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About Zebo

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  1. Yeah, I own And have been playing Freikorps and Mercenary, and finished the Bandit crew while in Covid times, so still haven't played them, but have all the intention to burn the crew in the table. So with vassal games, I had the opportunity to try new crews that I didn't own, so I started playing Plague and, when a bit saturated, changed to Tormented to take some fresh air. After some games with Daw, I was 100% returning to the Piper, but in the end I took the cowards path and played another crew that was also on my lists (along with Leveticus. ATM Tara and Zipp are the last in the queue).
  2. Why I decided not go with Hamelin? Because I usually don't hire mobile crews with him. I mean, Benny, Nix, Obedient Wretch, Winged Plague, Prospector, Effigy and Malifaux Child are not really mobile. If the Lodestone were on the theorical "scheme runner" of my crew (WP) it wouldn't have been able to fly over the Rats. I also was thinking in a crew with no reliance on placing when moving (like Midnight Stalker). And ended deciding to give a try to Bandits, since they're the last crew I purchased and still haven't seen their performance on the table. Why I want to see how the Plague Crew performs? Because lure is an excellent counter in this strategy, and I want to see how I do when need to arrive to some places in this crew.
  3. My first game with Parker after the Beta. Initially I wanted to play Hamelin, but when I saw the encounter I wasn't sure how it was gonna perform, and I must admit I change my mind. Not gonna happen again. Also want to see how they perform. Encounter setup Corrupted Leylines Corner Leave Your Mark, Vendetta, Research Mission, Catch and Release, Runic Binding. My crew New Parker Barrows Crew (Outcasts) Size: 50 - Pool: 6 Leader: Parker Barrows Wanted Criminal Totem(s): Doc Mitchell Hires: Mad Dog Brackett Sue Convict Gunslinger Soldier for Hire Prospector Wokou Raider I went for Leave Your Mark and Research Mission. My opponent decided to go with New Nekima Crew (Neverborn) Size: 50 - Pool: 5 Leader: Nekima Inhuman Reflexes Totem(s): Blood Hunter Hires: Hinamatsu Inhuman Reflexes Corrupted Hound Corrupted Hound 2 Black Blood Shaman Young Nephilim Young Nephilim 2 Black Blood Shaman 2 Turn 1: My crew mostly advanced and dropped markers for the second turn. The Lodestone was on the Prospector, who basically pushed toward one scheme marked up to the closest strategy marker and did her basic stuff, but flipped a severe with the Appraise and dropped a enemy scheme marker near Parker. My opponent gave the Lodestone on one of the Corrupted HoundsHounds and spread a bit. He did some corpse shenanigans, he approached too much one of the Young Nephilims, and Parker killed it thanks to a lucky red joker on damage, dropping one scheme marker of each (first attack dropped the enemy, and dropped the friendly when killed it. At the end of turn each claimed our nearest Corrupted Leyline. Turn 2: The remaining Young Nephilim turned into a Mature, as also did one of the Black Blood Shamans. Parker made Mad Dog push and shoot Hinamatsu, and failed to shoot to Nekima. Mad Dog shot three times to Hinamatsu, who after using 3 stones was left at 3 wound to die. Hinamatsu charged to Mad Dog and left him at 5 Wd. The Convict Gunslinger shot Nekima up to left her at 7 Wd. Nekima charged the Wokou, engaging also the Gunslinger, but only hit him once for 3 damage. The Mature from a Young charged Mad Dog, engaging also Doc Mitchell, but failed to hit him. Sue shot twice to Hinamatsu, dropping one enemy marker and letting her down to 1 Wd. The Prospector walked towards the Wokou Rider and threw the Lodestone towards him. The Hounds ran towards the Corrupted Leyline on my right flank, and kept out of LoS. The Wokou Rider disengaged from Nekima and charged again against her, but did little damage and suffered another damage from Black Blood. Doc Mitchell disengaged from the Mature and approached the Convict Gunslinger. End of turn 2: Bandits +2 (Corrupted Leylines, Leave Your Mark) = 2 Nephilim +1 (Corrupted Leylines) = 1 Turn 3: Sue started the turn big. First he singed Ring of Fire, triggering tomes and killing Hinamatsu. Them one-shot the Mature from the Black Blood Shaman, flipping again the red joker. Then ended his activation killing the Corrupted Hound without Lodestone. Nekima failed twice to hit the Wokou, but succeeded on hitting the Gunslinger and flipped a Moderate for 5 damage. Parker shot Nekima and did some damage. The Mature Nephilim charged and killed the Wokou. The Lodestone went to Parker. Mad Dog ran up to the center strategy marker. The remaining Black Blood Shaman turned into a Mature and attacked the Prospector, leaving him at 3 Wd. Then declared Vendetta. The Gunslinger chain ganged Doc Mitchell and charged towards the Corrupted Leyline on my left flank, shooting and killing the Mature Nephilim of Vendetta. The Corrupted Hound ran up to the strategy marker on my right flank. Doc Mitchell healed a bit the Gunslinger. End of turn 3: Bandits +1 (Research Mission) = 3 Nephilim +2 (Corrupted Leyline, Vendetta) = 3 Turn 4: The Gunslinger killed Nekima. The Corrupted Hound ran up to the center marker, engaging Mad Dog. Parker ran and gave the Lodestone to Mad Dog, and failed the shoot to the Mature Nephilim. The remaining Mature Nephilim charged Mad Dog, but left him at 3 Wd. Mad Dog tried to push the Hound off the central marker, but the Mature had placed smartly and didn't allow it to happen, then killed the Hound and its Lodestone went to the Mature (who also was in base contact with the central marker). Sue did a bit of damage to the Mature. End of turn 4: Bandits +1 (Corrupted Leylines) = 4 Nephilim +1 (Corrupted Leylines) = 4 We call it here. My opponent needed to leave and was only left with a wounded Mature and the totem. He couldn't score anymore, and I had ways to score both schemes and the strategy, so very probably a 5-4 for Parker.
  4. I've found to be quite easy in the first turn. In the rest of the turns, as the game advances and rats die, it's not really worth the work. Markers are gonna be dropping everywhere.
  5. I've tried to measure this and I've failed each time. I cannot see how it's done.
  6. Well, the fact is that is really hard to take advantage of our crappy upgrades, with the exception of Servant of Dark Powers, and I'm always thinking about a way to exploit the Wanted Criminal Upgrade (I thought I had a good way, but then realized that the upgrade specifies "drop", and every effect that I have seen that changes their location, is a place, so no wokou, no smugglers, etc...
  7. Well, Since you draw one card for the scheme marker, and another for damaging an "enemy" Model with upgrade, only one shot gives you two cards. In two turns you have four cards that you wouldn't have without that upgrade.
  8. Put the Wanted Criminal on the Guilty instead Marlena and watch how you can draw 3 cards in a single Dead Outlaw activation. Although I prefer. Guitly double walks forward. Dead outlaw 1 charges and shoots him, cheating a tome, draw a card, use covetous cravings to make hanged fast. Draw another card. Repeat with the other Dead outlaw, make fast montresor.
  9. What is the sense oficial wanted criminal onda Marlena? She's only gonna benefit from Swagger.
  10. As promised, a step by step of my WIP ruins. First, the core material. Straw for Pipelines And cardboard for debris And that's all for now. See you soon.
  11. I've already made a "small" Building (9" Side, 3" Height) and I'm doing a ruined one (a bit bigger) to act as pseudo-forest (ground level is severe, concealment, dense, and some pieces of elevated upper floor). I'll make some more photos.
  12. I think the weirdest thing about the upgrade is to not out staggered when attaching. Jack Daw has no way of causing Staggered during his turn. EDIT: in fact, I miss the variety of curses Daw had in M2E. It's weird that Daw has lost upgrades and VS has win so many. It could be added some extra effects to the curse (I mean all curses put staggered, but each one has another different effect) like: - This model must discard a card to declare triggers against tormented models. - Enemy Tormented models may add a to all their duels against this models (all triggers in tormented are to put Staggered or to move someway). - This model cannot heal. That kind of effects. Not specially powerful, but annoying.
  13. I've played 3 games until now, and Ligeia has died in 2 of them. The first was one single attack from the Judge. The second was two shots from a Bushwacker. It has been dying easily, not too much effort from my opponents. Also, I've found that my opponents don't use upgrades when playing against Daw, so her trigger is less useful.
  14. After some games, yesterday I tried a little change in the list, looking for extra resources. New Jack Daw Crew (Outcasts) Size: 50 - Pool: 6 Leader: Jack Daw Servant of Dark Powers Totem(s): Lady Ligeia Hires: Montresor Jaakuna Ubume Hodgepodge Effigy Guilty Hanged Servant of Dark Powers Prospector Basically, the Crooked Man for one Prospector and one extra SS. It went fine, and each model is performing more or less as expected. Jack Daw is a real pain for the enemy to deal, unless they have Ruthless. If you don't waste cards, he's tough as nails, and very dirsruptive for your opponent. Can do a lot of damage, but only if the rest of the crew has put Staggered on the enemy (feels weird for his curse to not out staggered when attached). Lady Ligeia is a bit disappointing. She only has two utilities, to have her near the action to disrupt the enemy with betrayal, and to use her ranged attack to stagger enemies. But she's too squishy to survive when in Betrayal range. I can't but compare her to other totem with Betrayal (the Dispatcher) and the other is so obviously superior, that hurts. And about her staggering capacity, her stat is 4, so it's not like she's gonna be succeeding a lot with that. Still trying to understand her melee trigger in this crew. It's like a trigger to allow enemies to remove their curses OR suffer extra damage... Totally weird. I feel this totem is weak, she could have some improvements. Montresor is a really good model, but still need to learn how to play him best. He works with staggered, giving it automatically both in melee and ranged; doing extra damage to staggered models and not allowing models to end their staggered condition when he's near. He's tough, and can be quite killy. My problem with him is that he has a kind of only-friendly-tormented-obey, and it's easy to left him behind when the crew advances, so he's not doing all his staggered stuff. The model which has surprised me is Jaakuna Ubume. I expected from her to be a good tech piece, for playing in certain builds or versus certain crews. But she has proved until now in my crews to be my best model. Her Aura makes Daw's bubble lethal, and her lures are invaluable in a crew that likes to play together. All her attacks can move the target, so she can take full advantage of her Aura. She's becoming a must for me. Still not sure about Hanged. He's obviously a good model, with good staggering capacity, surprising mobility, good toughness, good damage output and that can curse enemies. But I still haven't make good use of him. It's no unusual for him to kill cheaper models, but it's also usual for him to die without such a great impact (or at least not as good impact as Ubume, with the same cost plus the upgrade I use to attach to the Hanged). Not sure if better suited to be near Daw and try to A- take advantage of staggered cursed enemies or B - Curse and stagger enemies to help Daw take advantage. Or if is better for him to play more isolated, jumping from one enemy to other, cursing them and trying to scheme or kill by himself. It's a good model, but I need to play more to learn. The Guilty is another model I find hard to left out of my lists. He's surprisingly tough with Df 6, Wd 6 and HtW. He doesn't do high damage for his cost, but can stagger, force the enemy to discard and even heal himself. My main utility for them is to launch them to the enemy's face and force them to spend some actions killing him, only to be cursed if the do so. I know they are good for moving around Daw and Hanged thanks his Guilty as Charged ability and their On Your Heels trigger, but still haven't find a situation in which I've needed to do this. All previous models are becoming too useful for me to left them out of the crew, so the rest of ss are being spent on more situational models. Crooked Man still hasn't proved to be specially useful. I feel he's good, because of his shenanigan with Ubume's aura and his capability to stagger enemies in blasts. He also can do some scheme marker tricks. But until now I haven't made good use of him. The Effigy is a fine cheap healer. Tormented hasn't healing, so he's very useful in my opinion. The prospector provides resources that the crew wants so a good addition (the more I play them, the more I feel one in each crew improves the general performance).
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