yes.
- Wanna See a Trick? – the backup plan to finish off a model from your Final Debt attack. At the end of Lynch’s activation, discard any number of Aces in hand to do 2 damage per Ace to a model within 6” of Lynch with the Brilliance condition. No duel, no damage flip, just a raw damage bomb on someone close by. This is the easiest way to get The Hungering Darkness back if he went down earlier in the turn. If you don’t have a good target for this free action, Mulliganing the aces is a good idea to set up for the next turn. It won’t always be the best idea to be within 6” of the enemy crew, but if you need to pick off a big target and have the Aces for it, there is very little the opponent can do to stop it. Remember that the damage is equal to the number of aces discarded in a big lump, it is not individual sources of damage so Armor would only affect it once.
- Expert Cheater – Lynch’s most entertaining upgrade. It allows you to cheat cards face down and only reveal it after the opponent cheats or declines to cheat. The mind games are real with this upgrade. You could cheat in a low card when you know you’re losing anyway, and convince your opponent to cheat in a higher card, draining their resources while not really losing anything yourself. This also gives Lynch the Squeel! Trigger on Df, the same as many Gremlins have, which can be a good way to keep him out of trouble. This is the fun upgrade choice, rather than the most competitive because, in general, you should not be cheating to save cards for Final Debt. I would take this only when I do not take Woke Up With a Hand.
- Addict – Available for Lynch or Huggy, you’ll probably only see this on the Hugs himself. Lynch’s upgrade slots are precious for what he needs to do and Huggy’s are usually open. Giving +/+ to big beater Minions like your Illuminated when the enemy has Brilliance means that model will be dead. It doesn’t affect Huggy himself, but he can set up a serious amount of damage for your Minions to take advantage of. Highly recommended.
- The Tactical Nuke –
Tactical Nuke is my preferred competitive loadout. The basics upgrades are: The Rising Sun, Woke Up With a Hand, and Wanna See a Trick? The rest of the crew putts around, doing schemes or hunting the enemy (you know, those things that get you VPs) and Jakob goes last for that juicy card draw. With, hopefully, a very full hand and a few Aces Jakob picks a target to be 6” away (walking if needed), Pay for Blood’s them if the target doesn’t yet have Brilliance, Final Debt’s them with an immense hand and if needs be, discards enough Aces to take them out of the game. The target should be something in your opponent’s crew that they need to help them win, a forward support piece or their own damage dealer. Offense is the best defense with this strategy and this will help keep Jakob safer while simultaneously removing a key tool in your opponent’s arsenal. Schemes like A Quick Murder are fantastic for Lynch here; usually the highest soulstone cost model in the opposing crew will be essential for their game plan. Remove it and reap the benefits. Even if the scheme pool is not kill-centric, removing one or two models a turn will quickly turn the tide in your favor.
One of the biggest advantages to Lynch’s damage output is that there are very few damage tracks you need to worry about. Tying the duel? Doesn’t matter, take X amount of damage anyway. Impossible to Wound? I don’t care, eat these four aces and take 8 damage.
The key to this play style is not cheating in duels with your opponent. Even if you lose a lot, most of your crew should be hardy enough to withstand opening salvos and mincemeat attacks. Only cheat for a model you NEED to stay around, or to deny your opponent a key action.
- The Hand Manipulator –
This archetype is definitely for the friendlier Jakob player. Lynch’s Mulligan action combined with Woke Up With a Hand can really set your hand straight for the next turn. There’s no feeling like not discarding anything to draw more cards at the beginning of the turn because your hand is stacked with 13’s and Jokers. This playstyle can experiment more with the upgrades, using Endless Hunger and Expert Cheater to support the rest of the crew and play mind games with your opponent.
Woke Up With a Hand is not mandatory for this build. Jakob can often spend his AP spreading out Brilliance for the rest of the crew – specifically Huggy and Illuminated all love seeing it on a model before they activate. Using Pay for Blood will still be a mainstay, and Jakob’s pistol will see a lot of use handing out Slow, or of course Brilliance, and helping to disrupt a crew. Be very mindful of where Jakob is in relation to the enemy with this build, without the nuclear option Jakob is more vulnerable to a counter-attack that could leave you master-less. This build would appreciate slightly more soulstones as you’ll be taking more hits while the enemy still lives.
Brilliance is a double-edged drug. Getting it on an enemy model can be a death sentence for them. However, focusing on giving everyone Brilliance can also distract you from spending your AP in more efficient ways that score you VP. Treat the condition as situationally useful and not your end goal in getting it on a model. It can be worth the effort to help guarantee eliminating a model with Jakob’s help, but remember that Pay for Blood is Ca8 and much more reliable than an Illuminated’s Sh attack or even Huggy’s Ca6 Tendrils attack. Jakob can do the work himself most of the time, and I’ve never had a problem getting it onto a model when I needed to. Pay for Blood is worth cheating for, and the enemy will struggle to cheat higher against it.
Illuminated will wreck people with Brilliance. They get +2 damage against them, and with Addict on Huggy get +/+ to attack/damage flips. This is insane and can quickly overpower even the toughest enemy—all from a 7 cost Minion model. Even without Brilliance their damage track is respectable, Brilliance just takes it to 11. A supporting Jakob and Hugs combo can make multiple Illuminated go crazy and deal the majority of damage that you’ll need.
Another key point to remember is that Huggy can make a model keep Brilliance on them past the end step with a trigger on his Obey action. He also gets positive flips against Brilliant models, which can really amp up his action’s output. Huggy will more often than not be the one putting Brilliance out rather than benefiting from it, but it’s always worth remembering when it comes up.
Themed Models, “Darkened” –
- The Illuminated –
We’ve talked about these poor souls a lot and for good reason. One is mandatory for a Lynch crew, and I often find two being the sweet spot for most games. They’re tanky and incredibly difficult to take down with their Regen and self-heal (also great for fishing out Aces!) and will dish out that damage in buckets when the Brilliance spreads. They’re great enough to be a part of almost any 10T/Neverborn crew outside of Lynch as well, which can only speak for their excellence. Buy The Dark Debts box for them, even if you don’t like Lynch’s style. The Hungering Darkness will thank you.
- Mr. Graves –
I love me some Gravsies. Jakob needs a bodyguard hanging around in case the enemy gets a little too friendly. Who better than the Honeypot’s bouncer? He’s tanky and independent from the rest of the crew so he doesn’t need assistance. He can push Lynch up the board to avoid walking and move enemies away while hitting them upside the head. His zero action is highly niche but “free” to help hunt for those Aces. He’s a cheapish beater with min3 damage and board control. It is a rare game that I don’t take him, usually only substituted with a different faction choice.
- Mr. Tannen –
The second Honeypot employee riding behind Jakob’s coattails. He shares Grave’s non-synergy with the rest of the crew and brings unique, unexpected abilities. Unfortunately his ranges are short and he is also fairly slow, making him vulnerable to the enemy. Graves can babysit him, but you also want him babysitting Lynch. Guess who takes precedence? Poor Mr. Tannen is relegated to very specific scheme pools where interacting in a given area is mandatory, and can then become a great pick. Otherwise his cost is generally better spent on another Illuminated. Mr. Tannen goes better in other crews for the odd synergy crossover (Dreamer, Asami) and doesn’t bring a lot to help out a Lynch crew on his own.
- The Depleted –
Adorable, drug-addicted tentacled monstrosities. These four point buggers are the tarpits to end all tarpits. Eight wounds, Hard to Wound, Hard to Kill, that explode on death to give out Brilliance. If Hunting Party is in your scheme pool, take a couple of these to pair with your Illuminated and laugh as the enemy tries in vain to complete that scheme. They are deceptively fast with their zero action pushing them 5” towards a model with the Brilliance characteristic (NOT the condition) – these being Illuminated and Beckoners. I like having one tote behind an Illuminated to launch itself at a key model and tie it up for as long as possible. Don’t expect them to kill things or do anything fancy, they are there for activation control and being an annoyance. I won’t take them all the time, but when I do they always do their job well.
- Beckoners –
Do you want a Lure? Do you think relying on Ca6 is the best strategy in the world? Then the Beckoner is for you. Lure is very powerful, I couldn’t tell you otherwise, but where a Rotten Belle can survive an activation against a model they’ve Lured, the Beckoners cannot. Their only defense is giving negatives to attack flips against them if the model has Brilliance already. Unfortunately Focus exists which makes that ability unreliable if the opponent really wants to eliminate them, which they probably will. Their biggest downside, apart from being immensely killable, is their cost. For the same cost you can get an Illuminated instead and that is a rough tradeoff, especially for a model that won’t reliably stick around. The best use I could find for them is to Lure your own models up the board and push around with their trigger, Not That Kind of Girl, which is great in its own way. Again though, Mr. Graves exists and his Show Ya The Door action is simply better. In summary, they have too much competition and no real niche’ that sets them apart. Even a Performer can outclass them at their job with the mercenary tax included, for cheaper.
- Stitched Together –
Much maligned and justifiably so. The Stitched Together are thematically Darkened for hanging around casinos and playing desperate men and women for their lives…Yay. They are slow, easy to hit but with Hard to Kill. Oh and before I forget, if you get them to Hard to Kill they Reactivate, uh-oh. They have two attacks, one that is a straight flip off which will then do 3/4/7 damage to the loser. No positives, no negatives, just a straight flip that cannot be cheated. Ouch. Their second attack action follows the same principles but allows the winner to draw two cards and discard one (remember those Aces). This latter attack is where you cheat in Crows because no matter win or lose you get a good draw/discard trigger to mess with your opponent. They have an excellent zero action that will be very useful against certain shooty crews but will always be useful to flush out Aces.
Stitched arguably go better with different masters that can take them (heals/Fast from Dreamer, puppeting from Collodi) but are generally solid on their own. You will either lose friends or lose games if you take three of these things into a match, but it will always be fun for someone. Probably you.
Ten Thunders Good Stuff –
- Ten Thunder Brothers –
This is the model that separates the 10T/Neverborn sides of Lynch the most. You’ll largely see similar lists between the two factions between either these fellas or Terror Tots/Gupps in Neverborn. The reason is their zero action which needs an Ace to go off and four solid triggers. The two you’re looking for are Masks and Rams which let the Brother place within 3” and either heal or draw two cards and discard one, respectively. The other two have niche uses but when they come up will be golden. The 10T Brother brings versatility and excellent scheme running to Lynch which his thematic models generally lack. They aren’t meant for killing but for holding an area and scoring points, and points win games. I will bring one to two depending on what I need to accomplish, every single game.
- Samurai –
Remember all that Ace hunting we’ve been talking about? Say hello to the master of flushing them out of the deck. A Samurai’s Shoulder Gatling attack gets +++ to the attack flip. That is four cards out of the deck for one attack. Then the damage flip. Then if you get a Ram you can take a shot against a different enemy model. Four more cards plus the damage flip. Repeat for your second AP. You should be drawing at least one Ace out of your deck, if not all four. They also bring an armor ignoring Daito attack and have three separate zero cost upgrades to help them along. My favorite is the Favor of Jigoku – no more worrying about blowing up when you miss a gatling shot! Pewpewpew! They also have Armor+2 which makes them very tanky against the right opponent. Definitely worth their cost just for the gimmick of flipping half of your deck within one activation.
- Shadow Emissary –
The rivalry begins. Shadow and Sensei Yu perform a similar role in a Lynch crew through support and mobility for an on-average slow crew. What the Emissary brings over Yu is damage, Fast without duels, and board presence. Shadow has a standard Emissary damage track of 2/3/6 with a trigger to take the attack again. He can also discard a card at the beginning of his activation to get Focus+2. Now that sweet severe damage is much easier to reach and spread the hurt around. Lots of damage and not having to cheat duels is a staple in Lynch crews.
Shadow can push a friendly non-Leader model with an upgrade 4” and give them Fast with one of his AP. No duel, no target number, and decent range. Huggy, Graves, and Samurai are perfect targets for this and it’s guaranteed to happen. No Black Joker ruining your day with this AP. The Shadow Emissary is in a tricky spot with zeros because there are so many choices. The standouts are his conflux, the Conflux of Hunger, and the option to give friendly models Blasts on moderate and severe damage. Sweet Whispers is his conflux zero action that pushes a friendly model 4” and has a Tome trigger to draw a card. This is an excellent trigger, and usually not mandatory. It’s easy to get off and has a great recycling mechanic if you have low Tomes in hand. Also, giving Blasts out to your Illuminated with their pluses from Addict can become ridiculous. Definitely a consideration if you don’t need the push.
The General Conflux is somewhat redundant with Addict and the general beefyness an Illuminated provides. It definitely won’t hurt you, but The Conflux of Hunger adds in that extra crew support you want.
- Sensei Yu –
The other side of the coin, or card, or whatever. Sensei Yu might as well have the Wandering River Style upgrade stapled to his face. He comes in at one more stone than the Emissary with that upgrade but brings TWO 5” pushes that can give Yu Focus on a built in trigger and then the other push uses that Focus to give the target Fast/Slow depending on friendly/enemy. Amazing. Where this can bite you is both pushes needing 6’s to go off. Now this doesn’t sound all that major, but when every card in hand is precious it can start draining your damage resource immensely. Yu definitely benefits the crew more when you care little about Final Debt doing immense damage to a model, and he can ramp up a crew like no other. Oh, he can also make Lynch Fast, so…there’s that.
No, I won’t skimp over that. It can be huge, and take the place of Graves for helping Lynch move around if he doesn’t need a bodyguard hanging on. If Eliminate the Leader isn’t in the pool, Sensei Yu pushing Lynch around is very tasty. Yu is also fast enough to keep up with the crew at Walk 7 but no charge, so his offense becomes more reactionary or opportunistic walk+hit a model. He also ignores defensive triggers and gives out Slow, Poison, or Burning automatically on hit which is strong in its own right. Also, he can copy Mulligan off of Lynch’s card. Draw some bad cards? Recycle those before Lynch has to activate and bring it to 1000.
Numbers by numbers Yu beats the Emissary in terms of crew utility. The Emissary brings more damage output with a little less support. The decision between the two will depend on the strategy and scheme pool, as everything does.
- Yasunori –
The newest good stuff model on the block. I put this Oni last because I don’t have him yet and can’t give an honest opinion without seeing what he can do. BUT on paper the Theoryfaux says that taking four attacks with positive flips against one or two models on a charge is insane Ace hunting with a great damage track. Add in Recalled Training and this becomes ridiculous, competing with the Samurai for the most cards seen in an activation. He also has card draw when he takes damage and can scout the next three cards in the deck to set himself, or the next activation, up for success. I like him, I want him, someone get that flaming pony a drink.
Neverborn Good Stuff –
- Terror Tots/Gupps –
Scheme runners through and through. The best thing about these two is discarding your Ace of mask for free sprints/leaps and picking it up again. With a 20” move, Terror Tots bring the speed that makes even Vin Diesel gasp. The Gupps bring a marker+leap+marker placement activation that can score Claim Jump every turn if left alone. Bring Tots for Leave Your Mark and Gupps for mass marker placement schemes like Claim Jump. Keep them safe and score while not losing any cards in hand.
- Nekima –
What to say about the true Queen that hasn’t been said already… She’s great. She has no synergy with Lynch but doesn’t need it once she starts swinging her sword around lopping off heads. She will rarely need to cheat with her high Ml stat as well. Her biggest asset for Lynch is distracting the opponent from him and Huggy so they can move up unperturbed and keep decimating enemy models. She’s expensive but worth it almost always. Watch out for A Quick Murder.
- Doppleganger –
It’s a bird! It’s a plane! Just kidding it’s just old Dopple over here. Copy Grave’s Show Ya The Door. Copy Huggy’s attacks or Obey. Copy a Tot’s sprint. Cheat the Initiative and double nuke things with Lynch back to back. If you play Neverborn you bring the Doppleganger. Enough said.
- Lilitu –
Here’s the model that makes the Beckoner obsolete. Better stats and a better Lure for the same cost, this non-lady outshines the Beckoner in every single way. The only downside is she can’t give out Brilliance on her own but if you’ve been paying attention you’ll know that isn’t gravely important. Brilliance doesn’t win you games, positioning and movement are much more important and Lilitu does that better.
If you NEED that Lure, Huggy can also Obey her to take the Whispers In Blood action for positive flips to all duels*. Or you could just Focus.
*Edit: Huggy can only Obey enemy models
Strat and Scheme Selection –
Lynch’s best Strategy is Collect the Bounty, because he kills things. You will likely see his biggest competition here in the form of ranged blasters (see below) so be mindful of your opponent’s faction and what they are likely to bring. Headhunter is similar but requires more thought on how to execute in your crew building. Generally ranged masters do poorly here because they can kill things too far from their crew, giving up points accidentally. Luckily Lynch needs to be fairly close to do the most damage, and your crew should be next to, or better yet in front of him when he nukes something. All other strategies can be done but killing things is Lynch’s main focus, and other Masters may be better suited for a given pool.
A Quick Murder was mentioned earlier as the go-to Scheme for Lynch – look at that big thing, now it’s dead, three VP please and thank you. Easy. A very clever opponent will take their high cost model and hide from Lynch so be mindful of the terrain and board set up if there are any nooks or holes that can hide a big model. Even if that model is 13 stones, denying three VP can be worth it, so hunt them down.
GG2017 overall offers more scheme-centric pools. Remember that even though Lynch has all these tricks and attacks, sometimes the best move is to Interact, Walk, Interact to score yourself some VP. Bonus points if you can still kill a model by discarding Aces afterwards.
What Lynch Hates –
Lynch’s biggest competition across the table are other ranged masters that usually outrange him and can do as much, if not more damage. Blasters like Sonnia, Rasputina and Wong. Reva, Parker Barrows and Perdita deserve a mention too for their mobility and excellent threat range. I would sweat bullets seeing Marcus across the table as well. Lynch becomes immensely more vulnerable against these masters and you can bet real hard cash that he probably won’t survive the game. This isn’t always the biggest detriment to playing Lynch, but with Eliminate the Leader being much more common in GG2017 you need to seriously consider whether or not to bring Lynch out to play. A higher soulstone pool and conservative playstyle will help you here, and Lynch can nuke the alpha-strikers when they come up short, punishing those mistakes.
Frame for Murder deserves special consideration as well. When your opponent sees Lynch they will play this scheme. Any other choice is folly since it is an almost guaranteed three points. This is a detriment to all kill-oriented masters in GG2017 and warrants special thought behind it. A tip to watch for is your opponent not cheating your duels when you know they probably should be. They want you to beat them without giving it away. Target a Henchman that has been pushed forward. If they allow a lot of damage through and don’t use soulstones for damage prevention then switch tactics and try to tie them up instead of killing them (Depleted or Illuminated will work well) and watch their reaction. If they deflate physically it’s a safe bet that’s their FFM target. They’ll likely get two points just because anyway, but denying that third point by holding Lynch back can be game-deciding.
The best strategy to use against Lynch is to force your opponent to cheat your duels. Don’t give them the option of ignoring what you’re doing and taking the hit. Make him bleed those cards throughout the turn. If you can’t alpha-strike Lynch the first turn or two this will at least blunt the power of Final Debt. Saying you should focus on your Strategy and Schemes is a no-brainer, you will not win otherwise. Lynch brings to your consideration that your big nasty model(s) will not be around after turn 2, so work with that understanding in mind and you should do well.
A special consideration is needed for the Man In Black. This model, a common take in many Outcast crews and beyond, can kill Huggy with one single dual. He can do this far enough away to severely hamper your ability to get him back immediately and your game will suffer from it. He has long enough range to stay well away from Lynch’s counterattack and with minimum 3 damage, Lynch will be hurting for trying. If you’re able to run Huggy away and throw an Illuminated or two, or three…you should be alright. Huggy beware, this one will get’cha for sure.
Subscribe to Blog via Email
Recent MWWG podcast episodes
- The Pitch, Ep.20 September 20, 2018
- The Pitch, Ep.19 September 5, 2018
- Midwest Wargaming Podcast, Episode 2 – New and Exciting Games August 24, 2018
- Midwest Wargaming Podcast, Episode 1 August 19, 2018
- The Pitch, Ep. 18 August 9, 2018
Creative Twilight: Creative Twilight
- Next story Guildball from a Warmachine Perspective
- Previous story Interview with 2017 X-Wing Hoth Open winner, William Haigwood