So this is the “all comers” core I am thinking about:
Parker - master
doc Mitchell -totem
mad dog - his damage is incredible and if the opponent fails to spread out he will destroy their crew. His blown apart is incredibly valuable in certain situations
bandido - a solid core minion. Flexible with decent damage. I sometimes take 2
Sue - a main damage dealer with built in crit strike and can help zone and draw cards.
thie is 22 points for a core and I am gonna be experimenting with certain other models for possible adds either as a core or for certain needs:
Barbaros - a versatile pseudo tank with some movement control. Haven’t tried yet so still need to experiment
hans: tech piece against concealment, cover, and terrifying, also good for hitting models like Zoraida with conditions to minimize their effectiveness
woku raiders: too expensive to take more than 1 but in a pool with mostly scheme markers or vs scheme marker crews she can be incredible. Also a good roadblock vs pure Mele models
dead outlaws: I can see their use especially taking one vs taking a second bandido. Not sure what specific role they fill other than a slightly more damage focused vs a bandido
midnight stalker - a crutch model as he fit anywhere as either a scheme runner or a runner hunter. I like taking him but he is used so often it bugs me lol my go to for breakthrough and search ruins
Hodgepodge emissary - a great model for added mobility and utility.. but I struggle to get the greatest use out of his upgrades in this crew other than regen on mad dog. Since this crew spreads out more I find him less useful than elsewhere.
prospectors - another model I have yet to try but I can see their value particularly in scheme marker heavy pools, bandits seem to have a heavy synergy with him. I will be taking 1 every game for at least 3 games to evaluate his value to me.
Pride - a model on my painting table that can lock an area down. Looks great on paper and will have to try him in my games. He looks great at stopping a major beater from being able to do much but both both nullifying the cheating potential and handing out distracted.
Convict gunslinger - I only see myself taking this vs crews with a lot of shooting tbh.i don’t like them very much but can be useful as glass canons
So far out of all the crews I have played in outcasts this crew is the most flexible. You want at least a 4-5 bandits to get side out of bandit raid and draw their attention but can fit pretty much anything else is. The crew doesn’t need to bubble so it can spread out and be quite Mobile.
any other suggestions, recommendations, or comments about potential choices? Anything you agree/disagree with?