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  1. [For those that want to rather download the MS Word file, I've attached it to this message.] Perdita Ortega Tactica Intro When the Second Breach was discovered and people started settling in Malifaux, constant Neverborn attacks prompted the Guild to put a bounty on every Neverborn head delivered to their doorstep. Perdita gladly obliged and soon became a legend throughout Malifaux, earning so much scrip that she was able to send for her entire family to follow her through the Breach. Living on a ranch outside of the city, this family of gunslingers instils fear into the hearts of the Guild’s enemies. While a younger sibling herself, Perdita’s willpower and charisma has made her into a natural leader to a cabal of family members and some outsiders, eager to prove themselves with a Peacebringer. Overview of the Family keyword A Perdita crew is, quite simply put, a ranged combat crew with a focus to take out enemy models as quickly and effectively as possible. Abilities across the Family Crew Each member (apart from the Enslaved Nephilim) has two abilities that make them feared opponents: - Bravado: whenever you take the Concentrate Action, you may also push 4” to an enemy in LoS. Under ideal circumstances, you only suffer 1” loss of Movement in order to get a Focus. You can still only Concentrate once per Activation. Also keep in mind that in less ideal circumstances, the 4” push doesn’t really do much for you, or that sometimes you might clip your own models’ bases if you weren’t really precise when positioning them. - A por El: at the end of an Activation, you can ditch a card to make another friendly Family model of equal or lower cost within aura 6 take a non-Bonus Action. . Under ideal circumstances, you can really surprise your opponent when you last-minute manage to plant that explosive they didn’t think you were going to be able to drop, deliver that message they weren’t counting on, Concentrate a second time this turn and gain another 4” push, or simply get an attack off… maybe with a Trigger to take the same attack again and really cripple the opponent’s crew! Perdita: a Beginner’s Crew? This makes the Perdita crew an excellent crew for beginners who are seeking to develop into intermediate players. The crew’s mission is something any tabletop player will intuitively understand: destroy the opponent. However, it also magnifies three key concepts that make Malifaux such an exciting and challenging game to play: - Resource Management: you only get six cards. While the Family Values Trigger on some attacks allows you to draw more, you’ll go through those cards even faster because of A por El! - Positioning: both for Bravado, A por el and the Family Values Trigger positioning matters. For the first, you have to be able to draw LoS to an opponent and position your model in such a way that you will not clip your own models’ bases when pushing. For the latter two, you need models to be within 6” of one another, which can pose quite a (fun!) challenge to get everything to go off just right. - Activation Order: since you can only give out Actions to models of equal or lower cost, the A por El Ability really forces you to think several steps ahead. This, in combination with managing your cards, poses delightful puzzles that will eventually allow you to pull off dazzling stunts! Mobility A Family crew isn’t particularly mobile. All Family models are Mv 5, with Abuela and the Enslaved Nephilim (Totem) being the exception at Mv 4. Helpful Movement Abilities, Actions and Triggers Of course, there are a few things that help the crew’s mobility: - The Bravado Ability ideally gives you a 4” push each time you Concentrate, giving you some efficiency. - The Trigger Family Values on many attacks allows you to give a nearby Family model a free Concentrate Action, and thus a 4” push. - The Enslaved Nephilim has a Bonus Action Frightening Reminder that pushes a model 4” away from it (requires a 5). Great to get your Master up the board and create some Action efficiency with Perdita. - Santiago and the Monster Hunters have a free 4” push at the end of his turn with his Ability Deadly Pursuit. Great to get out of combat, or position yourself for Schemes like Outflank and Claim Jump. Your Mobile Guys Then there are the Monster Hunters and the Pistoleros de Latigo. - Monster Hunters are by far the most mobile models in the crew. They have the Bonus Action Creep Along with which they push their Movement (5”) towards a friendly model within LoS (requires a 6). Like Santiago, the also have the Ability Deadly Pursuit giving them a free 4” push at the end of the turn. - Pistoleros clock in at 4ss each and have Reckless as a Bonus Action, with which they sacrifice 1 health in order to become Fast. This is great for that little extra sprint across the centre line. Upgrades and Outside Hires Finally the upgrade No Prisoners can help you a bit with the On the Prowl Ability, allowing you to push 2” after a kill (a fair Ability for a gunslinger crew) and the Run and Gun Ability, which allows you to get off a free shot every time you Charge (this last Ability is only for minions, though). Of course you can ‘hire in’ some movement such as with the Pale Rider (Versatile, 11ss) or a Mounted Guild Guard (Guard keyword, 8 + 1ss), both of which have the Bonus Action Ride with Me, allowing them to target a friendly model up to 2” away, that they can place into base contact with them after they make a 5” push (requires a 6). Great for moving either Perdita or your Melee oriented pieces up the board. Resilience (and Healing) A Family crew isn’t particularly resilient. During Beta testing, Perdita and her crew still had the Tough as Nails Ability, allowing them to discard a Focus to reduce Damage by 1. When the Beta was over, the Ability was gone and A por El suddenly appeared in its place. This left Perdita and her crew with very little defensive tech, indeed. This means that the best defense for your crew is a good offense. Perdita Let’s look at Perdita first, who dropped from Df/Wp 8 (M1e) to 7 (M2e) and eventually to 6 (this edition). Apart from Soulstones, the only defensive tech she has is her Df Trigger on a Mask (not built-in) Quick Draw, which allows you to take a 2/4/5 Damage Flip on negative , if another model was actually stupid enough to shoot at you. On a negative flip , odds are generally still about 38% that you will clock moderate or severe damage. I somehow always flip high on these flip, defying the odds. Lesson for opponents: quit shooting at my Master, jerks! (Hint: if you have a high card, consider stoning for the Mask . Doing some out-of-activation high damage really feels like a punch on the nose for your opponent!) Family Crew – General Notes on Df/Wp Most other Family members have Df 5, with Abuela, the Nephilim and the Pistoleros clocking in at Df 4. Your main guys (Francisco and Santiago) have Wp 6 (as does Abuela), with most others being Wp 5. Papa Loco, the Nephilim and the Pistoleros can only muster a Wp of 4. Rescuing your Crew from Close Combat The worst thing that can happen to a shooting crew is people trying to tie them up in Engagement. Perhaps the strongest defensive tech I use are two abilities on your main guys that ‘rescue’ your Shooters when they get tied up in combat: - Francisco has the Tactical Action Heroic Intervention that allows you to target an enemy model within 6”, push all other friendly models within 1” from the garget 5” away from it and then you take a Melee Action (requires a 5). Frank basically rescues the whole gang that is tied up in combat… provided they aren’t engaged by a model with reach 2”+. - Santiago can rescue folks with his Bonus Action I’ve Got Your Back, where he targets an engaged friendly model within 6” and places it in base contact (only requires a 4). The number of times he’s rescued Perdita this way is staggering. The best thing is: if you have a Mask , the Trigger Quick Shot allows you to take a free shot after liberating Perdita (or whomever). That’ll teach ‘em! This essentially gives you a third Action. It can also be great of liberating guys who are stuck on purpose, e.g. with the Hold Up Their Forces Scheme. More on that, later! Family Crew – Other Defensive Tech Francisco, being your main Melee guy, has a great Bonus Action called Finesse. It goes off without any requirements and from that moment on until the End of Turn, all Melee Attacks against him are on negatives . He also has the Parry Defensive Trigger on a Ram (not built in), which functions much like Perdita’s Quick Draw, granting a 2/3/4 negative Damage Flip against a Melee attack. In addition, both him and Papa Loco boast the Grit(Hardened) Ability, reducing damage taken by 1 when they are at half of their maximum health or below. Both guys also have one more health than their Soulstone cost. This reinforces their role as your main Melee men. Both make fairly good tar pits. Papa also has the Evasive Trigger, which means he’s impervious to damage from Shockwaves, Pulses and Blasts, preventing opponents from using several common tactics to get out of his Demise(Explosive +3) Ability, which would deal every model within 2 inches 3 damage. Loco remains crazily vulnerable to Obeys however, so you have to be very wary when taking him. Santiago also has the Grit Ability, although his is not defensive (what Grit(Frantic) does, is it allows him to take positive flips on attack and damage when he reaches half of his max health). Nothing very defensive here, but he also has a Challenge Bonus Action. While not being very robust (at all!), you can force a specific model up to 8” away to attack Santiago or discard a card if it wants to target someone else. This is an opposed Stat 5 Wp duel at 6” range (that requires a 7). While it ties in well with his Grit Ability, I much prefer keeping Santiago out of harm’s way. Santiago is the only member in the crew with Condition removal with his Sober Up Ability, that also hands out Focused + 1 to friendly models. This makes it so that negative conditions aren’t disastrous for Perdita (and her crew), because you can at least get a Focus out of it. Nino can push 4” out of combat with his Bonus Action Quick Retreat, which doesn’t require a flip. Abuela has Hard to Wound, meaning Damage Flips against her are on negative. Papa Loco has Demise(Explosive +3), as in, when he dies, everyone within 2 inches will take 3 damage. Yeah, that can hurt a lot! If you’re more interested in keeping the good man alive, he has Juggernaut, allowing you to pitch a card for a 1/2/4 heal. In a crew where cards are gold, it’s quite the investment. Monster Hunters cannot gain the Adversary Condition through their Heed No Fear Ability, which might come in handy when playing against Kirai or Yan Lo and their ilk. Your Nephilim Totem has Regeneration +1, meaning he heals 1 every time he activates. Upgrades and Outside Hires With this little in terms of defensive abilities, you can perhaps be persuaded to consider the familiar Lead-Lined Coat 2ss upgrade, granting you Armor +1. It also prevents any models from pulling any movement shenanigans on you through the Laugh Off Ability. If you’re a minion, you also get the Hunker Down Ability, granting you Shielded +2 if you didn’t move during your turn. It’s great, but the minions in this crew are hired because of their mobility… (Hint: definitely worth considering on Perdita in pools with Assassinate, or when playing against crews with lures, such as Seamus or – perhaps even more disastrous – Brewmaster). In pools where folks are going to get bruised (e.g. Reckoning, Corrupted Idols) or if you want to safeguard your Claim Jump/Take Prisoner end-of-game points, you might want to consider bringing in a tech piece dedicated to healing. Two options immediately present themselves: - The Guild Steward (Versatile, 6ss) who heals someone on his Bonus Action Foul-Mouthed Motivation, granting a 1/2/3 heal and Focus +1 on a 6” range (requires a 6). This ties in nicely with a Perdita crew. Sadly, it is only his Bonus Action… Incidentally, the Steward also has the Dispel Magic Attack Action, that can end Conditions on targets. This is an opposed Stat 6 Wp duel at 6” range (and also requires a 6), making the Steward your #1 guy against Condition crews. - The Orderly (also Versatile, but only 5ss) brings Emergency Surgery, a healing (1/2/3) Tactical Action. This affords you to perform it twice during your Activation. While this Action has a low range of 2”, it only requires a 4. It’s a bit of a toss-up between which of these two to take. I’ve had success with both, yet both can also disappoint. The Steward can be a huge pain in the rear-end, with his Demise(Reprisal) Ability, granting you a cheatable 4/6/8 Damage Flip against the model who killed it. Surprisingly, many crews find ways to deal with him (Execute Triggers, Obeys, Lures, Blasts, Poison, etc.), but he can definitely hold up an opponent’s beater if you can manoeuvre him into combat properly (he has a fun Sharp Wit attack that can make them Slow to boot). The Orderly is Hard to Woud and can hand out Staggered and Poison on certain Triggers, making it somewhat useful. Offense Now comes the most comprehensive part of this tactica. This is going to be the area your crew is going to excel in (and at 12” range, too). This being said, you cannot win your games if you don’t use your two key Abilities (Bravado and A por El!) efficiently. You have to master the three areas you can find under “Perdita: a Beginner’s Crew?”, else you will not win, even with the information below! What I will do in this part of the tactica is discuss each model individually and its offensive role. If you are looking for a more complete overview, scrolls down to “General Strategy”. Your Master: Perdita Ideally, Perdita shoots twice or thrice a turn. Through her Triggers, she could even pull up to six shots a turn off! Everything you can do to move her up the board (the Enslaved Nephilim, Bravado or the Ride with Me Ability of the Pale Rider or Mounted Guard) will pay itself back, as you can now focus on killing things with Perdita. Perdita’s Offensive Tech Although she doesn’t have an awesome damage track (2/4/5), she does have a few very strong attack Abilities and Triggers: - The Expert Shot Ability allows Perdita to shoot into engagements, ignoring the Friendly Fire rule. This should clue you in as to her role and that of the rest of the crew. - Cut Down to Size is a terrific Ability. It allows you to take a positive Damage Flip against any model that is still at maximum Health. That’s right! Combine this with Focus, and you’ll understand that Perdita will often be hitting those wretched enemies for 4 or 5 damage. - She can use her shooting attack as a 1” Melee attack through her Ability Gunfighter, although she no longer gets any Point Blank bonus (as in M2e). - She has (sadly only) two Triggers on her Custom Peacebringer 12” range shooting attack, both of which can be worth stoning for: o Critical Strike on a Ram grants a +1 damage to the attack for each Ram in the final duel total. That means if you stone for it and you flipped or cheated a Ram , you’ll be looking at a potential 7 damage. Especially against models with 6 Health, stoning for the Ram can be the difference between taking one or two shots (and consequently, Actions). After all, you can only use the Cut Down to Size Ability once against each model… unless they manage to slip away and get healed up, of course. Best make the most out of it and force that high damage through!! o On a Mask you are looking at Quick Reflexes. Like almost every model in her Crew can take a 2nd attack in some way, shape or form, so can Perdita. In her case, you can take this attack again, but it has to target a different model. This means that you always position Perdita so she can shoot at least at two models (at 12” range). Remember what I said about efficiency… if this trigger goes off (say you flip a Mask, or worse, cheat in a high Mask to force the attack through) and you cannot make use of this Trigger, you’re denying yourself a large bonus. To get a free stat 7 attack is very powerful and if you can make optimal use of this Trigger, you will start winning games. Obviously it goes without saying that this Trigger can well be worth stoning for. You will soon learn to cackle with glee every time you draw a high Mask card, too! - Perdita can also shut down someone’s Armor or Shielded for the entire turn with the Ability Analyze Weakness, a Wp 6 Attack at 10” range. It has the ability to bring opponents to tears as their expensive beaters bite the dust. The number of times I had to remind opponents later on in the turn that their model still counts as not having armor is amusing. They always seem to forget… but you won’t, trust me! While it uses up one of your Master’s Actions, do keep in mind that the Family Values Trigger is built in. This means that you can either draw a card, or another model in your crew can take the Concentrate Action. If this means Francisco moves up the board 4” with another Focus on him, or you get another card with which you can give him or any other model a free attack with A por El, using your Master’s Action for Analyze Weakness seems a lot less terrible than it does at first sight. Opponents don’t see this combination coming… but letting Frank go to town on their prized beater or tar pit (now without armour) and hitting a Mask Trigger on his attack (which grants a second attack against the same model, in his case) is priceless. Stacking Focus on Perdita To push those 4 or 5 damage attacks through, Perdita needs Focus. Because she is the highest costed model in the crew, she cannot get ‘free’ Concentrate Actions through A por El. This means you need to take every opportunity you can to stack focus on your most powerful piece, the Queen of Peacebringers herself. This is how you do it: - Obviously, you will need to use Bravado at every opportune moment. You can still only do this once per Activation. - Most Family members have the Family Values Trigger on their attacks (Francisco, Santiago, Nino, Monster Hunters, Abuela). They need to be within 6” from Perdita, however. When I have a high Tome , I always try and reserve it for the model within 6” of Dita, because that free Focus is essential for your Master to function and be as efficient as possible. Now, Nino deserves special mention. There are only three Triggers built-in in this crew and it’s worth taking note when they are. One I already talked about with Analyse Weakness above. Nino’s is a built-in Family Values on his Repeating Rifle, and you can usually use it every turn. Since Nino’s aura always is the entire board, not just 6”, as long as he can see Perdita, he can stack one free focus on her every turn. More on Nino later. (Hint: he is a must-hire in most cases…!) - When an opponent afflicts Perdita with things like Injured, Slow or another nasty Condition, keep in mind that Santiago’s Sober Up Action doesn’t just remove the Condition, but hands out Focused +1. This means that I don’t necessarily out-cheat my opponent when I’m staring down a 2 Damage + Injured attack. I know I will get a Focus for it in return, and I can use my high card to really nail a bullet straight through their skull with Santiago later on in the turn… - Ideally you will use the Enslaved Nephilim’s Bonus Action Frightening Reminder on someone like Perdita. A 5 of Tomes is enough to give Dita a free focus with its Preparations Trigger. And yes, boys and girls, this often is worth it if you have it. - If you are taking the Guild Steward (a 6ss Versatile model), his Bonus Action Foul-Mouthed Motivation not only heals, but also gives someone Focused +1 (requires a 6, though). His Dispel Magic Attack Action also has a Trigger for an extra Focus, but here we’re getting neck deep into the ‘when the stars align’ territory. Let me close by underlining how essential it is to keep Perdita stacked up with Focus, because she will be taking ~3-4 shots and you want as many of them to be Focused as possible, obviously. She can easily delete one, if not two models a turn. At 12” range. Yeah, baby! Perdita Positioning This is going to be fairly obvious, but I’m trying to be exhaustive here, more than anything else. - First of all, always try to keep Perdita within range of at least two enemy models (because of her Quick Reflexes Trigger). - Be mindful of the Family Values Trigger of other models that need to be within 6” of Perdita for it to be able to affect her. - In turn, be mindful that Perdita is within 6” of (ideally) Francisco or Santiago so her A por El Ability can target them. - Be mindful that Nino has LoS to Perdita for his Family Values Trigger. - Use the Enslaved Nephilim for the only thing he’s good at: repositioning Perdita (or other key pieces of the crew). - Ideally you have Frank or Papa Loco engage opponents to stave off attacks against Perdita, but don’t be too conservative with Dita’s placement. If she ends up engaged in combat, Santiago can easily pull her out with I’ve Got Your Back and possibly get a free shot out of the deal as well. - Do be mindful that Perdita has next to zero defensive tech, so Cover will benefit her like any model. - You are going to be interested in keeping Soulstones at hand to reduce damage or block attacks. Or take the Lead-Lined Cloak Upgrade if you’re feeling skittish. (Perdita will go down easily if an opponent can really get some good Master-level/beater attacks off a few times in a row!) Your Henchman: Francisco Even with his mediocre Defense of 5, Francisco is pretty safe in close combat. He can activate his Finesse Ability (all Melee attacks against him will be on negative flips ) and has the Parry Defensive Trigger. Also, when he is in combat, your opponent will have to find a way to deal with the Friendly Fire negative flip penalty. Finally, Perdita and Santiago can shoot into combat, ignoring Friendly Fire through their Expert Shot Ability. This should clue you in as to where Francisco should be. Francisco’s Offensive Tech Francisco can be powerful at range, but he’s even stronger in Melee. - The first thing, easy to overlook, is Francisco’s Custom Peacebringer Attack at 12” range, which is just as good as Santiago’s, with a Stat 6 and a 2/4/5 damage track. It’s just that there is only the single Trigger on this attack. It comes with Critical Strike on a Ram , granting +1 damage, for a respectable 3/5/6 damage track. At 12” range, and with a Henchman that could possibly stone for that Ram , it can be pretty devastating. Since he’s so well known for his Melee prowess (and rightly so), this attack can sometimes catch opponents off-guard. I’ve finished off many a key piece of the opponent’s team at range through Francisco’s attack. This is never you’re A game, however. His Melee attack has many advantages, both defensively (discussed above) and offensively. - Frank’s main attack is his Balanced Sword on a Stat 7 with a 2/4/5 damage track (same as his ranged attack or Perdita’s for that matter). Apart from Critical Strike on a Ram, this attack also has the extremely essential Family Values Trigger on a Tome (allowing you to either draw a card or have another Family member within 6” Concentrate). Like Perdita and Santiago, the Mask Trigger Onslaught grants an additional attack, albeit with the stipulation it has to be against the same target. But that’s not a problem, now is it, boys? So if you can use Perdita’s A por El Ability to give Francisco an additional Action, he can possibly get two Stat 7 attacks out through this Trigger, which he can stone for. - To make matters worse, well… for your opponent, anyway – Francisco has Flurry, which allows you to chuck a card once a turn after a Melee Action to take said Action again. This can only be used during your own Activation, so you can’t do it off an A por El Action. Pumping out Stat 7 attacks is what Francisco does best, and if you’ve done your job stacking focus on him through Bravado, this will take the opponent’s crew apart like an Ali Express ordered plastic action figurine. - For completion’s sake, I also would like to point out the above mentioned Heroic Intervention Tactical Action. It requires a 5 and targets an enemy within 6” (it just goes off, there is no opposed duel). You can push all other friendly models 1” from the enemy models 5” away, then push Frank 6” towards the enemy model and take a Melee Attack against it. The reason I mention this is because first of all, you can get an additional inch of movement out of it (6” instead of 5), which they don’t always see coming. More importantly, however, you can circumvent all those fun Abilities like Disguised (cannot be targeted by Attacks generated off the Charge Action) or Extended Reach (models within 2” cannot take Attacks generated off the Charge Action). While this is a solid way to get other models, like Perdita and Santiago, out of Melee combat, there is downside to this: it does not work when a model has engaged your friendlies at a 2” range, since only friendly models within 1” can be pushed backwards. This, in my mind, is one of the dumbest things ever, design-wise. I think it should have said “all engaged models”, but it doesn’t. So, against a crew like Misaki’s, you can pretty much forget getting much use out of your ‘rescuing’ capabilities. - It probably goes without saying, but Bravado should be used to increase Focus on Francisco whenever possible. Your Ranged Support: Santiago Santiago, or his sister Santana (the amazing alt model Wyrd released at the dawn of M2e), is almost like a second Perdita. He cannot use Soulstones, which is a sad thing with four amazing Triggers on the main attack. Santiago’s Offensive Tech - Delving straight into it, then, his Custom Peacebringer at Stat 6 has the same damage track we’ve seen with Perdita and Francisco: 2/4/5. This comes with the by now familiar Critical Strike on a Ram , and Family Values on a Tome . The Mask Trigger Frantic Attack gives an additional attack, although it requires Santiago to suffer 1 damage. Considering his Grit(Frantic) Ability gives him positive flips on both attack and damage when he’s at half health, it’s not necessarily the end of the world. Finally, there is an amazing Crow Trigger, Grudge, which Santiago shares with Abuela and both minion models in the crew, granting the garget Adversary(Family). This means that for the entire turn, your crew gets positive flips against the inflicted model, which pretty much comes down to a death sentence. Sadly, there is no reliable way on Santiago (or any of your other models) to get this Trigger off with confidence. So: dedicate your high Crows to Santiago’s attacks. He’s the only one who can make serious use of them. - We’ve already talked about the Grit(Frantic) and the Expert Shot (you ignore the Friendly Fire penalty) above. The implication is, other models tie things up, you shoot into combat; and you don’t mind losing some health on this model. We’ll get back to that in a bit. In addition, like Perdita, Santiago has the Gunfighter Ability, allowing you to use the same awesome attack in Melee (at 1” range). - Like Francisco, Santiago can ‘rescue’ folks from Melee engagements. He uses the I’ve Got Your Back Bonus Action at range 6 (only requires a 4!) to place a friendly in base contact with himself. This is a placement, not a push, so it’s particularly powerful and it has saved my Perdita more than once! It also has an amazing Trigger on a Mask , so if you’ve got a low Mask, definitely bank it for the Quick Shot Trigger, as it allows you to take a shot, after rescuing your friend. This shot can be against anyone, but I really do love the symbolic justice of shooting whomever was holding Perdita hostage straight in the face with a nice Stat 6 attack. Keep in mind that you, sadly, cannot declare Triggers on this attack. - As with Dita and Frank, Santiago really benefits from Focus, so use your Bravado Ability to move up the board whenever possible. You can use Abuela’s Listen Up, Young’Un Tactical Action to Obey Santiago to Concentrate a second time a turn. Your Bed Bug: Nino Nino looks like garbage. Pay 7 stones for a dude with Stats 5 across the board, including his main attack, and a 2/3/4 damage track. If I’ve not already made it clear, though, let me go on record, saying that I think Nino is practically essential for your crew. The reason is his built-in Trigger Family Values, the lifeblood of this crew. Nino’s Offensive Tech - Our boy Nino can be deployed From the Shadows, which means he can be placed on the board after every model has already been put down, as long as it is at least 6” from the enemy Deployment Zone. With his 14” range, this means he can potentially take two shots turn 1. We’ll touch some more on this during the Hiring and General Strategy sections. - Nino’s Sharpshooter Ability allows him to ignore Cover and Concealment. His Spotter Ability extends his Aura to include the entire board. He still needs LoS so always try and manage to keep a line open to Perdita (or at least another Family model), so your Family Values Trigger will have a valid target to land on. This does require constant thinking ahead and, in fact, when you place him on the board the very first time. Both Abilities, by the way, are unique to Nino. Currently there are no other Sharpshooter models in Malifaux. - Nino has a Knife Attack Action, at 0” range on a Stat 4 with a 1/3/4 Damage Track. I’ve never used it. - His main attack is his Repeating Rifle, which ironically has a 14” range. It comes with a Stat 5, built-in positive flip and built-in Tome . It has three Triggers, the prevalent Critical Strike (Ram ), Family Values (Tome ) and the additional attack on a Mask , Quick Reflexes, which is the same as Perdita’s: he gets to shoot again at a different target. Unlike Dita, Frank and Santiago, the Mask is fun to hit, but with his mediocre attack, it is far from a necessity. If you want to make the most out of it, though, position him so that he is in range of two enemy models. At 14”, this is not hard to do. - While having Focus never hurts, with Nino usually deployed halfway up the board, he will not use his Bravado Ability a lot. With his mediocre attack, I’m also not convinced he really needs the Focused Condition to do what he does best. If you do stack Focus on him, it might help him stay alive a bit longer when used defensively. Your Crowd Control: Papa Loco Papa Loco will always force your opponent to find a way of how to deal. In that regard, he’s already a ton of fun to put on the board. In a crew without many Melee pieces, he can also double in that role alongside Francisco. At the same time, he remains a liability. Let’s take a closer look. Papa’s Offensive Tech - I mainly use Papa for his Shockwave Attack Throw Dynamite. It has an 8” range and requires a 6. You can place a marker (extending the range by 30mm) and anyone within 2” of the marker has to pass a Movement 13 duel or suffer 3 damage. This is considerable, and for most models, it requires them to flip or cheat an 8. I’m not going to lie. Against some crews this is absolutely devastating. On the Ram Trigger Cataclysm you can place an additional marker. I think I’ve only ever used it once, because the same model cannot be affected twice by the same aura, and I usually us Throw Dynamite from as large a distance as possible. The Mask Trigger Blown Back pushes models damaged by the Action 3” away from the Marker. I rarely use it. It’s hard to bank on this happening (who keeps a Mask for this when your entire crew does great things on a Mask!?) and usually I’m great with where my opponent’s models are. It is potentially a way to keep folk from scoring Claim Jump or Outflank and the like, but since they can cheat their Movement duel, it only has ‘when the stars align’-value. - Papa can also double as a decent Melee beater. Keep in mind he is somewhat protected with his Grit(Hardened), reducing damage he suffers by 1 after he’s hit half health. I generally use him as Shockwave trooper, and when enemies get closer, I hurl Loco at them. You can also play him a tad more aggressive from the get go (I’ve had some success there, too), because in the end you do want him to expire in the middle of their crew because of his Demise(Explosive +3) Ability, passing around 3 damage to all models within 2”. This makes Loco a liability and never take him against crews with Obeys in it. Keep in mind that Papa will generate a lot of aggro, and if you’re too forward with him without other threats to deal with, he will get destroyed before his time. - His Melee attack Frantic Flailing is a 0” range Stat 5 Attack with a poor damage track of 1/2/3. The good news is that this is the third and final Trigger that is built-in in your crew. You can take your pick from two options, both on a Ram : o Here, Hold This requires the target and anyone within pulse 2 of it, pass a TN 13 Movement Duel or suffer 3 damage. To make things worse, the target itself gets a negative flip to the duel. Unless you’re in the area with several of your own models, I usually prefer this Trigger over not declaring a Trigger. Do keep in mind that Papa takes no damage from Pulses, and as this duel comes from the 2” Pulse, the damage won’t affect him. o If you have some Focus to blow, the Trigger Dynamite Punch might be very interesting, as it increases your damage output to 3/4/6. It potentially wrecks most models, but Loco takes 2 damage as well in this attack. When he’s at half of his max health, Grit reduces that to just 1 damage. - With his Bonus Action Blow it to Hell, Loco can drop a marker at range 8” (requires a 6). Anyone within aura 2 of the marker will not gain Cover, allowing Perdita and Santiago to do their work without sacrificing their Focus just to get over the negative Damage Flip Cover grants. - Stacking Focus on Papa is not a priority, most of the time. He can’t use it on his Shockwaves (they’re not opposed duels) and only from time to time on his Melee Action, which he can only do so often before it kills him. Your Motivator: Abuela Abuela Ortega doesn’t carry much in the sense of Offensive Tech. - Her Stat 5 Sharp Wit attack hands out Slow on 0” range and comes with the Family Values and Grudge Triggers. I’ve put her up against beaters when her time came, simply to make them Slow and force them to deal with her. - Her Stat 5 Sawed-Off Shotgun only has 6” range and a 2/3(Blast)/4(Blast) damage track and comes with the Ram Trigger Slug, which increases the damage output by 1, but removes the blasts. Neither attack is to write home about. The On Wheels Ability on the front of the card, gives Grandma a delightful thematic 3” push away from the target she shot at. - Abuela’s value for the crew is concentrated mainly on her Nice Shot, Dear Ability, which grants +1 to duels taken outside any Family member’s activation. This includes all A por El attacks, Perdita’s Finger on the Trigger Ability and Abuela’s own Listen Up, Young’Un Obey Action. In the Utility section, I’ll talk some more about the implications this has on your play style. - Listen Up, Young’Un has an 8” range (requires an 😎 and can Obey any Family member (excluding Perdita) to take an Action. If you have an 8+ of Masks card, and you are so inclined, you can also use this on a friendly non-Family model. I don’t think I’ve ever done this, because Masks are so valuable for your crew… - Like Nino, because of her poor attacks, Abuela doesn’t necessarily benefit from the Focused Condition. Yet since her regular move is only 4, you might as well stack it on her and use it defensively. Your Runners: Monster Hunters Need to get somewhere? Monster Hunters (MHs) are your guys… or girls for that matter. Their attacks aren’t much to write home about, but let’s cover them here in this section: - Like Santiago and Perdita, MHs have the Gunfighter Ability, allowing them to use their Shooting attacks as a 1” Melee Attack. - MHs are better against larger size models. They get +1 to their duels against anyone larger in size than they are through their The Bigger They Are Ability. Situational, but nice against Euripedes crews and some larger, scarier models such as Peacekeepers, Mature Nephilim, Bad Juju, Good Ol’ Howard Langston… - Their attack is (only) a Stat 5 Custom Firearm Attack at 2/4/5 damage. It can use the Family Values Trigger (Tomes ) as well as Stunning Strike on a Crow , handing out Stunned. This can be quite powerful what with these bigger models (on whom you should concentrate your MHs attacks) not being able to declare Triggers, or having to count their Bonus Action towards their regular Actions. Keep in mind that against some of these scarier models, you are a Stat 6… which is good, but a valid question is: is it going to be enough? - MHs have a Terrorize Attack Stat 5 against Wp with an 8” range, pushing an enemy model its Movement away. I have used this a few times to push folks out of position, but with a Stat 5 attack, you can’t trust this will work. - These are the only minions in your crew that you can seriously consider Upgrades for. There are three to pick from: o Lead-Lined Cloak: Gives you Armor +1, prevents movement shenanigans and grants you Shielded +2 if you haven’t moved. Guess what? You take these guys to move, so I wouldn’t take this on them, unless you really want to keep them alive while facing a lot of Sz 3 models. This would have been great for someone like Nino, but he is no Minion and can’t benefit from this part of the Upgrade. o No Prisoners: I have had some success with this Upgrade. It grants On the Prowl (Heal 1, Push 2” upon killing someone), a rather lousy Shockwave (Mv 12, Damage 2 at 8” range, requires a 6), but it does give you Run and Gun, which gives you a free shot every time you Charge. And who wouldn’t like that!? Essentially a free shot every turn you want to Move. o Expert Marksman: This ironically makes your MHs shoot better than Perdita in some ways. You get her Expert Shot Ability (shoot into combat without the Friendly Fire penalty), get the Armour Piercing Trigger on a Tome (rarely an alternative for the strong Family Values Trigger…!) and Sharpshooter, giving you Nino’s Ability to ignore Cover and Concealment. Now, opinions are divided on the matter. Particularly the latter two Upgrades give you some useful qualities, and I have used both with some success. Still, you are only going to be a Stat 5 in everything. With nothing but 6 Health and their Movement tricks to keep them out of harm’s way, these things go down like a lead balloon. With the Upgrade, a MH comes to a significant 8ss cost. Unless I have a very clear combat plan for my MHs, I almost always take them without Upgrades. Your Expendables: Pistoleros Pistoleros de Latigo are 4ss models with Stats 4 across the board (Df, Wp, Health and Attack). Their main asset is that they are Reckless, a Bonus Action that grants you Fast at the expense of 1 damage. Offensively, they boast: - A Small-Gauge Revolver on a 10” Range (Stat 4) with a 1/2/4 damage track. They do have the option for Critical Strike (Ram ) and Grudge (Crow ). - A Biting Insult on a 5” Range (Stat 5 against Wp) to hand out Distracted. This also comes with the option for Grudge. Don’t expect much from these hopefuls. When a Grootslang had Adversary on it, I did manage to put it down using a Pistolero. Those are the good days. They don’t come often. Their role is not offensively. Your Totem: the Enslaved Nephilim The Nephilim has next to no minor offensive capabilities, but he can be annoying for your opponent if he’s tying her models up in combat. - With his 0” Ball and Chain Attack at Stat 4, he can squeeze out a measly 1/2/3 damage, with the off-chance to get an Obey off when you hit his Mask Trigger (Insidious Influence). Since whomever you are obeying will be locked in combat with the Nephilim, there is a good chance that the Obey won’t be all that helpful... great thinking, Wyrd! - Now if you have a low Mask there is some potential here to attack your own model and relent. You’re banking on hopefully suffering just the one damage, then using the aforementioned Trigger to Obey your own model (you sadly cannot use this on Perdita). You will still need to flip or have an 8+ in your hand to get this to go off. I personally wouldn’t recommend it, but this long shot could just possibly help you pull off a risky venture. Please keep in mind a 4+ of Masks card can also be used for Santiago's way more useful Trigger on I've Got Your Back. - The best thing an opponent can do around turn 3, is actually attack the Nephilim. Remember you have the Black Blood Ability (1 damage when someone hits you from up to 1” away) and you have Demise(Expendable), which means you can even draw a card when the critter is put out of its misery. This card is a potential A por El attack on Francisco or Santiago, so it’s nothing to sniff at. Outside Hires Most Versatile or Out of Keyword-models I hire, I don’t hire for their prowess, but a few deserve mention here: Pale Rider’s Offensive Tech - The Pale Rider has a 12” Stat 6 Pneumatic Rifle with a nice 2/4/5 damage track, making him a solid addition to a Perdita crew, which is focused on ranged damage output. With the Gunfighter Ability, he can also use said rifle in Melee at a 1” range. The Ram Trigger grants Final Breath, further crippling your opponent by giving it Staggered and Injured +X where X is the number of Rams you want to use. Rams, by the way, come from the Tokens the Rider gets every turn for free. - If you do manage to save your tokens for later, starting turn 3 you can do the Riders’ Bonus Action Revel in Conflict with its most severe Trigger: Devastation (requires 5 Rams). It gives all enemies within 6” 2/3/4 irreducible damage, as well as Slow and Burning +1 to boot, which is… well… absolutely devastating, and I’m not kidding. It can pretty much eradicate what Perdita and her gang left standing. - If you’re so inclined, you can also give Revel in Conflict the Trigger Hatred Unleashed (4 Rams), allowing all friendly models within 6” to Charge, even if they are in combat (a whole lot less useful in a Perdita crew) or Diminished Pain (3 Rams) giving each friendly model within 6” Shielded +2. But you’re obviously not taking this dude for either of those Triggers. Taggart Queeg’s Offensive Tech - A 2” Melee whip at Stat 6 with the potential to positive flip when the target is at half health or below (syncs nicely with Perdita’s Cut to Size Ability) gives out 2/2/3 damage with the option to heal another model within 3” on a Ram (My Loyal Servant) 1/2/3. He can also team up with Francisco and use his Mask Trigger Coordinated Attack to let Frank or any other friendly model in range hit the enemy model as well. Note that this additional attack benefits from Abuela’s Nice Shot, Dear Ability. - Master Queeg also has a 2/3/5 Stat 5 Peacebringer at the usual 12” and can participate well enough with the rest of the crew. This also has the Ram Trigger My Loyal Servant, perhaps healing Santiago’s damage he is obligated to take when using his Trigger Frantic Attack. - Obviously you don’t take Master Queeg for these things, you want to bring him along for something else, namely his Task Master Ability. This allows everyone within Aura 4 to gain Fast instead of Focus at the cost of 2 Health. This can be just 1 Health if you care to drop a scheme marker first. If you plan this well, you can make your entire crew Fast in turns 2/3 and really, really pump out some lead. It has some potential, but it is a lot of work, so I only try this in a non-competitive setting. Utility and Control Perdita’s crew isn’t known for its utility and control abilities, but there are a few, some of which I’ve already talked about above to some extent. I’ll briefly go over each model and what they contribute: Perdita: Board Control & Hand Control Perdita herself has an interesting Tactical Action called Finger on the Trigger. I wish this were her Bonus Action, but it isn’t. You still need a 5 to get it off and it eats away one of her valuable Actions. It does allow you to take a free shot at anyone who ends a Charge in range (a considerable 12”). As a bonus, if you hit moderate or severe damage, they can’t use the attack Action that was generated by the Charge. Basically… they’re caught with their pants down. This is particularly potent if Dita has some Focus left or if the opponent is still at max health, granting you a positive flip on damage through your Cut to Size Ability. Also be mindful that these attacks benefit from Abuela’s Nice Shot, Dear +1 to Duel bonus. This suddenly transforms Perdita into a Stat 8 shot, which we all know is the stat she should have gotten in the first place! It’s a shame that this Ability stipulates that your attack cannot declare Triggers. This can be a strong move when you’re in the centre and in Cover and/or Concealment and commanding a view of the board. It can really keep your opponent from charging with multiple models, or models who Charge several times a turn (Mobile Warriors like Misaki, Wanyudo) or stupid models who rely on the Charge Through Ability heavily (Misaki, McCabe). Do keep in mind that if Perdita is engaged in combat, she can no longer take Shooting Actions, including those generated by Finger on the Trigger. It is, therefore, situational and you are sacrificing an Action (and possibly a card if you don’t flip the required 5). Perdita also has the Hero’s Gamble Bonus Action that she’s inherited from M1e and M2e. It allows you to ditch your entire hand and draw a number of cards equal to the number your discarded. This is a lot less meaningful than in previous iterations of the game (and therefore yet another design flaw in this beautiful crew) because literally each card in your hand can now be spent in a very strong way with A por El. Of course, I’m not going to say no when an 11 replaces a 2 in my hand, although it will make me pause when I am deciding whether or not to discard it for A por El. I could have flipped that 11, after all. This version of Hero’s Gamble comes with another misplaced stipulation that “if there are more enemy models in play than friendly models, draw additional cards equal to the difference”. This is, frankly, a little ridiculous, because Perdita’s Family crew is in no sense very elite (you average 8-9 models, like most crews) and from turn 1 your whole aim is to blast as many models off the board as you can, often increasing the difference in models in your favour. The only thing I can think of as to why this made it into the game, is because designers thought Perdita could make a good second Master to take; and I think she could be. In those cases, I can see this additional stipulation on Hero’s Gamble making sense. I can literally count the number of times I’ve used this card bonus on one hand, across 20+ games. Finally, and not unimportantly, Perdita has the Target Practice Tactical Action, which shoots off Scheme Markers. It is precisely this Action that is your incentive for keeping Perdita alive to turns 4/5, even when most of the enemy crew will have tasted dirt by that time. Target Practice works on any Scheme Marker 6” away, + however many inches as you flip a card for. If you have the Red Joker, for instance, you can go as far as 20” away with this. It discards the opponent’s Scheme Marker. Use a Mask and you hit the Trigger Swift Action, which allows you to take the Action again and potentially remove a second Scheme Marker. Be mindful of when you do this. I once had a bold opponent drop a few markers on the centre line and I shot two (maybe three) off, and it turned out he didn’t have Harness the Leyline at all. So he traded three of his minion Actions for three of my Master Actions. If that’s not terrible enough, he was overtly coy about it and way too pleased with himself (even though I ended up almost tabling him in the end). All I’m saying is, I now only use this on revealed Schemes. You’ll find the vast majority of players will try to get sad little Schemes like Search the Ruins and Breakthrough done. Perdita is your remedy against their misguided choices. Francisco: Rescue Option As discussed above, Francisco has the Heroic Intervention Tactical Action on range 6 (it requires a 5), allowing him to push towards an enemy model and push all other models within 1” up to 5” away, basically getting Perdita or Santiago out of combat. Mind that this plan doesn’t work so well on enemies with a 2” reach… Santiago: Rescue Option, Condition Removal, Challenge, Free Push Santiago has the Bonus Action I’ve Got Your Back, already discussed above. At range 6, you can pull someone out of combat and place them in base contact with yourself (requires a 4). Santiago can also remove conditions with Sober Up (requires a 7). Enemies at range 6 can resist on Wp, friendlies also get a free Focus. Also already mentioned, Santiago boasts the Challenge Bonus Action, which can be used on an enemy within 8” with Stat 6 against Wp (requires a 7). If said enemy wants to target someone else than Santiago, they first need to surrender a card. I’m not really sure why this is on Santiago, as he has next to no defensive abilities and unless you’re really hard up, I’d steer clear of all this unwanted attention. Finally, at the end of every turn, Santiago (like the Monster Hunters) gains a 4” free push in any direction through the Deadly Pursuit Ability. This is great for scoring positional based schemes and can come as a massive surprise to your enemy. Delightful! We’ll talk more about this below. (Hint: this doesn’t really work in tandem with Challenge). It sometimes seems like this crew wasn’t completely developed… Nino: Getting out of Melee Nino can use his Bonus Action Quick Retreat when he’s in combat. It simply goes off and allows him a 4” push, allowing him to start pumping that Repeating Rifle of his once again. Papa Loco: Destroy Terrain/Ignore Cover and Healing Papa has the Bonus Action Blow It to Hell on range 8 (requires a 6). You can drop a ‘Blown Apart’-Marker. Anything within 2” from said marker no longer gains Cover. Even better, it destroys destructible terrain. So guess what? Say bye-bye to your Ice Pillars (Rasputina/Euripides), Piano’s (Zipp), Web (Dreamer) or Shadow Markers (Misaki). Loco makes himself invaluable when playing against crews who create destructible terrain. As covered above, Loco also has Juggernaut, a 1/2/4 heal. Sadly, it requires you to discard a card. Not very attractive, but can keep him alive in Melee a tad longer (Hint: he’s meant to go down). Abuela: Board Control and Obey With the above discussed Nice Shot, Dear Ability, grandma gives +1 to every Action taken outside your normal Activation. It seems strong, and it can be, but it does require you to alter your play style from very aggressive to delayed aggressive. What I mean by that is, that I usually try and kill as many things as quickly as possible. This results into me using my A por El additional Actions to Concentrate (and push) or to do things like Interact and score points. In short, I mainly use them for things not requiring any duel. So to take real advantage of this, then, do your positioning and scheme activities during your regular turn and postpone shots until A por El, so you can take full advantage of Abuela’s bonus. Through Listen Up, Young’Un Abuela can Obey Family members on any flip 8 or higher. This Action cannot target a Master, sadly. On an 8” range and with the above discussed +1 bonus, this Action can be fairly strong. A valid question is, could I not also use any card (lower than 😎 to give any model an additional Action through A por El? Of course, its 6” range and the whole ‘cost has to be equal or lower’-thing needs to weighed in that debate. In short, if I take the Guild Steward or the Orderly, those points usually come from leaving Grandma at home. I don’t like spending too many points on models with next to no damage output in this crew, where I want to play to my strengths. Monster Hunters: Movement Tricks With their Bonus Action Creep Along, MHs can push their Movement (usually 5”) towards another friendly model. This can be useful in the first two turns to get up the board quickly, and once you’re far out field in turns 4/5 it can help reel you in quicker, too. It does require a 6 to work. Like Santiago, they also have the Ability Deadly Pursuit, granting them a free 4” push during the End Phase in any direction. This really gets them where they need to be, and can free them from combat. They are not very survivable, so I wouldn’t necessarily take Claim Jump on them, but they could well do Outflank on an abandoned flank. If you are so inclined, they can also get up the board for dropping markers on the opponent’s side of the table. This makes them fairly good in Plant Explosives. Finally, keep in mind that their Terrorize Attack can push an enemy model its Move from up to 8” away. This Stat 5 attack against Wp is one of the only ways to move enemy models (the other being Papa’s Trigger Blown Away on his Throw Dynamite Shockwave). Pistoleros: Dropping Scheme Markers Pistoleros have one little gimmick: when they kill a model, they can drop a Scheme Marker into base contact with it before removing it. I… don’t think there are players I know who have ever used this, much less played for this, as their 1/2/4 damage track on Stat 4 leaves a lot to be desired. Not exactly sure what the idea behind this was. They can become Reckless (trade 1 health to become Fast), which helps getting stuff across the centre line (e.g. Explosive Markers). Keep in mind that, because they have the lowest Soulstone cost of any Family model, literally any model can give them an additional Action with A por El, making these guys ideal for certain Strategies and Schemes. Now, who wants to deliver that message?? Enslaved Nephilim: Movement and Obey As discussed above, the Nephilim’s main use is his Frightening Reminder Bonus Action. With it, he can push another friendly model within range 6 up to 4” away (requires a 5). When you have a Tome , you can even give said model an additional Focus. Always allocate any low Tomes you draw to this Trigger (Preparations) as it is one of the few ways to stack Focus on Perdita. The Nephilim has a ridiculous Obey on a 12” range. With a Stat 4 (requires a 10 of Masks ), the odds of this happening are pretty much non-existent. Outside Hires Bring in the Pale Rider if you need a Ruthless model, meaning it ignores Terrifying/Manipulative. Utility-wise, you primarily take the Rider for its Ride With Me Bonus Action, allowing you to push the Rider 5” up the board and bring a model that was within 2” of the Rider along, placing it into base contact with the Rider (this requires a 6, which is well worth it). This is how you get slower Melee oriented guys like Francisco or Papa Loco up the board, or you can even use it on Perdita if you’re inclined to wreak serious havoc in Turn 1. Taggart Queeg you primarily take for his Task Master Ability. This allows models within Aura 4 of him to become Fast instead of gaining Focus at the cost of 2 health. This is a considerable cost, but if these models are within 2” of a Scheme Marker (doesn’t have to be friendly), they only take 1 health worth of damage. It you can get half your crew Fast for just 1 health, it can be a fun game changer. Fun… for you, that is. Master Queeg also has ways to increase your Soulstone Cache. His Loot Their Corpse Ability converts a Corpse Markers within 2” into a Soulstone, at the end of his Activation. In addition, on his main Attack Barbed Whip, he has the Crow Siphon Essence Trigger, granting you a Soulstone when you kill a model with that Attack. Seriously, with just 2/2/3 damage, it’s not something you play for. The Guild Steward can end Conditions with his Dispel Magic within 6” (Stat 6 against Wp, requiring a 6). The Mask Trigger Galvanize can even make another model within 3” Focused. Also previously discussed, his Bonus Action Foul-Mouthed Activation can Heal a model within 6” (also requires a 6) 1/2/3 and give them Focused +1. The Orderly tries to keep enemies engaged (they get negative flips on their Disengage Actions through his Constriction Ability). He also heals other models within 2” for 1/2/3 (only requires a 4) with his Emergency Surgency Tactical Action. Soulstones I do want to devote a few words as to how many Soulstones I bring. I do tend to bring a relatively large cache, as in, anywhere from 6 and upwards. Card Draw You’re rarely wanting to use them for card draw, both because of Perdita’s Bonus Action Hero’s Gamble, which allows you to discard your hand and draw a new one, and the fact that literally every card (high or low) can be used for an additional Action with A por El. Defense Unless you’ve shelled out the 2ss for a Lead-Lined Cloak Upgrade (occasionally worth it), you will need stones to keep Perdita alive. I speculate that Wyrd took out a Defensive mechanism towards the end of the beta - one that I found worked fairly well – and never bothered to replace or re-balance it; I’m not complaining that we now have the A por El Ability, though, as it creates way more exciting opportunities than the Tough as Nails Ability it replaced… however, it does leave Perdita and most of your pieces wanting. Keep in mind that in M3e, you can both Reduce Damage (a flip you can’t cheat and I always seem to flip a Weak for) as well as Block an attack, giving your opponent a negative flip on damage. The second option can very well prevent more damage. In short, you do want to allocate about 2-3 Soulstones to Perdita’s defense. They will try and get to her, and it’s important to keep her alive till turn 4/5, so you can disrupt your opponent scoring his scheme marker Schemes. Occasionally, I need to keep Frank alive, too (this mostly happens when I can’t activate his Finesse Bonus Action in time). Offense This is where my Soulstones see most of their use. Particularly that Mask Trigger is so important. With most models in your crew, the Mask Trigger allows you to get off a second attack on the same Action. I once destroyed a Sorrow with Francisco, only to be attacked by Baby Kade. Since Finesse was on, Kade didn’t get land any blows despite his Stat 7. I then used Perdita’s A por El to give Francisco another Action. I stoned for the Mask Trigger and ended up getting two focused attacks in on the thing, causing it to go down. Lesson: stoning for Masks dramatically increases the damage output of your crew, and as long as you have (some) Focus on your models, your crew will be absolutely brutal to deal with. Now that I’m done raving about the Mask Trigger, almost all models in your crew have Critical Strike on a Ram . You have to be smart here and calculate your odds. Want to take care of a 6 Health minion? With just a single attack you usually can’t take it out! So how are you spending that 1 Focus you have? That one high card? And Perdita only gets her Cut to Size positive flip on damage once (as long as you don’t let the opponent heal up, that is!), so you need to make good use of it. Lesson: sometimes it is better to just take that single attack and to stone for the Ram . Same goes for when an enemy model has 3 wounds and you and your opponent are (nearly) out of cards. You can be fairly confident that with Focus, you can win the attack, but you can also be fairly certain you won’t force more than 2 damage through. In this case, a Soulstone can be the difference of taking a model out, or letting live to see another round. Therefore I allocate about 3-4 Soulstones for offensive use. Hiring First things first: a Family that shoots together, stays together. Or in other words: it definitely pays off to hire Family models, mainly for the A por El. As you have probably noticed above, I’ve only listed a handful of Versatile or Out of Keyword-models that I consider to be worthwhile additions, which is not to say there are no other good models in Guild. In any case, hiring outside your Family means less synergy in your crew. Recommended I consider Francisco (9ss), Santiago (8ss) and Nino (7ss) absolutely essential to the crew. Francisco is your main Melee guy, there are few others that can fill the role like he can and get the Bravado and A por El benefits. Without Santiago, there is no Family crew. I am a firm believer of playing to your strengths and doing it in the most optimal way you can. Being deadly from a distance is your bread and butter. You need both Perdita and Santiago for that. I consider Nino to be essential to the crew, for his built-in Family Values Trigger. I won’t always deploy him up the board (From the Shadows), but wherever you place him, make sure he can at least see Perdita (or at least another Family member). You need Family Values so you can make Perdita Concentrate a second time that turn and move up the board (and not waste her Actions on silly stuff like walking) and to stack focus on her. Nino can potentially generate a massive amount of aggro from your opponent. He can shoot Turn 1. He can even shoot twice. Alternatively, you can also Concentrate and take a focused shot. Make sure you expound on everything you do, for instance: 1. Make a show of positioning him From the Shadows. Measure as precisely as you can (distance to the enemy at 14” or 18” if you want to Concentrate first), Make sure he can and will be able to see Dita, and make sure he is or will be Cover so it’s hard to hit him back at range. 2. Possibly Concentrate with Nino Turn 1, moving him just in range of that annoying Totem (or other minion with Df 5 max of your choice). Or two minions, if you want to get the most out of his Quick Reflexes Mark Trigger. Alternatively, you can just shoot twice with him Turn 1. 3. Use your Focus if you decided to Concentrate first. 4. Stress you get a built-in positive flip with him. 5. Of course you will win the duel, but if you don’t: cheat. 6. Do some serious damage. With a bit of luck you got 4 damage. 7. Then point out Family Values and A por El and that Nino’s range through the Spotter Ability is the entire board. 8. Continue by giving Perdita a Focus and also push her forward, saying how great it is your Master will not have to walk and will now dedicate herself exclusively to decimate your opponent’s crew. 9. You can also off-handedly remark that your opponent is free to engage Nino, but Nino’s Bonus Action Quick Retreat will allow him to push out of combat. Rather than prevent her from seeking retaliation, this will enrage your opponent even further (“this guy must go down!”). Despite Nino being a garbage model in the sense of stats, experience with snipers like Hans will give rise to the idea that Nino can do disastrous things, even though he can do none of those (he can’t, for instance, sacrifice a Focus to extend his range). Yet by this time, he will have generated so much aggro, that your opponent will want to destroy him as soon as possible and allocate considerable resources towards this goal. (Hint: this is great for Vendetta). It can and will derail your opponent’s plans from the very first Activation you take. You, on the other hand, will most likely get at least two or three Activations out of Nino before they’ve killed him, and if he’s essential to your crew (in the aforementioned Vendetta example), make sure folks like Santiago or Francisco can pull him out of combat in time, or you will have a friendly Orderly/Steward to heal him up. If nothing else, he will at least steer some enemy heavy lifters his way. This leaves the rest of your crew to do work in another part of the board without being troubled by a serious beater/Henchman. I once managed to pull both Nekima and Hayreddin off course while I decimated the rest of the opponent’s crew. Situational The rest of the crew is situational. I like Papa Loco (7ss) for crowd control, I definitely think he has his place. As mentioned, don’t take him when the opponent can Obey him to do things you (really!) don’t want him to do. I take Monster Hunters (6ss) if I need to get stuff across the centre line quickly (e.g. in Plant Explosives) Pistoleros (4ss) can be good when I need a low minion to do some cheap interacts (e.g. Turf War). Abuela (5ss) is a bit of a tossup. It’s fun to play around with her and her Nice Shot, Dear Ability, but it really changes your play style. She’s slow, has a low Defense and offers little offensive capabilities. She is a lot of fun to have on the table, though, such as the first time you cart her in her wheelchair across a hedge, fence or stream. Another thing that makes people chuckle is when you shoot her Sawed-Off Shotgun and she is pushed back 3” as a result. She is a bit of a conversation piece (if you care for such things), and if you can manage to tie folks up with her, her Sharp Wit can make enemies Slow. Take that, Archie! For more on Abuela, read the Utility section above. Out of Keyword/Versatile If I need healing (e.g. Cursed Idols, Reckoning) I usually take an Orderly (5ss), or if I can squeeze out the Soulstones, the Guild Steward (6ss). Since their damage output is low, I generally sacrifice taking Abuela, another low damage ouput model. The Pale Rider (11ss) is absolutely an awesome choice and by this time, I usually alternate a bit between taking him and riding the waves of synergy by taking an all-Family crew. The Rider works fairly well with the crew in that he has a 12” gun with a decent 2/4/5 damage track. The Rider appears more often in Strats that require great mobility, such as Plant Explosives, sacrificing a Monster Hunter and a Pistolero to make room for him in my crew. Master Queeg (8+1ss) is a bit of gimmick. I usually leave him home for competitive play, but it is a lot of fun trying to get his Focus -> Fast synergy off around the Family Crew. General Strategy First I’ll give you my general strategy overview, and then I’ll talk a little bit more about the specific Strategies (GG 0). General Approach for the Family Crew / How to Approach Turn 1 By now you will have hopefully realized that you need to play this crew Plug ‘n’ Play. What I mean by that is, kill first, ask questions later. When you’re asking yourself the question “Who’s the Beatdown?” (who has the role of the aggressor), the answer should always be you. Generally activate lower cost models first. This allows you to watch what the opponent is doing. What you’re looking for is for her to over-extend. By the end of Turn 1, usually there is one model that she’s moved up too far. By moving up your lower cost models first, you get the opportunity to use your A por El Ability. For example, moving up Francisco first will place him out of range to use A por El on another model and since he can use this to benefit literally every other Family member but Perdita, this is just plain stupid. Since you’re not going to be using most of your cards on Turn 1, allocate them to A por El, preferably to get a lot of additional Focus and Movement through Bravado. On a secondary level, Bravado dictates whom you move. If there are models that can use it (i.e. they have LoS to an enemy model), they take preference over models that won’t be able to use it and, thusly, might end Turn 1 without any Focus on them. Keep in mind you can also first move, then Concentrate, so move into position where you can draw LoS, and then go for it. The Nephilim should be used to move Perdita up the board. When Perdita is in place by turn 2/3, the Nephilim can either engage the enemy and frustrate them, or help move slower models such as Abuela up the board farther. Last to activate in Turn 1 is Perdita. By this time, you will have moved her up 8” through Bravado (Nino’s Family Values Trigger, discussed above) and through the Enslaved Nephilim’s Frightening Reminder Bonus Action. With any luck, this has also netted her 2 Focus (requires a 5 of Tomes :tome). Take one more Bravado Action and you will not only be up to 12” on your way, you will also have 3 Focus. With a 12” range on your Custom Peacebringer, ideally you can now target two models. Stone for the Mask :mask Trigger and make sure you have set aside your high Card(s) for Dita’s attacks. Potentially pump four attacks out. It is very likely that by this point, you will take at least one, if not two enemy models down. I always prioritize those horrible 4-5ss Scheme Runners. Let’s face it, those will probably score your opponent most of their points. By taking them out as early as Turn 1, you can really (and I mean really) mess up their plans. Of course, if you have cards left, use A por El to move Frank up the board (i.e. Concentrate). By now you should understand that it is key to think ahead. You need to exploit every part of your crew to get out on top. You need your Bravado, you need to be strategic with A por El, you need to Concentrate as much as you can, you need the Triggers, you need to get the Activation Order exactly right; and most importantly, you need to stay within 6” of another model for the Family Values Trigger. It can’t always go off, but you need to use it every single opportunity you get, as cards and Focus are the lifeblood of your crew. Generally speaking, you should never, ever over-extend. Unless you can kill Earl, heh. Relish the amazing and fun puzzles all these parameters give you. When you play as efficiently as possible, you’ll have a good chance of coming out on top. I will let you in on a secret: with this crew I am being naughty and don’t focus too much on Strategies and Schemes. I don’t mean to say that you should ignore them… don’t lose sight of them completely, of course! It is fine to dedicate a Pistolero and Monster Hunter to get an Explosive Marker across the centre line, it’s what they’re there for. In most of my games, by the end of Turn 4, there are only 2 enemy models alive. They won’t do much, trust me. By this time, you will have free reign (and you’re also possibly sitting on 8 Explosive Makers) to do whatever you please. The centre of the board is a good place to be, in general. However, I sometimes opt to have Nino pull a few enemy models out of position and go the other way with the rest of my crew. Your crew’s range means that few places will be safe from their long reach. You want to take out as many models as possible, so concentrate your firepower and try to prevent them coming in en masse. If, despite your best efforts, this does happen, Perdita’s Finger on the Trigger can really help you stave off their attacks. Strategies I’m now going to treat the schemes in order of my own personal preference. Reckoning This is a very good Strategy for you, although you sometimes need to pace your kills. I am constantly torn between taking out a model early (i.e. in time for it to do serious damage) and letting it run around lame and killing it the next turn. Personally I’ve found a balance: I allow myself to take out 1-2 models early (preferably Turn 1) to take the edge of the opponent’s crew. Turn 2 and 3 it’s usually not too hard to score a point off this Strat. Turn 4 I try and focus on the Master. Doesn’t always work, and perhaps I could ‘let go’ a bit more and delay kills even further. However, if you allow models to breach your defense and tie you up in Melee, remember your stuff will go down easily. You want to use your strength (i.e. your range) and take them out in time! Plant Explosives This I consider a good strategy. Francisco and the Pale Rider can carry multiple markers. Monster Hunters and Pistoleros are also fairly fast and can get things dropped quickly. They will go down quickly, if they’re caught, though. If you want to place something Turn 1, possibly use the Nephilim to give your Monster Hunter an extra boost. A por El can be so much fun here. Just when an opponent figures you cannot score because you are across the centre line but you do not have the Actions necessary to drop an Explosive Marker, you can help your model by giving it the very Action it needs. It can catch opponents off-guard, particularly if it is the last thing you do in a turn. As per the general strategy: taking out enemies is vital. If they can’t drop their Explosives, they can’t score. Simple. Monster Hunters can come in use in this scenario to help pick up some of the dropped bombs. They’re fairly cheap and adequately fast (they can potentially move up to 19” a turn). Cursed Idols I consider this to be a decent scheme. You’re near the centre line already most of the time. However, your crew is pretty easy to take down, without you inflicting additional wounds on your models by pushing Idol Markers around. I usually focus on killing first, before moving onto the Idols. It’s your job to take out the healers of the enemy crew as soon as possible. Nino can certainly help in that regard. Make your opponent think twice about spending 3 Health to move an Idol. Unlike most crews, you don’t necessarily need to pick a side. I usually try to take control of the centre of the board. From there you can easily reach the flanks what with your 12” range and all. Obviously, you want to consider taking your own healer. The Orderly can heal twice a turn, although he only has a 2” range. He works well in a tightly knit group in the centre. Perdita’s Finger on the Trigger can also help to keep you there. Turf War I am not sure how I feel about this strategy, because part of a general approach is to get across the centre line and not get your own guys killed. But if you’re doing that, you won’t be using your range. See the dilemma? The opponent, most likely, will make the same dash across the centre line (they will have to if they want to get to you), and you won’t be winning a Melee fight with them. I usually deploy a Pistolero and/or Nino in one table quarter (to flip the marker and possibly to lure some of their guys away from the main force) and the rest of the crew in the other quarter. From there, I move to the centre again and try to claim that marker. It’s a bit tricky, but avoid over-extending yourself. Once the enemy is dead, they won’t be likely to make any kills and you can bring balance to all things by reclaiming any lost Turf War markers. Schemes I generally shy away from schemes that require a lot of effort, i.e. a lot of movement or Interacts. I don’t want to run across the board with my crew, it’s just not their strength. They’re more the ‘stay at home’ kind of guys (and girls!). And who wants to be spending their Actions on Interacts when they could be shooting? If you take Harness the Leyline, for instance, you will need to use six Actions to Interact. Ridiculous. Claim Jump on the other hand is comparatively easy to achieve without using Actions on things you wouldn’t have already done yourself. What I mean to say, is: if there are models that try to deny you your points, you will shoot them, because you were going to anyway, right!? I’ll sort the Schemes in three categories: Recommended, Doable, and Not-Recommended. Recommended Schemes With all Schemes below, remember that A por El really makes a difference. That additional shot in Assassinate/Vendetta to get someone below half health, or to help them scurry away to safety is vital. Similarly, with Claim Jump/Outflank it can help to manoeuvre a model in place without anyone expecting it. Vendetta: if you beef Nino up, as I described in the Hiring section, you can lure a higher Soulstone cost model your way. When you position your models, you can almost guarantee which model they will send after you. This does require you to prepare some backup for Nino without being too overt about it. He can survive 2 attacks, but with the third, he can possibly go down. I usually make sure by that time, I can have moved someone like Perdita up (Ride with Me on the Pale Rider does the trick) and gun down the model. It’s a bit of a gamble. You can make Nino more survivable if you give him the 2ss Upgrade Lead-Lined Cloak, giving him Armor +1. If you don’t want to use Nino as your secretly chosen model, you can basically take any other model. With your 12” range, it is fairly easy to get the shots you need in, and kill the model before they can hit you. Claim Jump: with Deadly Pursuit, Santiago can easily get a free 4” push at the end of the turn and surprise your opponent. He’s not the strongest model to try and keep alive, but if you want to try and keep a model alive, he’s certainly it. I sometimes bring a healer just in case, especially if I’m also playing Reckoning or Cursed Idols. Outflank: I love Schemes that happen when I play naturally. With Range 12, it’s less of a sacrifice to have models be out on the flanks. You can already deploy Nino on one (don’t be too obvious and put him one or two moves away) and move a Monster Hunter quickly up the other. Again, Deadly Pursuit is your friend and can really jump this on an opponent. From a centre position, you can relatively easily lend support to either flank. Alternatively, you can wait till turn 4 to reveal this Scheme when most enemy models are dead, and you can dedicate some of your more superfluous models to occupying the flanks. Assassinate: Of course, you can always just try and kill the enemy leader. With your Focus, Perdita’s Cut Them to Size and possibly Analyse Weakness, it’s often not that hard. Besides, in turn 4 you are looking for that Master Kill for your Reckoning Strategy, aren’t you? Of course, this Scheme is very Master specific. It’s a given when Nekima is the opposing Master. With Colette, not so much. Doable Dig Their Graves: One thing is certain: with Perdita on the table bodies will soon start falling left and right. With A por El it is usually fairly easy to find room in your plan to drop a Scheme Marker. I don’t like using Interacts when I can instead shoot things, though, but at least with this it is just the one Interact in the heat of battle. When the smoke of battle rises and most enemies are gone, an Abuela, a Monster Hunter or Pistolero can easily dedicate itself to dropping more Scheme Markers near the Corpses. It won’t be hard. Hold Up Their Forces: The thing is, your crew doesn’t like to be in Melee. When considering this Scheme, I try and see whether I can team up Francisco with a 10ss enemy henchman and Papa Loco with another 8ss+ enemy Enforcer, so your Melee guys can do what comes natural to them (engage enemies that will be sorry to have engaged them). That being said, it’s not advisable to engage Howard Langston in this way. Francisco can stand up to a beating if his Finesse is up, but he won’t survive everything. Otherwise, you can potentially use Monster Hunters for this (Deadly Pursuit can potentially surprise the enemy) and make sure Francisco and Santiago are there to pull them out of combat at the start of the next turn. I do like the puzzle this Scheme presents my crew, but at times all it does, is give me a headache. Deliver a Message: there are few things more fun than to surprise someone with a message. If you plan things correctly, you can even A por El twice and move a Pistolero up as well as have them perform an Interact. Or use Reckless on your Pistolero to get up close and personal. Santiago and Francisco are great to pull your model out of combat, after which Abuela can Obey them to get even farther away from the battle. You can deliver and move back to safety within a single turn. Not Recommended Take Prisoner: Most of your guys can’t stand up to a beating. Sure, a Monster Hunter can tie up an enemy scheme runner (you usually have the movability necessary to do so), however, do you want to be using a 6ss minion for this? One with Defense 5? With a crew designed to kill, trying to keep enemies alive is counter-productive. Harness the Leyline: I don’t recommend wasting 6 Actions to drop scheme markers. However, if you want to try this despite my best judgment, you can position Nino near the centre line and have him drop markers around turn 2/3. Breakthrough: who wants to go for a run across the table? No one? Great. Then don’t do it. If you need to do it, a Monster Hunter or the Pale Rider could possibly dedicate itself to it when the fighting dies down in turn 3. I usually can’t make it in time to do it twice, though. Power Ritual: something akin to Breakthrough, although with Corner Deployment, Nino can come in handy here. You can already deploy him near a corner and he can drop the first maker, essentially giving you a ‘free’ point. Search the Ruins: not only can I be bothered to move up the board that far, but I refuse to use 5 Actions to drop Scheme Markers. Also, everyone and their tennis partners’ dogs seem to take this Scheme. Happy to steer clear of it. Countering Perdita So, how do you win against Perdita? It is certainly possible. Here are a few pointers: - Stay out of sight. Bravado is essential to the crew. When they can’t see you, they can’t exploit the Concentrate Action. If they don’t have any Focus to spend, they won’t break through your Cover bonus. Of course, insist on a table with ample terrain as per the Gaining Ground rules. - Card pressure. Anything you can do to make Perdita discard cards, takes apart her crew. Every card she has is another Action through A por El. Every Action is more pressure on you. Take her cards away, she’ll have nothing. This means that, for instance, bringing Terrifying models to the party constitutes a great choice. - Pull the crew apart. Anything you can do to lure models away from each other (farther than 6”) will benefit you. Without a legal model around as the target of a Family Values Trigger, you’ll keep the needed cards out of Perdita’s hand. You will also prevent A por El from being used. - Bring models with Stealth. This presents such an enormous puzzle to the Perdita player. I’m serious, even just one or two models can be a headache. A Swampfiend crew with the First Mate and Silurids is an absolute nightmare and a hard counter to the Perdita crew. Ten Thunders has access to a ridiculous Upgrade (Trained Ninja) that gives Stealth out to any man, woman and child that needs it. Combine this with some Torakage and Misaki’s easy way of reaching Perdita, and Dita is toast. - Bring models with 2” reach. Francisco’s Heroic Intervention only really works when you’re within 1”. All the Gunfighter Abilities only have range 1. Also, it’s possible to circumvent Perdita’s Finger on the Trigger Attacks when you Charge at her and tie her up from 2” away. - Obey Papa Loco to Charge into his own Crew and damage himself to the point that he’ll explode. It’s absolutely brutal. Obeys can also be a great way to deal with the Guild Steward’s Demise(Reprisal) Ability. It's not too difficult to Obey a Family member to shoot and kill him for you. Do keep in mind you will not be able to take the Demise(Reprisal) damage flip, though, as this is Enemy only. Is this enough for you, you sick bastard? See you across the table! Cards overview Here I would like to give a brief overview of what to do with your cards. High Rams :ram– Can be used for Critical Strike on almost all your main and some secondary attacks. High Masks :mask– Grin with pleasure as you puzzle which model you will give an additional attack. High Tomes :tome– Dedicate them to a model 6” away from Perdita, so she can make use of the Family Values Trigger’s benefits to Concentrate again. High Crows :crow– Use on Santiago’s attack to hand out Adversary(Family). 5+ of Tomes – Use on your Enslaved Nephilim’s Frightening Reminder Bonus Action, to give Perdita an additional Focus. 4+ of Masks :mask– Use on Santiago’s Bonus Action I’ve Got your Back to get a free shot off with Quick Shot. Most 6s can be used for Movement shenanigans you might want to use (Creep Along, Ride with Me, et cetera). Final Thoughts This tactica can help, but you need to practice and get games in, as with any crew. I’m convinced that in most situations, I can give my opponent a pretty good run for her money when playing Perdita, gauging by the fact that at this point in time, people are starting to beg me to play a different master. Is there anything missing in this tactica? Do you want to request more information? Am I incorrect, or do you have further tips for me? Please feel free to comment or ask anything you like. FYI: I’m against hiring second Masters into crews in principle, so if it’s all the same, I rather not touch upon that subject than by saying you’re not wrong if you think Perdita would make a good second Master. Cheers! Sebastiaan Henchman for the Netherlands Perdita Ortega Tactica.docx
  2. I am trying to single master Pandora to better understand her and focus my M3E play right now. So what are the suggestions when the matchup is Woe v Family?
  3. So I’ve just started this wonderful game - and now I’m finally ready for my first fight. I’ve gone with the Ortegas and tried playing around with still water fix for a swampy theme.
  4. After reading and learning lots of information from the forum, it's time for me to give back. I've been playing Malifaux for three years (ever since the Great WHFB Migration of 2015) and enjoy casual and competitive games. I started with Guild, had a brief flirtation with Outcasts and Ressers, but with the release of the Wave 5 models and GG 2018, I'm coming home to Guild. This will be the first of a few threads where I talk about the Masters I'm using and the games/tournaments I attend. Vs Amelia/Nicodem 50 SS Public Executions, flank deployment Eliminate the Leadership, Covert Breakthrough, Hold Up Their Forces, Show of Force, Take One for the Team (my schemes are in bold) Perdita - Trick Shooting, Fastest Draw in Malifaux, Aura Ancestral McTavish - Debt to the Guild Francisco - Wade In Abuela Ortega - Hair Trigger Pistolero de Latigo Brutal Effigy Field Reporter Enslaved Nephilim 2 SS cache Amelia - Maniacal Laugh, Undertaker Mortimer - Corpse Bloat Carrion Emissary - Nicodem conflux Bete Noir Jaakuna Ubume Rotten Belle Crooligan Vulture 5 SS cache How it Went Down: Perdita, Franc, the Pistolero, and McTavish (who joined the family) moved quickly up the center to put pressure on Amelia and try to eliminate her. They got tied up with a wall of Hanged, Shikome, and Punk Zombies and couldn't reach their target. The reporter stayed on the left flank to covert any markers my opponent dropped, but she was killed by Bete Noir and the markers were dropped anyhow. Abuela held the right flank and cleaned out any corpses that came her way (a bell and a summoned necropunk) Final Score: Perdita 3 (Public Executions 1, Show of Force 2) Amelia 6 (Public Execution 1, Hold Up 2, Covert 3) Report Card: Perdita: (B+) She performed very well! Lots of summoned models gave her plenty of things to kill and she had earned Shed Blood every round. The only downside is that Shed Blood doesn't stack (afaik) so she can only score once a turn. The added Wp on Family came in very handy, as did her Relocate to push out of combats and free her up to shoot or charge things. McTavish: (D) Poor McTavish ran afoul of some Hanged and a Shikome, and didn't get to do much killing before he died. Mostly I was getting used to how his mechanics worked, and seeing if he was worth taking outside of Nellie. I think the answer there is no. He's just a bit too expensive now at 13 SS with Debt (and even more if you put Numb on him, which you'd want to). Francisco: (B) He was fine; earning Shed Blood three times before dying in the last turn. We all know he's awesome, and he performed as she should. He and Perdita work very well as a team: He gives her El Mayor and moves up, she relocates up to him and shoots things, then she is in place for El Mayor again. Abuela (A) The more I field Abuela, the more I enjoy her. Hair Trigger may not be great on a 6" range gun, but the Polite Pushes she gets from nearby models helps move into a position where she can unload. One nice trick I did was using Listen Up on the Nephilim to Influence Abuela around a corner, where she rapid fired a rotten belle to death. Good times! Pistolero De Latigo (F) He really underperformed. I was tight on points thanks to McTavish, but I wanted another family member and I liked his Look Out ability. I was able to push and order him around to move him w/out activating him (to get more use out of Look Out) but it didn't really help much. Field Reporter (C) She was OK. She pushed a few models around before being killed, so never got to convert my opponent's scheme markers. The threat of her doing so is still very good and she can mess with scheme runners very well, so she'll stick around. Brutal Effigy (A) You know he's awesome, I know he's awesome. I always take him with Perdita. He did a great job staying hidden but still handing out Fear Not the Sword. He could have done some extra work if I had picked some different schemes. Strats and Schemes: Despite being a killy scenario, it was hard to score points for Public Execution. Two turns we both had equal amounts of Shed Blood, so no one scored for that. Show of Force is an easy scheme for Guild, so why not take it? I took Eliminate because I wanted to try playing more aggressively and try to shut down the Amelia summoning engine. Terrain made that very hard (he had a big monument to hide behind) as did the horde of summoned undead. It wasn't a good fit, and I doubt I'll take Eliminate against Amelia again. I dismissed Covert Breakthrough but it actually would have been a good scheme, since in Flank deployment you're a lot closer to the enemy deployment zone. That wraps up the first game! I'll be adding more Perdita games to this thread as I play them.
  5. Ikiwith

    Guild newie

    Hi wyrdos. After 4 years playing gremlins, I have decided to start with a new faction. I bought some different guild models because I liked them, and now is the moment to start using them. The crews which, I have in my own are: perdita, lady J and Sonnia. Some of my other models are: - abuela. -executtioner -marshal recruiter -bruttal effigy - lone marshal - witchling handler What other models do you suggest me to start with? Who are the mates for these three ladies? I know that Francisco always is a must.
  6. No story element this time. Game was too short. Still an interesting Match. Guild Player is improving with his crew, this is the first time for the Neverborn player to run Titania. The terrain is also all brand new. 50mm Orange markers are the Hungry Land markers of the Mysterious Emissary. Standard Deployment Strategy: Interference Schemes: Claim Jump, Dig Their Graves, Accusation, Tail ‘em, Last Stand Guild List: 8 Members, 2 Soulstones Perdita Ortega (Trick Shooting, Os Veo, Aura Ancestal), Enslaved Nephilim, Dr. Grimwell (Research Grant), Francisco Ortega (Wade In), Santiago Ortega, Abuela Ortega (Diestro), Guild Pathfinder Guild Schemes: Last Stand, Tail ‘em Neverborn List: 7 Members, 7 Soulstones Titania (The Forest Reclaims All, An Audience with the Queen, Behold My Glory), Gorar, Aeslin (Taproot), Mysterious Emissary (Mysterious Conflux), The Claw, The Tooth, The Thorn, Neverborn Schemes: Dig their Graves, Tail ‘em Setup Guild set up first. Perdita, Francisco and the Nephilim take up the right side. Santiago and the Pathfinder cover the far left, hoping to create a bottlenecked alleyway that Santiago can defend after the Pathfinder drops some traps. The Doc and Abuela take up the middle, ready to move whichever way they are needed. The Neverborn tend to clump to the middle with the powerhouses in the middle ready to go either way they are needed and the Autumn Knights taking up the flanks. Turn 1 Guild Wins Initiative and goes first Pathfinder places a trap and double walks behind the large train station. The Thorn double walks. Abuela Ortega forces Dr. Grimwell into a shotgun wedding (making him Dr. Ortega, I suppose) and double walks. The Tooth double walks. Santiago Ortega walks, shoots at The Thorn, but The Thorn cheats high and it misses. Aeslin walks and places a scheme marker (prepping for the Mysterious Emissary to turn it into a Changeling). Dr. Grimwell walks three times, pushing Abuela Ortega along for the first walk. Mysterious Emissary walks twice (player realized they didn’t have the right suit to summon a changeling this turn) and summons a Hungry Land marker instead. Francisco Ortega gives El Mayor to Perdita and double walks into the trees and does Finesse for good measure. The Claw walks, issues the Challenge of Winter to Dr. Grimwell and succeeds, dragging Dr. Grimwell through the Hungry Land for 1 damage, then spears him for 2 damage. Perdita Ortega relocates forward and shoots the Mysterious Emissary three times, hitting once for 5 damage. Titania walks, then charges Dr. Grimwell and hits him with one Wicked Silence dropping a scheme marker and doing 2 damage and forcing him to attack only her next activation because of her upgrade. Enslaved Nephilim double walks. Gorar double walks and toes in to the 6 in center while helping to surround Dr. Grimwell. End of Turn: Guild reveals Last Stand. Turn 2 Guild win Initiative Dr. Grimwell activates and takes 2 damage from Thirsty Roots. He then tries to Lobotomize Titania, but it fails and then tries to run, but The Claw keeps him engaged. The Claw attacks Dr. Grimwell, Black Joker negates damage on first attack, misses the second attack. Abuela Ortega walks and takes 1 damage from the Hungry Land. She shoots the Mysterious Emissary for severe damage, dealing it 4 damage and blasting 3 damage to Titania and 2 damage to The Claw (Armor 1) The Mysterious Emissary shuffles around in the Hungry Land a bit to heal 2 damage, then draws and discards two cards for the Tides of Fate, and finally attaks Dr. Grimwell for 2 damage, killing him and scoring 1 point for Dig Their Graves. Perdita Ortega uses trick shooting to shoot around the cover of the barricade at the Mysterious Emissary. First attack misses, second attack misses because of a high cheat by the Mysterious Emissary, last attack hits for 2 damage, bringing it down to 1 health again. The Thorn walks and issues the Challenge of Spring on Santiago Ortega who answers it and pushes up to her. The Thorn then attacks him, but misses. Santiago Ortega attacks The Thorn, hitting both times for 1 damage each because of Armor. Aeslin walks and shoots Abuela Ortega twice for 4 damage total. Perdita Ortega takes 1 of those damage for Abuela. Francisco Ortega shoots the Mysterious Emissary twice, but misses both times. Titania uses Audience with the Queen on Abuela Ortega. It fails, so she does it again and it succeeds. Titania then uses Bloody Command, cheating the suit to give a healing flip to the Mysterious Emissary, healing it back up to 3 health and kills Abuela Ortega. Pathfinder walks twice, currently the only unengaged model in that quarter, and places a trap. The Tooth walks and issues the Challenge of Summer to the Pathfinder, which he answers, pushing into base contact with The Tooth. The Pathfinder misses with their free attack and The Tooth misses with both the free and regular AP attack. The Enslaved Nephilim walks as fast as it can to catch up to everything. End of Turn: Neverborn control both halves of their deployment quarters (Titania and the Claw on the right, Aeslin on the left) and score 1 point for Interference. The Guild control their right side with Perdita and Francisco, but both the Pathfinder and Santiago are engaged on the left side, so the Gulid does not score VP this turn. Also, with only Santiago and Francisco left alive, the Guild can no longer score VP for Last Stand. Neverborn 2 (Interference and Dig Their Graves) Guild 0 Turn 3 Guild win Initiative and go first. Pathfinder relocates the nearby trap to give him advantages on attacks. He then attacks and hits The Tooth twice for 1 damage each. The Mysterious Emissary walks, healing 2 damage (back up to 5 health), summons another Hungry Land Marker, and then attacks Francisco for 2 damage. Francisco Ortega then charges the Mysterious Emissary, eating 5 damage from the Hungry Land marker. He then hits the Mysterious Emissary twice, the first time for 2 damage, bringing it back down to 3 health, then again for sever with a Critical Strike trigger, for 6 damage, but Hard to Kill blocks most of it, bringing it down from 3 to 1 again. Titania walks, uses grants Francisco an Audience with the Queen, and uses a Wicked Silence to drop a scheme marker, then kill him scoring for Dig Their Graves. Perdita Ortega then casts Obey on the Mysterious Emissary, having it attack the Claw, doing 1 damage. She then Shoots the Mysterious Emissary FINALLY killing it, and then shoots and misses The Claw. The game had to be wrapped up at this point so the players could catch the last train. Endgame analysis: It seems that the Neverborn were ahead in a couple of key ways and likely would have carried the game. There were two major factors to the Neverborn advantage in this game. The obvious was that Dig Their Graves is practically designed to favor Titania’s crew as they place so many scheme markers as part of their attacks. The A Wicked Silence is particularly effective as it places a Scheme marker first, then does damage. The other major advantage for the Neverborn was that most of the models had a limited version of Lure (Challenge of the Season, Audience with the Queen, even Aeslin’s Rot and Rend has a pull trigger.) This makes board control extreme in the Neverborn’s favor especially for this Strategy where they could push models into engagement and also good against the Last Stand strategy as they were able to isolate two Enforcers/Henchmen and dispatch them quickly before any points could be scored. The good news for the Guild this game is the Pathfinder didn’t die first turn. This is possibly a first for this particular Pathfinder (same Pathfinder that was Voodoo Dolled to death in an earlier report). The Guild player is learning how to keep it out of harm’s way so it can actually start laying traps. Better strategy for the Guild would have been more shooting and taking more advantage of blocking terrain to stop the Pushes from the Challenges of the Season. Gunline strategy definitely the way to go against the Neverborn.
  7. Alright, been a while. Our group can only get together so often unfortunately. Also, unfortunately due to a phone breaking soon after the game, no photos from it survived, but hopefully it’s still enjoyable to read. Bonus points if you can catch the Johnny Cash references. The guild player is relatively new and the Outcast player is more experienced, but this is their first real game with Outcasts. Corner Deployment Strategy: Headhunter Guild List: 7 Members, 2 Soulstones Schemes: Inspection and Frame for Murder (Dr. Grimwell) Perdita Ortega (Trick Shooting, Os Veo, Aural Ancestral), Francisco Ortega (Wade In), Dr. Grimwell (Research Grant) [Sucker], Santiago Ortega (Diestro), 2 Death Marshals, Enslaved Nephilim [Will add photo of Guild crew if player sends photo] Outcast List: 8 Members, 3 Soulstones Schemes: Inspection and Claim Jump Viktoria of Ashes (Sisters in Spirit, Survivalist, Synchronized Slaying), Victoria of Blood (Oathkeeper), Student of Conflict, Sue (Return Fire), Carver [as Killjoy], 3 Ronin Devil’s Right Hand The new frost crunches under the boot of the man, the boot and the rest of his cloths as dark black as the new snow is white. He shifts the weight of his guitar to a new spot on his shoulder while surveying the landscape. He had been hunting this land for a couple months now with the twins. It was now all one shade: white, but it had been many vibrant colors a few days ago: yellow grain fields and red and orange trees standing stark against a blue autumn sky。 But there was another red as well. The harvest went ungathered, the farms abandoned, as night after night, another living person was turned into a nightmare pile of flesh and blood. Something had made this hamlet its territory. It came in the night and dragged its bloody prey into the fields. For months he and the sisters had hunted it. No luck. Now the autumn sorrow had passed and the cold wind blows over bare trees and with the harvest gone and the fields empty, they may have missed their prey altogether. Now there was a new hunt though. The Ortega family had been dispatched to the area. Seems the people started wondering if there really was a devil in these fields or if perhaps it were a human cause. Human like the man in black. Like the twins. The man in black saw the sisters and their band, a crew of rough women who found discipline and purpose under the twin’s guidance, for which the man respected them. But they had done something in the fields last night before the snows, something they hadn’t told the man. They probably know he wouldn’t approve, would have tried to stop them. But here they all were, ready to stand against the will of the Guild. “You sure you want to do this? We can still leave the guild’s territory.” says the man. One of the sisters, he couldn’t be sure which, never could’ve, steps up and tells him “This is our territory, not the Guild’s. We hunted on it. We worked it. We provided for it’s people.” There was a hardness in her. Grit. They all had it. But today they had something else, something harder. Usually the sisters were confident and brave in battle, but today there was a kind of surety, a certainty that someone was going to die. “What have you done?” he says. “You done something, and you’re gonna have the devil to pay for it, aren’t you?” She looks down at his guitar, a black metal thing with a demonic fresco. It started to get hot and glow blue, sensing the coming of death. “You just worry about your devil, we will worry about ours.” She says as the across the field, gunmen can be seen scouting and taking up their firing positions. Setup The board is an icy wasteland with ice walls and pillars standing all around. Lots of hard cover blocking terrain. The Ortegas set up in the Northwest corner with a death marshal and Santiago facing the south, Dr. Grimwell and the other Death Marshal are facing the east, and the Franky, Perdita, and the Nephilim are positioned near the middle edge of the quarter circle. The Viktorias set up with two Ronin facing the west, the other Ronin and Sue to the north, and the Viktorias and Student of conflict at the center edge, ready to slingshot wherever needed. Turn 1 Outcast win Initiative, force Guild to go first Death Marshal double walks towards the southwest corner. Ronin double walks towards the northeast corner. The other Death Marshal double also double walks towards the northeast corner. Sue double walks to the northeast corner, and does Man in Black for good measure. Santiago double walks towards the southwest taking partial cover behind a large wall of ice. Ronin double walks towards the southwest corner. Dr. Grimwell triple walks to circle around to the eastern side of the board approaching Sue. Student of Conflict walks and Pulls Viktoria of Ashes to her through Sisters in Spirit. Franky double walks to the Southwest and does finesse. Viktoria of Ashes does Sisters in Spirit to Viktoria of Blood, walks, and pulls Viktoria of Blood again. Viktoria of Blood Accomplices and discards Oathkeeper to walk, and charge Santiago and kills him in three strikes. Enslaved Nephilim walks and pushes Perdita. Perdita activates and charges Viktoria of Blood, killing her. Carver unburies itself. Perdita then attacks Carver for one hit. Carver gorges back to full health and attacks Perdita twice. Perdita barely manages to cheat high enough to avoid both attacks. In practiced form, the sister’s apprentices spread out to flank the approach. The twins themselves made straight up though the middle with their protégé, a child they took under their wing recently. The man in black follows behind one of the young sword fighting women as she covers their right flank. He sees one of the Guild’s ghostly riders, the Death Marshals, making a beeline for her. If there was ever any sign the Guild was chasing the devil’s herd, it was those flaming skulled lawmen. There also seems to be some psychopath with a chainsaw heading that way, so he keeps up to make sure she was covered. The twins spotted a gunman hiding behind a nearby wall. He probably thought he was covered, but he didn’t know just how fast those ladies could sprint. Before he can set his gun firing, one of them, the twin with the double swords was on him and cut him in half before he knew what was happening. The man in black recognized the man from his nights drinking tequila in the city. Santiago if he recalled. He also recognized the man’s sister, a much more dangerous gun-woman, moving in on the twin. Sure enough, a couple expert shots from here and the girl went down bleeding. Then the man in black saw what he was afraid he would see. They had went and made a deal with the devil and the devil came. Perdita Ortega jumped back out of the way as the blood on the snow started to smoke and burst into flame as the devil, the butcher, the Carver twisted and writhed out of the hellfire. It tested its rusty shears and the candlelight of its flickering, Jack-o-Lantern eyes levelled on Perdita. Turn 2 Guild win initiative and go first. Enslaved Nephilim walks and pushes Perdita out of Carvers threat range (the player never fought it before and didn’t know about the 1 AP charge.) Carver charges Perdita for 1 AP and uses all of it’s 3 attacks on Perdita. Thanks to some skilled cheating and a Df of 7, Carver misses ALL THREE TIMES!!!! Perdita attacks Carver back, hitting with a Red Joker for 8 damage on the first attack, 3 damage for the second, and 0 for the last because of the Black Joker. She takes 2dg from Black Blood. Carver has 1 wound remaining. Viktoria of Ashes double walks and picks up Santiago’s head. Death Marshal walks up to Carver and attacks, finishing him off. He and Perdita both take one more damage from Black Blood. A Ronin double walks to the northeast corner. Death Marshal double walks to northeast corner as well, but not quite in engagement range with the Ronin. Ronin double walks to southwest corner. Dr. Grimwell triple walks to engage Sue. Sue shoots Dr. Grimwell twice, hitting once for 3 damage. Fails to cast Ring of Fire. Franky double walks. End of Turn 2: Outcasts 2 (Headhunter and Inspection) Guild 1 (Inspection) The man in black watches in with equal parts awe and disgust as the scarecrow shambles towards the Ortegas. He believed he knew the twins, knew them better to value their souls more than this. The carver moved forward with glee, if it can feel anything. The man in black supposed it could based on the sound of laughter ringing in his ear echoing from the hollows of the things Jack-o-Lantern. Soon its laughter changed to growls of frustration as it’s would be victim agily sidesteps its shears thrusts. The man knew the Ortega’s reputations, that they were skilled in hunting these devils. He reasoned then that maybe that’s why the Guild sent them, for the Carver, not for them. Too late now either way he reckons. With a sound like a lightning strike, Perdita unloads a perfect shot just as the thing bends forward to lung again. It’s the sound of the scarecrow’s pole splintering into hundreds of pieces. The thing’s arms go limp, its chest and head lolls back and forth. Perdita kicks the flailing thing, like a puppet that had its strings cut, and it falls straight over. She and one of her Marshals unload several rounds into its body. Meanwhile, the madman had caught up to the man in black. He has no idea why a group of hardened gunfighters would keep a loose cannon like this with them, but he doesn’t much care. He unloads into the gibbering fool, but he keeps coming. Turn 3 Death Marshal walks and picks up Viktoria of Blood’s head. Viktoria of Ashes charges Perdita and hits her once and Whirlwinds into the Death Marshal for 3 damage each. Picks up Carver’s head. Perdita attacks Viktoria of blood, missing with the first attack, hitting for 3 damage on the second, but a soulstone prevents all 3 damage, and the third attack hits for 3 damage. Sue shoots Dr. Grimwell again for another 3 damage, and also successfully casts Ring of Fire. Dr. Grimwell fails to Lobotomize Sue, tries to run away Sue succeeds on disengaging strike, so Dr. Grimwell gains 3 Burning condition. Ronin in northeast corner drops a scheme marker on the center line and walks to engage the Death Marshal to prevent him from denying Claim Jump. Enslaved Nephilim pushes Franky into base with the Death Marshal and next to Viktoria of Ashes. Student of Conflict double walks and attacks the Death Marshal with her Melee Expert attack managing to deal 3 damage to the Death Marshal, killing it. Francisco discards for Flurry, attacking Viktoria of Ashes three times, hitting twice for 7+ damage, but she survives thanks to Hard to Kill from the Survivalist Upgrade. Ronin double walks directly on top of Death Marshal’s head. Death Marshal in the northeast corner Pine Boxes the Ronin and moves onto the scheme marker, denying Claim Jump this turn. Ronin in the Southwest corner drops scheme marker and goes defensive. End of Turn 3: Outcasts 4 (Headhunter and Inspection) Guild 3 (Headhunter and Inspection) At this point, what happens next is critical. Viktoria of Ashes is down to one wound and is surrounded by Perdita, Fransico, and the Enslaved Nephilim. If she goes down, they have free range to attack the Ronin who are crucial for finishing the strategy and schemes for the Outcasts. But if Viktoria can steal the initiative... One of those hellish lawmen, after finishing off the devil creature, bends down and takes the head of the fallen sister. Well, her twin was having none of that and ran into it and the leader Ortega. Swiping and cutting them. The man in black sees this. He also sees her make a downward strike, severing the Jack-o-lantern of the devil, but the man can’t figure why. To his right, he sees the wave woman he had been escorting make her stand against the dead lawman. She stood defiant, as if to say that this was their territory, not his. The marshal grabbed her and shoved her into his coffin and sealed it with his black magics. So much for that. The man turns his attention back to the hacksaw wielder. He goes after the man again, but the man steps aside carefully. The man unloads a round of his Colt 45 into the maniac. As if it can sense the blood, the blue glow of the man’s guitar ignites. Suddenly the man and the maniac are surrounded by a blue ring of fire. It doesn’t touch the man, but his gibbering rival starts screaming as the hellfire finds its own. Over on the other side of the field, the man watches as Francisco Ortega, another of Perdita’s brothers sneaks up with the aid of one of the Ortega’s pet demons. He stabs the twin several times, her blood pouring out. The Ortegas and their demon close in to finish her. Turn 4 Outcasts Win Initiative Viktoria of Ashes attacks the Enslaved Nephilim, cheating a Mask card to Whirlwind. The Enslaved Nephilim takes 3 damage, Franky takes 9 damage from the Red Joker, but survives from Hard to Kill, and Perdita takes the last 4 health and dies. Viktoria’s second and third attacks finish off the Nephilim and Francisco. Dr. Grimwell lobotomizes Sue for 4 damage. Sue’s return fire trigger misses and he then disengages. Sue tries shooting Dr. Grimwell twice, misses both times. The Death Marshal in the northeast corner walks and picks up the scheme marker. Ronin picks up the head she was standing on and walks away. The other one stays in the pine box. Student of Conflict walks and uses Sisters in Spirit to pull Viktoria of Ashes. End of Turn 4: Outcasts 6 (Headhunter and Claim Jump) Guild 4 (Inspection) The Ortega’s have sword woman surrounded and outnumbered. Unfortunately, for them, this is not a tight situation for her – this is her life. She is used to fighting on barely anything and against greater odds. Keeping both Ortega’s to her front flanks, she stabs behind her, impaling the imp they brought. The Ortega’s move in to finish her, but the sword woman steps forward to them and cuts her way out of the demon and straight into Fransciso’s gut, and then with a primal scream rips it out and straight up into the sister Ortega. Ripping her sword free again, she then goes in and takes two more swings on the man and their demon. At the same time, her young student has run up and stabbed the nearby Death Marshal in the back. In only a few seconds, the woman and her child student are standing alone on a field of bodies. Meanwhile, the man in black is holding back the insane doctor. The doc manages to drive the chainsaw down into the man’s side, soaking his cloths into a different shade of black. Suddenly the madman is off running away though as he sees the guitar glow blue again. He would rather not suffer the fires again. The man sends a few bullets after him as well, just as encouragement. Turn 5 Wrap up summary. Guild wins initiative and Dr. Grimwell charges Sue, but Sue survives thanks to Hard to Kill. The Outcast player realizes that Dr. Grimwell is probably the sucker and doesn’t do anything to try to eliminate him. The Ronin breaks out of the pine box and fights the Death Marshal, but nothing happens between them. The two ronin and Viktoria pick up heads, place claim markers, and sit in the corner for inspection as they are much too far away to get to Dr. Grimwell or the last Death Marshal. Final total: Outcasts 9 (Headhunter, Claim Jump, and Inspection) Guild 4 The any sane man would properly run away from bullets, but this madman seems to think them an invitation. He charges in machine saw a blazing and rips straight for the man’s head. Nearly scalps him, and it flings away the man in black’s hat, but he’s not that easy to kill. It dawns on the man that the doctor is probably not an asset to the Guild. Probably he was once, but now he’s a liability and they sent him here to get rid of him. Probably an offering to the devil of the fields even. Well, that doesn’t sit well with the man in black, so he whacks the doc in the temple with his colt. The doc will live and the guild will have to deal with him themselves. The man in black won’t be their hangman. To the right, he sees the woman rip her way out of the coffin and starts striking at the Marshal. Looks like no grave can keep her body down. The dead lawman starts to retreat away. The man calls after him and he tells him to “go tell your masters, those long tongued liars, those midnight riders, ramblers and gamblers and backbiters, tell ‘em their all gonna get cut down. Sooner or later, they’ll all be cut down.” The man walks towards the woman. She looks at her fallen sister. She holds her sword in one hand and the Jack-o-Lantern in the other. The devil of the fields here will no longer stalk and murder, it drank it’s last blood. The sisters planned this. They couldn’t hunt it in its fields so they made a deal, they did what they needed to bring it out and finish it. They knew this was the only way. They only had the devil to pay. This was a very fun game. The Guild player had expected the Doc to go down faster which he usually does, but he didn’t this time. The Outcast player also considered the Frame for Murder scheme with the Viktoria of Blood as the Sucker, but wanted more practice with Claim Jump and also the idea of one of the twins framing the other didn’t sit well with them storywise. Obviously it’s a good strategy as it could have netted 3 points first turn. Killjoy was the biggest wiff ever. First time for the Outcast player and they were surprised at how little the monster actually did. Df 7 is hard to hit. Kudos to the Student of Conflict for actually killing something with her practice sword. Those whirlwinds by the Viktorias can really clear the field. Thanks for reading, let us know any thoughts or comments.
  8. Need some advice on where to go from here. I got my girlfriend the Perdita box, and the original plan was to also get her Lady J's box. All of the advice on the Internet pointed this out as a great way to get a really good Guild crew together for just a few bucks. Now, after doing some reading I realize that in January the Locobox was cuddled and now I have no idea on the best way to expand her crew. What are some good, thematic options? Maybe Abuela and a Peacekeeper? Or would non-thematic choices be the better option? Any advice would be terrific!
  9. Hi dudes! This weekend I played an aprox. 30 people tournament, and now I'll report ^^ I don´t remember all the things, for example I can't tell you the upgrades of enemy crew, and if you see something wrong tell me please! In my opinion I played this tournament good but a lot of fucking red jokers on dmg killed me xD So... lets go! ------------------------------------- Round 1 Colette(A) vs Jacob(TT) Schemes: Headhunter - close deployment Claim jump Frame for murder Leave you mark Show your force Hidden trap Colette [CC, AR, SotD] + 3ss Dove Cassandra [PP] Myranda [IE] Howard [IE] Performer Arcane Effigy Jacob Hungering Darkness Emissary Lust Wastrel Monk of Low River x2 Katanaka ------------------------------------- I take Frame for murder on Howard and Leave your mark, Jacob deploys first and put the 2 Katanakas on my face, so I deploys Cassandra and Howard to charge him on the first turn ------------------------------------- T1 I win the initiative Cassandra nimble+charge to kill 1 Katanaka, use defensive trigger for - Lust double defensive with an As and return it to his hand Howard nimble+charge to kill the other Katanaka Monk hit Lust cheat with As and As to trigger draw card, and do it again Dove does + on Ca for Colette Wastrel hit Lust cheat with As and As to trigger draw card, and do it again Arcane Effigy moves to pick head next turn Emissary push and push Hungering Darkness Performer moves to pick head next turn Hungering Darkness kill Cassandra with the first JR of the day... Colette summon Dove, prompt Myranda to reactivates, and moves Jacob moves Myranda move+move+turns into Cerberus Cerberus charge Jacob let him on 3 wounds Colette: 0Vp 6 miniatures Jacob: 3VP Frame for murder 6 miniatures ------------------------------------- T2 I win the initiative Howard IE+nimble+flurry Jacob to kill him Hungering Darkness hit Cerberus Cerberus hit Hungering Darkness let him on 2 wounds Emissary kills Cerberus Arcane Effigy picks one head Lust move Performer try lure Lust with 12 of crows in hand but he flips 13... Wastrel hit Howard Dove does + on Ca for Colette Monk move Colette prompt Howard to hit Emissary, move + hit Hungering Darkness and flips BJ on dmg... Colette: 1Vp Headhunter 4 miniatures Jacob: 4VP Show your force on Hungering 5 miniatures ------------------------------------- My oponent plays so slowly and the round is near to finish... =( T3 I win the initiative Colette kills Hungering + prompt Arcane Effigy to reactivates + prompt Howard to reactivates try force him to kill Howard or loss all his miniatures Emissary kills Howard Arcane Effigy moves and place a Scheme Marker Lust kills Performer Monk picks one head Wastrel shots Colette Colette: 4Vp Frame for murder + Leave your mark 1 miniature Jacob: 5VP Headhunter 4 miniatures ------------------------------------- First game loss I think that it's my worse game because my opponent plays so slowly, and his JR on Cassandra kills my Leave your mark strategy ------------------------------------- Round 2 Ramos(A) vs Perdita (G) Schemes: Extraction - standard deployment Claim jump Eliminate the leadership Accusation! Cover breakthrough Search the ruins Ramos [UP, CM, SotD] + 7ss Brass Arachnid Joss [IE] Howard [IE] Angelica [PP] Mobile Toolkit Malifaux Raptor Perdita Enslaved nephilim Francisco Brutal Effigy Emissary Abuela Nino Santiago ------------------------------------- I take Cover the breakthrough and Search the ruins, and deploys all my crew in a corner to be on save from Perdita's and other shots ------------------------------------- T1 He wins the initiative Malifaux Ramos fly Enslaved nephilim push Francisco and Perdita Mobile Toolkit gives + on Howard Emissary move Joss charge Mobile for 2 scrap markers Francisco gives El Mayor to Perdita, moves + defensive Ramos does 2 Arachnid with one of the scraps Nino shots something but doesn't do anything Arachnid move Santiago move Abuela + move Arachnid move Abuela move Brass Arachnid reactivates himself Perdita move + defensive Brass Arachnid reactivates Joss and Howard Brutal Effigy move Angelica push Joss and Howard Joss charge Santiago and kill him Howard charge Abuela and kill him Malifaux Raptor down in enemy square Ramos: 0Vp 8 miniatures Perdita: 0Vp 6 miniatures ------------------------------------- T2 He wins the initiative with 13... he wins all initiatives in that game even with my upgrade Seize of the Day Perdita JR and kill Howard, second JR of the day on dmg Joss IE and charge Francisco he flips three 13 on defense and survives Francisco hit Joss Angelica put scheme on Raptor, push Brass Arachnid and moves Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary move Ramos does 2 Arachnid with the other scrap Nino shots Ramos Arachnids move and interact Brutal Effigy move New Arachnid move arround Francisco to low df Brass Arachnid move Malifaux Raptor down in other enemy square Ramos: 1Vp Extraction 9 miniatures Perdita: 1Vp Extraction 6 miniatures ------------------------------------- T3 He wins the initiative with 12, I use stone because have 13 of crows to 2Ap atack from Joss 5/8/10 and paralyze Francisco... and can't win Perdita JR and kill Joss, third JR on dmg Ramos try summons Arachnids but BJ on summon... FUUUUUUUUUUUUUU, shots Francisco with -2 df and kill him Angelica put scheme on Raptor, moves and interact Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary hit an Arachnid but doesn't do anything Nino shots Brass Arachnid and kill him Arachnids move and interact Brutal Effigy and interact Malifaux Raptor down in center of enemy zone Ramos: 2Vp Extraction 8 miniatures Perdita: 2Vp Extraction 5 miniatures ------------------------------------- T4 He wins the initiative Perdita kills Ramos 3 Arachnid form an Arachnid Swarm Emissary bury Arachnid Swarm Angelica put scheme on Raptor, moves and interact Nino kills Angelica Malifaux Raptor fly Brutal Effigy and interact Arachnid move and interact Enslaved nephilim move Ramos: 3Vp Extraction 4 miniatures Perdita: 5Vp Eliminate the leadership 5 miniatures ------------------------------------- T5 The time finish he can't put out my scheme markers and I can't do nothing Ramos: 9Vp Search the ruins + Cover the breakthrough 4 miniatures Perdita: 8Vp Extraction + 2 Cover the breakthrough 5 miniatures ------------------------------------- Second game win Hate, no, you can't undertand me I REALLY HATE the fucking JR xD and the BJ... I think he had a good luck with JR and initiative, if I can started one turn in the game could be diferent Every turn I has spends stones to draw cards and I never saw a book higer than four, so can't summon 3 Arachnids ------------------------------------- Round 3 Sandeep(A) vs Misaki (TT) Schemes: Guard the stash - corner deployment Claim jump Dig their graves Recover evidence Set up Last stand Sandeep [CAP, US, SotD] + 7ss Joss [WR] Kudra [WR, FoMS] Oxfordian [TS, BW] Oxfordian [TS, DW] Oxfordian [TS, NW] Sanctioned Spellcaster Arcane Effigy Misaki Emberling Izamu Toshiro Yin Johan Monk of Low River ------------------------------------- I take Dig their graves and Claim jump, I waking up since 4:45, I'm tired xD ------------------------------------- T1 He wins initiative Arcane Effigy move Yin move Oxfordian move and copy Sandeep push for push him, and Sandeep with the AP from book move Toshiro move Oxfordian move Izamu move Oxfordian try teleport but fails and move Emberling move Sanctioned Spellcaster move Johan move Kudra move and put forest Monk move Joss move Misaki move and stalks Sandeep Sandeep teleport + move + summon IceG with + + summon Banasuba engaged with Yin, Toshiro, Monk and Johan IceG do +1dmg Banasuba hit Yin but only do 4dmg with 3 Aps and + from the IceG Sandeep: 0Vp 10 miniatures Misaki: 0Vp 7 miniatures ------------------------------------- T2 I win initiative Sandeep summon PoisonG engaged with Misaki + teleport + focus + shot Yin... and flip only weak dmg Misaki move into engagement range and charge Sandeep... I doesn't expect that, but np 12wd + imposible wound + 5 stones... Misaki flip the FOURTH JR on dmg and kill him... Banasuba kills Yin and hit Johan Johan kills Banasuba and Banasuba explodes, fire + dmg for everyone The rest of our crew moves to positioning Johan dies from burning Sandeep: 1Vp Guard the stash 8 miniatures Misaki: 2Vp Last stand + Guard the stash 5 miniatures ------------------------------------- T3 I win initiative Joss paralize Izamu with his 2Ap atack Misaki charge on Oxfordian and kill him Toshiro charge Joss Kudra kills Monk The rest of our crews positioning and interact Sandeep: 4Vp Claim jump + Guard the stash 7 miniatures Misaki: 2Vp Guard the stash 4 miniatures ------------------------------------- T4 I win initiative Joss kills Izamu Misaki charge on Joss and the fifth JR on dmg ladies and gentlemens!!! Toshiro move Kudra stay for Claim jump The rest of our crews positioning and interact Sandeep: 5Vp Dig thei graves 6 miniatures Misaki: 3Vp Guard the stash 3 miniatures ------------------------------------- Third game win JR another time fuck my game, can't belive that ------------------------------------- Conclusion Really nice tournament and travel, nice games and in the end I won a mystery box with a special edition performer and can change it for a special edition firestarter ^^ The only thing i hates is the destiny and the BJ and RJ IMO JR are so powerful, I agree in the case can pick RJ even with - flips but weak + severe are so much, only do severe are ok for me... Hope you enjoy that report, sry for my bad english and sry to doesn't have photos to be more funny to read, and thx for all!!!
  10. Hello Guys ! I'm searching currently for the both old Perdita Models which exists. Would trade against Money =). Just PM me if you have one (or both) that isn't needed anymore. Thanks for looking.
  11. Couple questions that came up while playing some campaign games. 1) Howard Langston drops a card to flurry, then targets Teddy with the first attack causing a terrifying duel. Howard is immune to paralyze(via campaign upgrade) so he fails the duel but now Teddy get a free melee attack, hits Howard, declares peekaboo to push Howard then push into base contact. Now the player controlling Teddy pushes Howard in such a way that Teddy cannot be pushed into base contact(using terrain). Can Howard now use nimble to get back in range for the flurry? 2) Does perdita's upgrade that allows her to ignore duels to target models work for terrifying? Thanks!
  12. I've been trying to figure out how best to use Guild Hounds outside of McCabe. Since Luna is essentially the Guild Hound Master by getting rid of Insignificant for them it seems a bit like you're taking a hit if you take them out of McCabe crews. Currently my philosophy is that 2 Guild Hounds = 1 Six Soulstone model. So they would be vying for the same place as a Death Marshal, Warden, Austringer(not often), Pathfinder, or Lawyer. Especially since they have to contend with the Insignificant which without it would make them excellent scheme runners at 3ss. Usually I run the Watcher and now after Nellie's release the Field Reporter. How do you guys feel about them?
  13. Realized afterwards I put Badge of Office on Francisco when he wasn't my leader... should have been Wade In. It wasn't relevant in the game... but was a booboo.
  14. Looking for a M1E Perida or Lady Justice model, Perdita preferred. If anyone knows of one in a LGS or has one they will sell at a decent price let me know!
  15. David brings his freshly (and beautifully) painted Gremlins in to face my Guild in his first 35SS game!
  16. Hello all, I have painted Sonia, Perdita, MacCabe boxes + Judge, Lone Marshal, Deth Marshal, Hunters, Austringers, Rifelmen and Captain Dashel and thinking about how plaing vs Nicodim. Nicodim hard master at late game he wery powerfull. My masters do not have direct advantages vs Nicodem( Only Judge's "Final Repose" and "Bound by Law" are highly usefull. Perdita is a good beatstick, I can try to down Nicodem, but it will be suicide rush. Sonia + Papa Loco can wipe out amoun of minions, but I will create amount of scrap markers wich create Nicodem wery poverfull. MacCabe + hunters can slow Nicodem's army. That is all my thoughts. And no one of its I dont really liked (
  17. How to play Perdita? What to buy with her? Useful combos? Any questions. Put it all here
  18. Hey all, I'm looking to have a play around with Perdita. ill pick up the crew box and then spend the same again or so on a few extras. Any suggestions on what I should pick up?
  19. Pretty simple - how do you use obey? I've only had one game with the Ortegas (and got tabled!! In turn 2!!!) There was one scenario where I was contemplating using Obey - I had LOS to an enemy model who had blast damage and LOS to more enemy models clumped together), but it occurred to me that I'd have to win 2 duels to pull that off, so I figured the odds would be heavily against me on that. So what are the other Guildies using Obey for?
  20. I am looking for a Perdita mini alone, I have the rest of the crew but I am missing that one mini. I also need 3-5 death marshal cards, a set of Nicodem Crew cards for the full set and a Zoraida crew set and a Lilith crew set. any help much appreciated. I am just getting into the hobby and have dove in hard with more of the older metal figs due to them being tougher and me having no feeling in my fingers I can't crush those as easy. I have bought a bunch of plastics that are already 2nd Ed cards but that is what I really need please. JAMIE
  21. Hi all! As the title says, im getting back into the game after a year or so away. My FLGS finally has a henchman and the community is gearing back up. I played a handful of games before, not a whole ton. Played my first game back last night, and oh boy! Tried out Perdita for the first time and it was pretty absurd. I've certainly heard how powerful she is, but it verged into unfair territory. Big Perdita fan now what are common list builds with Perdita? What schemes does she like/dislike? Problem matches? I plan on pretty much playing her and Somnia exclusively for awhile
  22. First guild game on a long, long time (since my intro game). Was looking forward to some shooty death goodness. Ran perdita, enslaved nephilim, Frank, nino, and guardian (never used it, wanted to try it out). Against misaki with sidir and a bunch of minions, I ran protect territory and alits, entourage and vendetta and bodyguard were on the table. Somehow I only had perdita (on one wound) and guardian left after turn 2, and they died very quickly into turn 3. Unbelievable. Disappointingly, I didn't kill a single model. I kid you not. Dita couldn't even land a shot until her last activation but couldn't kill misaki. It was one of those games where you think 'how did I do SO badly?' I copped a bit from blasts, and nephilim bled all over dita. I don't think my crew choice was great, but that still doesn't fully explain losing my models so soon, I don't think. My card usage may have let me down, I think I'm prioritizing the wrong things. For instance, I cheated 2 cards early in turn 2 to prevent Frank and Dita getting slow, and dropped my other 2 strong cards in early duels, meaning that for much of Turn 2 I couldn't cheat in defence. I find I often have games where the opponent always seems to flip better and cheat higher than me.... Main reason I took Guardian was to try him out as a tar pit, but he didn't end up getting far enough of my other models to really do that. So, I ended up with Guardian buffing Dita and Frank buffing Nino. ended up with a bunch in the middle. It's possible that I should have pushed the Ortegas out on the flanks and just let Guardian try to waste the enemy's AP in the middle, Ortegas taking shots into the scrum and hopefully staying out of Misaki's Stalking Bisento range. But the flipping...man, my deck was cursed and his was enchanted. I know my scheme choice was poor (didn't have the units to drop that many scheme markers, should have chosen Vendetta given I had Nino), but schemes didn't come into it. I copped a bit from blasts by being bunched up, but still.....
  23. Came up in a tournament last weekend: Perdita tries to shoot the Hanged inside 2". Hanged says she has to take a horror check, and it strips all immunities to horror. Perdita has Aura Ancestral which has an ability that allows her to "ignore all duels involved with targeting something". The question is: This doesn't actually give her an immunity to horror, it takes away her need to take any duel when targeting. T.O. Ruled in favor of Perdita, saying it gets around challenge, manipulative, and horror, so it's not a horror immunity that the hanged's aura would be stripping from her. Interested in if that's the way it should have worked. Were I a T.O. I wouldn't've known which way to rule- I'm glad I was a player in the example. Thoughts? ENinja
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