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  1. Greetings. So I am a starting Marcus player (two small m2e games under my belt with just Paul Crockett leading a few beasts). I play only casual and friendly games, but would like to discuss options and lists people have tried or might want to try with him. I would also love to hear if you have any ideas what are good models when teaching / demoing the game mechanics to complete newcomers. That being said, I was thinking of trying Ms. Naidu, a Union Miner, Cojo, and a Mauler for some nice little synergies. Specifically Naidu giving the mauler solid damage track, and the miner feeding Cojo with some scheme markers as well as helping Ms. Naidu with defending herself. The bear and the ape should then be able to perform some heavy frontline duties. I am aware that this combination is very expensive in stones, so can probably just fit a ss miner and an upgrade or two to the list. Comments and ideas, please?
  2. Marcus (Arcanists) vs. Dr McMourning (Resurrectionists) Strategy: Turf War with corner deployment Available schemes: Claim Jump, Deliver a Message, Hold Up Their Forces, Take Prisoner, Dig Their Graves Crews: Marcus - 3 soulstones Jackalope Myranda Arcane Effigy Cojo Sabertooth Cerberus - Soulstone Cache Soulstone Miner #1 - Magical Training Soulstone Miner #2 Chosen schemes: Claim Jump (Myranda), Deliver a Message (Dr McMourning) Dr McMourning - 5 soulstones Zombie Chihuahua Sebastian Rafkin Flesh Construct #1 Flesh Construct #2 Guild Autopsy Rogue Necromancy Chosen schemes: Hold Up Their Forces, Claim Jump (Sebastian) Nice thematic set up of strategy and schemes, Dr McMourning and Marcus clearly have some undisputed issues about the ownership of the territory they are meeting in. Deployment: Both crews set up in a line along the deployment zone's edge (Marcus SW corner, McMourning NE corner). Marcus, Cojo, Myranda and the Effigy deploy at the center, while the Cerberus has his eyes on the NW Turf, which is on the other side of a big storage house. The roof of the house is accessible on both sides via severe ground (a huge pile of crates). The Jackalope heads towards the SE Turf, and the Miners plan to support the flanks. The Doctor sends Rogue Necromancy and Flesh Construct #1 right against the Cerberus, and Construct #2 and Autopsy left against the Jackalope. Then he poisons his whole crew for poison +2. Turn One: Marcus wins initiative and opts to observe what is coming at him, forcing McMourning to make the first move. Construct #2 walks to the NE Turf, and flips it to friendly. Miner #1 Mines Soulstone, focuses and Drills into the Earth. Rogue Necromancy walks twice and ambushes nothing towards the NE Turf. Miner #2 Mines Soulstone, focuses and Drills into the Earth. Rafkin Opens Vials to poison some nearby allies, then focuses and his Embalming Fluids spread some more poison to those standing nearby, finally he walks forward. Marcus uses Guided Evolution to create Natural Camouflage for himself, sprouts Feathered Wings on the Cerberus, tries to do the same on Cojo also but tides of fate prohibit it (Black Joker), then succeeds in manifesting Wings on the Jackalope and Armored Plates on Myranda, and finally unleashes a Primal Roar, triggering Surge to draw a card. This moves Cojo to touch the SW Turf. Construct #1 goes Reckless and walks three times toward NW Turf. Cojo gently Tosses Marcus forward and flips the SW Turf to friendly. Autopsy walks twice toward the SE Turf. Jackalope focuses, walks and Leaps toward SE Turf. Sebastian double walks toward center. Myranda manifests Aspects of the Wild, changing Armored Plates to Natural Camouflage and allowing Marcus to draw a card for Primal Domain, then uses Call of the Wild to move Cojo forward, then walks. McMourning walks twice toward center, gives Doctor's Orders to move Rafkin as well, and focuses. Effigy double walks to catch up with others. Chihuahua double walks, gives out Horrific Odor to spread poison to nearby allies (so that McMourning, Chihuahua, Sebastian and Rafkin are at +5 poison). Cerberus double flies to the roof of the storage building, then Leaps toward Costruct #1 triggering Separated from the Pack, then Savagely Bites it for 3 damage, and gains poison +1 for Bloated Stench. Turn End - Cerberus suffers 1 damage from poison, performs Deadly Pursuit to leave engagement with Construct #1, touches NW Turf. Both score 1 VP for having 1 friendly Turf. Turn Two: Marcus stones for cards, wins initiative and chooses to go first this time. Cerberus charges Construct #1, Biting it for 3 damage triggering Onslaught for 3 more damage, just enough to destroy it and gain a soulstone for Recharge Soustone, gains poison +2 for Bloated Stench, then Leaps toward Rogue Necromancy triggering Separated from the Pack, Bites it for 3 damage, Bites again for 4 damage triggering Onslaught, which misses. Rogue Necromancy Bites Cerberus for 3 damage, Cerberus spends a soulstone to reduce damage to 2 and Butterfly Jumps away, Rogue charges Cerberus, Bites for 4 damage, Cerberus spends a soulstone to reduce damage to 3 and Butterfly Jumps to touch NW Turf. Miner #2 Mines Soulstone, uses the Earth Beneath Your Feet to appear touching SE Turf, focuses. Autopsy walks, shoots at Miner #2 with Light Pistol for 5 damage (flipped Red Joker), armor +2 saves the mech-tentacle from instant destruction. Marcus uses Guided Evolution to discard Natural Camouflage and manifest Armored Plates on himself, draws a card through Primal Domain, uses Chimerancy to attach Armored Plates on Cojo triggering Quick Reflexes and giving Natural Camouflage to the Jackalope, then Call of the Wild to order Cojo to move to touch central Turf, Primal Roar for some minor replacing triggering Evolutionary Superiority, then walks to catch up with Cojo. Rafkin Opens Vials to poison some nearby allies, walks, throws a Flask of Formaldehyde at Marcus and Cojo (Marcus fails) triggering Swift Action for another Flask, this time Cojo fails, so both get poison +2, tries to Transfusion poison from self to Cojo but fails. Jackalope charges Autopsy, tickles it with Horns for 2 damage, attacks again also for 2 damage, gains poison +2 for Bloated Stench, then Leaps back toward Marcus. Sebastian walks, throws a Flask of Formaldehyde at Marcus, Myranda and Cojo (Marcus and Myranda take poison +2), Blood Poisons Marcus for 4 damage, Marcus spends a soulstone to reduce damage to 1. Myranda manifests Aspects of the Wild, changing Natural Camouflage to Thick Horns and allowing Marcus to draw a card for Primal Domain, then uses Call of the Wild to move Cojo to engage Sebastian (triggering Hunter's Call, but the central Turf made charging impossible), then focuses. McMourning gives Doctor's Orders to withdraw Sebastian from Cojo, charges Cojo, hitting with Skull Saw for no damage (Black Joker), spends focused to Skull Saw again for 3 damage and poison +1, tries to Skull Saw one more time but misses. Cojo takes 1 damage for Catalyst, Delivers a Message to Doctor McMourning for 1 VP, Tosses McMourning 10" away triggering Hard Throw for 1 damage. Construct #2 goes Reckless and triple walks to end up touching SE Turf on the opposite side as Miner #2. Chihuahua walks, focuses and tries to Blood Poison Cojo but fails (cheated Red Joker to avoid), Horrific Odor gives poison +1 to Cojo and some allies. Miner #1 Mines Soulstone, uses the Earth Beneath Your Feet to engage Rogue Necromancy, spends focus and tries to apply some Mining Tools to its backside but fails Terrifying. Turn End - several creatures either heal 1 or suffer 1 damage due to widespread poison. Neither side scores points as both still only posses 1 friendly Turf, Cerberus makes it Deadly Pursuit to safety to try to avoid the Rogue Necromancy. Turn Three: McMourning stones for cards with 2 stones. Marcus stones for cards (before discarding to meet hand size I have Black Joker, 2, 4, 5, 5, 6, 6, 7 and 8, leaving Marcus with a terrible hand). McMourning takes the initiative (flipped Red Joker). Rogue Necromancy disengages from Miner #1, charges Cerberus and kills the mighty beast. Miner #2 Mines Soulstone, flips SE Turf to friendly and focuses. Construct #2 goes Reckless, then tries to Tear Apart Miner #2 three times, but only hits once for 1 damage after armor. Jackalope Leaps to engage Autopsy, attacks twice with its Horns to reduce it to mere corpse marker but gaining poison +2 for Bloated Stench. McMourning walks back toward center, charges Cojo inflicting 5 wounds with Skull Saw, second attack misses, then tries to Blood Poison but fails (cheated Red Joker to defend). Chihuahua activates through Companion, tries to Blood Poison Cojo but fails, double walks toward NW Turf and badly wounded Rogue Necromancy. Myranda soothes Cojo with Primal Flame twice for a total of 7 wounds healed, then Beast Shapes into Cerberus. Sebastian flips central Turf to friendly, throws a Flask of Formaldehyde at Cerberus for poison 2, Blood Poisons it for 3 damage triggering Get in There to move Rafkin a little closer (we did not notice it was minions only). Marcus uses Guided Evolution to discard Armored Plates and manifest Thick Horns on himself, draws a card through Primal Domain, bellows a Primal Roar to move Cojo and Cerberus, uses Call of the Wild to make Cojo charge Sebastian, Cojo discards his Armored Plates for Adaptive Evolution triggering Puncture on his Claws and deals 3 damage, Sebastian spends a soulstone to reduce damage to 2, Marcus then performs Chimerancy to grant Cojo Armored Plates again, and finally walks up to the central Turf. Cojo activates through Accomplice, charges McMourning discarding Armored Plates for Marcus to draw card through Primal Domain, his Ferocious Claws miss though, then Tosses McMourning head first to a wall far away, triggering Hard Throw for 1 damage. Rafkin fails to attack Cerberus due to Terrifying (Black Joker), tries harder but still misses with his Lucky Knife, then Transfuses poison +3 from self to Cerberus. Effigy uses Dispel Magic to remove poison from Cojo, but fails to do the same on Cerberus. Miner #1 Mines Soulstone, walks to NW Turf and flips it to friendly. Turn End - several creatures either heal 1 or suffer 1 damage due to widespread poison. Both sides score 1 VP for possessing 2 friendly Turf. Cerberus uses Deadly Pursuit to flee away from the center. Time is passing, and we agree that the fourth turn will be the last one. Turn Four: Marcus double stones for cards, McMourning stones for cards, Marcus wins initiative. Marcus uses Guided Evolution to discard Thick Horns and manifest Natural Camouflage on himself, draws a card through Primal Domain, bellows a Primal Roar to move Cojo triggering Surge to draw a card, performs Chimerancy to once more give Cojo Armored Plates, Call of the Wild to move Cojo to engage Rafkin. Cojo activates through accomplice, Cojo Marks Territory on Sebastian and Rafkin triggering Rude Sign Language, pushing them back, charges Rafkin, Clawing him for 2 damage and pushing him further away, then charges Sebastian, Claws connect for mere tickling (Black Joker damage). McMourning walks back to action, Doctor's Orders Sebastian away from Cojo up to Marcus, charges Cojo Skull Sawing him for 3 damage, misses the other attack. Cerberus Shapechanges back to Myranda healing 2, manifests Aspects of the Wild, changing Feathered Wings to Natural Camouflage and allowing Marcus to draw a card for Primal Domain, soothes the pain of Cojo with Primal Flame for healing 3, focuses (can't position so that could score Claim Jump because of Sebastian). Construct #2 goes Reckless, finally Tears Apart Miner #2 destroying it, then flips SE Turf to friendly. Miner #1 charges Rogue Necromancy, applies Mining Tools on it for 2 damage, second attack misses. Chihuahua charges Miner #1 but Bite misses twice, Horrific Odor causes poison +1 on Miner #1. Effigy walks to central Turf, flips it to neutral. Rogue Necromancy tries to Bite Miner #1 but misses, Bites again for 2 damage after armor. Rafkin charges Cojo, Lucky Knife does 2 damage, attacks again for another 2 damage. Sebastian attacks Marcus with his Circular Saw-Blade for 5 damage, Marcus spends a soulstone to reduce damage to 3, Sebastian attacks again for 2 damage. Turn End - McMourning scores 1 VP for Hold Up Their Forces for Sebastian engaging Marcus and Rafkin engaging Cojo, Sebastian and Myranda are both unable to score Claim Jump due to presence of each other, and McMourning has no scheme marker next to him so no more points for Deliver a Message. Both still control 2 Turf. Tie 3-3. The battle took about 8 hours, including setting up the table, going through some rule changes and the cards, writing notes, cooking for children, taking the dogs out, etc. I think both enjoyed the game (it was our first M3E, and my first game with Marcus). Some of the higlights on my part included Cerberus tearing apart the flesh construct and still inflicting massive damage to rogue necromancy as well, and Cojo tossing the doctor twice and then urinating on Sebastian and Thomas. I found that no model was lackluster nor overpowered, Marcus was a bit complicated but that was mostly because I had no cards for the upgrades and had to keep checking them on my phone. I have noticed many don't like Cojo, but I think he performed nice his area control duty, which is why I took him. Primal Domain and soulstone miners really helped with resource management, and I could definitely see one or even two miners becoming a stable in my future Marcus games. I think I got much out of writing this, as I got much more familiar with the models and their special rules. Comments, critique and feedback is appreciated.😃
  3. Ten Thunders vs Arcanists Asami vs. Marcus Flank Deployment, Turf War Demo Scheme Pool: Search the Ruins, Vendetta Ten Thunders: Asami with Trained Ninja Amanjaku Ama No Zako Yasunori with Silent Protector Shadow Emissary Ohaguro Bettari Vs. Marcus Jackolope Cojo Sabertooth Cerberus with Soulstone Cache Slateridge Mauler 2 Molemen Myranda Flank Deployment - Table was setup for turf war. There was a large abandoned church that took about a sixth table. There were two dense, severe forest patches and a severe, hazardous pool. There were 6 or 7 smaller buildings spread out with a couple tall walls and lots of scatter terrain. Vendetta targets turned out to be the Ohaguro on Cojo, and Myranda on Ama No Zako. Ohaguro was given about 13” of movement by Asami's summoning of an Akaname which moved her with her Drawn to Essence ability. The other 6” was due to a reaching tendrils attack by Asami. Then the Hag made a Diving Charge at Cojo through a wall. It was beautiful, taking him down to just below half on two attacks. Ama No Zako and Amanjaku soaked many enemy AP from Slate Ridge, Myranda, and the Sabertooth Cerberus. The Sabertooth Cerberus red jokered damage on the Emissary, but HtK kept him alive. The Emissary’s card fishing technique never quite worked well. Ama Dark Bargained him on first turn, but then she had to cheat to get the suit, and then he had to cheat to get it to go off, so in the end it was a 5-card draw for the first time, and then he had to cheat again to draw four cards on his activation. Not great. Second turn, he couldn’t get it to go, as I didn’t have the card. He died third turn before he could activate. So, not a great run for him and that ability. Another problem was Asami’s summoning of Akaname on turn 1. She was able to summon two, got the trigger to take the damage to prevent flicker. On their activations, they laid a scheme marker down for her to eat (An action I now know is not legal as summoned models cannot take the interact action on the turn that they are summoned), then did their bonus action and ate the resulting marker to get Poison +3, finishing their first activations with 2 flicker. On turn 2, Asami healed up the four damage eating the scheme markers then summoned an Obsidian Oni into engagement with the cerberus and jackalope. Asami then removed a flicker from one of the Akaname and gave it focus. The Akaname activated later and got slowed up in severe terrain, and it seemed a waste. Scheme running wise a Katashiro or Tengu would have been better suited. The poison/flicker prevention mechanic of the Akaname is not great. Perhaps starting with one, instead of summoning it would have been best. They are probably better used as tarpits. Lesson learned. That Akaname was trying to move into engagement with a moleman, but it didn't work well. Arcanists win 4-3 with two from turf war, 1 from vendetta and 1 from search the ruins. Ten Thunders got 1 from turf war and 2 from Vendetta, none from search the ruins. But it was Demo and the Arcanist was glad to get the win and chomping at the bit to schedule a full game.
  4. So here goes probably my first post like ever. I am very new so this I probably a noob question but bear with me is this a valid list for Marcus: marcus jackalobe myranda rougarou ceberus 2 x initiates ancient pact What I mean is is can I mix models with the beast or chimera tag with Marcus as I wish ?and how about upgrades do they have to come from the chosen faction or can they be arcanists as well? finally how do you feel about chimeramancy is it worth doing it with Marcus or do you just do it when you have time? seems pretty ap and card heavy but I am new so what do I know. also what is some good lists for Marcus that you have tried.? I have all versatile models from Neverborn and both Marcus starters.
  5. In your experience of M3e thus far, who stands out to you as the most engaging and rewarding master or set of masters? DMH ecluded, (sorry Collodi and Lilith) I'm slowly working my way through my collection (I don't own Marcus, Zoraida or Euripides), so far having tried Titania a few times, and Lucius and Dreamer each in a good number of games. In practice, Lucius is as entertaining as he has always been to me (even before he was any good), and I very much love new Dreamer, and my win ratio with him suggests he might even be stronger. Of the crews I haven't taken to the field yet, Pandora stands out to me as potentially interesting, whereas Nekima seems a bit straight forward for my tastes, although I own all the models so will no doubt try her out. So, based on your own experience which master/masters are your pick? Which combos?
  6. Hey, thanks for reading. I'm new to the game, anticipate casual play, and am looking for advice putting together a Beast-themed Marcus crew. Marcus + Myranda + Beasts, that's all. I'd like to get 50-60ss of models. Inventory so far: just Claw and Fang box + one Dawn Serpent a friend gave me. Could some of your more experienced players may have ideas what works best for synergy? Here is a crew I came up with based on reading some stats. Thoughts? The core (19ss) Marcus Myranda Jackelope Sabretooth Cerberus (may need a second model for Myranda!) The minions (23ss) Razorspine Rattler - backup Waldgeist - blocker Dawn Serpent - artillery The schemers and objectifiers (7ss) Canine Remains - grab objectives Malifaux Raptor - contest scheme tokens Total 49ss Don't have thoughts about Upgrades yet, and am TOTALLY open to suggestions and swapping out. That's just a wild idea up there. Thx!
  7. Yesterday was Spring Down, a 3 round 50 ss fixed faction GG17 event. I secured a pass for the event and drove down with my clubmate joe. he decided to play Collodi whilst I decided that I'd stick with Arcanist, and see how the day turned out. There are no photos, but games one and two were on wild west town boards (different boards, but largely they all seem to be similar) Game 3 was on a dried stream bed board (The one I played on twice in Lost love 5) The event itself was run on Bag o Tools, which means I didn't walk away with all the schemes for each round, so I've only recorded the ones I can remember. I also took no notes so I am missing most upgrades from my opponent. (and expect a few things to be slightly wrong) Game 1 Collect the bounty vs Tara (Darren) Flank deployment Dig their graves, Claim Jump, leave your mark, Marcus (Damage upgrade)(Arcane) Jackolope Shuistarya Guard War Wabbit Luther the Pascha Hare (well rehersed) Boris the circus bear Moleman Hoarcat pride He took Tara Scion of the Void Nothing beast 2 void wretches Death Marshal Aionius Turn 1 I used the jackolope and Boris to give the War Wabbit options where to go. He moved the bulk of his models (Scion, tara, nothing beast, Aionius and a void wretch) over to 1 side roughly where I was heading the bear. I moved Luther that way, and dropped a scheme marker for the moleman to move up and they hid behind a building from the main block of Tara. The death Marshal shot at the bear, slightly hurting it. The Shystar guard pushed the Wabbit towards Boris and then went off to try and start scoring leave your mark. The Wabbit charged Boris, pushing him and making him furious. It also made the scion in range of my second charge. The Wabbit hit the scion and hurt it a fair chunk. Marcus had gone over towards the death marshal. Turn 2. Tara lost initiative despite the bonus flip, so the Wabbit went to town, killing a void wretch, hurting the scion a bit more and and hurting Tara. I was hoping for slightly better, but you take what you can… Tara kicked off her fast aura and attacked the wabbit. I had foolishly moved Marcus to far away to Alpha the Wabbit so I pushed him nearer with the Guard, who also got into position to drop Leave your mark markers next turn. The nothing beast went to town on the Wabbit, leaving near death. Blessed went up and dropped a scheme marker near enough to get me a graves point. Scion kills Wabbit. It does empty hi hand to do so. Boris charges Scion, but fails to kill. Marcus Alphas Boris and this time he kills the scion. Aionius scores claim jump. Death Marshal charges Marcus, but he survives. Tara re-activate kills boris. I score Bounty and Graves, He score claim jump. Turn 3. Void wretch fasts Luther and charges him. He becomes buried. The Horcats charge the void wretch, but leaving him on 1 wound. Aionius goes and kills the buried Luther from fully healthy so I can’t use well rehersed. Marcus goes after Tara, and kills her. Moleman gets a marker near the nearly dead void wretch. Jackolope gets the kill on the void wretch. Guard drops a scheme marker for leave your mark. I score 3 points. Turn 4 Marcus kills the Nothing beast, and the jackolope kills the death Marshal. Aionious drops a mark for claim and a mark for leave your mark (due to his pushing markers action) I score 2 (failed to dig graves) he scored 1 We didn’t start turn 5, but I couldn’t get Aionius and he was the only model he had left, and couldn’t score anything. End score 7-2 The Bear and the Wabbit did roughly what I wanted as tough minions that took most of his crew to kill. I probably should have got more out of them, but it turned out to be just enough. If he had realised he couldn’t bury the scion with 0 cards in and, he might have played turn 2 a little differently, but I think it wouldn’t have made a huge difference as I think the last card he cheated saved something else from dying. I didn’t pay enough attention to Aionius’ damage, it was a lucky severe that killed the blessed, but I should have paid a little more attention to the down sides of being buried rather than just thinking it would be good to have a fast blessed released when I killed something.
  8. OK 2 simple questions i couldn't find the answer for: - Frame for murder. If i Alpha one of my opponents figures to kill the opponents frame target. Does he get points or no? - If i Alpha my own wild boar, does the wild boar get the +flip for "on edge" thanks
  9. As the title suggests, I have too much spare time and I recorded my work to get a Slate Ridge Mauler to be Winnie the Pooh for my 100 Acre Wood themed Marcus crew. Pooh is the first model I've done for the crew (Like I could start with any other model...) Finished compiling the video and slapped it on Youtube. Here it is
  10. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  11. A couple of months ago a buddy and I began our Malifaux venture. Previously we have been playing Fantasy, 40k and LotR so miniature games are not unfamiliar to us. (I'm not too keen on 40k these days.) Hopefully well get someone else into the game soon as well. (Scheming to start Gremlins to add variation as well as have an extra crew ready for some buds coming over.) Locally our FLGS has had Malifaux on the schedule Saturdays, but I'm not sure it has stuck. But before we take on that route we want to learn the rules a bit better (only 2-3 games in so far). But it's great fun! This first post of mine (here) is actually a celebration of getting my Cojo painted. Toot! (Sorry for the harsh/dim lightning,) (Will be retroactively add the other painted Marcusians soon.) Thanks for reading! /PoisonTail
  12. Hi dudes! Have a big question... when a model fails horror duel in his activation this model doesn't paralizes rather than this model ends his activation... ok... So why i read in other threads you can do 'Obey' in a model to do intentionally a horror duel and loss it, for example vs Ama no Zako and paralize him for devour? I can do the same whit marcus and Alpha vs a Rattler? Thx for all!!! Best regards.
  13. Hi folks, After a long hiatus, "Play It Like Beatdown", my blog about playing Malifaux badly, returns! In the olden days it was pretty much all about playing Marcus, but recently I've mixed things up a bit and started using Kaeris, plus I've got Sandeep on the way too. So if you want something to read which is certainly not going to make you the world Malifaux champion, why not stop by? https://playitlikebeatdown.wordpress.com/ Enjoy Dave/sssk
  14. Hey everyone, Hijacking on of my old posts again! I have VS crew all built and upainted + Hans and a Strongarm suit again all built and unpainted Outcast general upgrades Arsenal deck and also the Wave 4 upgrades for outcasts: I am looking for the Marcus crewbox any condition and any extra beasts you have to throw in! Cheers for reading
  15. tl;dr: I have too much time. Need advice on starting crew. ------------------------------------------------------- Foreword: I have very-very small game experience, but I read some rules and did some research. Also, I'm sorry for my bad English. But I hope this does not cause any inconvenience to you. Now, Malifaux is a complex game - there are many unique rules on models, there are different combinations of win conditions, and players build their crews specifically for that conditions. In short - it's pretty hard to comprehend all possible combinations of schemes, strategies and models, from the beginner's point of view. My current goals are: - to understand different schemes and strategies - to collect number of models, that can be effectively used in as many possible combinations of Schemes and Strategies (SnS) as possible Aesthetically, I like "nature" theme of Malifaux. I.e. beasts, plants, etc. But I'm willing to convert things as necessary. And after some thought, between Marcus and Zoraida I chose Marcus. I'm not planning to invest in all faction or even different faction masters from the start. At least for now. Therefore I will present you a Wall of Text and ask you for your opinion on it. Where am I wrong? What have I missed? What should I pay attention to? Etc. And most importantly - I look forward to your advice. -------------------------------------- Wall of Text -------------------------------------- Purchase plan ------------------------------------------------------------------------ "Claw and Fang" box "Blessed of December (1)" box "Canine Remains (3)" box "Waldgeist (3)" box "December Acolytes (3)" box "Raptors (3)" box - I'm not sure "Dawn Serpent (1)" box - later ------------------------------------------------------------------------ Noob thoughts on Strategies and Schemes ------------------------------------------------------------------------ i.e. what I'm planning to take with what schemes and strategies and why I'm buying those models Always (almost): Sabertooth, Blessed, Myranda Usually: Jackalope Questionable choices - Raptors and Dawn Serpent - Raptors - against snipers and weak backfield support - Dawn Serpent - if I'll need shooting and\or blasts Strategy Plan: * Turf War, Extraction, Guard the Stash: Defensive Marcus, Waldgeists * Reckoning, Headhunter: Aggressive Marcus, Acolyte, Rattler, no cheap models, no totem * Reckonnoiter, Stake a Claim: Aggressive Marcus, Canine Remains, Acolytes * Squatter's Rights, Interference: Aggressive Marcus, Canine Remains, Acolytes Schemes Plan: * A Line in the Sand: Aggressive Marcus, Waldgeist, Canine Remains, Acolyte * Distract: Aggressive Marcus, Waldgeist, Canine Remains, * Breakthrough: Aggressive Marcus, Canine Remains * Assassinate: Defensive Marcus * Protect Territory: Aggressive Marcus, Waldgeists, Acolyte * Bodyguard: Aggressive Marcus, Acolyte, Myranda as a target ------------------------------------------------------------------------ Skeletal crew ------------------------------------------------------------------------ Aggressive Marcus: Trail of the Gods, maybe Imbued Energies (for Fast) instead of 1-2 other Upgrades Defensive Marcus: The God’s Domain, maybe Imbued Protection instead of 1-2 other Upgrades Other upgrades: Feral Instinct (spare SS), Hunger Cry (against models targeting WP) [3] - Marcus (Def\Agr variation) [9] - Myranda (Imbued Energies for cards) [9] - Sabertooth [9] - Blessed of December [2] - Jackalope [:: Total: 32 +\- 1 ::] + models chosen for schemes\strategies
  16. I love the Bayou Gator models but do not play Gremlins or Zoraida in Neverborn. Why are they not Beasts for Marcus? Is there a fluffy reason that I am not aware of? If Marcus finds himself in a swamp do their reptilian brains counteract his magic? Please share any stories you know of that can shed some light on this dark corner of fluff Would they be too good with Marcus and for the sake of rules this has been omitted? I don't see them in play often or praised to high heaven on here - the consensus I gather is that they are "OK." Marcus can already get Silurids and the Spawn Mother/Gubbs who are NB Swampfiends, and the majority of Gremlin pigs. Is Zoraida jealous and hogging all of her gator friends? Running a Marcus Swampfiend crew would be exciting to see. Hire in McTavish as a mercenary to replace Myranda and you'd be set. Getting some justification for this omission will help stem my crocodile tears.
  17. I bought the Marcus crew box recently and figured to get used to it I'd play in a local Shifting Loyalties Campaign with it. But, looking into it, most of the Beasts I normally take aren't Arcanists, and with only starting with Myranda I won't be able to bring them along. Would Arcanist beasts would people recommend I use? At the moment I'm thinking Rattlers and maybe Cojo for a bit of longevity. I'd take the sabretooth as Myranda's 'change into ' model rather than hiring it in, (especially as I only have 1). Unless I go really aggressive with it and kill a few things in the thick of the enemy crew before its taken down then I warp Myranda into it bringing out the threat again. But this would mean it would get 'injured' for the campaign. Any thoughts?
  18. Hi guys, im very new to malifaux but not wargaming in general (joining you guys from vadious other games which shall not be named). For my first master i was looking at Marcus and spotted that a few beasts have the smell fear rule and the upgrade pack alpha(?) gives it to other models too. So, my question to you all is how could i build a crew a crew that takes advantage of the smell fear rule as much as possible and is it actually worth trying to do? thanks guys, any advice is appreciated
  19. I was wondering, the Defend me text states, a beast within 3" suffers the effect of the "Attack" instead, I would like to know what exactly constitutes an attack? MI and shooting? Casts? Anything that deals damage? Pushes and pulls? Thanks for reviewing my question.
  20. So I have read book 3 and thinking about starting to play Marcus (among 2 other masters ). I was thinking that Scorpius would be great to cash on the poison conditions caused by Razorspine, the zombie dogs or Rouge necromancy since he can cause Paralyze with its 0 action. However Scorpius seems like a minion that could be shredded in a single activation and it is rare 1 (you could bring it back with Myranda but there are better targets for it). It leads to my problem, namely the Wk4 of Scorpius. It would mean that if I want to charge with it I have to stay in the open (8 threat range) and die horribly. Or during the activation move 2 and use 0. I read most beast and arcanist models but can't find a solution (push + accomplice for example) to gap this problem. Anyone has advice or experience with Scorpius and how to use it with Marcus?
  21. Hey folks, So, my good friend roped me into Malifaux via a combination of constant peer pressure and excellent demo games at House of War (Ringwood, Victoria, Australia - if you are in Victoria and have the time or inclination, I high recommend going to visiting these sweet peeps! Facilities are second to none.) My girlfriend helped me cave to his pressure by buying me the Marcus Claw and Fang starter set for Christmas. To my surprise, I had a great level of enthusiasm for completing and painting these models to get them onto the table. Marcus was the first model that I completed of the crew. This was a significant moment for me because he represented the first model I have ever fully completed - I have 3 40k armies, 2 WFBH armies and an Infinity crew. With his completion began the relentless march of churning out beast after beast for my crew pool. First was the entire box contents, followed by a War Pig, then some old school Night Terrors, which were then followed by Silurids and Waldgeists. Lastly came the Canine Remains (who may be my new favourite model after the Cerberus, following their turning of the tide against a Dreamer crew for me). Now, I will profess that I am not the world's greatest painter by any stretch of the imagination, but the completion of these models makes for an important chapter in my gaming career. I feel like I need to express my love for this wyrd little game of ours (see what I did there!). It is the only game that I have felt myself wanting to continue painting and getting the models completed and I love the zaniness of the games, so much so that I am entering my first tournament in March and hope to have my second crew (the wonderful Toni Ironsides) ready to go for the grand occasion - although she will struggle to force Marcus off the table. So, without further ado, I present Marcus and his horde of homie beasts...
  22. Hey gang, I am learning Arcanists after spending a lot of time with the mercs in the Outcasts. I am learning Colette and have had some problems with facing Marcus. His beasts are fast and hit like a truck, he himself is blazingly fast and a hell of a beatstick with being able to stack bonuses (at the cost of extra Tomes), not to mention the debuffs after he tags my things as Beasts with Ca8 or random other things like Malifaux Raptors. Myranda's Skinwalker + Malifaux Raptor also makes things like Entourage, Bodyguard, or enemy-zone marker schemes extremely difficult to stop. It does seem like most killy Beasts are glass cannons, but things like the Sabertooth or Blessed have Leap so getting the alpha strike or locking them down is very difficult. Your thoughts?
  23. Got my first game in ever as the dreamer last night. It was a ton of fun, probably the most fun I have had playing as Neverborn.Corner Deployment Extraction Schemes were Deliver the Message, Body Guard, Protect Territory, and Spring the trap. I opted for Bodyguard on the Hooded Rider and Deliver the Message, both unrevealed. My list:Dreamer with Dreams of Pain, Otherworldly, and Wings of DarknessTeddyHooded Rider with Ret's Eye3 Day Dreams1 SilluirdHis list was Marcus with God's Domain, Arcane Reservoir and I can't remember what elseSabertooth Cerberus with Imbued EnergiesMiranda with Imbued EnergiesJohan with Imbued EnergiesJackalope2 Canine RemainsTerrain was kind of relevant, but kind of not. We had a river going down the middle to the left. There was a house close to the river and a bridge on both sides of the house. The marker was on the inside of the river with the house blocking it in. Whoever got that corner was going to have a huge advantage as the other corner had limited options to get around. We flip for deployment and he gets that corner. Great.He deploys the Cerberus on his left far flank with one canine remains and jackelope on the left side of his deployment. Marcus, the rattler, Myranda, and the other Canine Remains were centrally located.My deployment was Hooded rider on the left (there was a row of houses to navigate so I can flank) with teddy ready to run across the bridge. The sillurd was on my right part of my deployment. The dreamer was centrally located with the nightmares in a triangle pattern around him. My starting hand had 1 11 and the rest were below 6. Ok, no problem! Stone away and strike out. I get nothing but low cards. This bums me out a little, but I'd rather filter them now, I guess? The first round was interesting. I managed to use a stone to give myself positive flips on a summon flip and summoned in the twins with one lucky high card and cheated in the other, both healed to full. On my right, he threatened a Sabertooth to my teddy. He traditionally gets super lucky with the Sabertooth (he got like 8 attacks one time) so I am a little hesitant of it. We do a little dancing, but no engagements. The hooded was B-lining up the left side. Turn 2: I won initiative and cant remember the order of things, but I managed to get one stitched in and gave fast to the twins and moved up with the dreamer, being careful of my waking. The hooded popped one canine and the non-slow summoned stitched (because I hit the trigger) gambled and destroyed the other canine. This was good because it means I could start out activating, but he had more peeps around the marker to move it. I still got my strat point, but he moved it back to his corner a little bit. Not good. I managed to snag Johan with a lure and teddy brought Johan down to 1. He also got the drop on my teddy and took a big chunk out of him, but he managed to stay alive. Turn 3: I won initiative and finished Johan promptly with Teddy. His cerberus leaped over Teddy and got to deliver a message to Dreamer, scoring 2. Those keeping track, that makes it 1 to 3. I summon some Insidious Madnesses and rush the objective. I do a big chuck to his Rattler with my Rider as we dance back and forth. He isn't able to make a lot of the damage stick on the rider at this point. Dreamer also gave one of the twins fast, so Leilu activates, Lures myranda into the river (causing hazard damage), and double Whispers in Blood. Lelu then goes and takes a huge chuck out of Cerberus. He doesn't kill him, but he is hurting. I have more guys within the objective due to spamming Madnesses and get the objective to move back.Turn 4: He wins initiative and tries to put some damage on Lelu, but black jokers one and whiffs on the other. I leap my silluird into base to base with Marcus and do my own Message UPS. I finish off the Sabertooth and lure Myranda up more and do some major damage to her in hazardous terrain. He pops Myranda and summons out a Cojo. He is able to clear some area with his push, but it was a desperation move. I am able to do some major damage to him and keep him in the river, bringing him down to 1. The Hooded rider finishes off the Rattler. He is down to Cojo on one wound, Marcus who kills the silluird, and is Jackelope. Turn 4 ends and I reveal my other scheme. After asking if I have a way to heal the Hooded to above half wounds (which dreamer can do and could do easily), he says good game. End of game score was 9 to 6. he got 3 strat points, 2 points for Deliver, and 1 for protect territory. Turn 5 would have been me getting the last strat point. Things I have learned:Summoners are dumb. I hate playing against them. After playing AS one, I see the appeal. They are dumb. Dumb dumb dumb dumb. OMG dumb. There wasn't a lot he could do really. Maybe bring some deploy from shadows stuff to engage me? I dont know. It was rough for him. He had a blast, luckily. I didn't overwhelm him any one turn, but was able to stop him. Had I not rush the objective turn 3, he would have been able to just run back and camp points.
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