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Odd

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About Odd

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    Peon
  • Birthday 07/04/1976
  1. Advice putting together a Marcus crew?

    I play Marcus quite a bit, and I will give you my 2 cents. First read the stickied post on Marcus to make sure you have general knowledge of all your choices, a lot of the early stuff is a bit older now, but there are some good nuggets on strategy and tactics in there. #1 recommendation would be Molemen. They are not sexy like siluruds but for 1 point more, you can have 2 of them. They are semi durable, but are surprisingly speedy with a little effort. I usually leap a model forward (Blessed of December usually, sometimes something else), and leave a scheme marker within 8 inches of a moleman. Then the moleman can use his burrow to move to touching that marker, and it walks once and sets down a marker. Next moleman burrows and then walks and leaves a marker, or just moves twice to get past the first. then you can start leapfrogging around, and if they send something after the moleman, you can burrow out of engagement, and keep skipping around. You can also leapfrog with just two of them. Also, leaving all those markers all the time will smokescreen schemes sometimes. Another Beast that can be underrated are the Hoarcat Pride. The punch way above their weight-class while unhurt, unfortunately they are not the most mobile, but can move through other models, so you can screen them with waldgeists or bigger model and then have those little kitties charge through. I almost always run Marcus with his own upgrades. If you are very aggressive (as I am) you will like Trail of the gods, give yourself 8 inch walk, +2 damage or even an additional ML attack, first one free, a tome discarding for each additional. This helps Marcus get to where he needs to, but also turns him into a min 4 damage model with up to 4 attacks if need me. I also combine it with the hunger cry and feral instincts usually. FI lets you turn someone into a beast ( and do 2 different 0's, and Marcus has good ones) and the Hunger cry can help you boost beast wp and make all enemy beasts in LOS take a negative twist on duels! Combine that with Raptors and Remains turning enemies into beasts, and suddenly any of them in LOS of Marcus will be at a negative twist modifier (more importantly, if they end at a negative twist or worse, no cheating!) thus easy meat for Beast beatdowns. Everything else people say is nice, but I find it wise to think about imbued energies for both Myranda (4 cards when she sacrifices to become a new beast) and often one for Sabertooth Cerberus to get fast for an alpha strike. One mean little trick you can consider is make sure you outactivate your opponent (there are lots of nice cheap beasts, so this is not hard against non-gremlins/Hamelin) and use Darzee's Chaunt on your Sabertooth Cerberus (this gives a positive twist on attack and damage, combined with 3 headed, that is 2 positive twists on his attacks and damage, and if you have outactivated the double negative to defense is no big deal), then alpha him. He can discard imbued to become fast, leaps in, charges, (about a threat range of 20 with one walk) beats the snot out of something (hope or have Tomes, so you can Maul trigger for additional attacks), then activate the SC again, charge something else or just attack something if range, either choosing to leap deeper for an additional 15 inch range or save that leap so you can leap into cover or away from danger when done attacking.
  2. My opponent had to take an injury flip with his totem (Lucius's Scribe), and flipped a black joker, it has this result: this model is a Minion or Peon, it is a Traitor. The Traitor’s current Crew counts it as Annihilated, and the opposing Crew permanently adds it to their Arsenal and counts it as part of their declared Faction for Encounters. For whatever reason the model has switched sides, be it treachery, mind control, or just plain old slavery. If the opponent cannot add the Traitor (due to Rare limits), it is still Annihilate I play Zoraida, so it is even in my faction, but my understanding that I will never be able to play this totem (as I do not have Lucius), does this mean I can't add the model to my arsenal, as it is unplayable, or is then playable for some reason (I guess in my arsenal so I can hire?) or is it added to my arsenal and just sits as a 2 point useless arsenal member? Curious is someone can find something I have overlooked in both the rules or the forums, thanks for your attention to this matter
  3. Rail Golem uses?

    Also, if you play mei feng as a 10T, you can put recall training on it. I have never tried it, but always thought it could be very brutal.
  4. Marcus, where to go?

    There are some good themed choices available, first Malifaux raptors, they provide a lot of utility, and are popular with many different arcanist masters. Next would be something that is a good scheme runner, some people like the good old silurid, great leap, decent survivability, or a pair of Mole men, they work in tandem quite well, leapfrogging each other, and giving an additional activation. Finally the Hoarcat Pride, they hit way above their paygrade, and have some nice tricks(manipulative 12, etc.), though they don't have quite the movement of many other beasts, but at 5 points they find their way into my crew regularly. The super stickied Marcus post has a section in the beginning that has some nice descriptions of beast models from all factions.
  5. Am I correct that even though the 0SS upgrade is designed to adjust the power of the SM, if Myranda were to transform into the SM, she would not have this upgrade?
  6. M2E Marcus

    Quick question, are you using your enforcers to run schemes (BOD, SC) thanks to their leaping mobility? or are you just tabling the enemy and doing as you wish after that?
  7. BoD is definitely a much more tanky option, and is also pretty mobile. Not too hard to heal up if needed, and most importantly (at least in my mind) Immune to paralyze!
  8. Newb's 50SS Marcus crew for comment

    I really like imbued energies on the Cerebus, with a leap and charge he has a threat range of 15, drop the imbued energies, and up that to 20, or get an additional attack (or whatever) when within 15 inches. The Cerebus is long on offense and pretty average on defense, so you want to maximize your hits when going in (holding onto some high tomes to keep activating the Maul trigger makes some sad times for your opponent. If you go with Myranda, I think Imbued energies is good there as well, when she sacrifices to transform, she can gain 4 cards, and Marcus likes to have cards (Masks for Leaps, tomes for mauls and Marcus powers). I know that the Molemen get little love, but they are very nice in pairs. Start something with leap on the first turn (say, the Cerebus, if there are no targets worth attacking) and have it drop a scheme marker within 8 inches of the Moleman. Then just send a Moleman to that marker, have him move and lay another marker down, and depending on placement, you can start leapfrogging them up the board. They are not very good on the attack, but they are pretty nice on defense, and since they can burrow 8 inches, they can get far away from enemies if you are moving them in a line of scheme markers. I always try to use just beasts, because I am just that way, so I don't have a lot of sniper types, so I just make sure there is lots of terrain and just move up on my opponents and then shred them (assuming I need to kill them to win). Waldgeists are just great at tanking, especially if you have Myranda backing them up. Blessed of December does not get much love either, but she is like the tank version of the cerebus, decent attack, but nice defense, plus healing on kills, and the frozen heart!! Immunity to paralyze should be considered when facing a crew you suspect will be making lots of terror checks.
  9. I actually found that this model fit real well together for me without gaps so you will not need much or any green stuff, though I do agree that it is a rather unattractive model.
  10. Freikorps?

    I have been playing Freikorps since Me2 came out, and have stuck with wave 1 models, and I will say that they are a very consistent performer. They have no great weaknesses and having the box clumped with them is a very strong strategy (good heal, remove poison, remove fire, etc.). With the addition of the librarian, there may be a few more options. The one issue that always tortures me is that I fight TT a lot and the 1" mêlée range can be frustrating with all your enemies being 2 or more and deadly in mêlée. Makes me have to be a little more thoughtful in holding positions. All in all, I would recommend Freikorps to all new players, as they can be run simply and effectively (all hail the box!)
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