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Persevering1

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  • Birthday 03/19/1980

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  1. You just said it. Mortimer's "Zombie Companion" is one of the better parts of the model, rather than "Exhume". Teamed with dogs, Mortimer provides a great attack team that can then be mirrored by Sebastian (who can also Companion a set of dogs). Mortimer can make dogs of his own, as can Sebastian. Even better. In addition to Mortimer's versatility (melee and ranged attacks), Mortimer has "Fresh Meat". That spell is great. Its utility in getting your models across the board as fast as possible is phenomenal. Use the spell as often as possible if tactically appropriate. In all, Mortimer has some great strengths. "Exhume" is really only a fraction of what he brings to a Crew.
  2. Beating Lilith with Resurrectionists depends on the Master... McMourning can actually go toe-to-toe with Lilith. He hits hard (use Dissection), heals via "Organ Donor", and can cause immediate damage via "Master Surgeon" if necessary. His typical list involves heavy hitters that can likewise hold their own with Lilith's usual Crew. Seamus needs to shoot Lilith in the face with his .50 Flintlock. Either go directly at her or isolate her Minions and kill them separately. Which of these you choose really depends on your playstyle and the aggressiveness of your opponent. Smart use of "Lure" will be crucial to your victory, either way. Nicodem is a tougher play against Lilith because he cannot hide from her (due to her "Master of Malifaux"). Likewise, surrounding him with Mindless Zombies is difficult because of her "Whirling Death". Therefore, killing her off with Nicodem typically involves good use of his supporting Minions and lots of "Decay". I prefer to keep her at distance and buffing my attackers until she goes down.
  3. Gang, Now that we've had some months to play this thing, which Resurrectionist Master is the most fun for this playerbase? Any trends to discuss? Playstyles that seem predominate? Feedback that could be considered for future faction development? Competitive tactics and enjoyable combos? Personally, of the three available I prefer Seamus. The ability to activate Seamus, Sybelle, and all nearby Belles off one activation has won me many games (and, used poorly without forethought, cost me a few, too!). Seamus's .50 Flintlock and Sybelle's Shriek, combined with Lures, is really strong. While the limitation of only summoning Belles is somewhat bothersome, I find the Belles' innate toughness (8 Wounds, Hard to Wound, Slow to Die, Shambling) provides enough "speedbumps" to allow Seamus to reposition and get off another .50 calibre shot. The board control of a typically Seamus list also plays well with Terrifying, which is a rule dynamic I really like about this game. Granted, so much of the present model base across factions is either outright immune to Morale Duels (Constructs, Undead, already Terrifying models) or possess such high WP that they effectively are immune (most Guild), but it is still fun when Seamus can actually spook someone away. "Trail of Fear" likewise combos well with other things I am typically doing (more Lures, for instance...). Lastly, Seamus's survivability is perhaps his greatest strength. With Hard to Wound 2, Hard to Kill, and two ways of healing himself beyond Soulstone use (Necrotic Ministrations and Live for Pain), it really is hard to put Seamus down... which lets me be a bit more creative with him. I have yet to need to summon a Belle only to kill her healing via Live for Pain and Necrotic Ministrations... but I think that might be fun down the road when I am trapped in a pinch. I have yet to use Undead Psychosis, but will try that soon. Likewise, No Escape has only helped me once. Slit Jugular, however, is a game winner lategame when the opponent is low on Soulstones. Any Seamus list must include some heavy hitting melee. I use Punk Zombies, for their versatility (Self-Mutilate and Slice and Dice) and for their Flurry (after I Lure the target near enough). Frankly, the best tactic for me with a Seamus list is to insure I place lots of multi-level terrain with great LoS during terrain placement (usually buildings), then run to grab a building with LoS of the board's center. From there, I place the Belles on the top floor, where they have maximum LoS for Lure, with Sybelle and Seamus on lower floors and views of the center for .50 and Shriek. The Punk Zombies patrol the bottom floor, using their AP for Defensive Stance until the opponent comes to me. Most opponents will grow impatient and try to take the center, allowing me to use multiple Lures to pull their force apart piece-by-piece, shooting them up and finishing them off with the Punk Zombies' Flurries. The weakness of this tactic is a full on rush by the opponent, by I can then use Lures to rapidly redeploy my own force elsewhere. I call this the "Bordello Offense" and it has won several games against many different opponents (all the factions, actually). Obviousy, Lilith and Rasputina are the more difficult match-ups with this tactic, as they can create terrain in front of the windows/vantage-points, depriving my Belles and Seamus of LoS. The opponent can then take the center without as much fear of being picked apart. In this case, I reposition while trying to scare off a siege with the Punk Zombies. The above assumes a 25SS list. At 35SS, I typically add a Hanged with Grave Spirit to protect it. I then Float the Hanged somewhere where its LoS creates a crossfire over the center. With its Spells and multiple ways to instigate WP/Morale Duels, it becomes a target, but the Grave Spirit's buff of Armor 2, plus positioning so that any attacks on the Hanged likely bring opposing forces within LoS of the "Bordello", keeps the Hanged around most of the game. Being a Spirit (and thus halving non-magical damage), helps, too. I -might- drop the Hanged/Grave Spirit combo for Bete Noire, but I doubt it. Too few wounds and too little punch for a Seamus list. Bete Noire seems to be great in a McMourning Canine Rush list, but Seamus needs more muscle or ranged attacks. Two Crooked Men, however, are not beyond consideration and might deserve some playtesting. Likewise, Convict Gunslinger and Copycat Killer might be good, if somewhat cliche. I am avoiding the former presently in favor of focusing on just Resurrectionist models. What about you all? Any feedback for the group?
  4. At 35SS Scrap with McMourning, I recommend the following: McMourning (Master) Mortimer (7SS) Sebastian (6SS) x2 Nurse (10SS) x5 Canine Remains (10SS) 2 Soulstone for pool (turn into Body Parts for McMourning) (2SS) Here's why: Deploy three "teams"... * Mortimer, 2 Canines, Nurse * Sebastian, 2 Canines, Nurse * McMourning, Canine (should become Flesh Construct on first turn) Mortimer and Sebastian both can take a (0) Action to give Companion to one of the their Canines, which then gives Companion to the other Canine in the team. You consistently get three models activated off a single activation, with the option of building more dogs as Corpse Counters/Body Parts become available. The Nurses can then buff the Canines for "dog-bombs" or heal Mortimer and Sebastian as needed. This build let's you typically take out one or two opposing models with teams that are too large to meet one-on-one (and remember your Canine's debuff of -2 Df on opposing models when two or more Canines are present), but who are fast enough to prevent the opponent from being able to reconsolidate his already deployed and (presumably) moving force. This does go against the conventional wisdom that one Nurse is enough. This list finds a strong argument for two Nurses because you should be running your two teams in different directions. Also, you will likely need to heal Mortimer or Sebastian while simultaneous creating buffs for your dogs. Always remember that the Nurse, if absolutely necessary, can become a Corpse counter and thus an additional Canine Remains if needed. Use McMourning to turn his Canine into a Flesh Construct and then rush the two at whatever else you need. McMourning's "Organ Donor" and "Master Surgeon" can typically keep his team alive. This is a "rush" list, so regardless of Strategy flipped, you need to go kill things. However, it is very fast... don't forget to use Mortimer's "Fresh Meat" spell for additional ground covered (friendly Undead move their Wk towards the target of the spell).
  5. Got to disagree... Nicodem needs the Vultures. The ability to raise Mindless Zombies through use of Decay -behind- your opponent's advance is too important. Also, Nicodem is best kept safe far away from the advance. Vultures let him sit in a room stories up from the main combat. Personally, I would hesitate to field Nicodem without two Vultures until a strong argument is articulated otherwise.
  6. Try the Hanged, but only with a Grave Spirit as your Totem (got to protect your 8SS investment with that Armor 2 from the G.S.). The Hanged combines so well with Seamus & Co. You can potentially lure your enemies into a kill zone, use Seamus's "Trail of Fear" to inflict -2 WP, and then move the Hanged up to use their (1) Action Pulse to provoke Morale Duels in everything within 6". You, being Terrifying or Undead, ignore these. Often, your opponent does not and must pull for everything you lured. At 35SS Scrap, try the following: Seamus (Master) Madame Sybelle (6SS) Grave Spirit (1SS) x2 Rotten Belles (8SS) x2 Punk Zombies (10SS) The Hanged (8SS) 2 Soulstones left for pool Let us know how it works for you.
  7. No problem! I am having a lot of fun doing this and hopefully it will help someone else more deeply enjoy the hobby. Sidenote: I am not very technical/computer savvy, so I don't know how to provide such links in my own posts. Could you compile them as a reply to this thread? That way, everything is available in this thread.
  8. First part of requested Nicodem write-up is posted now. Will try to finish "Weaknesses" ASAP (God willing).
  9. Could a moderator or list-owner Sticky this thread? Likewise, if some other links would be helpful, could they be included as a reply to this thread?
  10. That was helpful. I hope more such posts are made, as that really helps us all in understanding the game dynamics better in this early exposure stage. Fighting the Guild (Seamus for the win!), I find while all the Guild Masters and typical Crews have a lot of initial strength, Guild forces really have a tough time rebounding from taking casualties. The whole Guild feel of being more than just the sum of its parts actually works against the Guild if key pieces are destroyed. Add to that an inability to really recover damage or replace lost forces and the Guild can stagnate mid-game. That has been my experience fighting the Guild, mostly with Seamus & Co. If I prepare myself to take a pretty brutal beating until turn three or four, while postponing my Strategy to focus on destroying one or two Guild models, I find the Guild cannot usually keep up with me at the close. Of course, even better for me is that Guild casualties (barring Lady Justice's interference) become Rotten Belles... but I think this tactic will work for most Guild opponents and is something Guild players will have to address. Your faction has powerful models with great stats, but simply does not have the ability to rebound from unlucky draws/positioning/attacks/damage like other forces.
  11. Doing the math, I find that you are planning a 35SS game. Is this correct? If so, here's what I would bring to the table... Seamus Madame Sybelle (6SS) x2 Rotten Belles (8SS) x1 The Hanged (8SS) x2 Punk Zombies (10SS) x3 SS for pool (3SS) In that large a game, the Hanged will help you with both ranged damage and crowd control. Without having the book nearby for immediate verification, I do believe that not all of Lilith's minions are immune to Morale Duels. If that is correct, the Hanged will provide some much needed "oomph" to your Terrifying tactics. Likewise, its spells really are that good, especially against high wound capacity forces like Lilith. Don't forget that you want to shoot her minions and not put Seamus in melee with things that likely have "Black Blood". If you don't like the Hanged, you could purchase two Crooked Men instead. This would potentially give you similiar board control via "Shafted", without the fear of putting such a large amount of resources into a single model. Please let us know how all this turns out!
  12. I am rather surprised at the lack of an answer to the original poster's question. I do not play Guild, but would also like to know what Guild players feel are their most difficult match-ups. While we are all aware that the Guild has a general strength and specific power against various factions, what we do not know is how Guild players perceive their weaknesses. What are they, from your perspective?
  13. If possible, could we establish a Sticky thread with our in-depth evaluations of each selection available to us? I would personally benefit from such an easily accessible resource and think others might, too. With that in mind, I will (God willing) come back and edit this thread with my own analysis of our various picks. In the mean time, could each of you toss out your ideas? That way, under this single thread, we will have a variety of perspectives on how to move forward as a faction. Here's my understanding of our in-faction resources at this time: TRAITS - Undead * Immunity to Morale Duels is very, very strong. A lot of things are Terrifying; not having to worry about Falling Back relieves the Resurrectionist player of a prominent worry in this game. - Graverobber * Lots of things die as Corpse Counters... including one's own Undead. This means that several Resurrectionist models (and all the Masters) have the opportunity to "heal" their forces by getting an almost "two-for-one" run out of their own forces. Purchase and deploy the Sybelle/Mortimer/Hanged/etc.... and when it dies, raise it as a Flesh Construct/Canine Remains/Rotten Belle/anything that Nicodem desires. If some (to include myself) might note the low stats of Resurrectionist models, it is this "2-4-1" utility that makes the Resurrectionist forces competitive. MASTERS McMourning - Strengths: * Assault. The Morgue Master is the best close-combat Master we have. With almost every attack available to him also garnering Body Parts for future creations (and "Passion For His Work"), McMourning needs to be killing things to be truly effective. * Summoning. Personally, I consider McMourning a more effective summoner than even Nicodem. With so many things that can destroy or otherwise neutralize Corpse Counters, Body Parts become an intriguing and thematic bit of flavor that nonetheless have concrete, positive system impact. McMourning's potential to, in the first turn, "Wrack" and "Dissect" a 2SS Canine Remains in order to get enough Body Parts to create a 7SS Flesh Construct in its place cannot be overemphasized. Warning: do not become a "Flesh Factory" and simply focus on summoning; McMourning must be in combat and earning Victory Points for full effect. * Healing. "Master Surgeon" really is that good, especially when its utility as a damage-dealer is considered. "Organ Donor is also extremely noteworthy. Less immediately observable, McMourning's sizeable starting SS cache, while often and appropriately used for Body Parts, can be saved for healing and damage prevention later in the game. While not necessarily always done, the sheer synergy of using Sebastian with McMourning further augments the healing capacity of this Master's typical crew. Combined with the above mentioned summoning, it is very likely McMourning will have more Minions in play than several other Masters. - Weaknesses: * Ranged. "Scapel Slingin'", while effective and fun, is not enough to constitute a thorough ranged threat. McMourning simply must enter combat to truly shine. Otherwise, with mediocre defense and few defensive abilities ("Hard to Wound 1" notwithstanding), he dies to quite a few different scenarios. The fact that his common Crews also lack even adequate ranged offense (Sebastian, Flesh Constructs, Nurses, etc.) only compounds this potential deficiency. * Willpower. For a Master, a WP of 5 is rather dismal, especially when compared to his fellow Resurrectionists. It is likewise wort noting that, unlike the "can turn Undead" Nicodem and the Terrifying Seamus, McMourning is not immune to Morale Duels. Given his need to be in melee range, that can become a sizeable problem. Nicodem - Strengths: * Support. Nicodem primary benefit as a Resurrectionist Master is not actually his summoning (noted below), but his capacity to augment and heal undead. Other models can support Undead, but Nicodem's "Bolster Undead" and "Decay" (the latter cast as an "un"-healing spell) simply shines brighter than the rest. Even better, with the range each has (remember "Decay" can be cast through Vultures), Nicodem can shore up his forces almost anywhere on the field. "Fog" provides much needed cover for a routinely melee-centric list. "Arise", initially cherished for the pseudo-Minions it creates, I now find to be most helpful in creating "speedbumps" that block potential enemy Charge lanes. In all, Nicodem's greatest capabilities are in clearing the way for the zombie apocalypse, rather than directly fighting for it himself. * Summoning. The above is not to discredit Nicodem's summoning potential, which is reaffirmed here. While I maintain that McMourning is the strongest summoner among the Resurrectionists because he (1) brings/makes his own parts and (2) those parts cannot be neutralized like Corpse Counters can, Nicodem's "Reanimator" has the versatility of summoning any non-Spirit, non-Unique Undead in the roster. This has the potential of getting me whatever I need for a particular midgame scenario: Hanged if I need shooters, Crooked Men if I need to close escape/Charge routes, Flesh Constructs if I need heavy hitters to do that last bit of damage. Also, "Arise" puts Mindless Zombies on the table, which keep Nicodem alive through swarm tactics, "Zombie fodder" (always, always, always keep two or three Mindless Zombies within 2" of Nicodem!), and the simple psychological advantage of seeming attrition. Do not ever forget the "Empty Vessel" Trigger, which further adds to your Mindless Zombie horde. Even if Mindless Zombies are weak, the Mindless Zombies can wear down an opponent's will, who might grow frustrated with wasting attacks on those pests near Nicodem that only get up again with a (0) Action... * Can be Undead. This really subtle, rarely noted benefit has lots of applications. Nicodem can be Undead... which means he can be immune to any effects that impact living models. First and foremost, this means that he is immune to Morale Duels, so Terrifying is not something this Master has to be concerned with. All the various specific Actions that impact "living" models are of likewise no concern. Less obviously, Nicodem's poor movement (noted below) can be aided by his typical Minion Mortimer's "Fresh Meat!" spell. Speaking of Mortimer, Nicodem can be targeted with Mortimer's "Zombie Companion" (0) Action. Somewhat comically, Nicodem can also be healed with through his Vultures' casting of "Decay" (via "Magical Extension"). In all, Nicodem's quasi-Undead status has several quiet, but profound implications for gameplay, if his player can creatively manage his Crew in exploiting them. - Weaknesses: * Fragile. The designers of Malifaux did a superb job of making Nicodem feel like the archtypical dark necromancer/sorceror. With all his power, Nicodm is best placed in some elevated vantage-point from which he can view the terrain below... preferably surrounded by at least two Mindless Zombies to use as "Zombie Fodder". More than any other Resurrectionist Master (perhaps any Master period), success with Nicodem depends on terrain placement and deployment positioning. Nicodem plays best with elevated terrain (which provides LoS and disruption of Charge lanes), narrow alleys (upon which his Vultures can "Perch" and in which the Mindless Zombies can bottleneck), and lots of terrain elements (to further seperate enemey forces). Remember to declare various buildings and windows either soft or hard cover! During deployment, make sure Nicodem is placed somewhere with view of a large portion of the baord, but behind cover. He cannot hold his own in combat. * Combo-dependent. Nicodem can be a powerhouse, but he cannot do it alone. McMourning and Seamus can still win the game after all their Minions are lost; Nicodem does not provide this flexibility. Yes, he can potentially cast "Reanimator" three times in one turn (making up to three new Undead), but that requires three successful casts with a Crows suit each. Likewise, "Arise" does make Mindless Zombies, but these are Insignificant. Also, note that Nicodem's need to be deployed away from the action makes his extremely dependent on his Vultures. Tactics to maximize Nicodem's utility are likely dependent on those totems, which are quite fragile. Nicodem can truly control a table through his powerful combinations with various Minions, but a savvy opponent will see this and move to knock the proverbial pillars out from under you. Seamus - Strengths: * Ranged. His ".50 Flintlock" is one of the best ranged attacks in the game. With decent (not great, but decent) range and tremendous damage (4/6/7), this weapon is a huge part of any Redchapel Crew's tactics. Multiple "Lures" draw Seamus's potential victim out of cover; the .50 Flintlock puts them down. * Companions. Seamus's ability to "Womanize" Sybelle, who in turn activates her Companion Rotten Belles, means that the entire Seamus box set can potentially activate and go in one activation prior to any response from the opposition (with the obvious caveat that all must be within 6" of each other). Very few other factions have this ability to take the field so quickly (the Ortegas, Sebastian and his Canine Remains, etc., but these are exceptions rather than the rule). Combined with Seamus's and Sybelle's "Terrifying", the ability to activate one's side and place personnel where one wants them is a very big bonus. * Resiliency. With "Hard to Wound 2" and "Hard to Kill", Seamus can minimize most wounds, while "Necrotic Ministrations" and "Live for Pain" heal him. Further, his typical crew is likewise difficult to put down, as many of the models (Sybelle, Rotten Belles, the probably addition of Punk Zombies) also "Hard to Wound" and "Slow to Die". While this is true of many Resurrectionist lists, it is especially noteworthy for Seamus. While he lacks the ability to directly heal his Minions, the typical Crew hired by Seamus will not be put down too easily. - Weaknesses: * Combat Stat. With 5's for his Stat, Seamus is not the immediately obvious killer that the various Guild Masters are. While he does strong damage and his "Excessive Bleeding" Trigger is impressive, his weak Stat cannot be easily dismissed. Further, Seamus's small starting SS cache means he is less likely to have SS to augment his pulls. This makes his need to isolate victims even more important; a "sure kill" is less likely and a counterattack by the opposition even more probable than other factions or Masters. * Summoning. Not an overwhelming weakness, but something to be commented on nonetheless. Seamus only makes Rotten Belles... and only with really good draws. Add to the fact that Seamus's typical Crew, unlike McMourning/Sebastian and Nicodem/Mortimer, does not necessarily have a Body Part/Corpse Counter creation engine, and Seamus has to get his rare materials the old fashioned way: killing models. "Lure" can certainly be used to isolate the possible victim and, after killing the it, quickly get a potential Corpse Counter... but that is not always a sure thing. Further, against an all Construct opposition, the only Corpse Counters Seamus's Crew can likely create are from their own side. Again, this is not a huge liability, but does possibly impact the decision to take "Army of the Dead" as a Scheme, let alone the decision to announce it. TOTEMS Zombie Chihuahua Vulture Copycat Killer Grave Spirit MINIONS (UNIQUE) Bete Noire Sebastian, Morgue Assistant Mortimer, the Gravedigger Madame Sybelle MINIONS (RARE) The Hanged (Rare 2) - Strengths: * Versatility. Few (if any) models in the entire core book have the options of the Hanged, let alone options that are all thematic and useable. Almost everything under the Hanged's listing is helpful and the Hanged offer melee, ranged, and support options. "Baleful Aura" is decent damage at a very reasonable 6 Combat Stat; "Horrifying" makes it really impressive. "Condemned Whispers" provoke WP Duels, which may, depending on the observer, be worth the mow damage. They are expensive models, but one gets a lot of "bang" for the proverbial buck. Add to that their movement capability due to Float and one can get the Hanged where one needs them. * Willpower threat. The Hanged are Terrifying in and of themselves, but their multiple ways of provoking WP Duels is unique. If something is killed by this model, provoke a WP Duel in nearby opponents. If "Condemned Whispers" does damage, provoke a WP Duel. "Horrifying" permanently penalizes the WP draws of the damaged victim. If combined with things like Seamus's "Face of Death", the Hanged can be even more dangerous. * Spells. The Hanged have two, but they are great. "Hangman's Knot" does both reasonable ranged damage and pushes like "Lure". This furthers the Hanged's synergy with Seamus, while providing the other Resurrectionist Masters much need ranged attacks that also reduce the distance between melee forces. It is the Hanged's second spell that really rocks. Though somewhat unreliable (stats are not in one's favor), hitting an opponent for half their wounds is huge. Combined with the damage potential of McMourning's "Dissection" or Seamus's ".50 Flintlock", even Masters can be destroy in two attacks if this spell hits as the first attack. - Weaknesses: * Damage resistance. The Hanged are not "Hard to Wound" and do not have a lot of wounds for a 8SS model. Likewise, their Df is poor for such an investment of resources. Though the Hanged Float, their Wk is not expansive. This model simply does not have a great "lifespan" for something that should immediately become your opponent's target. * Cost. This is especially true when the possibility that the Hanged are best used in pairs is considered. One Hanged simply becomes a target and requires many resources to protect... resources perhaps better utilized in pursuing Strategies and Schemes. Using two Hanged makes for a stronger capability (more ranged, more WP threat, more Terrifying), but at the cost of probably half of one's SS. Remember, one Hanged alone is the same cost as two Rotten Belles, two Crooked Men, or four Canine Remains (the last of which, barring good reason or Sebastian, inevitably should get raised into some other Undead). Nurse (Rare 2) - Strengths: * "Bombs". The Nurses take expendable Undead (Canine Remains, Mindless Zombies, etc.) and potentially turn them into unkillable, Reactivating, buffed up killing machines... for one turn. Then the affected model dies, but hopefully after taking a few opponents with them. McMourning and Nicodem can use this capacity best (due to their summoning proficiency), but even Seamus's typical Crew can benefit if they "Lure" a victim within a kill zone. Though tricky to maximize (this tactic really needs the "Painkiller" buff and at least one of the others to truly be helpful... which needs either "Furious Casting" or two Nurses), if it works it really can provide a hefty swing for the Resurrectionist's side. * (0) Actions. Both "Attendant" and "Bedside Manner" are great. Free Armor or Df are always useful to any faction; with the innate resistance of the Undead, these bonuses further reduce the damage potential of the opposing side. While both require base contact, that is not too difficult (but might be dangerous against certain enemies, i.e.: Sonnia Crid). * Healing. Again, this cannot be overemphasized. In a faction without amazing stats, the Resurrectionists hold their ground with damage resistance and summoning. The ability to heal all damage on a model (especially one with many wounds, i.e.: Flesh Constructs) can truly dishearten an opponent. - Weaknesses: * Range. The Nurses must be in melee range (2" or less) to use their stuff. For Crews that need to "get up and go" even more than many others (due to the low amount of ranged threats in the Resurrectionists), the Nurses must keep up or simply be rendered irrelevant. Towards this the Nurses receive no bonus to movement or, while "Harmless", resistance in combat. The Nurses are, as implied above, best used in pairs, but have little hope of survivability if Charged or caught alone. At 5SS each, a choice to take a Nurse is a choice against taking a very solid Punk Zombie. * Damage capacity. Not only are the Nurses weak in terms of survivability, but they also lack any real damage threat. They are units that might very well get pulled into combat (due to their need to keep pace with supported assaulting forces), but lack any aptitude or threat once there. While some might contest the following statement, I simply fail to find the Nurses' Triggers very helpful. They might inflict more damage or "Slow" upon the opposition, but the risk of losing the Nurses requires a great deal of consideration. MINIONS Canine Remains - Strengths: * Speed. The dogs can get to where you need them quickly. With an even better Charge range, their area of threat can be large if deployed for maximum effect. With the support of Nurses, the Canine Remains cover an even larger amount of ground (if only for one turn). Crooked Man Flesh Construct Necropunks Punk Zombie - Strengths: * Combat. The Punk Zombies are, at least for the present, the probable "core" for Resurrectionist lists. Quite simply, they are that good. The Punk Zombies have a 7 (suited, no less) Cb and solid damage potential. Combined with a reasonable Charge of 7 and adequate Df at 5, the Punk Zombies are outstanding infantry. "Flurry" only makes them even better. * Spells. It is not much ranged, but it is ranged support nonetheless. "Self-Mutilate" places wounds on targets even through "Armor", "Hard to Wound", and other such defensive effects. Granted, the spell hurts the Punk Zombie casting it, but Resurrectionists typically have healing or at least summoning. Resurrections can lose a minion or two, just as long as the opposition takes casualties, too. Punk Zombies provide crucial and versatile ranged support to a faction without much in that area. Likewise, "Slice and Dice" is great area damage if the Zombie is getting overwhelmed... of if you purposely place him in the middle of opponents as a walking explosion of damage. * Cost. 5SS. All of the above, with "Hard to Wound" and "Slow to Die", for 5SS. That is a great cost-to-benefit ratio, made better when you consider that the Resurrectionist Master will then likely raise the Corpse Counter created by the dead Zombie as either (McMourning) a Flesh Construct/Canine Remain, (Seamus) a Rotten Belle, or (Nicodem) whatever Undead you please... likely another Punk Zombie. - Weaknesses: * Casting. Those spells are nice, but they sure will require some Cheating to pull off. Despite the above mentioned strengths in the area of spells, with a Ca of 4, Punk Zombies are not reliable ranged support. When this fact and its cost in wounds, "Self-Mutilate" must be used sparingly and with precision. It is not a canon or scattershot weapon in the Resurrectionist arsenal; it is a tactical option to be used only when circumstances are positioned just right. Do not depend on Punk Zombie spells... just know that they are available if the necessary set-up is first provided for. Fortunately, the threat alone might be enough to impact your opponent's decisions. * Wounds. Six is what you get. The Punk Zombies are simply great given their cost, but they are not unstoppable. They inflict high damage, but they have to get to the target first. They can be shot-up before they ever get close enough to "Flurry". Their Df is not bad at all, but it is not enough given the realities of various ranged options (Sonnia, Ramos, Leveticus, etc.). Use cover, move smartly, and do not be afraid to give up a Charge lane if ducking behind a building makes more tactical sense. The Punk Zombies are great and have something different to offer each Resurrectionist Master, but they must be used smartly. Otherwise, if used purely as shock troops, they are simply really cool looking Corpse Counters waiting to be summoned as something else... which is the role much more properly played by your Canine Remains. Rotten Belles - Strengths: * Spells. "Lure". That is the power of the Belles and one of the great powers within the Resurrectionist lists. "Lure" sets up kill zones, creates Charge lanes, and denies cover. Less obvious, it also pulls back one's own forces, allowing Seamus and others to run out and shoot, relying on the Belles to push him out of harm's way prior to an opponent's activation/counterattack. With "Lure", the Resurrectionists (Seamus & Co. especially) can control placement on the field, others and their own. However, "Distract" and "Undress" cannot go uncommented upon. Though the Belles have poor casting (except for "Lure" due to the "Seductive" bonus), these spells, if successful, further set-up the "Lure-d" victim for the kill and make for a powerful force. * Movement. The ability to ignore Wk penalties due to "Shambling", along with the potential Wk bonus if paired with Seamus, means that these "Lure"-factories can get where they need to be quickly. Even better, it means they can get in position quickly and, hopefully, behind cover. The further ability to push each other and activate with Companions makes the Belles exceedingly quick. * Toughness. While their damage output is poor (noted below), the Belles can take a lot before they drop. Their number of wounds are high for a 4SS model, they are both "Hard to Wound" and "Slow to Die", and their combat stats are average. While the Belles are best used outside melee, they can potentially tie-up a difficult opposing model for a turn or two in melee combat, allowing the other models in their Crew to further their Strategies or Schemes. - Weaknesses: * Damage. They might be tough, but Rotten Belles alone do not a winning Crew make. The inability of Belles to provide a real "punch" is what makes constructing a Seamus Crew challenging; they require a real damage dealer to compliment their support capabilities. The Belles might survive a while, but so will their opposition if the Belles are the only threat around. * Spell-focused. If the opposition has strong capabilities for high WP or to counter magic, the Belles have little utility. Sure, the occasional Cheat will still get that all-important "Lure" through... but that Cheated 11-14 is now a card used for positioning and not inflicting damage. The Belles are great, but they can be neutralized. Those neutralizing elements (Witchlings, some Neverborn, etc.) must often be the primary targets of any Resurrectionist crew seeking to maximize its own potential. SUMMONED Mindless Zombie MATCH-UPS - VS. The Guild * Fighting the Guild, I find while all the Guild Masters and typical Crews have a lot of initial strength, Guild forces really have a tough time rebounding from taking casualties. The whole Guild feel of being more than just the sum of its parts actually works against the Guild if key pieces are destroyed. Add to that an inability to really recover damage or replace lost forces and the Guild can stagnate mid-game. That has been my experience fighting the Guild. If I prepare myself to take a pretty brutal beating until turn three or four, while postponing my Strategy to focus on destroying one or two Guild models ("Lure", Canine Remains "bombs", or simple melee rush), I find the Guild cannot usually keep up with me at the close. Of course, even better for Resurrections is that Guild casualties (barring Lady Justice's interference) become Undead... but I think this tactic will work for most Guild opponents and is something Guild players will have to address. The Guild has powerful models with great stats, but simply does not have the ability to rebound from unlucky draws/positioning/attacks/damage like other forces. Do not forget that many Guild forces are affected by Terrifying! This is a huge boon to your side and compliments the overall tactic of focusing on one or two key targets. Resurrectionist forces (due to typically lower stats) must pick apart Guild opposition, but if it can do this it will likely win. - VS. Resurrectionists * Oh, the horror that we would fight our own... Undead versus Undead can be fun, though also somewhat tedious. Our forces, as noted above, can take some pretty impressive hits and keep on going, so a Resurrectionist v. Resurrectionist game has the potential to degenerate into a tarpit. Even with the "Army of the Dead" Scheme, avoid the temptation of getting into a summoning contest. Between that temptation and the slug-fest awaiting, a canny Resurrectionist player will realize that this game is won by Victory Points. If you give up "Army of the Dead" for actually achieving your Strategy, you will typically win. In this match-up, Masters are best used doing whatever is necessary to achieve the Strategy. If the Strategy is "Assassinate" or "Slaugher", then, yes, the Master needs to fight. But if "Reconniter" or "Treasure Hunt" is flipped, avoid combat. Go for the win. Remember that, if you fall into combat, it is just as likely the Corpse Counters produced will benefit your opponent as they might benefit you. Why give him or her that (very possibly game-winning) advantage? - VS. Arcanists * Another faction that (like Lady Justice and her Death Marshals) will likely deprive you of Corpse Counters. Too many Arcanist Crews are made up mostly or even solely of Constructs. These Constructs mean that you are deprived not only Corpse Counters, but also your Terrifying effects. This takes two powerful Resurrectionist tools away from the scenario. Fortunately, barring Marcus (who thankfully and typically does create Corpse Counters with his non-Terrifying-immune Crew), Arcanists are usually slower on the move than many Resurrectionist forces. This lets you get where you need to be... preferably for ranged damage. Yes, the Arcanists have some pretty nasty ranged attacks and spells of their own, but the ability to get to cover first is a huge asset. Much of the Arcanist offense that I have seen usually involves (to a degree beyond other factions) Masters augmenting their Minions or creating effects for board alteration/control. Further, the Masters are pretty tough. Due to these observations, I focus on killing the Minions first. Ranged attacks from cover (or straight-out melee attacks from Punk Zombie blitz!) protects my forces from Arcanist ranged damage, while preventing a later assault by a buffed up Arachnid/Golem/Cerebus. In all, barring Marcus, playing against Arcanists typically requires a bit more conservative play from Resurrectionist forces (stupid Constructs!). - VS. Neverborn * A pretty even match-up. While the Neverborn also have Terrifying forces (or just straight-up high WP), they often drop actual bodies... which become Corpse Counters... which should become your new Undead. Yes, Spirits and Constructs will be found in almost all Neverborn lists, but every additional Corpse Counter is important for the Resurrectionist win. Each Neverborn Master requires a different strategy. This might be true of every factions various Master options, but for the Neverborn the difference is even more pronounced. The three Neverborn "faces of Fate" (I can't be the only one to see the motif there?) each really are totally diverse. Against Pandora, kill the Sorrows. Almost no matter what, kill the Sorrows. In case this is not clear enough, perhaps this: kill the Sorrows. Without the Sorrows, Pandora typically has neither the capacity to inflict damage via WP Duels, nor the damage sustainability to survive long. Against Pandora, one's Strategy as a Resurrectionist player almost does not matter... the game will necessarily be a Slaughter. Play aggressively. The Resurrectionists do not have the WP to allow Pandora's forces to stay on the board long; Pandora's Crew has to be destroyed if the Resurrectionist player wants to win. Against Lilith, it is a bit more relaxed. This game will be a slug-fest. Fortunately, with most Undead being "Hard to Wound" and "Slow to Die", combined with the Resurrectionist healing and summoning options, our faction can handle Lilith perhaps better than others. "Divide and conquer" is a helpful tactic against Lilith, as her forces swarm well. Avoid her, kill her biggest demon, and keep your own forces buffed, healed, or newly summoned. Zoraida is difficult because her typical Crews are made of Constructs, rendering them immune to Terrifying and they will not produce Corpse Counters upon death. Unfortunately, because of the various options available Zoraida, how her player utilizes her will dictate appropriate responses. If possible, she might be one of the few Masters a Resurrectionist player will want to immediately target, rather than first destroying Minions. However, simply staying on-target with one's Strategy and Schemes might also be the winning choice. A more conservative game, especially for Resurrectionist, but let Zoraida come to you. - VS. Outcasts Here's hoping this helps. If you ever get a chance, come join us at Tower Games in New Jersey and enjoy the game!
  14. Granted. I certainly understand the game balance concern. That said, I still think that we have a good shot at a strong ranged attack list "in-house", so to speak, specifically because Lure is so easy and good for us. For instance, I really like the Hanged, but they are simply expensive. Are Crooked Men an answer/substitute? What about "Self-Mutilate" with Punk Zombies? Any thoughts?
  15. I am really trying to formulate a ranged attack list centered on Seamus and his Belles. Lure just has too much potential in depriving a model of cover and pulling it into a firing line. What are this forum's thoughts on the potential for -dependable- ranged damage with our faction? I know which models -have- ranged attacks, but I very interested in analysis of which ones actually have potential. Any thoughts?
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