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SoulGambit

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  1. Scenario Turf War Corner Deployment Outflank Breakthrough Vendetta Dig Their Graves Harness the Leylines Crews (Defender) Hamelin Stolen Stolen Stolen Benny Holcomb Nix Obedient Wretch Winged Plague Winged Plague Winged Plague Rat Catcher Rat King 3ss Cache vs (Attacker) Nellie Cochrane Printing Press Lone Marshel Brutal Emissary +Lead Lined Coat Undercover Agent +Lead Lined Coat Field Reporter +No Prisoners Field Reporter +No Prisoners 3ss Cache Crew Explanation I played the Hamelin Crew, while my opponent played Nellie. The general thoughts were to blanket the area in blasts to drain my hand and keep the rat population down. Lone Marshel and No Prisoners have shockwaves/bursts aplenty. Brutal Emissary was also a counterpick, since not only is it a good beatstick but the Crowd Control ability would prevent Hamelin from swarming rats as effectively. Lone Marshel serves as a mobile and semiindependent beatstick, Field Reporters complete the strategy, and Undercover Agent bounces any weak attempts to claim a table quarter. I played mostly to get a feel for the different things Hamelin can do, so I decided to play all in keyword and get a nice variety of models. Winged Plague x3 + Benny Holcomb is something I've been wanting to try anyways. Winged Plague can, with Hamelin's help, effectively threaten table quarters from near the center of the board. King is a beatstick. Catcher adds to Malifaux Rat's mobility and keeps the sumoning engine going. We both went for Outflank and Vendetta, not trusting our ability to keep Scheme Markers on the field with Rat King, Benny, Field Reporters, and Nellie on the field. I choose Obedient Wretch vs a Field reporter, while he choose the other Field Reporter vs Rat King for Vendetta. The Terrain I didn't take pictures, sadly. We creates a simple town. On the left side was a train with a train station. A long street was in front of the train station, although it was peppered with four Ht 3, Impassable, Blocking, Destructible terrain to prevent long sight lines. There was a T intersection going away from the train station. The streets were lined with buildings that had enough room for a 50mm base to pass through. There was a Ht 5, Climbable, Blocking water tower on the right far corner. All buildings were Ht 3, Blocking, Climbable. The Train was Ht 3 Blocking, Impassable except for one train car in the middle (unloaded) that was Ht 2 Blocking, Climbable. We also ruled that 30mm bases could slip between the train cars. Overall, about 40-50% of the board was covered in terrain with a nice mix of long sightlines in some areas, but plenty of places to maneuver around. The Strategy Markers were placed on either side of the train, in the middle of the T intersection, immediately next to the water tower, and in the only bare square patch of land in the bottom right. Turn Synopsis Deployment My opponent picked the corner with the water tower, while I deployed opposite. He deployed on either side of the water tower, while I kind of clogged everything of mine facing the main street running the length of the train. Turn 1 No real interaction between crews. Nellie flipped the marker in her quarter, sent the Lone Marshel to the marker to the left, and sent the Brutal Emissary to follow, but closer to the center of the board. The two Field Reporters went around the right, circling in towards the center. Nellie shoves the Printing Press in to position in the center of the board and hides behind a building slightly to the right of that. The Printing Press winds up only a few inches from the center. I have my two of my Winged Plague move up and drop a scheme marker. The third Winged Plague moves 10" forward. Obedient Wretch moves forward and drops a scheme marker. All three Stolen move forward and try to give the Rat King Fast, having to pitch a card on the last attempt to make it land. Benny moves up and turns those three Scheme Markers in to Malifaux Rats. Nix moves up. Ratcatcher moves up and clumps the rats together, pulling them forward. Hameline goes, flips the home Strategy Marker, moves forward, uses Lure on the Printing Press, and makes all Vermin move 3" and take an action. The Winged Plague move up 3" and drop scheme markers behind them, setting up Benny for the next turn. Malifaux Rats swarm the center marker and the Printing Press, making two attacks for +1 Blight and Zero Damage when all flips were done. Rat King moves an impressive 23" total (Hamelin then 3 Move Actions) towards the top left corner, where the Lone Marshal would later go. My intent was to start summoning rats while placing Winged Plague in areas where they could threaten the other corners while also moving my bubble to claim the center of the board. Nellie's was also setup for next turn. Nellie used all but one of her pass tokens this turn to see what I was doing and where I was deploying. Turn 2 Nellie wins initiative and goes first. The Lone Marshal charges and destroys the Rat King in a single activation with gunfire. I start having my rats attack the Printing Press, learning it deals 1 damage to modesl in an aura when they end an activation there in the process. The Brutal Emissary moves. Nellie positions herself on high ground and makes my Rat Catcher charge Hamlin. The Printing Press eats a rat. Both Field Reporters skirt the far edge of the central conflict on the right, tossing bombs in and kill a total of one rat in the process. Undercover agent does nothing. I have two Malifaux Rats chomp at the Printing Press. Benny moves and makes 3 more rats. The Ratcatcher moves, repositions all my Malifaux Rats, and then charges the printing press. My last Malifaux rat that can activate Swarms Together to make a Rat King, which charges the Printing Press. Nix moves towards the marker with Lone Marshal, as does a Stolen. Hamelin moves up, causes all Vermin to move. The Winged Plague scatter, one staying in the center and dropping a marker, while one each goes for a marker on the sides. The Rat King eats the Printing Press. Hamelin lures a Field Reporter near the central marker. Winged Plague flips the marker to the close right of me, while the other Winged Plague plops down somewhere it has cover, within interact distance. Score: 1 vs 1 Turn 3 Nellie wins initiative, sporting her 7 or so Pass Tokens on the flip. The Brutal Emissary goes first and swings towards the center, moving and then charging the Rat Catcher. A severe damage is flipped, along with a built in Blast, and I am suddenly down a Rat Catcher with both my King and Hameline damaged. A rat or two dies, too. That changes my gameplan, and I have the Rat King attack the Emissary before summoning a Rat Catcher. Nix run over and charge the Brutal Emissary, doing some damage and putting down two Blight, then another Blight with his bonus action. Rat Catcher that I just summoned puts down a damage, a blight, and a rat. Obedient Wretch goes and lays down Bleeding Disease on the Emissary to kill it, as it can't cheat, and then tosses a rat at the Field Reporter in the center (wherein we learn that Malifaux Rats and Field Reporters can never engage one another), although it misses. At some point during this I plant a Stolen on the top left corner marker and the Lone Marshal kills the Winged Plague there while charging into position to get outflank. Undercover Agent pops up in the bottom right corner, sending that Winged Plague back to home. The other Field Reporter tosses a bomb and flashes some rats, not really being able to get in range to do anything else (models were completely blocking that street). Benny activates, Concentrates, and uses his bonus action to kill the field reporter near the center, flipping Nellie's home marker. Nellie activates, makes my models charge each other, and flips the central marker. The Stolen actually get a lot of damage on Nellie through their ranged attack. One Moderate and two Weak damages hit her out of four attacks, thanks to no one having cards in their hand by this point. Nellie scores Strategy but I do not. Score: 1 vs 2 Turn 4 I win initiative. My opponent flipped a two, meaning they had to cheat first, and they cheated in a 5, which means I needed a 13 to win. I cheated in a 13. Benny goes and uses his bonus action on Nellie, which takes another 13 on my part to get off. However, it is enough to kill her. My opponent retreats the final Field Reporter (the one I had Vendetta against!) to his home marker to flip it. Hamelin goes, chases her down with about four Malifaux Rats, and puts himself in cover to take on the Lone Marshal. My opponent calls it here. I was going to get another 2 points from the Strategy, one from Outflank (maybe two), and one from Vendetta (Obedient Wretch was never going to catch up, but that Field Reporter was rat food). He was going to get one point from Outflank. We called it 5v3, Hamelin's win. Takeaways - Hamelin is not weak to shockwaves, a tactic my opponent overcommitted to. I was surprised to learn this as well! Each Shockwave killed 1 or 2 Rats, which mostly served to fuel me with cards. - Clogging areas with models is something to take advantage of and something to be wary of. I lost a lot of movement moving around my own models, although I was also able to block my opponent by clogging chokepoints. - Winged Plague are not Necropunks. They can not independently be splintered off from the bubble and sent to complete objectives on their own unless I am sure the opponent isn't committing there. They have to remain a part of the central bubble, getting value of their 3-4ap per turn, in order to get value out of them. - Benny Holcomb Rat Generator strategy works, at least in Turf War. Winged Plague are almost tailor made to support it. You can easily generate 3 Malifaux Rats per turn for the first 2-3 turns. Once you have 8+ Vermin flying around, it's pretty hard to not be within 3" of 3+ of them, at which point his bonus action starts doing work as well. My only fear is his fragility. - Nix didn't really get to do much, but I will say that Incorporeal is a godsend in this crew, mostly for the whole getting in each other's way, thing. - Rat King hits like a truck, and damaging it doesn't produce a lot of value because it can summon a Rat Catcher. However, it can die in one activation, which stings. - Rat Catchers are fragile, but they hit hard and are really an important part of wrangling your Malifaux Rats. - Malifaux Rats have value on their own. If you are facing Hamelin, and that Hamelin has only one or two Malifaux Rats in a cluster that haven't activated, consider killing them so they don't become a Rat King. - Obedient Wretch's Tummy Aches makes her extremely reliable on offense and defense; and Bleeding Disease means she can hit like a truck when she needs to. Hamelin's entire Keyword seems to be balanced around Unclean Influence existing. Unclean Influence is, coincidentally, disgusting and should be abused at every opportunity. Otherwise he is a lurebot and a beat-stick. Stacking Blighted isn't really hard, it's entirely possible to take down big models with some focus fire. Hamelin's game seems to be a whole lot about positioning, setup, and payoff. You have to expect your opponent to go first and predict their first turn. You need to spend AP not killing something before you can kill it. Everything Hamelin's crew does is profoundly AP intensive, and only mitigated by the fact that Unclean Influence exists. Hamelin is definitely a Turn 3 Master, and can't really go for those early Turn 2 Schemes. That said, his mobility and reach is so huge that I don't think the opponent really can either. There's also an element of... other than Hamelin and Benny, the entire rest of the keyword is expendable and replaceable. Your opponent can hit you, but you deny value by respawning those models. Your opponent can plant Schemes, but you can just eat those markers. Pass Tokens, especially en masse are an interesting choice for the opponent. They can either see what I do by spending them, giving up first turn, or they can hoard them and let me actually out-activate them. That is key when it comes to schemes, since I really want Benny and my Rat Kings activating after they place any Scheme Markers.
  2. What the title says! I am interested in having some games over Vassal with people and would like to coordinate such a thing. If anyone is interested hit me up here or over PM.
  3. Asura and zombie hordes works great with Reva, but I wouldn't hire MZs directly. Take Asura along with a Shieldbearer. Smack her up the field, and expect to drop two to four stones on MZs the first turn, summoned near the center of the board. Have a corpse Candle move twice and use their bonus action to get all the zombies moving. Now your opponent has a problem at the top of turn 2, since 4+ MZs supported by Asura are a legitimate problem for anyone. They threaten to scheme because of Asura, they can threaten markers, and in a pinch 4+ MZs can do some real damage. You can even follow up with Anna Lovelace and/or Carrian Effigy (which gets you 5 MZs turn 1), and/or Toshiro. If you go this strategy, I would make sure you have Toshiro, Blasphemous Ritual, and/or Killer Instinct to recycle the Corpse Markers that MZs drop, but not necessarily the MZs themselves!
  4. How/were you giving Seamus Focus outside of his activation? Seamus with another model giving Focus is a whole different world from a Seamus that needs to take the Concentrate action.
  5. I will note, that while Redchapel is described as a terrible keyword, a use has been for every model except Madam Sybelle and Rotten Belles. I feel like "Redchapel Sucks" is more "those two models suck." Admittedly, that is also all of the models that come in Seamus' Crew Box, so I understand the association.
  6. Gravedigger has Blasphemous Ritual built in, and Grave Spirit's Touch gives a model Blasphemous.
  7. Thank you for pointing that out. I was in error there. You could still use two Undergraduates to Lead the Way twice on her if you really need to, however.
  8. I am confused as to how people are getting these threat ranges without using Lead the Way. Leader pushes 2", Vally moves 12", charges another 6", and has a Melee Range of 1" for a total of 21" at two attacks. Now an Undergtad using Lead the Way twice can bring it up to an impressive 29". Using Lead the Way in this way brings your total needs to a 7+, four 6+, and a 6+ of Crows out of about 13 cards if you put Whisperer on the Prof. That is reasonably likely, but you need that plus you also need cards for Valley Girl to do her work. Even without Lead the Way, that is still 4 cards at 6 or 7+, plus cards to make Valley Girl Work. There us definately room there to be screwed over by luck. If you are having the Prof make two models Fast plus push everything, you are also going to need some Lead the Ways to keep him from falling embarressingly behind his crew.
  9. Shieldbearers are 1ss less, push 2" further, push for one less damage (which does matter) are more survivable, and continue to offer support to your crew through things like Take the Hit. They can also do the push shenanigans up to twice per activation, launching a model up to 12", while a Draugr can only ever do it once per activation. Shieldbearers also get Blasphemous Ritual, and Focus does a lot fpr the damage of this crew. Beyond turn 1, Shieldbearers are still able to do their job from a position where they can also push a model. Draugr are pushing a model instead of doing their job.
  10. Notably, the above trick with shooting Guilty for enemy Scheme Markers is useful because the Dead Outlaw can Charge and Shoot, letting them move up while also handing out Fast. If you activate Too Greedy to Die first, then a Tormented model also gets to push 3" towards the dropped marker. Dead Outlaw with Guilty can become surprisingly efficient. Also, my lists start with Jack Daw, Lady Ligeia, Hanged, Dead Outlaw, and Guilty. That leaves 31 Soulstones to adapt. Montressor usually winds up in there. From there other packages include another Hanged + Guilty, or Jaakuna + Crooked Man. Sloth, Nurse, Bone Piles, Carrion Emissary, Archie, Manos are OoK considerations. Upgrades on Jack Daw and Hanged are pretty valuable as well.
  11. I decided to continue with the other keywords since people have found it to be helpful. I've also decided to start trying to format these things better so it's less of a slog to read. Let me know how you like the new look! As before, although I have played Malifaux since 1e and have several casual games under my belt in 3e, I have never been in a 3e tournament and have not actually put Revenants on the table. Take all of the advice presented here with a grain of salt. This is me attempting to understand and process keywords within the faction and I just so happen to learn best by trying to articulate things to other people. I post this here in the hope that it is helpful to someone, and will foster discussion about Reva and her Crew. Please feel free to call me out for being wrong and presenting your own opinion. I have thick skin, and more perspectives on this master will be welcome. Here it is!
  12. His crew box + the old transmortis scenario box will give at least one of everything, iirc.
  13. Strategies and Schemes Turf WarJack Daw seems to be pretty good at this. This Strategy tends to bring Crews closer together, and ignoring terrain tends to matter more. Models also like to want to move around a lot, so Staggered is providing a lot of value in terms of containing the enemy. Montressor and Jaakuna are both able to block out fairly large portions of the board and make it difficult to operate in there. I'm a bit worried about how fragile some of Jack Daw's kit is (Crooked Man, Drowned, Guilty, Dead Outlaw) but it is managable and Jack Daw can be plenty killy himself. Plant Explosives Here is what instinct told me when approaching this strategy: give your tokens to extremely mobile models that can plant them far away from the opposing crew to score victory points. That works for the first two victory points. After that, if the enemy is able to mount a defense, that approach tends to fold. It *can* work with Molly due to sheer mobility. Jack Daw can't even begin to do that unless he outsources to a friendly Manos or Archie. Instead, he can move his models to just in front of the centerline in Turn 1-2, drop markers, and play shallow. Setup Guilty at key points you need to patrol and let Hanged Slingshot to them to project enough force to protect your markers. Have Jaakuna and Montressor picks one or two Markers and just sit on top of them. A Toshiro with Ashigaru setup may be valuable here as well. Once you get a marker down on the table, don't let it move. You can also Stagger and slow down the enemy objective runners to minimize how much they can get done. The Hanged are often enough force to compete with such mobile objective runners, and with Killer Instinct + The Guilty as anchorpoints can feel free to go hunting. Corrupted IdolsTake Guilty, spread them out, and make them hold your Idols first. If the enemy kills them... meh? Use Montressor and/or Jaakuna to zone people away from idols. You may want an emergency Manos/Archie when racing to an idol is prudent. If an enemy tries to sit on an idol, you can use Dead Outlaw to put a gun to their head until they move it back. ReckoningJack Daw has more than enough punch to pull off reckoning. The Hanged along with Montressor supply a rather excellent mix of resilience and damage. ---- 1. Detonate ChargesThe Hanged solve this. Just attavk an enemy with a Tomes twice and you win. Pull double duty with a friendly Crooked Man. 2. BreakthroughTormented isn't good at this. Pass unless you already plan on havibg an Archie or a Manos. 3. Harness LaylineNormally, this scheme is far too action inefficient to rely on. You tend to get the points, but it costs a lot. However, Tormented have a lot of ways to put down a cluster of Scheme Markers (Crooked Man primarily, The Hanged if you get lucky or attack your own models). 4. Search the RuinsDepends on the terrain. If all you need to do is go a bit past the centerline to drop markers, you're good. If terrain is sparse there may be problems. Tormented look like they can play a wide approach really well, which means this scheme is pretty doable. 5. Dig Their GravesYou probably want a Gravedigger for this, just in case. The Hanged make the reveal VP very easy. The end of game vp doesn't require a Gravedigger, but is much easier with one. 6. Hold Up Their ForcesMmm... so, Guilty can do this well. Otherwise, I feel like there is too many high cost models. Its an easy 1 VP, but getting that second one is rough. 7. Take PrisonerThis is doable using Jaakuna's lure or Jack Daw's Drawn to Betrayal to move the model out of position. I'd say its probably going to be a good pick, but you need to watch for the enemy suiciding themselves on your hazardous terrain. 8. Power RitualI would say pass on this almost always. Tormented can't be that seperate and can't easily operate that deep. Corner deployment changes this slightly, but only slightly. 9. OutflankThis is an extremely action efficient scheme, and so is worth considering just because of that. You can run your Crew up the center and still have models split off. You can split your crew into two and survive. All you need to do is have models present. 10. AssassinateI don't think Jack Daw brings enough damage to really get this done reliably. He is kore of a slow grind and heavy on the status effects. On the other hand, Executing an enemy Master is just a blast when it goes off! I think this will come down to knowing your matchups, and I'm not there yet. 11. Deliver a MessageTormented are pretty good at this. They can yank enemy Leaders out of position, and they can use Hanged to drop scheme markers next to them late in the game. 12. Claim JumpPick Montressor or Grave Golem for maximum fun! Include some regeneration and/or healing though. Seriously though, I would pit Tormented's "Stay in one place" skills pretty high. 13. VendettaThis is going to come out to matchups too much. If you can pick a good model you plan to kill anyways with The Hanged or Montressor, you are probably in a good spot. Thats not a big pool, however, and a lot of the other Tormented Models tend to be fragile. ----- The Lists Tormented Thematic Learning List A (Resurrectionist) Size: 50 - Pool: 3 Leader: Jack Daw Grave Spirit's Touch Totem(s): Lady Ligeia Hires: Montresor Guilty Guilty 2 Dead Outlaw Hanged The Whisper Hanged 2 The Whisper References: Curse of Injustice Punish the Wicked Forbidden Knowledge Tormented Thematic Learning List B (Resurrectionist) Size: 50 - Pool: 3 Leader: Jack Daw Grave Spirit's Touch Totem(s): Lady Ligeia Hires: Jaakuna Ubume Guilty Guilty 2 Dead Outlaw Drowned Crooked Man Hanged References: Curse of Injustice Punish the Wicked Forbidden Knowledge I can't fit Drowned + Crooked Man + Jaakuna on the same list as Montressor, sadly. Those seem to be two different and important kits to learn, while Dead Outlaw + Guilty + The Hanged seem to be the Crew's bread and butter. Both Soulstone caches are almost definately too low. The first list will probably be tried with The Whisperer and Killer Instinct so I can get a feel whether cards or Soulstones are more important to the Crew. When I try Killer Instinct, I may try The Whisperer to get a feel for Jack Daw without regeneration.
  14. I have some games under my belt! In those games I did not play the Tormented keyword so, like before, take all of the advice here with a grain of salt. I just learn best by trying to articulate what is going on to someone else, and helpfully this thread can serve as a jumpstart for people thinking about Jack Daw's Crew. Please post your own thoughts and strategies. Feel free to call me out for being wrong, or letting someone know if you have a different opinion. I have thick skin. In particular, Tormented are a complicated and interwoven crew. Jack Daw, 15ss (Free)The main man of Malifaux himself, Jack Daw was once known as a bundle of special rules whose primary method of defense was being so complicated that the enemy would rather ignore him than actually read his card. His transition to 3e has done a lot to help with that. He keeps a few special rules that force the opponent to think about him differently, while presenting that all in a relatively streamlined package. Defensively, Jack Daw is a powerhouse so long as he is properly supported by his crew. Df 5, Wp 7, Terrifying (12, effectively 13 vs models within 6"), with 6 Wds isn't impressive ay first glance. However, any time Jack Daw takeS damage he can discard a card to reduce his damage to 1, regardless of what it originally was. That is a solid defense that requires specific tech to get around, with the downside being that your opponent will know your Master before picling their crew, and so they will bring that tech. Be aware of models who can proc multiple instances of damage while ignoring terrifying. Blasts, Pulses, damaging Auras and Shockwaves are the bane of Jack Daw. Likewise, placing pressure on your hand becomes a brutally effective tactic. Your opponent has to commit if they want to bring Jack Daw down, but if they commit it is easy to give poor ol' Jack a run for his money. If your opponent only brings one or two models who can counter Jack, then the best defense becomes a good offense. Speaking of Offense, Jack Daw (and his crew) centers around setting up combinations and taking advantage of them. Dead Man's Collar is Jack's big payoff attack at Stat 6 vs Mv, Dmg 2/3/4. Attacking Mv is great: few things have high Mv, nothing has defensive triggers off of Mv, ajd Staggered is going to reduce that Mv by 2. Otherwise, at first glance its bad. If the opponent is Staggered, you force the opponent to discard a card and, on a Rams, deal +2 Damage (for 4/5/6, just shy of Seamus' Gun). A Crows trigger will either give Execute (which happens after their discard if they are Staggered) or let you Push a Tormented model anywhere in LoS 3" towards the opponent. Note the opponent's models with Cursed Upgrades count as Tormented. His 8" ranged attack is Stat 6 vs Wp, Dmg 2/3/3 and attaches an Injustice Upgrade to the target. Injustice is going to give that model Staggered at the beginning of every turn. It has that Push trigger built in, and on a Mask Trigger Jack can Place himself in base contact with an Enemy Model hit by the attack. His last offensive action is Whispered Truths, which is a 3" Pulse centered on him. Enemy models need to pass a TN 13 (effectively 14, thanks to his Aura) Wp Duel or recieve Slow. If Jack Daw is in the right location at the right time, this can be devestating to an opponent's Crew. I am worried that Jack Daw won't survive such a situation by default, but it is incentive for the enemy to not try swarming Jack. Now the question is: is the payoff worth the setup in itself? That answer is definately no, Jack Daw does not accomplish enough with the setup to think of that payoff as worth it (with the exception of the execute trigger), unless that bonus damage is directly getting you VP. That doesn't make it bad, it just means that you shouldn't be using Curses and applying Staggered only because of what Jack Daw can do with it. Staggered is a good condition, and you need it to do some work on its own before worrying about what Jack Daw can do. That is, apply Staggered and Curse Upgrades because those actions apply value in and of themselves, and think of them as opportunities for Jack as a bonus. The threat of utilizing the payoff is also valuable, since if something has Staggered while near Jack, the opponent will want to get rid of that ASAP because it is possible you will use it to delete a model. Mobility wise Jack Daw is a Mv 5 model that ignores intervining terrain and models. As a bonus action, he can push any Tormented model (including himself) 6" towards another Tormented Model. This gives him devent movement with some setup, and while I feel Jack Daw is better served disrupting the opponent, he can go for a Strategy or Scheme in a pinch. Other things on his card include Injustice, which lets him heal when a Tormented model in his crew would draw a card, instead of drawing that card. This mostly happens to the ubiquitous Torment ability, which lets Tormented models draw when they damage an enemy model with an attached upgrade. It can also turn Fickle Tormenter, a bonus action 4" Pulse that lets Jack draw 1 Card for each enemy model with an attached curse upgrade in range, into healing instead of card draw. He also gets a 6" Aura that lowers enemy's Wp value by 1 while they are in it, supporting some of his Crew's attacks as well as Terrifying. I do feel like Jack Daw will be taking either The Whisperer or Grave Spirit's Touch to most matches. Grave Spirit's Touch feels like the better beginner upgrade to attach, since it creates more space for mistakes. Regeneration +2 goes a long way on Jack Daw. However, I suspect that will eventually become The Whisperer. Jack Daw likes having cards and killing things. The Whisperer mitigates the need for cheating and creates a further source of Card Draw, which Jack Daw can convert into Health. Jack Daw's ideal turn involves using Drawn to Betrayal as a bonus action to move a Tormented Model into place, hitting enemy objective runners / other models that need to move a lot with Suppressed Memories, and capitalizing on existing Staggered and/or Card Pressure to do massive damage (or Execute) with Dead Man's Collar. Whispered Truths to slow/damage a large chunk of the enemy crew, as well as Fickle Tormentor to draw/heal are situationally amazing abilities that shouldn't be ignored, but are not Jack Daw's Bread and Butter. One thing I'm starting to think is that Jack doesn't need as much of his Keyword Crew as people think, although the synergy is definately there. Lady Ligeia (2ss, Free)Our Lady of Agonized Screams is a cheap totem with a powerful aura and some niche utility. Her defensive statline of Df 5, Wp 4, Wd 4 with Incorporeal means as soon as the opponent tries to kill her, she is going down. Offensively she is running Stat 4 vs Df on a 0" Melee attack that deals 1/2/3 damage and Stat 4 vs Wp on a 10" Gun attack that deals 2/3(Blast)/4(Blast) damage. Her ranged attack has a built in trigger that lets it Stagger anyone it damages, which is nice. The Melee attack has a Rams tigger that forves an enemy model to either discard an attached upgrade or take 2/3/4 bonus damage and Injured +2. However, the real value she supplies to the Crew is in her aura and stripping curses from The Guilty. She gas a 6" Aura and all enemy models inside of it need to discard a card to cheat fate, which is a powerful debuff that is made even more powerful in a crew with lots of Terrifying and with the ability to punish empty hands with Execute. The other thing she can do, using her Melee Attack, is hit The Guilty with a Rams Trigger when it has a Curse Upgrade (such as from Horrifying Whispers, you'll see). This not only removes the upgrade, but lets Ligeia draw a card from Tormented for her troubles. Montressor, 9ssLurch seems to have become an undead hangman, and Jack Daw's right hand man. I can only imagine Jack has hikself and his crew get fitted for nooses like someone might get fitted for a fine suit, with Montressor taking the measurements. Anyways, he is a 9ss Henchman with a 50mm base. His size and abilities make him well suited to zone control. Defensively he is not bad. Df 6, Wp 5, Wd 10 with Terrifying 11, Hard to Wound and Demise (Eternal) is pretty difficult to get through. This is good, because he has a giant target on his face. He prevents the Staggered Condition from ending on enemy models withing 6", as well as gives them 1 damage if they activate in that bubble while Staggered. Offensively he has a Stat 6 vs Mv, Dmg 2/3/4 1" melee attack and a Stat 6 vs Df, Dmg 2/3/4 10" Gun attack. The melee attack has a built in trigger to Stagger enemies, has Execute on a Crows, and deals +1 damage to Staggered enemies on a Rams. The ranged attack has a built in trigger to pull an enemy 3" towards him, and a Crow trigger to inflict Slow. As a bonus action, he further punishes people in a 6" Pulse who are Staggered with 1 damage, or 2 damagw if they also have a Curse on them. The final bit of utility Montressor brings, and what I suspect he will spend many turns doing, is using a 10" Friendly Tormented Models Only Obey as an action. He can even target the same model twice! This can help with positioning and damage. Mobility wise Montressor is a 50mm model with Mv 5 and no built in movement shenanigans outside of "being a Tormented Model in Jack Daw's Crew." Moving on. Overall, he is a nice Tarpit model with a phenominal ~14" diameter circle of board presence against Staggered models. Mostly he will be there for his Auras and his Obeys, but sometimes Execute will come in handy. As soon as Montressor hits the table the opponent needs to think differently about their Staggered models, since suddenly they start taking constant chip damage abd Staggered becomes a persistent issue. If the enemy starts trying to avoid Montressor, you win. Your goal is to make killing Montressor an equally bad idea. Jaakuna Ubume, 8ssThis Lady of the Lake is more on the take and any swords you see will be handed to you sharp end first. Ahem. Jaakuna is a model I have grown to like a lot more the more I played her and got a feel for how much of what kind of pressure she can handle with what support. Like Montressor, she is a tarpit model, but one focused on damage (and with Crooked Man, applying Staggered). Where Montressor needs support on offense, Jaakuna really needs support on defense. With a stat line of Df 5, Wp 6, Wd 7, Incorporeal, Serene Countenance, and Vengeance Jaakuna is well protected against large numbers of small models, but will die quickly to a dedicated beater. Jaakuna is a tasty target for your opponent's big bad enemies, and she will fold like wet tissue paper against Focused Attacks and attacks with a built in Positive Flip. You need to be aware of those models and either play Jaakuna around them or support her enough that any model going for her will, at best, trade out. Offensively she has a 1" Melee attack with Stat 6 vs Df, Dmg 2/3/5. On a Mask she can either push someone hit uo to 3" (which is +1 damage most of the time) and Place herself in base contact, or she can Stagger them. If she kills someone with a Crows, Jack Daw gets a welcome 1/2/3 Healing. She has a 10" Gun attack with Stat 5 vs Wp, Dmg 2/3(Blast)/4(Blast) that, with a Mask, will push anyone damaged up to 3" in any direction. However, her real claim to fame is having a Stat 7 Lure and her Drowning Aura bonus action, which makes a 3" Aura around her Hazardous Terrain, meaning it deals 1 damage to anyone who moves within it, even if that move was 0". I know that doesn't feel like a lot of damage, but 1 damage can quickly add up, and it softens enemy for your other models. Mobility wise she is Mv 5 with Incorporeal and nothing else to write home about. Her Lure can make the rest of your Crew faster, or bring enemies to you. There are also some great combos you can have with Jaakuna. - With a Crooked Man in LoS, Drowning Aura also gives out Staggered, which will apply mid movement. This makes positioning models easier, since the enemy needs to be much closer to actually reach Jaakuna.- Drowned can shoot Jaakuna with a Mask to push everything within a 3" Pulse of her towards her, damaging them from the aura. Jaakuna doesn't even suffer the status effects from the attack.- Models that have a push on their attack deal an effective +1 damage. Nurse(s) + Jaakuna are a potent combination.- With a friendly Crooked Man, use her with sone Severe Terrain. If she is in Severe Terrain and she applies Staggered to enemy models, it will usually take them at least two actions to reach her in Melee. Jaakuna plays like a lot of Jack's Crew: She needs setup, but can get some real work done if she is set up. Her setup is supporting models, especially on defense, and her payoff is zone control, damage, and Staggered spread around a potentially large amount of the opponent's crew. The Hanged, 8ssI used to love playing The Hanged in 1e and 2e. Wanting to get them back on the table is part of the appeal of breaking in to the Tormented Crew, and their transition to 3e has done well by them. The first thing to note about The Hanged is that they are Minions who can use Soulstones. That is huge, especially when we start talking about Upgrades. The other unique thing about them is Forever Doomed, which causes Black Jokers they flip to count as Red Jokers, and the Red Jokers opponents flip against them to count as Black Jokers. This... I'm not sure how to feel about that ability. It feels a bit NPE (removes excitement of a Red Joker from the enemy), but is a great ability when it goes off. It also means their stats are effectively slightly higher than what is printed on the card, though not by a full +1. Defensively, they are Df 4, Wp 6, Wd 8, Incorporeal, Terrifying 12 models that can use Soulstones. This makes them resilient against swarms, but weak against bigger focused attacks. They are also the workhorses of your crew if you include them, and thus worth committing a beater to take out. Offensively, they have a 1" Melee Attack with Stat 6 vs Mv, Dmg 2/3/4 that forces a Discard against Staggered opponents. They deal +1 damage off of a built in trigger against enemies with Upgrades attached (which both they and Jack Daw can easily set up). A Tomes lets them drop Scheme Markers in base contact with people they hit. A Mask lets them Stagger someone. They have a 10" Gun Attack that is Stat 6 vs Df, Dmg 2/3/4 that applies Stagger on hit. A Mask lets The Hanged place themselves in base contact with an enemy model. They also get a powerful Bonus Action in Horrifying Whispers. It is a 10" Range, Stat 6 vs Wp attack against enemies only that attaches Forbidden Knowledge on hit. A Mask gives that same Place in base contact with opponent effect, while a Crow forces the opponent to either discard a card or suffer three damage. Forbidden Knowledge is a Curse Upgrade that is going to force the opponent to discard a card and take 2 damage on theur next activation, or choose to let you Push the model 3" at the end of its activation while still discarding a card. The last thing on its card is Entropic Curse, which is a 4" Aura as an action that lowers the healing of all models (yours too!) by 2hp per instance of healing. It is a situational aura, but great in the moments you need it. Mobility wise these guys are suffering everywhere but a Tormented crew. Mv 4 hurts, even with Incorporeal. However, not only does Jack Daw have a lot of tricks to push The Hanged around, but The Guilty become waypoints for The Hanged. Have them use Horrifying Whispers or Toss the Noose on The Guilty, who count as enemies, while cheating in any Mask. Then the Hanged Places itself in base contact with The Guilty, up to 10" away! If Horrifying Whispers was used, then Lady Ligeia can claw the curse off the Guilty and net you a card for her trouble. In terms of placing Scheme Markers, these guys can do that while attacking the enemy with their Tomes trigger on their melee attack, meaning they are probably going to be contributing directly towards your VP. These guys do well with Upgrades, and which upgrade you choose can change how they play. Grave Spirit's Touch gives an obvious Regeneration 2 and ups their terrifying to 13 (if they are near Jack Daw that can be an effective 14!), making them more resilient and protecting your 10ss investment. The Whisperer lets takes pressure off of your hand to get those triggers off, while further supplying cards to fuel Jack Daw when they kill things. The negative twist on incoming Wp attacks will protect them against things like Obey. Killer Instinct takes them from having aweful movement to having pretty good movement, while also giving the odd soulstone and letting them ignore terrifying/manipulative. Crooked Man, 7ssThese guys are glass cannons that dole out setup instead of damage. A defensive statline of Df 4, Wp 5, Wd 8, Hard to Wound and Blast Resistance +2 won't let them last long. A low defense means that they are going to consistently take about 3-6 AP to take out. Their armor against Blast Resistance is situational at best. Offensively, Crooked Man is most known for his Shafted ability on the frony of the card. Anyone within LoS of Crooked Man, ignoring distance, that takes damage from hazardous terrain gains the Staggered Condition. They have a 1" Melee Stat 6 vs Df attack, dmg 2/3/4 that doesn't allow the opponent to declare Resistance Triggers. A Rams lets it deal +1 damage against enemies with upgrades, while a Crows lets it apply Slow. However, most of the time they will want to use their ranged attack. It has an 8" range, stat 6 vs Mv, Dmg 2/2/3 with a single Blast at all damages, even weak! More importantly, anyone damaged is Staggered. They also have a bonus action in Malifaux Mining Law, a 6" Aura that turns the area 1" around friendly Scheme Markers into Hazardous Terrain that will deal 1 Damage and apply Staggered on a flip of 6+. A Mask Trigger lets then replace all enemy scheme markers in Burst 3" with friendly scheme markers, while a Crow Trigger lets them just drop a friendly Scheme Marker. These guys are deceptively decent scheme runners. They only have Mv 4 while ignoring Severe/Hazardous terrain, but Malifaux Mining Law lets them Move Move drop a Scheme Marker. That said, they usually want to be attacking. These guys are going to care a whole lot about positioning. They want to be at the fringes, with eyes on scheme markers and with severe terrain between them and their opponent. A Staggered enemy is going to have a hard time traveling 8" with any degree of force available afterwards. I almost want to say these guys would be amazing with Killer Instinct. The only issue is, I'm not sure they are 9ss worth of amazing. The 4" Push at the end of their Activation lets them move twice, use Malifaux Mining Law to drop a Scheme Marker, then kite out of harm's way, while also slowing the opponent down. They also get the chance to shoot once or twice, then push out further out of the way of opponents. Drowned, 6ssSimilar to Crooked Man, these are slow and offensively focused models. Df 4, Wp 5, Wd 7, Vengeance +1, Hard to Wound and Combat Reflexes isn't great. They can be hard to pick off in Melee due to Combat Reflexes so long as you are willing to burn cards, but that can get expensive and still doesn't help against any sort of ranged attention. They are also pretty slow, having only Mv 4 with the ability to ignore Hazardous and Severe Terrain. And... thats it. You are going to need to rely on Jack's movement shenanigans to really get them where they need. Offensively they can make up for it as a disruotion piece. Their 1" Melee attack has Stat 6 vs Df and 2/3/5 damage. A Rams does +1 damage against targets with an upgrade, while a Crows lets them apply Stunned and Push the target 3". Their ranged 8" attack is Stat 5 vs Mv, 1/1(Blast x2)/1(Blast x3) that also applies Distracted +1 and Poison +1 to models it damages. A rams trigger lets it deal +1 damage to the initial targrt if they have an upgrade, while a mask lets them push all enemy models within Burst 3" of the target 3" towards the target or a Riptide Marker. On that note, one of the blast tokens they drop per turn can be a Riptide Marker, which means it sticks around as Hazardous Terrain (1 Damage + Staggered) until the end of the turn. The combo with Jaakuna Ubume was stated above, turning her into a mini blender of death. You can also use it to push enemy models out of position. Finally, as a Bonus Action is a range 8" stat 5 vs Wp attack that Staggers an opponent. In a Kirai Crew, you can use Summoning to overcome the Drowned's slow speed and fragility, while also making the Daze trigger on their melee attack automatic. Jack Daw doesn't have that, but he can maneuver them in to position. Distracted is also no joke when it comes to keeping enemy beaters in line, which is probably the Drowned's biggest contribution t the crew. The Jaakuna Special is a nice gimmick when it goes off, but it is a gimmick and requires the opponent to be playing a bubble crew. It may be worth getting Focused on the Drowned, just to get off the bigger blasts with Projectile Vomit. Upgrades are worth considering on the Drowned. Like Crooked Man, they like the maneuverability fixing that Killer Instinct provides. Grave Spirit's touch supplies Combat Reflexes + Terrifying, which may prevent the enemy from cheating their terrifying duel (I'm not sure on this. Raw seems to say yes but it feels weird). If that works, Grave Spirit's Touch can make The Drowned pretty resilient. Dead Outlaw, 6ssThese guys are completely new to me, and offer a lot of synergy with Tormented models. They are a fragile shooty support piece...? Honestly, they are a bit of a confused model that does its work in tandum with Tormented Models, primarily The Guilty. Their defensive statline of Df 4, Wp 5, Wd 7, Hard to Wound isn't going to do them any favors. Mobility wise they have Mv 5 as well as Run and Gun, which lets them Charge and Shoot at the same time. As a bonus action they can set up a 6" Aura where, any time a Scheme Marker is dropped by anyone, they may push a Tormented Model (including themselves) 3" towards it. This synergizes well with Crooked Man and The Hanged, who can drop scheme markers as part of what they normally do. Offensively, beyond the charge and shoot thing, they can ignore Friendly Fire involving a Tormented Model on either end. They have a 12" Gun attack that can also be used as a 1" Melee attack. It is Stat 5 vs Df, Dmg 2/3/4. On a Tomes it forces an enemy model to drop an enemy scheme marker in base contact with it. A Mask lets it apply Staggered. A Crow lets it apply Slow (or +1 damage if the enemy is already Slow). They have an enemy only Stat 6 vs Wp psuedo Obey that requires the enemy to be within 3" of an enemy scheme marker. A Mask trigger on this lets them inflict Staggered, while a built in trigger causes the controlled action to deal +1 damage. Support wise, they can also consume Scheme Markers (yours or your opponent's) to give your models Fast. These guys pair very well with The Guilty, who can count as an enemy model. Take as a first turn, the Guilty moves 10" or so forward. Then Dead Outlaw activates their aura and charges shooting the Guilty in the back with a tomes. This drops an enemy scheme marker, allowing a Tormented Model to push 3" towards it. If you are worried about the Scheme Marker you can consume it with Covetous Cravings. You can also shoot the same or a different Guilty for another enemy Scheme Marker. On the slightly less masochistic side of things, Guilty can always be controlled by "At Gunpoint," dealing more damage in the process! Dead Outlaw's "Too Greedy to Die" aura is just gold in this crew. Hanged drop scheme markers when hitting anyone with their melee attack, even allies. Crooked Man can drop a scheme marker as a bonus action. In the above example, you can place two enemy scheme markers for 6" of pushing, then move a Crooked Man up to replace them with your scheme markers, netting you another 6" of movement spread amongst your crew. The Guilty, 5ssThese guys! They are cheap significant models that also happen to enable a lot of the synergy of the crew. First, they count as enemy models to friendly Tormented models. I've been going over the synergy in the models who can do that, but the highlights are being the Dead Outlaw's slave at gunpoint as well as a teleportation point for The Hanged. Defensively they are Df 6, Wp 4, Wd 6, Hard to Wound. Really, their big defense is being only 5 stones and their Demise (No Rest for the Wicked) ability, ehich attaches a Curse to the enemy model that kills it. This curse will increase your hand size by 1, and also summon another Guilty when that model dies. Offensively, they have a pretty basic Stat 5 vs Mv, Dmg 2/3/4 1" Melee attack that applies Staggered on a Mask. They also get an 8", Stat 5 vs Wp, Dmg 2/2/4 attack that gets a positive twist on opponents near corpse markers. It also heals the Guilty by 2 if it kills someone. Finally, as a bonus action, it has a Stat 5 vs Wp 8" range attack that applies Staggered. They are about what you can expect out of a 5ss model and solid for that. They are only notable for the terrible things other Tormented models can do to them and for targetting Mv with their melee attack. That said, you will probably take 1-2 of them in most Tormented keyword crews. ============ Out of Keyword Models of Note Kirai Ankoku, 15+1ssKirai is an excellent second master most of the time. In the particular case of Jack Daw, they share Jaakuna and Kirai and can summon Drowned. Jack's Crew needs Masks more than Crows, so she isn't competing for resources so much. As a fun interaction: Lady Ligeia can punch the summon upgrades off of Summoned Drowned. Sloth, 7ssHe gives enemy models slow, your models fast, and heals. He also has some anti healing tech. Asura Roten, 8ssI like this model more than most, although sadly I've only been able to proxy her at the table a few times. There are situations where choking the enemy on a large numbee of insignificant models that can still interact matters. She can also heal Undead a set value of 2, potentially multiple at a time. My only hesitation in a Jack Crew is that Asura Roten hates moving on her own, and Jack is only great at repositioning Tormented Models. Datsue Ba, 9+1ssDatsue Ba is only notable for having Lantern of Souls and, when you want Anti Demise, you tend to *really* want it. Otherwise she is going to be too expensive fot the tech she brings, unless you are very good at summoning Turns 2 and Turn 3 Onryo off of her. Manos, The Risen, 9+1ss Manos is an excellent card in general. He is a beater with Leap, a 2" Melee Range, and Lantern of Souls. When he dies he drops an excellent Reliquary Upgrade that supplies Regeneration 2 and Demise (Eternal). Just put that baby on Jack Daw to feel truly immortal. Toshiro, the Daimyo, 9+1ssThis is a model that has tremendous synergy with Jack Daw's crew. However, Jack Daw can't easily supply corpses, making this a 16-20ss investment since you really want to take a Gravedigger. Toshiro supplies some healing and Focused to your Crew. He gives your powerful Minions a positive twist to their attack flips and, potentially, more actions. He also spawns 2 to 4 Ashigaru per game, and Ashigaru can be a gamechanger. Ashigaru prevent Charge Attacks on a crew that wants to hand out a lot of Staggered, forcing eben more inefficiency on the enemy's actions. Further, they can Take the Hit for friendly models in 2". Jack Daw's Crew tends to center around models who are either fragile, or who require a specific focus. Ashigaru change the math, forcing your opponent to overcommit to kill your models. Even ignoring kill runs, Ashigaru can eat things like Obey that would otherwise cripple a model. Anna Lovelace, 10+1ssThere are hypotherically crews that are really shut down by Hostile Work Environment and/or Gravity Well. I'm not sure what those matchups aee, but it is worth noting they exist. Carrion Effigy, 4ssIts a cheap significant model that can heal. Carrion Emissary, 10ssThis guy buffs surrounding Undead's Mv by 1 in a Crew where everyone in keyword is Undead, including the Master. He is a notable beatstick in his own right, highly mobile, and can summon Mindless Zombies. Dead Rider, 11ssDead Rider is almost always worth considering. They are an independent, mobile beater that makes other models in the crew faster, with a gameswinging bonus action to boot. Archie, 9+1ssArchie's cost efficiency is well documented. If you need a beater+Scheme Runner combo with leap, he's your guy. Debatably, he is the bar you should compare other 10ss purchases by. Bone Pile, 6ssIn some matchups you *really* need Condition Removal. In those matchups, Bone Piles can be a Godsend, especially with Grave Spirit's Touch attached. They heal, remove conditions, and are passable offense all at the same time for their stone cost. Gravedigger, 6ssYou take Grave Digger if you are also taking something else that needs Corpse Markers, particularly Toshiro. They generate focus, drop corpse markers, and are near objective runners that can count Corpse Markers as Scheme Markers. Nurse, 6+1ssNurses are an old favorite of mine, and they still feature in a lot of my lists in 3e. They supply healing and Condition Removal, plus a slew of buffs, plus teleporting damaged models out of combat, plus hand manipulation. They even hit decently hard. Their only downside is how fragile they are.
  15. I've used Nurses with Seamus before. Among other things, their Melee attack has a built in Daze, which pushes a model 3".
  16. In general I lean towards this style of play. That said, I don't think a single AP and giving the opponent a pass token is worth a Soulstone. You are better off taking models that generate mindless zombies and summoning the Flesh Constructs mid game, either from the Mindless Zombies or the corpses left behind when your opponent kills models. Offhand... Dr McMourning Zombie Chihuahua 10 Asura Roten + Whisperer 11 Dead Rider 10 Carrion Emissary 8 Kentauroi 6 Nurse = 45, Cache 5 Asura Roten doesn't move herself. Instead, Dead Rider and the Kentauroi move her into a forward position. Then you use her and the Carrion Emissary to summon as many Mindless Zombies as you can. It is fairly possible to get 3 Mindless Zombies or Corpse Markers spawned per turn between Asura and the Emissary. A Graverobber can be swapped for the Carrion Emissary depending on Schemes, as this is a fairly kill-y list.
  17. I would buy it in more or less the following order of priority:$50 Crew Box$21 Goryo$30 Datsue Ba$21 Gaki$21 The Drowned$16 Shikome$16 Nurses$16 Toshiro (Note that the McMourning box set is more valuable in the long run than nurses, but not for Kirai) It is playable at 50ss after the Goryo box, but it gets a lot more comfortable after Gaki.
  18. Anti Demise tech is telegraphed and you can play around it. You do need to combine Grave Golem with Mortimer, Asura Roten, or Carrion Emissary. Archie is valuable because he is independent.
  19. Slaughter and Corrupted Idols theoretically have a use for Grave Golem.
  20. You are mkst welcome. @dannydb Good point about other types of markers! I hadn't thought of that.
  21. Turf WarMolly SquidpiddgeNecrotic Machine10 Rogue Necromancy9 Archie9 Forgotten Marshel + Whisperer12 Crooligan x36 Effigy of Fate + Emissary of Fate= 46, Cache 4 Crooligans open up putting pressure on the enemy, flipping markers and placing Schemes right away. Rogue Necromancy and Archie pick off stragglers and force the enemy to bunch up. The Carrion Emissary should be coming out just when you need the added firepower. Plant ExplosivesMolly SquidpiddgeNecrotic Machine8 Philip and the Nanny9 Archie9 Forgotten Marshel + Whisperer12 Crooligans x36 Carrion Effigy + Emissary of Fate= 44, Cache 6 Molly was practically made for this Strategy. Give your explosives to the Crooligans and Philip. Have them go and pepper the enemy's half of the field with markers. Corrupted IdolsMolly SquidpidgeNecrotic Machine10 Manos the Risen9 Archie10 Asura Roten + Whisperer14 Night Terror + Grave Spirit's Touch x2= 43, Cache 7 For Corrupted Idols you need self healing objective runners. Night Terrors with Grave Spirit‘s Touch (especially with reactivate) fit the bill perfectly. Archie and Manos seal the deal, while Asura applies constant pressure. SlaughterMolly SquidpiddgeNecrotic Machine9 Archie10 Asura Roten + Whisperer18 Rabble Riser + Ruthless x210 Night Terror x2= 47, Cache 3 Slaughter Molly runs on reactivating Rabble Risers. Asura Roten pumps out insignificant models that can be killed without consequence. Night Terrors add to your Crew's survivability while also supplying something in the form of objective runners. A single Night Terror with Grave Spirit's Touch may be better.
  22. Re: Opponent keeping their hand size down. Activate Necrotic Machine, feed them 2+ cards so you draw. It isn't always the best thing to do, if they have a bunch of severes in their discard, but it is a thing. With Accomplice they can't even get an action to burn down their hand again. General Lists(For learning and flavor) Forgotten OnlyMolly SquidpiddgeNecrotic Machine12 Rogue Necromancy + Whisperer9 Archie9 Forgotten Marshel + Whisperer12 Crooligan x3= 42 Soulstones, Cache 8 This feels like pretty standard Molly. Crooligan have plenty of landing platforms to do their thing. Marshel plops down Night Terrors for defense and Rabble Risers for offense. Archie and Rogue Necromancy exist to come in like a wrecking ball. Molly and Kirai's Steampunk AdventuresMolly SquidpiddgeNecrotic Machine18 Kirai Ankokou + Whisperer9 Archie9 Forgotten Marshel + Whisperer7 Nurse= 43, Cache 7 The idea here is that Kirai summons Ikiryo and Goryo/Shikome as quickly as possible, keeping pressure on with summons. Necrotic Machine and Nurse keep Kirai topped off with health. Forgotten Marshel plops down some Night Terrors for defense and objective running. Archie is a flexible beatstick/runner and is brought for value. Whisperer x2 is about as card friendly as this kind of list can get, and it's still pretty risky. Unless you are very lucky, Kirai will be burning stones. Weird Fringe Idea2 Molly Squidpiddge + WhispererNecrotic Machine11 Dead Rider9 Archie9 Forgotten Marshel + Whisperer16 Rabble Riser + Ruthless x2= 47, Cache 3 This list is probably dumb. Turn 1 move your Rabble Risers 14" forward. Dead Rider brings Molly 5" forward. Then Molly moves forward and Re-activates both Rabble Risers, who are going to go after the opponent has completely activated. They then charge forward to do some damage before using Ruthless to back out. Try and stay away from minimum damage 3 models, or just kill them first. Next turn the enemy has at least two reactivating Rabble Risers to deal with, potentially a third if you had good card draw. Archie and Dead Rider serve as the two punch and to tie up models that can effectively counterattack Rabble Risers.
  23. Molly SquidpiddgeMake no mistake, although she lacks the killing potential of Seamus or the summoning might of Kirai, Molly is the centerpiece of her crew. Her defense spread is excellent against casual attempts at her life, but beg for Focused attacks. Df 5, Wp 6, Wd 10 is on the distinctly average side for a Rezzer master, and she relies on giving the opponent a negative flip to attack and damage to survive. With no other survival tactics or innate healing, Molly goes down quick against enemies that can gain a lot of Focused or that have an inherent +Twist to their duels. Killing Molly is an investment, and one that usually telegraphs intent in advance, but it is usually worth it for the opponent. Play her position appropriately in light of that. Lethe's Caress gives Molly a tremendous board presence just by existing. Anyone who attempts to walk or attack a second (or more) time in her LoS takes 2 damage with no resistance. Note that she doesn't have to see the first time the opponent performs an action, and that actions that create actions can potentially trigger it--a model that charges in and tries to attack twice still takes damage. True to Molly's personality, this is something that protects her entire crew. The Gorgon's Influence lets her draw cards until her hand matches the opponent's when she activates. This makes activation management and hand management completely different for Molly than it is for anyone else. Other Masters tend to want to hoard cards and use them as infrequently as the situation will allow, while Molly wanta to be using cards frwquently. This plays in to the Fading mechanic most of her crew has, which provides a special effect when that model discards a card. Molly still wants to spend her cards well, but she wants to be spending them. Offensively, she has Disturbing Story and One More Question. Disturbing Story is more of a threat than an action Molly will be taking often. If the opponent has 3 or fewer cards in their hand, a flat 3 irreducable damage per action is a compelling gun. In some situations you will even be aiming for tjat outcome. One More Question is more of a toolbox than an attack. It grants Slow, damaging only when the enemy model is engaged, but you are using this for the triggers. You can end conditions on the target, drop scheme markers in base combat with targets, and force the enemy to remove their scheme markers Support wise she can consume Corpse/Scrap/Scheme Markers (yours or your opponent's) to draw Cards. She can also spend an action to allow a Crooligan, Night Terror, or Rabble Riser to Reactivate. Her bonus action is used to push her crew forward and let them discard cards from Fading. It is useful, and keep in mind you choose whether to discard on a model by model basis. Largely it is helping a mobile crew be even more mobile. By and large you are going to want to have a gameplan for which way you want to use Molly each turn. Be mindful of her positioning and very aware of which of the opponent's models are a threat to her, since she will die quickly if focused on. 1. Use her to lay waste to markers and/or support Card Draw. You will want to either use Lost Knowledge if you can get into range, or focus on the Crow trigger of One More Question! against enemy models who are engaged. An effective 3/5/6 damage flip is nothing to sneeze at, but the amount of control this gives the opponent and the probable need for soulstones is too troublesome to rely on. On the other hand, it has unlimited range. 2. Use her to place Scheme Markers. This will usually be done through her Tomes trigger. Keep in mind she can shoot her own models, whose only downside is getting Slow, to place markers next to them. This makes some Schemes trivial. 3. Use her ro reactivate models. This lets you effectively gain 2ap for every one she spends. This is arguably the best generic use of her actions. Necrotic Machine, 4ss (free with Molly)Necrotic Machime is a versatile model whose primary purpose is setting up Molly's "The Gorgon's Influence." Armor +2 means that the enemy will consistently take 4 AP to kill it, although it really benefits from added healing. Primarily, it heals models with its bonus action and uses Strange Behavior to make sure that the opponent has cards in their hand. Remember that if you have an opponent take a Moderate or Severe card, your extra action can be another Strange Behavior. Be careful about filling your oponent's hands with good cards they need. Accomplice lets you immediately chain this into a Molly activation--she will replenish the card she spends anyways! Philip and the Nanny, 8ss So, I think Philip is designed to be an offensive disruption model that plugs some holes in Molly's defense. Near Philip, models are punished for gainimg Focused, which counters her prmary defense. Chatty is always an excellent surcharge added to Interactions. Offensively, Pram Ram is excellent if you get the Mask trigger. A 2/3/4 with an extra, seperately applied 1 damage and Poison is competitive, even before factoring the push and the fact that you might damage multiple models. One More Question isn't quite the toolbox it is on Molly, but it can threaten scheme markers and/or pass out Slow like crazy. Unfortunately, all of that is undermined by how fragile Philip is. Df 4, Wp 6, Wd 9 won't last long in a real fight. I think he is meant to yoyo in and out before people can really focus him, but it's a longshot. His triggers are important, and they aren't baked in, making him card/stone intensive. I don't know, I'm not sold, I'll have to put him on the table. Rogue Necromancy, 10ssRogue Necromancy is the Forgotten Keyword's designated beatstick. A Stat 6 with a positive twist, 3/4/5 dmg with some excellent triggers is an impressive offense. It's mobile, Hard to Wound, Hard to Kill, complicated regeneration, and has terrifying. The only bad part of this model is its Defense 4 and the fact that it doesn't really support other models. Unfortinately, Rogue Necromancy is competing with the Dead Rider. It can compete, but it is stiff competition. In slaughter, it may be worth taking both. Archie, 9ssArchie is arguably the biggest advantage of Forgotten. He is insanely mobile, hits like a truck, and is reasonably sturdy. That Df 4 and Wp 4 is his only real downside. Most Molly lists are probably going to begin with Archie. The Forgotten Marshel, 7ssFirst thing's first: you are taking The Whisperer if you take this model, so it is basically 9ss. He has a melee range Bury that targets Size as a defensive trait, but otherwise has an unremarkable offense and defense. That said, you take him because he can summon Forgotten Minions (so Crooligan, Night Terror, and Rabble Riser) with an 8+ of Crows. His biggest weakness is that he can't use Soulstones, so he can't buy his necessary suit in a pinch. He is relying on Molly's rediculess card draw to stay relevant. Now, she gas rediculess card draw, and he can go a turn or two without summoning, but it still isn't easy. That said, even unreliable summoning is still extremely strong, and in a Molly Crewe he should be seriously considered. Stay away from him on Slaughter, and use his summons aggressively in Turf War, keeping them off your controlled quarters. Half health minions are easy to destroy. Rabble Riser, 6ssAh, Nicodem's olđ Punk Zombies. They are amazing beatsticks in a Molly Crewe for one simple reason: she can make them reactivate. On their own they are decidedly average. With Molly it is almost worth taking two Punk Zombies over a Rogue Necromancy or a Dead Rider for the sheer amount of killing potential they bring to the field. Remember that Challenge can be used on your own models to force them to discard wantonly. The ideal Rabble Riser gets an alpha strike on a model more expensive than itself and kills it before dying horribly--and they will die when the enemy wants them gone. Night Terror, 5ssNight Terrors are defensive support models. They aren't sturdy, they don't hit hard. They are amazingly fast and they have two useful auras. The first one grants nearby models Concealment, a.k.a. protection from ranged attacks. The other one is activated as a bonus action and forces nearby models to discard a card if they want to cheat fate. I am considering putting Grave Spirit's Touch on these guys and seeing how survivable that makes them. They are fast, but Crooligans are by far the best objective runners. Their Speed helps them to redeploy in the most annoying position possible to the opponent. That said, Molly, some Rabble Risers, Archie, or a Rogue Necromancy supported by one of these guys is going to be very hard to put down. Crooligan, 4ssCrooligans are arguably Molly's most iconic model, and M3e has been kind to them. They are an excellent addition to her Crewe at all times, and most other models need to be balanced by "i could be taking 1 to 3 Crooligans here." They have an aweful amount of damage, with a minimum 1. They are just survivable enough to survive 2-3 AP worth of successful attacks, but no more. What makes them valuable is the fact they are cheap, the fact that they put immediate pressure on the enemy, and the fact that they can project their presence over the entire board. Placing Scheme Markers almost anywhere turn 1 forces the opponent to play the game in a more reactive fashion, where you get to direct the flow. Unless the enemy also has a bunch of cheap models, they are going to need to divide and commit far more stones to stop you. Crooligans also have By Your Side, allowing them to immediately project their limited force almost anywhere on the board. Think of your non-minion Forgotten Models as aircraft carriers and Crooligans as the planes. Any time an opponent wants to pick off one of your key models, they have to account for three Crooligans suddenly showing up. Minimum damage 1 is pathetic, but minimum damage 1 six times on top of an angry Archie/Rogue Necromancy is deadly to anything without Incorporeal. Throw on top of that the fact that they are Rezzer's only real non-master way to drop scheme markers in melee, they can steal Soulstones (situationally more useful than damage), and they have two different ways to gobble up enemy scheme markers without taking an action, and you have an excellent toolbox model for only 4ss. The only thing they won't do well is hold locations for you. Out of Keyword Models of Note(Surcharge included) Nurse, 7ssNurses are excellent support models in any Crew, and Molly is no exception. Healing, Condition removal, funky card draw, Focused/Shielding. They can even attack well with a 2/2/3 Poison 2 attack. Even in a Crew already heavy on the support, they are worth considering. Sloth, 7ssSloth can give Molly Fast. Molly can use that Fast to reactivate a model. He can also pass out Fast to most of tge other significant models in this crew, and they will thank him for it. Healing for 3 and punishing enemy healing is a strong bonus. Carrion Effigy, 4ssThis is largely a cheap source of healing as an action. Accomplice also allows it to force friendly Forgotten models to discard cards. Otherwise it is a cheap model with Armor 1 and Hard to Kill. The 2pt upgrade to allow it to turn into thw Carrion Emissary on turn 3, saving 4 stones, is definately worth considering, however. Carrion Emissary, 10ss (or 6)Did you look at the Rogue Necromancy and go, "That is good, but I want that firepower on a gun and also Mindless Zombies?" Then the Carrion Emissary is for you! It is, strickly speaking, worse at direct confrontation than the Rogue Necromancy. However, it makes almost your entire crew faster and it will summon one Mindless Zombie, along with some Blocking Terrain, every turn. That terrain is really good for granting Cover and blocking off charge lanes. Dead Rider, 11ssDead Rider is the third contender for that covetted 10+ss slot. It punches almost as hard as the Rogue Necromancy, but is far more survivable. Its coounting crows mechanic lets it pull off some big gamewinning plays. Usually, however, I would rather have the Rogue Necromancy for the Forgotten synergy, particylarly with Crooligans. Dead Rider is for if you have a specific purpose for Ride With Me, usually, or you need a piece to sit on a location and not move (so Turf War or Slaughter). Asura Roten, 8ssI am personally fond of Asura in general. Molly keeps her flush with cards, and Asura keeps Molly flush with Mindless Zombies. Mindless Zombies supported by a nearby Night Terror are comically hard to remove, and give the enemy little reward for succeeding. Molly can also convert the Mindless Zombies intoore cards in a pinch before or after the enemy kills them. Asura can also grant Rabble Risers a bonus action, allow Forgotten to Discard through accomplice, and heal Molly (as well as most of the rest of the Crew) through Decay. Remember that you can shoot your own models with Decay and blast damage on to the enemy. Alsp remember that Charging is once per activation, not turn, when controlling Punk Zombies. You should probably usually take her with The Whisperer. She uses lower cards than The Forgotten Marshel or Kirai, so they don't get in the way as much as one would think. Manos the Risen and Grave Golem, 10ss eachThese get an honorable mention for Corrupted Idols, where models with Regeneration shoot up in value. Kirai, 16ssIf you are going to dual master, this is probably where to do it. Molly supplies Kirai the cards she desperately needs, and Kirai in turn supplies Molly with the punch she desperately wants by summoming Ikiryo and other Urami. Always take her with The Whisperer upgrade.
  24. Her crew box + goryo should be fine, if memory serves. Shikome and Drowned are *nice* but not necessary. What kind of budget are you working with?
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