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asrian

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  1. Ahh, my mistake. Thank you for correcting that (late, tired, and going off shoddy memory it seems).
  2. New Levi hires (outside of Outcast naturally): Ressers - Undead - Archie & Draugr Arcanist - Construct - Poison Gamin Neverborn - Undead - Aeslin, Tooth, Thorn, Claw, Rougarou 10T - Construct - Terracotta Warriors
  3. I've used it to extremely good effect on Sue (all his attacks, close and at range are SH at +Flips). It does not limit the attack to no triggers, so he's hitting with Crit Strikes. It also is pass or fail on Df or WP, so even if you fail a Lure from a Belle, as long as you flip/cheat a crow in you're potentially knocking the crap out of them for the audacity of targeting you, especially as Sue is immune to horror so even terrifying opponent's have to stay on their toes or be ready to cheat their own defense flips while on the attack. Other Enforcer models in Outcast who have SH attacks for both close combat at range attacks (so it's always useful and you can only make SH attacks and they normally have so can't be used while engaged) are Convict Gunslingers (who also have +Flips to attack) and Lazarus. The upgrade is Rare 2, so hire any of the two above, or two Gunslingers and slap it on them. After 5 games using it on Sue, it's become my auto-include for him from now on when taking him in Outcast as it makes him a vicious threat both in and out of his activation.
  4. Caveat - It's late, and I'm tired, so forgive any complete screw ups of grammar. Also, if you see any play errors (things that are illegal to do with Parker's crew) let me know or post it below. As I, and others, are learning the crew mistakes will be made, but I'd rather correct them than keep making them. Here's my overview of Parker's crew, and other models, I've used so far in my games: Parker Barrows - Overall solid. Good shooting, good defense stats, Bullet Proof +1 on his limited upgrades (poor man's version of armor) is a bonus if nothing else, very good tricks (not straight forward damage dealing). He has a 6 Go Through Their Pockets which is basically a beefed up version of Tally Sheet on the front of his card but smaller range (all enemies killed within 6" allow him to draw a card, then discard if they weren't killed by a friendly bandit). He also can, once a turn, gain a Soul Stone whenever he discards an Upgrade. I feel Parker really shines in the 6" to 8" range from his opponents, similar to how I play Jakob Lynch, but naturally tankier due to more wounds. His and his crew's ability to drop enemy Scheme Markers within 3" of target, and his need to be within 3" of enemy scheme markers to use them as a resource, plus his Go Through the Pockets aura for card draw means you optimally want him 6" from his target. A lot of his upgrade attacks are 8" range also, so you do want him mid range to close for those as well. I've honestly found myself attacking less and less with Parker and using his Push abilities and Hands in the Air abilities more and more along with his 0AP's to make a friendly model attack/interact. He really is a bit of a Jack-of-All-Trades in that respect. If you need him to deal damage he can concentrate fire. If you need him to coordinate your units via pushes/commands he can do that. If you need him to debuff or screw with the opponent, he can do that, too. Back of Card His gun has decent damage potential (more so for one good hit if you want to dump multiple upgrades) with a built in to attack. It's basically a variation on Sue & Convict Gunslinger's gun with different upgrades. While a lot of people will see it and think of his ability to cycle upgrades therefore potentially able to do tons of damage, keep in mind he can only gain one upgrade a turn with his Five Finger Discount, so his damage track (if going for max damage from upgrade discards) is a bit misleading as it's diminishing returns with the first hit being at most +3 damage (still 8 total which is more than respectable), 0AP to gain an Upgrade, second hit topping out severe of 6 damage (still very good), then third attack topping out at 5. That's also providing you even hit severes and not his min damage 2 (so it would be 5, 4, 2 damage if all hit minimum damage). This would also leave you with no Upgrades and take you three more turns to get three full upgrades again. I have found that if you really just need to do max damage with him then it's usually best to do one big hit on a model that counts, but only if you just REALLY need it, otherwise take the normal track or at most discard one upgrade max (gaining a SS for it) and go from there. Hands in the Air ability - My MVP ability. It puts the Pay Up condition on someone that makes them discard 2 cards to perform tactical actions or else the action auto-fails. Let me reiterate that...They have to discard 2 cards to do a Tactical action, and that's not even counting what they may have to use out of their hand if they flip low and have to cheat to ensure that action even succeeds. The condition lasts until the end of the turn as well. It doesn't go away the moment they discard those 2 cards, so if they discard 2 cards to Focus, and then try to do a heal (another tactical) they have to discard 2 more cards. Tactical actions include: All actions listed Tactical on a Model's back of card or on upgrades, Walk, Charge, Focus, Defensive Stance, and Interacts. That is a large amount of limitations done to a model, much less potentially 3 models a turn. I have shut down a couple key models per game with this action alone, not even bothering to attack with him, meanwhile letting my crew do the heavy lifting. Jobs Not Done - 18" push of a friendly. Movement is always very useful as I can always find a way to work in a push a turn to free up AP on other models for other things - be it to push into Turf War, or LoS/Range for their attacks, or Up to a head marker (and then couple that with his limited upgrades to make someone take an attack or an interact it combo's nicely), or just out of a combat that I don't want them to be in. 0AP Actions (including those on his Limited Upgrades) - Five Finger Discount (On back of his card, always available, allows him to gain an upgrade), No Witnesses (on Highwayman for a friendly to attack), Stick to the Plan (on Black Market for a friendly interact) - All of these come with a trigger to take a different 0AP Action after succeeding, can't declare further triggers. As I mentioned on Job's Not Done above, I've used it to great effect to have Parker shoot someone (killing them to drop a head marker), Push a friendly to the head, 0AP to Interact with the head, trigger for 0AP to gain an Upgrade of Choice (or same one again if I decided not to pay the cost to keep it in the first place, thus gaining an SS for discarding an upgrade, which then could be used to pay the cost for the new one if no enemy markers were close by). I typically start with Highwayman though for a 0AP attack via a friendly, then cycle back to it with that free SS, or pick up Black Market if I feel I need interacts more so for things such as Head Hunter/Squatters Rights, or general scheme uses. Parker's Limited Upgrades: Highwayman - as explained above, but also has the chance to draw/discard if performing actions that use enemy scheme markers. Black Market - as explained above, but also has the chance to add a Soul Stone if performing an action that uses an enemy scheme marker. Both of these are icing on the cake for the 0AP actions they give above. They also give him Bulletproof +1 (or as I like to refer to it "The Poor Man's Armor"), but something is better than nothing and it's an added bonus once in awhile, though I don't really stress not having it for the times when I've discarded his limited upgrade and having rebought it for a turn via Five Finger Discount. Parker General upgrades: Stick Up - My MVP upgrade, does 4 damage vs an Enforcer/Henchman/Master or else you rob them of one Soul Stone once per turn(win/win). Basically it's a "Give me your money, or I give you a bullet" action. I've noticed that when I start hitting enforcers with this the opponents I've played will usually eat the damage instead of getting rid of their Soul Stones, which has been very nice as I can then 0AP to have a friendly attack them, or use Parker to finish them off. If they do give up a Soul Stone then that's fine too as I'll likely make them regret it shooting the target, ditching an upgrade for more damage, then, if no enemy scheme markers are near Parker, using the Soul Stone I just stole to 0AP buy a new, or the same, upgrade right back. It has the added bonus that at the start or end of Parker's activation you can discard the upgrade for Parker to take a walk action (still a walk action so you are susceptible to disengaging strikes). This works nicely on the turns where you didn't discard upgrades as you can then gain a Soul Stone. This works nicely with it as it only has an 8" range so you have to be careful of post-activation retaliation from the opponent once Parker is done. I had a game where I took Undercover Entourage on Parker and in one turn Triple Walked 15", discard the upgrade, and walked 5" more scoring full points. I have really liked using it as an end of turn discard/SS gain as it means I can use it's Once Per Turn ability, then my other two AP, and still gain a walk to reposition Parker in case I left him exposed to the opponent. Couple it with Oath Keeper and he can do a lot of work in one turn. Hail of Bullets - A nice couple of 50mm hazardous terrain markers that can make an opponent think twice about going through one avenue of the board. It gives soft cover, but if the opponent thinks that's even a good idea to use I like to wait until they are in position behind it and potentially safe from my guns, then have Mad Dog drop his Blown Apart 0AP marker that negates cover, exposing them to whatever I have coming their way. Added bonus is it gives Hands In the Air (my favorite ability above that screws up tactical actions) the trigger ( already built into the attack) to drop an enemy scheme marker after succeeding for various shenanigan use. Crate of Dynamite - Speaking of shenanigans...The only upgrade that Parker shares with Mad Dog (rare 1 though) gives an ability to blow up scheme markers (friendly or enemy) for 3 and does 4 damage on a simple Df dual. Basically it's the bandit's version of Corpse Explosion. Yes please and Thank You. Bonus - No LoS required if targeting enemy markers! Where is Pandora when I need her? I have some simple duals for her to pass without her damn WP bonus for once. This one I have had some fun with. Shoot at the front most model of the enemy (especially if they are all relatively close together...see 3" apart), go for the drop an enemy scheme marker trigger and place it within 3", then use Crate of Dynamite and blow it up, along with hitting multiple enemy models and make them cheat or flip through moderate to high cards. If they pass, then fine, it used up good cards. If they fail, then fine they are easier pray for Parker and his crew. It only has Range 8" though (even without the need for LoS) so make sure Parker is in range of where you place the marker (I made that mistake one game and couldn't reach...ooops). Human Shield - An upgrade built for being in close, be it to friendlies or enemies. It gives Parker Soft Cover if within 2 of another model (friend or foe), which is rather nice if the opponent decides to take their chances and fire into combat, or even if they don't randomize it still gives him soft cover just by being near other models. It can also allow Parker to pass off a successful attack against him, at the cost of discarding the upgrade, to a friendly model within 2. If you really needed cover, or thought Parker was about to get stomped and wanted to pass off the damage, I'd pick up Human Shield fast and probably 1AP push a friendly near me (especially if I knew I didn't have the cards in hand to ensure an attack + self-push trigger against an enemy). Coordinated Heist - Again, I have not used this one yet. The Scout free walk is nice, but in the crews I've taken so far the only bandits viable to move would have been Mad Dog, 2 Bandidos, and a Wokou Raider in one game. None of which in those games would I have wanted pushed forward due to various scheme/strat/opponent crew reasons. The second part of Coordinate Heist I was hoping to use in a Turf War game today as I had high hopes to have Parker blast the hell out of everything. It was not to be, however, as I was able to kill everything at range and stayed safe, so never bothered to buy the upgrade via my Five Finger Discount all game. General Outcast Upgrades: Oath Keeper - Fast is always useful, and will probably continue to be an auto-include for him as he can discard it Turn 1 or 2 and gain Fast + a free SS with his front of card ability as a result. Tally Sheet - Card Draw on kill. I've taken this every game up until now as I enjoyed the idea of Parker killing something, and with the Effigy bonus and his front of card bonus, being able to Draw 2 cards and discard one for a SS. The problem I've run into more and more playing him is I use him less for killing and more for things like Hands in the Air debuffs, moving friendlies, using 0APs to have friendlies attack, or just using Stick Up. It's a good upgrade, but I feel it's unnecessary overall unless you plan to solely sit back and shoot his gun. Survivalist - Hard to Kill. If Neutralize the Leader were in the pool I might take this (I've gone whole games with Tally Sheet and never discarded it for reference on how it really is easy to keep non-Parker upgrades on Parker and not be hurt by that limitation), but Parker is pretty tanky with good Df/Wp stats and high starting wounds along with Doc around to patch him up. Still, it's there if you need it. Scout the Field - I used this the first couple games. It's a free movement and can be discarded for one attack to ignore LoS. It worked out very nicely for Parker in the games I used it. Is it an auto-include? Not for me, but it can be good, depending on the map and strat/schemes if you need it. Scramble - Higher walk/charge and Unimpeded are both very nice to have. I haven't used or needed it really yet with Parker, but I could see it's uses, especially with his ability to ditch it if needed for more damage on his gun and pick up a different upgrade later. My Starting Upgrade Setup for Parker After the games I've played up until now I've decided that my starting Upgrades will be Oath Keeper, Highwayman, and Hail of Bullets. Feel free to experiment and let me know which you find a good for him to start. Over the past games the biggest problem I've run into mid/late game are running out of SS due to not having enemy scheme markers near Parker (either because my Bandidos were not nearby, were dead, or weren't even hired, because my opponent wasn't dropping markers, or because the only one who could drop markers was Parker who was instead using his AP for other things like Hands in the Air and Stick Up). This has left me stranded for buying upgrades mid-game without ditching one(s) that I wanted to keep. As such, and because of the redundancy of having Tally Sheet and Parker's own version of it in his aura, it has made me realize that I really do need Hail of Bullets starting. This would give me both terrain to drop to help influence the flow of the game and the trigger to drop enemy markers when using Hands in the Air and better fuel my ability to buy upgrades without having to eat into my soul stones like candy late game. Highwayman allows the 0AP friendly attack which is always useful, and Oath Keeper gives me Fast early game and an SS, allowing me to buy Stick Up or Crate of Dynamite that I like so much as needed basically for free if no enemy scheme markers are near me. As an aside, a thematic combo I like to do with Parker if have him out of LoS at the start of the turn is to use 1 AP to walk into LoS/Range, 1 AP to use Hands in the Air on someone (preferably an enforcer, henchman or master just because they deserve it), 1 AP to use Stick Up to do damage or steal a SS, 0AP to Force a friendly to attack, then end my activation by discarding Stick Up to take a free walk action back out of LoS. Essentially I just jumped out of hiding, made the opponent show me their hands, robbed them, gave the signal for another bandit to cover my escape, and then made my get away. Doc Mitchell Straight forward little healer - Can't do much else, but has a push (for a discard) to get him in closer to friendlies to heal. The heal trigger of giving someone Hard to Wound +1 has been nice. I've enjoyed using it on my guys right after they activate (it goes away once they activate again) pre- and post- damage to heal them up and make them harder to wound. As it's a +1 Condition you can stack it for multiples. I had one game where I put it on Parker 3 times before he activated (twice at the end of one turn and then again at the top of the next, cheating in the trigger as needed) giving him back 8 wounds and putting him on Hard to Wound +3, which saved his butt from a couple concentrated attacks. His attacks are there just to give him something to do in combat if you get bored. I will admit his gun at first gave me pause with the "kill doc" stipulation if Parker ever sees him fire it, but hell, I've used him to non-stop heal for the Hard to Wound trigger every turn even if everyone was at full health. Mad Dog Brackett Has the Ability to drop friendly scheme markers when he kills something. This is also nice when he does so with his gun at range as I was able to blast/kill multiple guys in a game, dropping 3 scheme markers to clear an area, and scoring for Leave Your Mark at range, all in one go. He does get better as he takes wounds (1/2 or less gives him to attack/damage), but that has only come up once or twice as usually Doc heals him up (I prefer the Better Safe Than Sorry way of gaming). I've only had him in close combat twice now, one time killed him outright, the other time I was able to burn them, cheat for the shotgun in close combat trigger, shoot them, and push them away (which killed them), but I have a feeling that'll be a rare sequence of events. He shines at range and utilizing his shotgun to hurt one or more models with it's 's. His 0AP has been a steady source of pain for my opponents. He's able to negate cover from an 3" area, and the marker stays until he uses the ability again. Let me reiterate, it stays even if he dies. For some maps, especially heavily congested areas that the opponent must pass through in otherwise relative safety are suddenly at risk from anyone in your crew with an SH attack...which is most everyone in a thematic crew. I really like to give Mad Dog Oath Keeper so on turn 2 or 3 I can gain fast, walk up into position (if out of gun range) drop his 0AP marker, and then Rapid fire into a beefy target who, just a second prior, would have put me on Negatives...added bonus if Mad Dog is at 4 or less wounds and suddenly on . I did this today actually (minus the 0AP anti-cover save as it wasn't needed) to a Mech Rider and a summoned gamin on turn 2, killing the rider, the gamin, and hitting Ironsides with both Mad Dog's blast and the Gamin's explosion. Mad Dog Only Upgrade Lucky Poncho - Auto include to me. It gives him Hard to Kill, and if he gets down to 1 health he can ditch it to gain Focus (while also having from his front of card ability). I haven't used the focus yet though as I'm typically either going to try and heal him with Doc, or else the opponent is taking a second AP and killing him anyway, but the potential is there for a last ditch effort at least. Bandido Basic minion that can drop scheme markers, or enemy scheme markers on an attack trigger (not built in). Their Finish the Job ability is nice and their Df push trigger has saved my hide a few times with them. I have really enjoyed (and my opponent's have not) their Run and Gun ability (like Lone Marshal's) which gives them a push, focused attack, and a secondary push. I've used it to good effect of moving into LoS or Range with them, firing to drop a scheme marker/damage, and then pushing them to safety. I've also used it to simply reposition them 8" away from danger and out of combat that would kill them but with the added bonuses of not having to take disengaging strikes and getting an attack off in the process. Wokou Raider I haven't too much luck with it. It's an 8SS minion (same cost as most enforcers) who has decent shooting, good melee with the potential to chain attacks with other friendlies in combat, situational but highly probably push tricks, and an ability to cause attacks by enemies to not be cheatable (which was a saving grace as mine took 4 attacks from a Cerberus and basically negated it because it couldn't cheat), but overall it just felt too expensive for what it did. I'd rather just grab something else for the cost of it. Still, I need to give them another few games before I set that assessment in stone. I could of just had a bad game with them and not fully utilized them. Other Models I've used in my Parker games: Hodgepodge Effigy Walking Soft Cover and a the chance for Parker to gain an SS after he kills something. Always a good choice. He has the added benefit of being a tanky significant minion & scheme runner when that role is needed. Ronin I've used these in lieu of Bandidos for a few games and enjoyed them. It's always nice to have one or two models that ignore armor, are hard to kill, can't be charged, and can self-sacrifice to give Parker more cards or soul stones. The only negative I've come across is if you aren't taking Bandidos and the opponent isn't dropping scheme markers than Parker is either eating up Soul Stones like crazy to cycle upgrades, or else he's doing all the work of using AP to attack and generate enemy scheme markers to offset the cost of his upgrades. Situations like that are what's prompted me to start taking Hail of Bullets for the enemy Scheme Marker drops for Hands in the Air attack that I like so much. Hodgepodge Emissary (with General Conflux upgrade) A decent enforcer who has cast actions without so doesn't randomize into combat or cover which is nice for those times when you don't have Coordinated Heist or Mad Dog's Blown Apart marker near the target you're trying to hit. I've really liked him with Parker's crew for that and his trinkets (give Doc Companion so you can chain heal right after you do a start of turn attack with a wounded guy and then give him Hard to Wound, give Sue Regen so he can Hurt himself for cards and heal one back next turn, etc), his 0AP self-push + drop a scheme marker, his drop +2 destined to push nearby friendlies (out of combat, or into position) and they all drop scheme markers, and his 0AP on the generic upgrade to, mid-turn, use an SS to draw two cards then discard two cards. Doing that last one on Turn One (and stoning for cards at the start if needed) has given me a hand of nothing but face cards for starting off turn two before which has been nice. My other thing I like about him is his generic upgrade gives minions within 4" to attack actions. Not always useful, but it can come in handy. Hannah Just her in general uses here, but having someone who can give you 7 cards a turn, is a beefy melee henchman, and can copy cast actions of anyone except friendly leaders is nice. That relies more on the opponent though overall as other than Doc's heal, there aren't any real cast actions in a thematic Parker crew, so if you want to give her something decent to copy I'd hire a Librarian or something else to go with her (I have only used her with the core crew + one or two others and didn't have anything but the heal to copy and opponent abilities, but that was enough for me thus far) Sue My overall Toolbox MVP for my Parker games (for his general usefulness as well as the new upgrade he can take). He gives me protection from casting or an area of burning the opponent doesn't want to go near, 1 free card a turn (at the cost of 1 health which I can easily heal with Doc or Hodgepodge Emissary's Regen trinket), the ability to destroy corpse/scrap markers, and another good shooter to add to the crew, as well as being a Hard to Kill enforcer for scoring purposes. He's always a safe bet to hire in any crew though for me, no matter the faction. Sue's Upgrade of Choice for me (at least from now on anytime I take him in Outcast) Return Fire - The new Wave 4 Outcast Enforcer Only upgrade (rare 2). It gives a Df/Wp trigger on a that allows the enforcer with it to take an SH attack after resolving an attack. Hit or Miss, if you flip/cheat a crow when being attacked you can declare the trigger. This makes Sue, and a few others, down right evil as long as you get those crows, especially as Sue's attack is SH at both at range and close combat. I had a Valedictorian charge Sue in a game, and after all was said and done (he hit once and missed once) I did two Return fire attacks back and he ended up hitting Sue for 4 damage, meanwhile Sue hit back for 7 damage. That was the most brutal I've ever seen Sue. If I'd had his Burning aura up on top of that he would have also taking +2 to +3 burning as well (had cast protection aura up though). It really is a wonderful upgrade and my auto-include on Sue from now one. I know of one other good Enforcer model in Outcast that, like Sue, have SH attacks for both close combat and ranged (so it's always useful, as you can't make an SH attack if engaged otherwise with the rest of the Enforcers) and that's Convict Gunslinger. As the upgrade is rare 2, you could hire any two of those (Sue and one Gunslinger or two gunslingers) and give this to both of them and laugh to your evil heart's delight if the opponent attacks them and you flip or cheat crows. Keep in mind that's Df OR Wp attacks and no matter if you win or lose...if a Belle tries to lure you and you flip/cheat a crow you will Shoot them, even if you end up closer. If Zoraida obeys you, you will shoot her even as you probably turn and shoot a friend. It is down right mean, especially on Sue as he is Immune to Terror and has to attack along with Crit strike built in (Yes, you get triggers. The upgrade does NOT limit that). Convict Gunslingers also have to attack so that part works well with them also. Big Jake He's a solid enough Enforcer. Cheap enough to add into most any crew (same price as a Bandido) with the ability to count as two models for Strat purposes (mainly useful in Turf War, Extraction, Recon, and Interference). He can wound himself to allow you to view the top two cards of your deck then place them back on either the top or the bottom of said deck, which can be combined nicely with Doc who's able to heal him up. He's got an ok gun and a decent melee that can push models around. The things that make him stand out the most though to me are the fact that he has Don't Mind Me (something Outcasts don't have a lot of), and, if he's killed, he can come back Turn 5 with full AP and the ability to interact that turn. While overall nothing to bend over backwards to hire in a crew, it's always nice to have some late game support show up to help out in various ways. Strongarm Suit Strongarm is a very tough Enforcer. I've used him in a couple of games now, both with the Bigger They Are upgrade (+1 damage to non-Leader models with upgrades) that combined nicely with his 0AP ability to up his ML damage by one (giving him minimum 4, maximum 8). This, along with his trigger which doesn't let the enemy reduce damage, and his ability to charge out of engagement has made him into an even more effective front line beater that is very capable of taking out most anything. His Armor +2 and Freikorps Suit keep him pretty safe, and he has a decent gun attack if needed. He's actually paired quite nicely with Parker, who's base crew really lacks a ML beater to tie up opponents. I've been very satisfied with him in my games, especially ones with Show of Force in the pool, and plan to take him more often in the future. He really shines at times with Parker & Co. get tied up in engagements with models further away, outside of their engagement ranges, attacking them, as Strongarm can just leave whatever combat he's in potentially (charge range providing) and support them or put pressure on the opponent. Envy A very solid, and highly enjoyable ranged attacker that gains bonuses ('s and better shooting) when targeting models near scheme markers (which Parker and crew can set up to happen). He works very well with a Parker crew due to the ease they have of dropping enemy scheme markers at range near enemy models, thus allowing him to either get controlled by Parker's 0AP to attack a target near said marker(s) or to follow up after a Marker has been dropped. He can, for a discard, also hand out Focus to a friendly within 6" as his 0AP. Remember, he is friendly to himself as well. Dead Outlaws Another Bandit for Parker's crew. This one is a bit tougher than the standard Bandido with it's Hard to Wound and the potential self-healing whenever another model places a scheme marker within 6 of him. His melee, though less than stellar on damage, has a built in Slow or Push trigger (controller's choice) that helps to at least minimize enemy AP. His gun comes with decent damage, though only 10" range vs the rest of the Bandidos & Parker's 12" range, but has a host of triggers. On the built in he can do +1 damage to targets with upgrades (useful for Show of Force schemes, or just in general against Enforcers, Henchman, and Masters) or a self-push. On he can place an enemy scheme marker just like his 5SS cost living Bandido brother or can ignore Armor, Hard to Wound, and Hard to kill like a dead version of Leveticus and Rusty Alyce (I can see him playing very well in their crews as he's 6SS, as well as Jack Daw crews as he's also Tormented). He also comes with a 1AP action called "Curse of the Covetous" that gives the target a condition limiting them to only take Walk or Interact actions. It stays on them until they place a scheme marker, or they can end it at the start of their activation by taking 3 damage. There are a number of ways this can be used in the game depending on strat/schemes to really give the opponent tough choices. These are very much worth their points to me, unlike their poor Wokou Raider cousins who, try as I might, I just keep regretting taking every time I use them. Convict Gunslinger Solid fighters. With Return Fire and the ability to trigger extra attacks on it, along with Rapid Fire they can cause some serious punishment. Couple that with Parker's ability to push them, which helps offset their slow Walk 4" and they become mobile killing machines. They fit in very nicely with a tactics style master like Parker. Greed Greed offers more SS shenanigans to compliment Parker as well as some area control via his aura. He really starts to become costly for the opponent between his discard or take damage aura and his attack for 4 damage, or reduce it by discarding soul stones. He also has a Df trigger that causes enemies to take damage, or burn a SS to prevent. His walk of 6" means he can get into position relatively easily first or second turn, especially if Parker is pushing him around with The Job's Not Done, allowing him to hold off activating until late in the turn to retain his only real defensive, Manipulative 12. Another added bonus, which I didn't appreciate until after running him in a few games is his 0AP use a SS to heal a friendly model. Between Greed and Doc I was able to keep my crew going a lot longer than they should have vs my opponents. Performer A very worthwhile investment for a Parker crew. Her ability to interact while engaged (Don't Mind Me) is always useful, as is her ability to destroy scheme markers (Friend or Foe) to potentially put the opponent on for Df & Wp flips until the end of the turn (after a simple duel). This compliments Parker and crew nicely as they drop enemy scheme markers near opponents. As such she can cause quite a headache for the opponent. Couple that with giving the Parker crew a reliable lure which also can cause Paralyze (if enemy ends in base to base with her) and she is a solid 6SS investment for the crew. Future Models to try Bishop - Melee centric heavy hitter for the crew. I want to try him in various games with the Bigger They Are upgrade (attacks they do vs non-Leader models with upgrades gain +1 damage), for his ability to bypass defenses and has a lot of actions. Rusty Alice - In general solid henchman that has an anti-charge aura built in Aionus - Ability to bury, to turn enemy scheme markers to friendly ones, hand out conditions, and manipulate marker placements Overall Impressions and Final Thoughts I am really enjoying Parker and am looking forward to more games with him and to see what new tricks I can perform with him and his crew. To be honest I only started playing him instead of Titania or Reva as he had the least chatter about him vs the other new masters so I figured I'd use him instead just to go against the majority. However, the more I play him the more I am finding he is my style of master (I like the tricky, come at you sideways style masters like Colette, Pandora, Nellie, Jack Daw, etc). The way I described him to someone the other day in regards to all his upgrades and cycling is he's basically Batman. He's got a belt full of pouches with a tool for any occasion. At any given time he's a moment away from pulling out his Bat-Shark Repellent and solving the latest crisis.
  5. Coordinated Heist only effects other Bandits within 8 of Parker at the start of game. So, that's basically his box crew (minus Doc who's not a Bandit), Wokou Raiders, and the Dead Outlaws.
  6. True. She gives me the personal satisfaction of ensuring my opponents hatred. ?
  7. Had my first game with Parker tonight vs Gremlin Zoraida via Vassal. Deployment: Standard Strategy: Headhunter Schemes: Show Of Force Leave Your Mark Public Demonstration Set Up Convict Labor (Always) My List: (Took Leave Your Mark & Set Up-Fingers) Parker -- 4ss +Oath Keeper - 1ss +Scout the Field - 1ss +Tally Sheet - 1ss Doc Mitchell - 3ss Mad Dog Brackett - 9ss +Lucky Poncho - 1ss Hodgepodge Effigy - 4ss Hodgepodge Emissary - 10ss +Conflux Of Conflict - 0ss Ronin - 6ss Ronin - 6ss Sue - 8ss Gremlins: (Took Show of Force & Convict Labor) Zoraida -- 5ss +Hex Bag - 1ss Fingers - 10ss +Hide In The Mud - 1ss Survivor - 5ss Survivor - 5ss Survivor - 5ss Merris LaCroix - 6ss +Hide In The Mud - 1ss Sammy LaCroix - 7ss +Crystal Ball - 2ss +Hide In The Mud - 1ss Slop Hauler - 5ss Caveats (and excuses ) - I knew going in that I was playing Head Hunter and that all my ranged attacks would work against me, but didn't really care as I wanted to try out the crew anyway. I screwed up quite a few things, mainly in the way of forgetting draw card auras, gain soul stone on discarding an upgrade once, etc, but it's a learning experience. Reasons for crew selection: I only took 1/2 a bandit crew (Parker, Doc, Mad Dog) to ease my learning process as I knew I would make initial mistakes and already had all of Parkers upgrades to potentially worry with. The other 1/2 of the crew was just a test for Soul Stone/Card draw gain with models I knew functioned well. Ronin could self-sac to deny heads and gain me cards/ss. effigy could 0AP to buff Parker for SS gain and provide soft cover. Emissary could help boost my own scheme drops if needed, or feign Convict Labor as well as cast at range to ignore cover and pass out trinkets to make my models more effective (like regen on Sue and Companion on Doc). He could also 0AP to allow a mid turn card draw for the cost of 1SS. Sue could allow more card draw, and do his usual tool box tricks and anti-cast auras as needed (which helped vs Zoraida & Sammy immensely). I chose the upgrades on Parker that I did as I could burn 2 of them (for SS gain and use) while replacing them with his 0AP Five Finger Discount during the turns. I knew going in I was basically forfeiting Show of Force though with my lack of adequate upgrades, but as I had not taken Set Up once since it came out I said screw it. That, and I purposely chose Fingers as he can heal, change my markers to his (not a big deal for Parker to turn them back), and has a Chatty aura, so figured he would be around long enough and that my opponent wouldn't see it coming...and I was right on that. Match - The game ended a 6-6 tie that we called on Turn 5 as we were both tired and it was a fun game overall, so I was happy to end it there. Could have gone either way had we had more turns though. I'm not going to give a play by play of the game as it's very late and I'm very tired, though I will try to give a more detailed report next time I do one of these. First and foremost, I liked the crew. I didn't get the most out of Parker or Mad Dog, but Emissary with Doc beside him for +Flips from the Conflux upgrade kept my crew alive way longer than it should have been. Parker scored full points for Set Up turn 3 by first having Mad Dog kill something at range (drops a friendly scheme marker when he kills something), and then Parker hit Sammy to drop an enemy scheme marker, ending the activation by discarding 2 cards to turn nearby enemy markers to friendlies for the scoring points. Parker's ability to drop enemy scheme markers kept screwing up my opponent. I kept hitting his gremlins and dropping his own scheme markers near his Convict scheme markers denying him points due to proximity (my opponent lamented not taking Sammy's move markers upgrade). An uncontested Ronin on the southern part of the map ran up a flank to score 2 of my Leave Your Mark schemes (until Fingers said enough and ran like hell down to stop it). I thought the crew and the game was fun, but a head spin for me trying to not only keep up with all the multiple layers of card/ss cycling. It was difficult to not forget one bonus here, or to figure out which upgrade to grab there, though that will come with time. I found a strong need to balance which upcoming model/action is most needed as the crew is card hungry for things like moderate to high cards or discarding for abilities. This crew is definitely going to reward knowledgeable players who take the time to learn which upgrades/actions to use when.
  8. Best of luck to you and yours where ever you end up going next, and thank you for all the work you've done.
  9. Minion, also it's a nightmare so dreamer can summon it. If it buries (enters someone) and hits someone else, they get a return attack, so can enter your own guys, or the opponent's cause them to hit themselves.
  10. I think there are ways, and I honestly don't think he's truly a lost cause. I just think he's so resource intensive to make him work smoothly, where as other masters do so naturally, that it's an imbalance in comparisons with him vs others. I like his concept, I just wish they'd tweak the master himself some (lower his TNs to 10, and/or add a suit to his attack, or something). It doesn't have to be a completely rework and anything major, but just a little easier.
  11. Can't speak for Gitli, but I bounce between Cherub and Primordial (whim based more than anything else). It's a solid little bugger who allows cheaper interacts to people nearby (which is more useful under GG2016 than the old way due to scoring per turn more often vs all at once at the end), he's got a nice ranged attack that can push people around, and he can slow people. Overall, he's very worthwhile, especially now as part of the utility that made the Primordial so good (being counted as a scheme marker late game to score) isn't as efficient with the score per turn schemes due to removing the marker (except for Convict Labor of course). @Bazlord_Prime A generic type of list I've run to good effect with Lilith, utilizing swampfiends, for something like Interference, Squatters Rights or Extraction with Convict Gunslinger, Exhaust Their Forces, Covert Breakthrough, or other scheme marker heavy schemes Neverborn 50ss Crew Lilith -- 4ss +Beckon Malifaux - 1ss +Wicked Mistress - 1ss +On Wings Of Darkness - 1ss Primordial Magic - 2ss Doppleganger - 7ss McTavish - 11ss +Hexed Among You - 1ss Silurid - 7ss Silurid - 7ss Waldgeist - 6ss Waldgeist - 6ss Lilith This gives me a leader with a lure, who can hit like a truck, force people to not move, drop terrain, flies, a rush of magice, gain an extra card when stoning for cards, and is overall a pain. Primordial I have a totem who can give me a second rush of magic, can be a scheme marker if needed, and can cause people to be insignificant at range Doppelganger Can allow me to cheat initiative flips, interact when engaged, copy abilities (such as enemy ones, or McTavish's gun or Primordial's insignificant attack), is a pain to hit and all around good toolbox model McTavish Merc with a gun that ignores engagement and cover, has a good 3" melee with a potential insta-kill, can drop an 3 soft cover marker (with the added bonus of all swampfiends in said cover can use it for all non- attacks, McTavish is a Swampfiend himself as well). and has an alternate 0AP that allows him to eat corpse, scrap, or scheme markers for triggers like pushes, attacks, or heals. The upgrade on him allows up to 3 swampfiend minions to deploy From the Shadows. If you don't feel you want/need it, then I'd swap it for a Retribution's Eye on Doppelganger to ignore armor Waldgeist Solid minion with armor, the ability to create terrain, triggers to keep people from moving, and 2" to 4" reach depending if they are in terrain or not. Silurids One of the best leaping scheme runners in the game to me. Also swampfiends. That's just my take on a quick list and reasons why I would choose the models I did. By all means test things out though and see what works for you, and in with what schemes/strats.
  12. Decided to play with a handicap next year?
  13. Dashel got an upgrade to summon a guardsman as well.
  14. To me they are more an Outcast version of the Guild's Lone Marshall on foot. Sh attack that hits at ranged or in combat, triggers for an enemy scheme marker placement. 2 AP action that, like the Lone Marshal, but slightly shorter range, gives a push, a focused shot, and then another push for the cost of a discard.
  15. Though this is getting far off topic of NB related things, and my apologies to the others, I have to say that Asami was the one I wanted most, but as I already own, and have painted, every NB, Outcast, and Resser model released as of May it seemed appropriate to buy those, especially as all I need to do is build/paint a crew box and play. I have next to no 10T models outside of the respective dual faction boxes in the factions above finished, so would need to buy a ton of Oni, scheme runners, beaters, etc to have decent collection of tools at hand, unlike the other purchases I made. I'm saving the rest for Black Friday and 2017 (My year of the 10T hopefully).
  16. I'm just glad I got mine right when the store opened yesterday...though sadly, I am starting with Parker instead, just due to the popularity of Titania and Reva (all three of which I bought). At the least I can help update the Wiki with Parker information while others fill in the other masters.
  17. From the shopping list she posted it looked like your henchwoman may have been solely responsible for Wyrd running out of Titania boxes.
  18. There want be, as confirmed by Nathan. that said, it gives me a model that facilitates scheme running for my own guys, hands out trinkets to help, and has a good cast attack with useful triggers along with the generic upgrade of giving to nearby minions. Sue gives yet another tool box model who I can always find a use for, and that can gain the regen trinket from the Emissary to get a free card a turn (starting turn 2) without taking damage. He can destroy corpse/scrap counters, hand out finish the job, protect nearby friendlies from cast actions, and has the same attack (though not trigger) as Parker on his gun with a built in . That's just my idea for now though.
  19. Ronin ignore armor on melee, can't be charged, and can self-sacrifice to gain ss or cards.
  20. Honestly, with what you have for her there, she should be able to do any strat/schemes in the core book or in the GG2016 list. Von Schill and company are all around toolboxes (jack of all, master of none) and Viks are blenders who kill all the things in melee. That is a nice spread of models. I'd suggest Hodgepodge Effigy for both crews (has a soft cover it can provide to help offset shooting at nearby friendlies) or Sue (CA aura). For game balance I would have a board with 40% to 50% terrain (not just big buildings, but also scatter terrain like bushes, barrels, trees, etc...soft and hard cover so that shooting crews nor melee crews have a distinct advantage over one another, but still retaining potential firing lines so that neither one loses out on it's strengths either). The only thing I wish Wyrd sold (I got lucky and found the old pewter ones) is a second box that sold another Librarian and Trapper so that she could have two of each along with Hannah. Best advise overall though for both of you if you are both new is pick one 50SS crew to play (Crew box + an extra model or two to get you to 50). Then play about 5 to 10 games with just those models. Don't swap out, don't deviate. Come what may, win or loss (and don't sweat the losses just have fun) stick with just those models. That way you have time to not only learn the core rules of the game but you learn a set of models and be able to see where strengths/weaknesses lie. After that point, then start swapping out, but still take it slow and only swap out 1 to 2 models at most and play a few games with those to learn them and build upon what you know. The reason being, as a lot of players find out at first, is if you jump from one shiny to the next each game, especially while learning, you end up having to re-learn everything over and over each game. As you play just a core list at first, and later change it up and build lists per game as it was meant to be played, you learn dynamics of certain models along with synergies that they have with other models, which helps you better plan for the random strat/scheme nature of the game when it comes time to build a list normally. That's just my suggestion.
  21. Well, Sue & Hodgepodge Emissary are both on my include list for future crews (Emissary hands out Regen to Sue, Sue draws a card a turn at the cost of one life). Ronin, in Parker's crew or anyone's really, are solid minion choices. I've used them in my Outcast, Neverborn, and Ressers. They are just good models. I also plan to see how the Hodgepodge Effigy works with him (Probably well I'd imagine going by his card alone) as he can allow for more soul stone gain via his condition to the leader he hands out (plus the new plastic Effigy has an outlaw look to him). It also helps that he is a 4SS, armor +1, hard to kill minion that can create soft cover, so is very useful for some moving protection and as a scheme runner with his walk of 5. Convict Gunslingers are another potential. They are very efficient damage dealers.
  22. You're not afraid of Collodi, eh?
  23. Any master really (well except Lucius because...Lucius). My first thought when I hear the opponent say, "Resser" is to hire Sue (tool box merc that disrupts a few things they have). Then I hire a crew as normal for strat and schemes. If the opponent is playing a summoning master, I try to put pressure on the master (Nico, Kirai, Molly), if an aggressive master or support master, I try to take away their crew while minimizing damage from said master (Seamus, Yan Lo, McMourning, Tara). The rest is just choosing schemes I know I can achieve and trying to ensure I get them. If I know the enemy's (once revealed, or if I suspect what they are) I try to minimize their ability to score as best I can. Honestly, I don't really do anything different for Ressers (in strategy or model choice beyond one or two guys like Sue) as I do for any other Faction.
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