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Found 61 results

  1. Essentially, this list uses Tara, Hannah, and the Hodgepodge Emissary to bury a bunch of nasty short-range bruisers and the Scion of the Void's action lending to unbury them in the middle of the enemy crew on the first turn. Naturally, this is great to use against shooty crews (which will either have to scatter all around the board fairly quickly or get tied up in melee), but not so good against melee crews (which will thank you for closing the distance before turning most of your models into a fine paste) I had taken a rough stab at this concept around eight months ago, wherein rules misunderstandings were sorted out and some advice on good and bad matchups was given. Since that was eight months ago, I've started a new thread for clarity and to avoid thread-necromancy (this not being that smelly Resser's thread :P). As before, thoughts/advice on the current list would be greatly appreciated. 50 ss Tara (Outcasts) List: Fastball Special v2 Master: Tara (Cache 4); Upgrades - Eternal Journey (1 ss), Knowledge of Eternity (2 ss), Oath Keeper (1 ss). Henchmen: Scion of the Void (8ss), Hannah (10 ss), Montressor (9 ss); Upgrades - Ancient Tomes (2 ss, Hannah), Brick by Brick (0 ss, Montressor), Fearful Whispers (1 ss, Montressor) Enforcers: Hodgepodge Emissary (10 ss); Upgrades - Conflux of Nothingness (0 ss) Minions: Void Wretch (4 ss) Total: 48 ss, the remaining 2 of which can be saved/spent on upgrades or very cheap models to better suit a given matchup/strategy/scheme. Basic Play Strategy: Your crew should deploy close to the edge of your deployment zone in a nice cluster within effect range of each other. Except the Void Wretch, who finds a nice piece of cover to hide in for quite likely the remainder of the game. Tara activates first, discards Oath Keeper for Fast and either hits Hannah gently with her sword (to maximize probability of success) or uses Pull the Void (to minimize potential damage) together with a Glimpse the Void trigger to bury Hannah. Next, Tara uses Whispers from Darkness to borrow the buried Hannah's Void Record and buries Montressor. While the SotV could be buried instead at this step, there is a remote possibility that your enemy might try and snipe the SotV across the board on their activation, allowing her to bury herself and saving you a (0) action later (which will be in short supply). Next, Tara uses Pull the Void on the Hodgepodge Emissary to give him Fast. While the extra AP generated by Oath Keeper isn't strictly necessary, it acts as insurance against a Black Joker flip in Tara's activation (which would otherwise remove a model from your initial offensive) by letting you repeat a step, and lets Tara move up the board toward the action a bit quicker if you don't. Finally, Tara uses Eternal Moment to make up for her largely stationary first activation, letting her move up the board later. Next, the Hodgepodge Emissary uses Into the Maw to bury the remaining Henchman, and moves 15" towards the enemy crew. In the unlikely event that SotV got buried during the enemy's activation in the meantime, he can get an extra 4" of movement by taking A Weary Road. Then, he borrows SotV's The Hollowing to unbury either Hannah or Montressor. I would usually recommend Montressor, as he has more mobility then Hannah for subsequent positioning, a larger threat range, and can stop the enemy crew from scattering by Tossing the Noose. That being said, if the enemy crew has a large number of models in a roughly 10" circle that are squishy enough for Montressor to survive close contact with, you may wish to save his (0) action for Fearful Whispers and mass immobilization by unburying Hannah first instead. Montressor uses his activation to close the distance further and either trap 2-3 enemy models in base contact or secure and paralyze a key enemy model. Keep in mind Montressor's slight squishyness, and avoid entangling anything he'd be unlikely to survive a round of close combat with. Hannah (if going last), can take the opportunity to hit Montressor's trapped models with a few Horrifying Ghost Censer blasts (synergizing with Montressor's crowd control, Mocking Laughter's penalty to willpower, and Comfort in Fear if you had enough models in range to make it worthwhile) or go after stragglers. Remember to position to allow your second and third models to unbury within about 6" of the Hodgepodge Emissary, so they can get Fast from his Screaming from the Void. The first model to unbury then uses their (0) action to use The Hollowing and unbury the SotV, who will have taken 4 wounds from lending actions. While Returning Home lets her avoid any enemy action targeting her, you still want to get some use from her this activation and a clever opponent might be able to finish her off with enough indirect damage, so be careful where you put her. Once actually activated, however, she can move with relative impunity (thanks to her aforementioned Returning Home) with a wide range of good possible actions: finishing off weak models trapped by Montressor, tailing stragglers to stop them from scattering too much, drawing cards with The True Path trigger (which, given the potentially resource intensive first few activations, you may be in sore need of), marking a dangerous model with Forgotten to Time for burying later, or even running the objective (should the enemy crew be sufficiently disrupted). Just remember to use The Hollowing to unbury your last Henchman in a good position before going too far out of the way. The lonesome Void Wretch is mostly there as a safety net for the SotV, healing her, removing adverse conditions, and unburying her so she doesn't get sacrificed at the end of the turn. As such, he'll likely want to stay as far away from trouble as possible, though he could run objectives if the SotV hasn't needed to bury herself and the enemy crew lack the range or mobility to deal with him. Finally, Tara reactivates and either moves up the board or runs objectives, depending on how well the alpha strike went (While 'Alpha Strike' is a fair bit cooler sounding as a list name, it lacks the cheesy connotations appropriate to this list). Come turn two, the enemy crew has either been largely contained, scattered as much as they can in the course of five activations, and either they or you are in serious trouble, depending on how well they can handle three fairly nasty models appearing in their midst. List Variations and Matchups: This list has been primarily designed with Guild and Gremlin matchups in mind, due to the likelihood of facing ranged crews and their range of Living models vulnerable to horror duels. While this list can play like a regular-ish Tara crew if the fastball special maneuver would probably get your models stuck out of position or killed, it may not fair quite as well as regular lists. A respectable portion of Montressor's defense comes from his Terrifying (Living) and his crowd control abilities. If a matchup would likely limit the effectiveness of either of those (fairly likely with Arcanists, Neverborn, or Ressurectionists), substituting another relatively mobile and durable Outcast Henchman (such as Taelor) would probably be a good idea. While the listed alpha strike ideally has a 31"-35" threat range (3 Emissary moves [3x5"] + large Montressor base [2"] + Montressor's Nimble [4"] + optional Montressor move [4"] + Toss the Noose range [10"]), enough severe or blocking terrain on the table might prevent the Emissary from getting close enough to the enemy deployment zone. In such cases a Freikorps Trapper could be exchanged for every upgrade except Eternal Journey and Ancient Tomes (needed to bury the models efficiently) to deploy up the board and unbury the Henchmen, but doing so makes the list extremely tight on soul stones, vulnerable to an unlucky Black Joker during set up, and much less versatile. Karina could also be substituted for most of the upgrades to add more Bury/Fast synergy and some more sustainability from summons, but to do so one has to sacrifice 5" of fastball threat range, Tara's Knowledge of Eternity, and either insurance against the Black Joker or Montressor's Fearful Whispers. A similar list could probably be made for the Ressers (for example, using a buried mercenary Killjoy, Bete Noir, and a suicidal Crooligan. Or just a mercenary Hannah and a not-as suicidal Crooligan), but, again, the Resser's thread would probably be the better place for that. If you've had the patience to read through that respectably sized wall of text, then again, thoughts/advice would be greatly appreciated.
  2. Question that came up and I hadn't thought about and now I'm not sure any more. At the end of the turn the model suffers damage equal to half its Wd stat. Is this the Wd stat printed on the card or the number of wounds it has left. E.g. If I summon a Guild Autopsy and my opponent puts a few wounds on it will it be killed when it takes its half wounds?
  3. Hello Outcasts. There is a high likelihood that I will be getting Tara's crew box (either one of the special editions or the regular one), and I have seen snippets of people talking about a Void Wretch spam list. I was wondering if anyone has actually played this before and has tips/tricks, or if it is merely all theoryfaux at this point. Thank you for your help.
  4. So between theme and fluff, Tara has been creeping more and more towards the front of my "Which Master Next?" list. If I grab her box set, what should be my next buys? What strategies should I be looking at to employ?
  5. So! The new Tara. What are your fellow Outcast thoughts on the multiple buffs? I'm now tempted to run her with dual Marshals, Montresor, Scion and the Nothing Beast, but without Obliteration Symbiote. You save 2 SS on Symbiote (since there's always the Scion (0) to unbury all your three beaters), but lose the chain activation shenanigans. Monty combos with Price of Haste for a whooping -3 Wp which both the Beast and Scion will love. Only problem is, the tactic is pretty straightforward, and both the Scion and Beast could be wiped before they get a chance to activate. Any comment on the idea?
  6. From the album 2017 Painting Challenge

    March 2017 Painting Challenge WIP
  7. hi there, I`ve sometimes found annoying first activate Tara in order to make use of her reactivation. I would like to share an idea that might already been posted but... Whats your opinion on buring a bloodwretch, copy "the rage builds" and then make boosted attacks with tara, she becomes a much more efficient beater. Also you can give fast to an unburied bloodwretch and let it charge a friendly armoured model (maybe with graveyard spirit) to draw 4 cards, discard 2 of them and make 2 damage to that model.
  8. Hey guys, Quick question. I played against Pandora and her Death-By-A-Thousand-Cuts Misery ability with Sorrows. What was curious is that, if a model fails a duel in range of more than model with Misery, "it would suffer 1 damage from each model with the Misery Ability separately" (Bullet 105, Jan 2017 FAQ). Now, does this mean that Tara's new Upgrade Ability, The World is Empty, be able to discard a card to reduce damage by 1 for each instance of Misery damage? If the ability reads: "When a friendly Void model within 6 of this model suffers damage, this model may discard a card to reduce that damage by exactly 1 (to a minimum of 0)" I know the effectiveness or merit of this is debatable, I just want to know if it IS possible. Thanks in advance.
  9. Dear Outcasts, Von Schill & Viktorias seems to be a trouble for me. Most of the games against these two masters have been losen or draw by my two masters(Levi and Tara). My opponents often have folloving crew members: 1. Viktorias(both)+sisters+librarian+additional models like(Johan, trappers,...) 2.Von Shill+ 2 trappers+Hannah+Strongarm+librarian+... What shall I take into account playing against these two crews, which master and which models to chose?
  10. Hello, all. I've been working on a Tara list intended to take the Beastie Bomb to it's fullest possible extreme, while still retaining some viability in scheme running should the initial strike fail. I'm fairly new to the game, so thoughts/advice on the list or how best to play to it's strengths would be greatly appreciated. 50 ss Tara Outcasts list: Fastball Special Master Tara (Cache 4), Upgrade: Knowledge of Eternity (2 ss) Henchmen Scion of the Void (8 ss) Enforcers Killjoy (12 ss). Can start buried, and has a built in unbury mechanic, saving health and AP on the SotV. The Nothing Beast (10 ss), Upgrade: Void Shield (0 ss) Minions Rat King (8 ss). The strongest 8 ss or less minion available that can tolerate losing 4 wounds, since it can turn itself into a Rat Catcher. Friekorps Trapper (6 ss) Void Wretch (4 ss). Mostly there to heal the SotV when it gets itself in trouble. Basic play strategy: Killjoy deploys buried. The Friekorps Trapper deploys 6" from the opponent's deployment area, as close as possible to the bulk of the enemy crew (preferably in cover, but not essential. Even if it's killed on the first activation through bad luck on the initiative flip and unfortunate deployment, an angry Killjoy will pop out unless sacrifice/bury shenanigans were involved). Everyone else deploys in The Nothing Beast's nice 10" from The Faceless Oblivion. Strongest when deploying second and winning initiative. First, Tara uses Pull the Void 3 times to bury and give fast to the Scion of the Void, the Rat King, and The Nothing Beast (in that order). Then, the Friekorps trapper moves towards the enemy, shoots and Repositions to get a bit closer, then uses The Hollowing (from the SotV's Whispers from the Nothing) to unbury the Rat King. Ideally, the Rat King will kill an enemy model and unbury the rest of the crew. Failing that, it can also use The Hollowing to unbury the SotV to finish the job, and turn into a Rat Catcher if it's dropped below 4 wounds. If the Rat king dies before this, the rest of the crew unburies anyway. Unless there is a terrible run of bad luck/mismatched deployment, the enemy crew now has a Rat King, a SotV, a Fast Nothing Beast, and Killjoy in the middle of their deployment zone, and will probably have a rather bad day. The Rat King and the SotV will likely only have 4 wounds or less, but both have mechanics to get around that. Tara can reactivate and move up the field to rejoin her crew, run schemes, or whatnot while the enemy crew is dealing with the massive new threat in it's ranks or running away. An alternative list I'm considering replaces the Rat King and Killjoy with Montressor, Ama no Zako (as Henchmen, they won't take damage from The Hollowing, and are more likely to secure the unburying kill than the Rat King), and a Malifaux Child (for the additional casting of Pull the Void needed to bury the extra model). Such a draft would be stronger in combat and offer more tactical/movement options than the first list, but requires an extra activation to set up which any sensible enemy crew will be using to scatter to the four winds, and opens the risk of the enemy crew killing the Friekorps Trapper before Tara can get everyone buried.
  11. I was playing against Tara the other day. When Tara brings the Obliteration Symbiote upgrade, she can unbury an enemy, non-Leader model and Chain Activate into it. This raises the following questions. During the unburied model's activation: Which models does it consider friendly and which enemy? Which deck does it flip from? Which control hand does it cheat from? Whose soulstone pool does it use from?
  12. I've been going over the Pull My Finger pages and I'm really interested in trying out the "Beastie Bomb" list described in the Tactics section. Just looking for some suggestions on specifically which models to get to it, a.k.a. what the full list's gonna look like. So far I've got just a rough idea on how this is gonna go down. Help?
  13. The little guy should come out in a month now, so I had the curiosity to look at his profile in the third book. He seems to be a real push for any Tara crew. Few examples : Burry him and get a whole horde of void wretches make 1/4/7 Ca6 attacks instead of the 2/3/4 Ml4 they usually have (thanks to Whispers from the Nothing). Void wretches can heal the Scion with their Satiating void afterwards. Summon a horror with Karina's The faces of Oblivion and the Scion of the void can unburry it in the next turn so that Karina can summon more horrors. Too bad this doesnt work on Killjoy... You need to teleport him to the other side of the board ? Just burry him with a Death Marshall and make another minion unburry him where you need him to be with the Hollowing (through Whispers from the Nothing again). I was wondering : as a way to burry the Scion of the void, can I ask Ama No Zako to use Promising Whisper on an enemy to make him target the Scion of the void and burry the Scion with Returning home ? If so, do I need the scion to be in range of the attack to target him ? Or can he be beyond range to be targeted ?
  14. In what schemes/strategies would you take the Void-Lady, and are she better option than some of the other in-faction power houses in a specific set of strategies/schemes?
  15. The Gunsmith locked eyes with her opponent, across the barrels of her smoking pistols. "How are you still alive? I've killed nephilim with worse shots!" Tara smirked, glancing at the hole in her chest. "Well, my dear.. It seems I'm Better Off (un)Dead" ;D
  16. Hello Again! I'm here with my newest battle report! Another game down at Connections Gaming in Vancouver, BC, Canada. In this game, Rafkin spends some time contemplating the universe in the void and Tara gets to a strong prescription from the Doctor. finalsoulstone.squarespace.com/blog Next week I'll be doing another master. It's been a while since I pulled out Nicodem, but I also need more time with Seamus. I guess we wait for next weeks strats and schemes.
  17. Wassup Mali-friends? Check out my epic tournament report from the recent Twatifaux event here: http://www.wargamerau.com/forum/index.php?showtopic=184300 It was the largest Australian Malifaux Tournament yet. Happy days!
  18. Hey guys, So here is my 3rd Malifaux Video, and the 2nd to be posted on my FLGS Channel. Check it out, I think it is an improvement over the last, and hope you guys like it! If you do, feel free to comment like and subscribe as it really helps me out as a content creator, and it will help my store out a great deal. Links to our Social Media can be found in the video discrption. Thanks guys! https://www.youtube.com/embed/GYbMsTNC23M
  19. I know, I know; She's possibly one of the worst totems in the game (although she shines once in every full moon). Just curious though; What would you have liked to have seen as a totem for Tara; Failing that what would you have liked to see Karina bring to the table instead of her current manifestation. Also is there any expanded fluff on her yet? not seen the new book yet.. I feel she has the potential for an awesome back story..?
  20. Been seeing that her outcast loadout is better equipped and strictly better than running her in Ressers. As a theorycrafting exercise, what kind of model, upgrade, etc that could be printed to make her a more viable option without copying what Outcasts have?
  21. So I have been dragged kicking and screaming through the breach and found that I enjoy card shuffling and Weird (wyrd?!) gothic steampunk. I have the following models in my box Tara Karina Nothing Beast 3x Void Wretches 3x Guild Autopsies 3x Crooked men 3x Punk Zombies 1x Death Marshal 1x Hanged 1x Drowned Not played much so far but for 35ss I generally play a bury game have yet to get the hang of using fast/slow effectively, So I default to this list Tara Karina Nothing Beast 3x Void Wretches Death Marshal Now my question is where do I go fro here, Have been looking at buying Hannah and KillJoy but I would love to have the option of another master to be able to choose different play styles.
  22. Hey All, Had Tara for a while now since the nightmare was available back-in-th'Day and while i initially had loads of fun using her and won a fair few games, my interest has since waned and find that she's getting less and less board time due to being a bit meh in comparison to other outcast/resser masters.. Don't get me wrong, having her reactivate and the like is great.. but her themed crew... I find them extremely lack-lustre. How are people running her these days? Are you dipping into the ressers or staying in the outcast faction - also how is the wave 3 stuff with her? (picking up loyalties tonight to see for myself). Further does anyone feel like The Nothing Beast would have been a great Henchman rather than an enforcer? I feel 10 ss for him at the moment is simply a waste in comparison to other similarly priced models... I'm really interested to see what people have to say about Tara and her crews as a whole so please stick your oar in on anything you believe is relevant
  23. Hello quick question, I own Leveticus Box, Johan, Desolation Engine. For next buy I can choose: - Von Schill box + Hannah or - Tara + Killjoy + Hans + Outcasts effigy or - Hannah + Kiljoy + Hans + effigy What would you take? I think that the best idea is to take set with second master -VS + Hannah Of course I can mix it, but I don't think that VS + Killjoy will be good choice.