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santaclaws01

Titania Tactica

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I’ve been thinking about writing up a tactica on Titania as she’s my favorite master(especially after wave 5) and I’ve gotten a lot of games under my bealt with her, and with the recent release of wave 5 and her new upgrades I figured now was the time. So without further ado, let’s get started.

Titania is a bit of a jack of all trades in that she has a bit of control, a bit of damage, and a bit of support, however, there is one thing she excels at, and that is taking a beating, so let’s go over a quick overview of some of her strengths and weaknesses.

Strengths:
Excellent durability, especially with Royal Indignation
Good damage after a little bit of set up.

Draining your opponent’s hand

Controlling where your opponent’s models are and who they’re attacking.

Most marker based schemes are very easy for her


Weaknesses:
Models with a high min damage, enforcers and up especially, largely ignore her durability.

Models that gain some form of buff from you placing scheme markers

Models that debuf or are resistant to Ca actions.

Models that gain buffs against Undead

You will always find yourself wishing you could take 1 more upgrade, so deciding which 3 to take will be hard.

Now, let’s start with an overview of her card.

The only non-station characteristics she has are Undead, so watch anything with a bonus to Undead models, and Fae, which let’s her be targeted by the tactical actions given by her Royal Indignation upgrade, and Primal Conflux, as well as allowing her to benefit from Taproot’s aura.

Her stat line comes in at Df 5, Wp 7, 12 Wounds, Wk 5 and Cg 7. This already puts her over the curve for Neverborn masters in terms of durability, and she boasts an average mobility already.

Abilities

Impossible to Wound.

Nothing new or exciting, but this makes her Df 5 hurt a little less, as most damage flips are going to be coming in at a :-fate anyways and that even when they’re at a straight flip, or those pesky models that can cheat in spite of :-fate s won’t be able to cheat against her.

Flight.

Also nothing new, she doesn’t have to worry about anything slowing her down or blocking her movement.

The Thirsty Roots.

Now onto something new. Enemy models that activate within :aura 6 of her and in base contact with a friendly scheme marker take a Wp 13 duel or suffer 2 damage that can’t be reduced, and with her ability to generate scheme markers, that should be every enemy model within :aura 6 of her, meaning your opponent is going to need to be ditching cards from their hand or taking some damage on average.


Rejoice in Rebirth.

Last but certainly not least, when another model places a friendly scheme marker with :aura 6, Titania heals 2 damage. This is what really shoots her durability up to one of the best. Her entire crew box has ways to passively generate scheme markers, so she’ll be getting healed just for your crew doing it’s thing. Additionally, if you have her in a good spot, your opponent will also be healing her if they want to score their schemes which can force some tough decisions.


Now, let’s take a look at her actions.

A Wicked Silence.

 

It’s a Ca 6 against Wp attack with a 2” range to drop a scheme marker in base contact with an enemy model and deal 2 damage to them. No damage flip means you don’t have to worry about a black joker or wasting high cards on a :-fate damage flip, and you get a scheme marker to fuel her and her crew. It also has a trigger to push Titania up to 4” after succeding. 

Bloody Command.

 

Another Ca 6(get used to that), but this time vs Df, and it has a 8” range. It has an unimpressive damage track of 2/3/4, but the triggers are where this action shines. Into Thorns is a built in trigger to discard up to 2 friendly scheme markers before flipping for damage to increase her damage by +1 per scheme marker. This turns her min damage of 2 into a min of 4, so with a little set up she can put the hurt on an appropriate model. Next we have My Loyal Subject, which lets you heal a friendly model with 4” of the target for 2/2/3. Nothing major, but any healing is good, and it can let her help keep her key models alive. Finally, we have the Deal With Him trigger. This makes her reduce the damage of her attack to 0, but it lets another friendly model within 8” and LoS of the target to push up to them and take a 1 AP :melee attack against them. This has the obvious use of having a model with a better damage track hit them, as well as pulling your model into the fray, but it also has a use with one of her upgrades, which I will get there. 

That concludes her cards Attack Actions, so let’s take a look at her tactical actions. Both of these are (0) actions, so you’ll have to figure out which of the two you’ll want to do based on the situation.


A New Harvest.

Ca 6 again, with a TN 13, so you won’t reliably be able to top deck this, especially if you want to get the bonus. It’s pretty straight forward, it causes every model in :pulse 6 to take a TN 12 Wp duel or Titania places a scheme marker in base contact with them(hello Thirsty Roots). Now, a 12 isn’t hard to beat, but for every :crow in the final duel total, you can increase that by 1. Now we’re looking at a 13 or 14, which models are much less likely to be able to just flip, and unless your opponent wants to give you fuel, that’s some card drain. 

The Queen Has Risen.

 

Ca 6 TN 13, again with a 6” range. This action allows her to discard between one and three scheme markers within :pulse 6 to push a friendly model in range 2” for each scheme marker. A 6” push is respectable, and it lets her get rid of enemy scheme markers. 


That concludes a look at her base card, so now let’s take a look at her upgrades, starting with her 2 limiteds from wave 5, which greatly dictate her playstyle.

First, we have Royal Indignation.

If you thought she was durable before, this takes that and turns it up to 11 cementing her slot as the most durable master in malifaux. To start off with, this upgrade turns every living minion or enforcer model hired into her crew into an undead fae model, which allows them all the same synergies that Tiania gets as mentioned above, and you’ll want to be careful taking this into factions with good anti-undead tech. Next it gives her the ability Royal Indignation. Enemy minion and Peion models reduce all damage they deal to Titania by 2, and enemy enforcers and henchman models reduce all their damage by 1. This ability allows her to reduce damage done to her to 0. Additionally, this gives her a (1) tactical action to give any friendly fae model the Armor +1 condition so long as they don’t already have the Armor condition. Needing a 9 to go off, it’s not very reliable, but in a pinch you can throw that onto any of your important models, as most of your crew should be Fae. If you’re taking this upgrade you want Titania in the thick of your enemy crew gumming up the works and soaking up their resources.

Next we have Pact With the Grave Spirit.

With this upgrade Titania has 1 job. Kill the enemy leader. This upgrade gives her 2 Abilities. The Death of Tyrants. When she’s in a duel with the enemy leader she may add 1 suit of her choice to her final duel total when declaring triggers, and her attack actions deal +1 damage. The other ability, Autumn’s Corruption, means enemy models within :aura 3 of her unable to heal or use soulstones. These abilites on their own make her excel at killing the enemy master, but it doesn’t end there. She also gains a (1) attack action, The Rot Within. Again at a Ca 6 vs Wp and a range of 8”, but this time it has a TN of 12 :crow . This attack allows her to deal damage equal to the target’s missing Wds, up to a maximum of 4. And yes, her other ability can increase that to 5 damage. Normally, not having the suit in the TN would make this a little unreliable, but because you declare triggers before determining success, she will always have the suit when attacking an enemy leader. With no damage track, she is going to be taking out big chunks of of their Wds each time she hits them, and if she’s close enough to them they can’t even use their stones to prevent that damage. It also has a trigger to place a scheme marker in base contact with the target if they were killed, which is just more fuel for her. The downside of this upgrade is that you don’t have her super durability that Royal Indignation gives, and you are telegraphing what you want your master to do from the start.

 

Next we have her normal upgrades.

Audience With the Queen.

This upgrade just gives her an attack action to place an enemy model in base contact with her. Again a Ca 6 vs Wp, with a TN of 13 you’ll usually need to cheat to get it off. It also has a somewhat disappointing range of only 8” so no pulling people from very far away. That shouldn’t matter after the first turn though, as she’ll be in her central position and ready to pull in anything she needs to. This action also gives her the trigger “A trophy for well… Me” which allows her to put a scheme marker in base contact with the model after succeeding.

This is an upgrade that will go well with either of her Limiteds. Either pulling models in so that they have to waste AP to move, because they can’t even damage Titania, or getting models into the aura that Pact With the Grave Spirit gives her.

Behold My Glory.

This gives her a trigger on all of her attack actions, and it will be built in on every one except The Rot Within, called Behold My Glory. The gives the target the condition “She Will End Us All!” which forces them to discard two cards whenever they declare an attack action that doesn’t target Titania or it fails. Spread this around on models that you don’t worry about hurting Titania and suddenly your opponent is either wasting their AP or wasting their hand. This also has a nice synergy with Barbaros’s Challenge aura. TN 14 Wp duel to target anyone but Barbaros with an action, and discard 2 cards to attack anyone but Titania can mean your opponents big beaters aren’t going to be able to do anything without first using some cards.

This pairs very well with Royal Indignation, as if you put this on minions then they will be unable to even damage Titania, and they’ll have to discard cards to damage anyone else.

The Forest Claims All.

This gives Titania an ability of the same name, that whenever an enemy model places a corpse or scrap marker within 4” of Titania, your opponent has to discard a card or Titania get’s to place a scheme marker in base contact with their marker, and then discard their marker. This has obvious uses against summoners, as you’re eating into their resources in both getting rid of what they can summon off of or getting rid of cards they would summon with. This can also be used to force your opponent into choosing to give you resources after killing one of their models or draining their hand.

This upgrade will usually get passed over for something else, but should be near the top of your list if you think you’ll be playing against a summoner that needs markers.

The Queen’s Champion.

This is the last Titania only upgrade and this one doesn’t actually buff Titania herself in any way. While attached to Titania, whenever a friendly model kills an enemy mode with an Attack Actionl you may discard a soulstone. If you don’t the upgrade is discarded from Titania and is attached to the friendly model. Now, at a cost of 2 to start with, this upgrade could very quickly start costing a lot. But as I mentioned earlier, the trigger on Bloody Command to let another model attack her target can let you get Queen’s Champion on the appropriate model rather easily. While on another model, this upgrade gives 3 abilities. The first of which is just Armor +1. Next we have the eponymous ability The Queen’s Champion, which gives the model a :+fate to their attack actions. And finally we have Gifts to My Queen, which let’s the model place a scheme marker in base contact with an enemy model every time it damages them with an attack action. This includes Blast and Pulse effects that cause damage as part of an attack action. 

The best candidates for this upgrade are models that can get more attacks, like Nekima, her henchman Aeslin, the Doppleganger. Models with blasts like Hannah or Envy. Or models that will benefit a lot from the armor like the new wave 5 model Cyclops. Combine this upgrade with Malifaux Provides on any of them, and you can greatly increase their durability. Between Armor +1, and healing 2 from just damaging enemy models and using one of the scheme markers they dropped, your Queen’s Champion is going to be a rather hard model to get rid of.

Now onto the only general Fae upgrade. Taproot.

This gives all friendly Fae models with :aura 10 a Df/Wp trigger The Forest Hides Us. After resolving an attack action against this model, it may discard a friendly scheme marker within 3” to push up to 3” in any direction. If you pair this with Royal Indignation then most, if not all, of your crew gains access to this trigger.

 

 

Fae Models:
Aeslin(9ss)
The only Fae henchman, coming in at Df 5 Wp 7 9 Wds and HtW+1 she's no tank but she's going to eat AP or take a dedicated beater to really take her down, especially if she or someone near her has Taproot. Her abilities are The Curse of Autumn, which when an enemy model activates engaged with at least 1 model with that ability they make a Wp duel or gain slow, Casting Expert, and Wild Magic, which allows her to discard a scheme marker near the target when declaring an action to not have to randomize. Offensively she's very similar to Titania, possessing an identical A Wicked Silence, and Rot And Rend. Ca 6, range 1 :melee or 10 :ranged for 2/3/4. It has the Into Thorns trigger just like Titania, A Darkness Falls which can give the target Slow after succeeding if they don't discard a card, Secrets Kept, which pushes the target 6" towards Aeslin after succeeding, and A Trophy For The Queen, which places a scheme marker in base contact with the target if they're an enemy after succeeding. She has 2 (0) tactical actions; Bound and Rooted, which make it so that friendly models within :aura6 can't be moved, pushed or placed by the actions, abilities, or triggers of enemy models until the end of the turn, and As Leaves On Wind, a Ca 6 Tn 12 action to discard a friendly scheme marker within 6" to put up a :aura 6 :-fate to Ca actions for enemy models until the end of the turn. She has an average walk of 5 and charge of 6, so she's not going to be breaking any records, but she doesn't need to with a 10" gun and casting expert.

Aeslin is a model you want to take to support your crew, as well as get some surprise hits in with Rot and Rend having a min 4 potential. She is especially good against Ressers, 10T and Neverborn, as those are the 3 factions with the most offensive movement tricks and most reliant on Ca actions. She's a good holder for the Taproot upgrade as well, because you will want her in a central position for her tactical actions which lets the most models be within the 10" to gain the Df/Wp trigger. She is also one of the models best suited for placing scheme markers to heal up Titania.

Cyclops(8ss)
The beater of the Fae. defensively they aren't great, coming in at only Df 4, Wp 5 9 Wds and HtK. Their abilities include, Frozen Heart, Cyclopean Raaaage! which gives them +2:ram to their Ml when 5 or fewer wds, and Foresight. Foresight is an interesting ability, because at the start of their activation, you can either discard a :ram or :mask to either heal 2 or buff the Rg of it's actions by 2 for the activation, which gives their attack an impressive range of 4" which when combined with their Cg 7 let's them really reach out and touch someone. Turning over to the back of the card now, we have the Mighty Spear as it's only attack action. Ml 5 vs Df, a range of 2:melee and 3/4/6 damage with the Skewer trigger on :ram to give it +:blast per :ram in the final duel total to moderate and severe damage. They have 2 (0) tactical actions. The first is Ice Wall. Needing a 7 to go off, it's not something you want to be relying top decking, it puts up 2 Ht 5 blocking impassable 50mm Ice Wall markers in base contact with it. Unfortunately they can't be touching any other models or markers, so you can very quickly run out of space because you want a Cyclops surrounded by scheme markers due to it's 2nd (0) action, Frozen Runes. Now Frozen Runes is the real reason you take the Cyclops with Titania. For every scheme marker within 3", and yes this includes enemy scheme markers, you reveal a card then resolve an effect depending on the suit then discard the card. Deal 1 damage to an enemy model within 5", Heal 1 damage on a friendly model within 5", give an enemy model slow within 5" and discard the scheme marker, place another scheme marker within 5"(do not flip for this new marker), or your choice of 2 if you flip either joker. None of this requires LoS and there is no way to resist any of it happening.

Overall, the Cyclops is a model that depends on risk/reward. Ideally you want it sitting below half health in the middle of a horde of scheme markers, but between being able to heal it at the start, guard it's approach with Ice Walls, get healing from Titania's bloody command trigger and potentially armor if you take Queen's Champion and feed it a model, and the obvious syngery in a Titania crew with Malifaux Provides it is a very manageable risk for some amazing reward. They work best in a pool where the opponent wants to be in a single location to get the maximum use out of Frozen Runes, but don't be afraid to take them anyways as a 3/4/6 damage track and on demand blocking terrain for 8ss is by no means a bad deal.

Bandersnatch(5ss)
The Bandersnatch is the odd one out of the Fae, as it has nothing related to scheme markers. Coming in at Df 5, Wp 5 and 4 Wds incorporeal, at first glance one might wonder why you would ever take it. The reason is that it should only be spending 1-2 turns actually on the table, and the rest of the game burried, as this model is all about hiding inside of another model and attacking from it. It has the Shadow Spirit and Shadow Hunting abilities, which allow it to activate normally and declare triggers while burried, and add the Ht of the model it is measuring range and LoS from when declaring an attack action while burried. To determine whom the Bandersnatch is drawing Range and LoS from, we need to look at its (0) Crawl Into Shadow attack action. It is a Ca 6 vs Wp, Tn 13 range 6 attack to put the Shadow Lair upgrade on the target and burry itself. The Bandersnatch will unburry in base contact with the target whenever the Shadow Lair upgrade is removed, or if the model with Shadow Lair is about to be removed. The Shadow Lair upgrade gives the model with it the ability that lets the Bandersnatch draw Range and LoS from it while declaring attack actions, and an ability to deal 1 damage at the start of the activation and remove the upgrade after it has taken 2 damage from that ability. It's other attack action is Grab. A Ml 5 vs Df, range 2 with a 2/3/4 damage track with 2 triggers, Snatch which pushes the target in base contact with the model that range and LoS for the attack was drawn from after damaging, and False Suspicion, which forces the target non-leader to take a (1) attack action against the model that Range and LoS were drawn from that is controlled by the Bandersnatches controller, and cannot declare triggers. Lastly, it has the (1) Dart Out tactical action, which just unburries itself in base contact with whatever model has Shadow Lair attached, and discards the Shadow Lair upgrade from them.


The Bandersnatch is a curveball model. You can either have it hitch a ride in some of your own guys to pull stuff in and trigger abilities like Pounce or you can stick it in an enemy model for the free damage and to hopefully get some infighting going on, as well as mess with their positioning. It's also very good as your only minion in schemes where the opponent wants to kill your minions, as that is hard to do when you can dictate when the Bandersnatch is on the board to be killed unless they're willing to start killing their own models to get it out.


Bultungin(5ss)
A very mobile minion, with Df 5, Wp 5, Wd 6, Wk 6 Cg 7, it shines as a scheme runner hunter. It has the abilities Careful Hunter, when an enemy scheme marker is placed in LoS, it gains the condition Creeping Forward +1, which allows it to move +1" in any direction when the condition is removed, and Stalking Pounce, when this model ends a move or push that wasn't part of the Walk or Charge action, this model may discard a card to take a (2) AP attack action against an enemy model within it's engagement range if it discards a card. It's attack actions are (1) Brutal Knives. A fairly standard 5 vs Df range 2 :melee that does 2/3/4 damage with an interesting trigger. After succeding, if the target reduced or prevented damage from this attack, take the (2) Savage Mauling attack action against the target. Savage Mauling is a 6 vs Df, range 2 :melee with a 3/4/5 damage track, and a trigger to place a friendly scheme marker if the target was killed, and prevent any other markers or models from being placed or summoned as a result of the target being killed. Lastly it has the (0) action scavenge, Discard an enemy scheme marker within 2" to draw the top card of your discard pile into your hand.

These are great shceme runner hunters between getting a free movement for them placing scheme markers and a decent attack. There is also the synergy of Titania using her Deal With Them trigger on one of these guys for a potential of 3 attacks if they have some way of reducing damage. Having a (0) action to just remove a scheme marker is also great, but it gives the added benefit of either letting you get a low card of your deck for the next turn, or picking that high card you just used back up.

Rougarou(8ss)
A beater minion that comes in at Df 5, Wp 5 Wd 9 HtK for it's defensive stats. It has an average Wk 5 and a good Cg 7. Its abilites are Fresh Meat, it can discard a friendly scheme marker within 3" at the start of it's activation to heal 2 or push 3", and Pounce. It's attack action, Wulfen Claws, is Ml 6 vs Df, range 2:melee with a 2/4/6 damage track and the trigger Crushing Strike, gain a :+fate for every :ram in the final duel total. It has the tactical actions (0) Challenge of the Alpha, Ca 6 Tn 13, which forces all enemy models within :pulse 4 to pass a Tn 13 Wp duel or be pushed into base contact with the model, and a trigger to place itself in base contact with a model that passed the Wp duel after resolving all the pushes. This is a good way to reposition the Rougarou and/or to pull in some models and get some free attacks. It's second tactial action is (0) Howl To The Blood Moon, which forces a target model within 2" to pass a Wp 13 duel or the Rougarou can make a (1) :melee attack action against it. In most cases it will probably be better to just use Challenge of the Alpha instead, but if there's a model that you really want to get an attack on that's within 2" that for some reason can't be pushed any closer to the Rougarou you have this as a backup plan.

The Rougarou can make for a decent beater minon with its 2/4/6 damage track and potential for :+fate to the damage flip, as well as having 9 wounds and a 2 heal at the start of it's activation. Where it really shines is in combination with something that can abuse its pounce, either Barbaros or the Tooth as they both have a push built into their attack.

The Autumn Knights(7ss each)
I am grouping The Tooth, The Claw and The Thorn together as they are all similar. They each have Df 5, Wp 5, 7 Wds, with HtW+1, Armor +1 and Curse of the Autumn, as well as an average Wk and Cg of 5 and 6 respectively. They also each possess the (0) tactical action A Clear Path, this model may discard a card to push into base contact with a friendly scheme marker within 4". Where they differ is their attack actions, a different (0) challange attack action, which is a 6 vs wp range 8 attack to pull a model in..

The Tooth as the Blossoming Blade attack action. It is a Ml 6 vs Df with a range of 2 :melee. It does 2/3/4 damage and can push the target up to 4" away. It has the triggers Brambles, when damaging if the target is within 2" and LoS of a friendly scheme marker the damage flip gains :+fate, and the built in trigger A Trophy For The Queen, to place a scheme marker in base contact with the enemy after succeeding. Her challenge is the Challenge of Summer. It pushes the target it's Cg towards her, then the target takes a (1) Ml attack action against her that gets a :-fate to any resulting damage flip. If she is still alive after this, Tooth gets to hit back with a (1) Ml attack action.

Tooth pairs very well with the Rougarou, because she can potentially trigger 3 attacks from the Rougarou. Additionally, her challenge is very abusable. Since it is Range 8, any model with less than a Cg 7 that has a 1" Ml attack could be pushed into her but not get the free attack, whereas she can hit them. Additionally, if they just don't have a Ml attack at all then her positioning doesn't matter in the slightest. Having A Trophy For The Queen built in let's her support Titania by healing her up with every attack she hits as well.

Next up is The Claw. He has The Winter Spear, which is almost identical to The Blossoming Blade except it also has a 8 :ranged range, no push, and Brambles is built in instead of A Trophy For The Queen. His Challenge, The Challenge of Winter, just pushes the target into base contact. It comes with a trigger Winter's Chill to give them the condition Winter's Chill, this model suffers :-fate on all Df flips, unless they discard 2 cards. This is obviously a very debilitating condition that no one wants, so you can potentially eat up half of your opponents hand with a single (0) action and still push them 8" towards your crew, and against a Titania crew they will want their hand for all the passive Wp duels for being around your models.

Last but not least is The Thorn. Her attack, Lashing Vines, is Rg 3 :melee with a 1/3/4 damage track that ignores armor, and has the triggers Brambles and The Queen's Spies, after damaging if the target is within 2" and LoS of at least 1 friendly scheme marker, draw a card. Her Challenge of Spring pushes them up to 8" towards her and drops a scheme marker in base contact with them, giving her more control of where the opponent ends up and where you place the scheme marker. While her weak of 1 is bad, the fact that you can get a :+fate to her damage flip and it ignoring armor can definitely come in handy against some of the tougher nuts to crack, or you can just farm a weak model that you don't have to worry about for cards, and if you want to hit your own models for cards you're usually only doing 2 damage to them. Her 3" engagement range also gives the biggest range for The Curse of Autumn to force some Wp duels or slow.

The Gorar(3ss)
Finally we have Titania's totem. At Df 6, Wp 5 and Wd 4 it's nothing to write home about for durability. It's got a nice mobility with Wk 6, Cg 7 and unimpeded, but not for scheme running as it's insignifcant. What it has mobility for is its ability From Malifaux We Are Born. When a friendly Minion model is killed or sacrificed by an enemy attack action, if this model is within 6" of the center line, you may summon the model that was killed or sacrificed into base contact with this model, then sacrifice this model. This ability can be a nice kick in the teeth for your opponent when they finally put down that Illuminated, or Rougarou, or Autumn Knight. For attacks it has A Wicked Silence at a Ca 4, and The Serpet's Call. Ca 4 vs Wp at range 10, target model with the Slow condition gains Paralyzed. This can go very nicely with the ways your crew can hand out slow, and especially against most summoners, and can get some high cards out of your opponents hand as no one wants to let their model get paralyzed if they can help it.

With it's Ca 4s, this guy is mostly taken just to be revived into one of your minions in the mid-late game, with its attacks just being coincidental bonuses when they happen to go off.

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10 hours ago, santaclaws01 said:

Audience With the Queen.

This upgrade just gives her an attack action to place an enemy model in base contact with her. Again a Ca 6 vs Wp, with a TN of 13 you’ll usually need to cheat to get it off. It also has a somewhat disappointing range of only 8” so no pulling people from very far away. That shouldn’t matter after the first turn though, as she’ll be in her central position and ready to pull in anything she needs to. This action also gives her the trigger “A trophy for well… Me” which allows her to put a scheme marker in base contact with the model after succeeding.

This is an upgrade that will go well with either of her Limiteds. Either pulling models in so that they have to waste AP to move, because they can’t even damage Titania, or getting models (especially their leader) into the aura that Pact With the Grave Spirit gives her.

One small thing here, You can't use Audience on the Leader... I've made this mistake before and it still makes me very sad... :(

Otherwise, seems pretty good.  I'll try to add to this when I get the chance as Titania's my favourite master too.

But my first 8ss spent in pretty well every crew is

Titania

  • A limited upgrade (I've only tried Pact, but I want to try Royal) - 1
  • Behold my Glory - 1
  • My third Upgrade is usually Queen's Champ (I know others don't like it, but it fits my playstyle and is fun), otherwise, Aether Connection, Taproot, Audience and The Forest Claims all are all good alternatives.  I've also tried Fears Given Forms which can be really good fun too!

Pukey McPukeface! (Primordial magic) - 2 (for a 2ss activation this is too good to pass up, much better than the pants Gorar imo)

Mysterious Effigy - 4 (super solid model, saves Titania so many times with it's condition (esp with Behold my Glory), also a cheap scheme runner/speed bump that's really hard to put down and is basically always ignored by the opponent. Wins me games!)

My Titania Tactics have basically always been to run her as a harrier, flitting around the edges, putting Behold on the enemy beaters while the rest of the crew goes to town on them.  This is why I mostly prefer Pact...  But I could see Royal/Behold/FGF being a great combo and just throw her in head first (maybe with Emissary support for additional armour...).  I'll post up more later, I've got a list I've been really liking with her lately that's really fun (and kinda out of left field!)

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Great writeup so far☺ I've only just begun with the queen myself, but I'm loving her already.

Personally I only have 40 stones to make a crew as emissary is just soo good with her. 

If you have any :crow4 or above and two 7 plus cards that's two guaranteed channeling turn one. Add graves to push your emissary into the edge of the 3" (so graves doesn't end up taking the walk test) and he'll heal 2 of the damage plus move up the board. From the I pretty much place a new marker each turn and leapfrog to where ever I want him. Being able to declare a guaranteed wrath trigger on both attacks makes him devastating.

One little thing. You forgot to mention that thirsty roots requires the enemy to activate in base contact with a scheme marker.

 

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6 hours ago, Da Git said:

One small thing here, You can't use Audience on the Leader... I've made this mistake before and it still makes me very sad... :(

 

5 hours ago, Angelshard said:

One little thing. You forgot to mention that thirsty roots requires the enemy to activate in base contact with a scheme marker.

 

Dangit, each time I think I've gotten rid of all the small mistakes...

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So to continue from my last post, I usually run Titania as a harrier.  First turn, I have the crew drop three scheme markers to set up The Queen has Risen (usually this is done by the Effigy, and two other cheaper schemers), then she walks once or twice to get into range for an attack to get Behold on some big beater to prevent any alpha strikes (the effigy's buff keeps her alive).  From there, Titania again plays the harrier, putting Behold on their biggest threats whilst my crew attacks them and staying out of range of retaliation. 

If opportunities present themselves, she can also dive in to assassinate the leader or key pieces that have been softened up with her new attack. Although I find just attacking the leader really good as you can choose suits!  Free pushes on A Wicked Silence or whatever you need for Bloody Command (I often go with My Loyal Subject) is super useful.

For crews, I usually have around the 8 model mark, Titania, Pukey, and effigy. One big beater (Nekima/Mature/Teddy/Hannah), one or two medium beaters or utility (Cyclops/Rougarou/Graves/Emissary/Kade/Tooth/Thorn/Serena/Johan) and maybe a light beater (Grootslang/Bultungin) and then some schemer or two (Tots/Insidious {if I'm going after Wp}/Changlings {if I take the Mature so they get + when copying his attacks}).  Other models could easily fill these roles (Doppel/Illuminated/Stitched), these are just my favourites.

As for a kind of far out crew, I got this:

 

Declared Faction: Neverborn 

Crew Name: Titania - Hannah 50ss 

Leader: Titania - Cache:(4)

   Pact with the Grave Spirit 1ss 

   Behold My Glory 1ss 

   The Queen's Champion 2ss 

Primordial Magic 2ss 

Hannah 10ss

Mysterious Emissary 10ss 

   Primeval Conflux 0ss 

Cyclops 8ss 

   A Thousand Faces 1ss 

Grootslang 6ss

Mysterious Effigy 4ss 

Terror Tot 4ss 

Basic turn 1 plan is, Pukey kills an activation, Effigy/tot/Emissary drop scheme markers and walk (Emissary drops Hungering Land and summons Changling depending on hand), Cyclops double walks and either does his scheme (0) on the three markers or drops pillars if I fear shooting or alpha. Hannah copies Groot's Lair-to-Lair (L-L), usually by this stage something's close enough for her to charge, hopefully kill it and become Queen's Champ.  Groot drops a scheme if needed then L-L.  Titania uses Queen has risen on herself and does her thing. 

From there (or even before) react to the game situation to do what I need to to win the game!

Hannah is awesome with Queen's Champ. With armour 2, 9 wounds and soulstones; she really tanky, she gives me an extra card (very nice with Pukey) and L-L solves all her mobility issues.  She also drops scheme markers off her blasts as Champ! She can also copy the Emissary's attack with Make a New Entry. In my last game she solo'd Ohaguro (no SS usage from Titania) and tanked Yasunori for a round before killing him with some help from Titania and Grootslang. 

Cyclops is there mostly because he can ignore armour, but also offers a fair bit of utility with his (0)s, If there's no armour, he gets Malifaux Provides.

Emissary is gold, after turn 1, I usually use his (0) to give Titania armour to get her to the tankiness she needs to be at.

Grootslang is also surprisingly hitty, cause he usually activates late, I find him very hitty with the :+fate to hit and +1dg.  I've pretty much only been using his tongue attack as 1" on the claws is usually too short.

I know you choose crews after schemes, but I usually create a few generic crews I like that I feel can achieve most schemes and whatnot and then after the scheme pool comes out and I've seen the table, I choose which one I want to use.

Is this helpful for people?  I can post a few other crews if people are interested?

I can also go through schemes and strats I like with Titania too...

I'd probably take this into Outcasts, Guild and Ten Thunders or other Neverborn. 

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49 minutes ago, Da Git said:

Is this helpful for people?  I can post a few other crews if people are interested?

I can also go through schemes and strats I like with Titania too...

Of course yes mate! Continue please :)

Recently I purchased just Titania and Tooth without their box. So I would like to get as more information about her play style as it will be possible.

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9 hours ago, le_sphinx said:

Of course yes mate! Continue please :)

Recently I purchased just Titania and Tooth without their box. So I would like to get as more information about her play style as it will be possible.

In my opinion, the only other model I'd want from her box set is The Thorn...  Definitely give the Schemes & Stones Titania episode (60) and the Max Value Wave 5 Neverborn episode (21).  Both of these have some really good info on Titania.  The Arcane Reservoir Wave 5 Neverborn episode is also worth a listen.

With what you've got (and assuming you don't have any other Neverborn), my shopping list would be.

  1. Pukey
  2. Rougarou
  3. Emissary
  4. Effigy
  5. Some scheme runners
  6. other beaters/untility

Tooth and Rougarou are an amazing combo.  Emissary can either have the general Conflux or Primeval Conflux for amzing stuff.

Then just flavour to taste!

With that, you could make a decent 50ss list

Titania, Pukey (2), Emissary (10), Rougarou (8), Tooth (7) is a solid 30ss core including 3ss for Titania's upgrades.  Then other stuff you have or like. Mature with A Thousand Faces + 2x4ss models takes you to 50ss

 

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7 hours ago, Da Git said:

With what you've got (and assuming you don't have any other Neverborn), my shopping list would be...

Thanks for your advices! I have a respectable pool of models, which are Dreamer, Pandora, Lynch with almost all suitable for them models:) From your recommended list I just don't own NB effigy.

Really interested in how Titania deal with strategies and schemes.

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13 minutes ago, le_sphinx said:

Really interested in how Titania deal with strategies and schemes.

The upgrade to place a marker off ab attack makes stuff like setup and dig their graves trivial for her crew.

For the backfield marker schemes she can use the normal neverborn stuff. We probably have the best scheme runners in the game no matter which scheme you need to do.

Killing is killing, she doesn't do anything super special there but she can protect squishier elements of her crew with her tigger in combination with Barbaros and his challenge aura. It becomes really annoying. She is rather tough herself.

 

 

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1 minute ago, Ludvig said:

Are you asking for tips or do you mean that you are itching to try some tricks you have thought out?

Probably both, but for now I am chasing all available tips:)

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31 minutes ago, le_sphinx said:

Thanks for your advices! I have a respectable pool of models, which are Dreamer, Pandora, Lynch with almost all suitable for them models:) From your recommended list I just don't own NB effigy.

Really interested in how Titania deal with strategies and schemes.

Any marker based scheme is pretty easy for her between placing them easily and choosing to removing the ones she wants with things like Into Thorns and The Queen Has Risen, as well as being good at setting up things like AQM(or vendetta with gg18) because she can place her target from basically anywhere within 24" of her(6" push from scheme markers, 10" movement, 8" audience range). Her denial game is also very strong, between the BMG+Barbaros combo, Tannen with his Chatty+Cooler and easy protection by Barbaros, Titania and the Taproot upgrade giving him access to the trigger if Titania has Royal Indignation will make it hard for your opponent to do anything involving your models, and Titania flying around doing The Queen Has Risen if needed to prevent any marker based schemes that the Emissary can't just smack away. 


Once I get through the models I could add a section for schemes and strategies, and just rotate it with the new GG each year about what I would look for in how to complete and/or deny each scheme and strat.

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With Pact with the Grave Spirit, she'll also do Eliminate the Leadership/Assassinate type schemes reasonably well too!

But yeah, anything that needs Scheme Markers (especially near enemy models) is child's play for her.  Don't forget that she's really good at denying enemy scheme markers too!

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Great read! I've played Titania several times since wave 4 and only a few games after wave 5 with mixed results. I typically run her with Pukeworm, Thorn, Rougaou, Freikorps Trapper, Emissary. Changelings can benefit from Trapper's +, even with their low value of 4 this can make a difference. And Thorn's lure, when used near Rougarou and Changeling can be devastating. It allows you to pull off 11 attacks from a (0) action and Tooth's 2 AP. I've also tested Cyclops (love the models) and they're great if there's a lot of big terrain and they can block one path and force your opponent to move around it. On a table that's not dense with terrain they go down too fast, it takes a Gremlin or two to get rid of them.

 

I'd really love to use Bultingun with her but haven't found a suitable proxy yet. These would be great as they fit thematically and look amazing:

wfbo01-gd_copy.jpg

Unfortunately, they're too big.

 

I also thought about Gnolls from Frostgrave (here's a review that shows how they look like assembled): http://desfigssurunplateau.over-blog.com/2017/05/review-et-exploitation-gnolls-frostgrave.html but these minis are probably a bit too small...

 

My other idea was to convert the Swinecursed and give them heads from Wolfen from Rackham, as this would easily fulfill GG tournament criteria for proxy

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I like setting my Titania with fears given form and royal indignation (if i need : an audience with the queen or field my glory). I Play her with the emissary (with the new conflux is auto-in) and barbaros with fears and malifaux provides. Each turn you force your opponent to use a lot of cards with two fears, barbaros's challenge and the thirsty roots, with a very tankly center-line

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On 08.12.2017 at 7:37 PM, Da Git said:

Hannah is awesome with Queen's Champ. With armour 2, 9 wounds and soulstones; she really tanky, she gives me an extra card (very nice with Pukey) and L-L solves all her mobility issues.  She also drops scheme markers off her blasts as Champ! She can also copy the Emissary's attack with Make a New Entry. In my last game she solo'd Ohaguro (no SS usage from Titania) and tanked Yasunori for a round before killing him with some help from Titania and Grootslang. 

Recently looked at her card and remembered your reply @Da Git. Slight off topic, but is Hannah a good choice in NB in general? Which masters\models can use her potential on max level? 

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Is there actually any reason to pick a master besides Titania for the Neverborn right now? The Emissary buff is completely broken and Titania is probably the best Jack-of-all-trades without any weaknesses.

 

Emissary broken:

  • suitless rare 3 summon (Changeling) on 7+
  • guaranteed triggers on anything you do
  • still as powerful as before

 

Titania

  • Can become the best tank in the game with Royal Indignation while still easily completing almost any scheme
  • Can become a complete summoner or henchman counter with Pact of the Grave Spirit (no healing and soulstones, +1 damage to masters and deal damage equal to damage taken)
  • Is already a decent tanky model thanks to Impossible to Wound and Rejoine In Rebirth
  • Neverborn-style dumps a ton of duels on your opponent of WP13
  • Rather high damage for such a tanky model: 2/3/4 which can (easily) become 4/5/6
  • Behold my Glory means you have to target her or dump 2 cards for just 1 Soulstone
  • Taproot allows her to get out of harms way for the cost of a mask

 

My biggest problem right now is the buff the Emissary got with her. Wyrd knew suitless summoning was a problem due to Sandeep, yet they introduced another one. Turn 1 you just drop 2 scheme markers with 2 other models and you can basicly get an Emissary for a measly cost of 2 Stones due to the 8 stone summoning.

Comparing this summon to The Dreamer just shows how insane it is. Dreamer can suitless summon a Daydream which is Insignificant, low wounds and has no attack. Emissary can summon a Changeling which can copy any action at stat 4, has pounce and becomes significant next Turn.

Dreamer brings in damage in his original list just like Titania, but can't really summon in big beaters unless you bring Tannen and hope his gimmick works. Titania brings in the Emissary and she still has about 35 stones you can spend on damage without any drawback.

Collodi brings in a ton of activations, but they are individually weak. It's also hard for him to summon new models when they die. He has to have models using AP to drop markers, a lot of Titania's theme has marker drops built-in. It's why Dig Their Graves is so easy on her.

 

Titania also becomes a problem as she doesn't have any weaknesses anymore. She can do everything just as good as other masters, except killing models. Not that a lot of things can survive 3 AP of Titania, but she doesn't have the minimum damage to truly be a damage beast - thank God for that.

 

I really hope Wave 6 burns down some of the Emissaries power as the free Changeling is too crazy and allows Titania way too much freedom in her crew selection. The second part they could change on her kit would be to reduce the power on her Limited upgrades a bit. Too much is jammed into 1 card for a measly 1 Stone. Imagine Lynch, Zoraida or Lilith having their upgrades be 1 Stone with some extra functionality added on topof those upgrades.

 

 

So to go back to my original question: is there actually any reason why you'd pick a master besides Titania if you're trying to win? I can't really see a reason.

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