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Found 22 results

  1. Ten Thunders vs Outcasts Asami Tanaka vs. Parker Barrows Flank Deployment, Malifood Scenario Three: Christmas Caroling Scheme Pool: Assassinate, Search the Ruins, Harness the Leyline, power Ritual, Deliver a Message Ten Thunders: Power Ritual and Assassinate Outcasts: Search the Ruins and Harness the Leylines Ten Thunders: Asami with Trained Ninja Amanjaku Ama No Zako Akaname Minako Rei with Silent Protector Yasunori Low River Monk Vs. Outcasts: Parker Barrows Doc Mitchell Mad Dog Brackett Sue Bandido Woukou Raider The Midnight Stalker Dead Outlaw Flank Deployment - the map includes four 4x4 buildings placed evenly along the centerline. The strategy is to interact with each of these buildings and do a TN 10+turn# WP duel. If successful, the interacting model gains 1-5 sugar cookies depending on level of success. At the end of turn, the model with the greatest number of cookies from each crew needs to pass a TN 14 WP duel or the model eats a cookie. VPs are gained from strat by: having at least 8 cookies collected throughout the crew at the end of any turn, having at least 11 by end of game, having more than the opposing player having collected cookies from each of the four houses. A player could have a model use cookies as a bonus action to heal 1-3 points depending on the number of cookies eaten. Turn 1: Yasunori fishes for cards and pulls 3-13’s, a 12, and an 11 off of a 6-card pull from Revel in Chaos. The Low River Monk heals him back to full. The Akaname throws up a scrap marker for Minako to use to summon with and then it drops a scheme marker for Asami to use for healing. Minako summons a Katashiro, then she mistakenly moves forward to get ready to sing for cookies. Mad Dog comes forward and blows up her cover and then pelts her with shotgun blasts. He surprises himself when he takes five damage from out of nowhere (Minako’s Karmic Fate). Ama No Zako comes forward on a flank and has Minako run around the building into cover. Sue comes forward and misses Minako (getting the Karmic Fate upgrade). Asami summons a Jorogumo. Asami uses her reaching tendrils to get the Jorogumo up the board right in the midst of Parker’s crew. And then she fails in an attempt to get the Low River Monk up the board to support Ama and Minako. So that great hand was spent keeping Minako alive and summoning a Jorogumo. The woukou raider walks up into base contact with a building, then Parker starts wailing on the Jorogumo, allowing the raider to interact with the building getting cookies. The Jorogumo survives the hail of bullets. The Jorogumo wails on the Dead Outlaw and gets it down to one health; however, due to poor positioning of Asami, she cannot stop the Jorogumo fading out with the third flicker, she could’ve prevented at the beginning of its activation. Turn 2: Ten Thunder’s hand is trash with high card of 8 of masks which is enough to summon a Tengu or Akaname, but the 8 is needed elsewhere. Sue kills Minako injuring himself, but he shrugs it off and moves forward into where the Jorogumo had been thrown to. Ama No Zako charges in killing the Dead Outlaw and engages Mad Dog. She swings at Mad Dog and misses. Mad Dog then swings and shoots with triggers, causing Burning +2 and Injured +4 to Ama, getting her down to 4 wounds. Amanjaku is engaged by the Midnight Stalker after he interacts with a building, but Amanjaku manages to flip a tome for the purification trigger to end the injured condition on Ama and remove a flicker. He then fails his second attempt, so the Burning stays. The Bandido charges and kills the Katashiro and lays down a scheme marker in preparation for Harness the Leylines. Yasunori attempts the card draw again, but fails so takes two movement actions towards a corner to prepare to engage Parker and/or lay down a scheme marker for Power Ritual on turn 3. Doc Mitchell moves up and heals Mad Dog. Asami does a reaching tendrils attack on Sue, throwing him into engagement with Ama No Zako. Then she does another on Doc Mitchell, pulling him forward so she can hit him using the Rip and Tear Trigger which allows her to do two points of damage. She then attempts another melee attack and fails. Parker comes forward and tries three shots at Asami, but with Cover, the attacks miss. The Akaname burps up some scrap and eats it for poison, then takes a move action up the board, preparing a charge action next turn. The Woukou Raider interacts with building to gain more cookies and moves up to the centerline. End of Turn 2, Outlaws score 1 strategy point for 8 cookies. No points for TT. Turn 3: Ama bites Mad Dog and heals (though should’ve bit Sue - for a chance to summon Wanyudo, but I forgot about the Karmic Fate Upgrade, DOH!) with the Drink Blood trigger twice, but after stones only gets two health back. Mad Dog takes two swings to put Ama down for good. The Low River Monk moves up the board and heals Amanjaku for 3. Doc Mitchell fails the first disengagement but makes the second attempt. The Akaname charges Doc Mitchell and hits for one damage with the Infect Trigger, and then misses second attack, but catches Doc, Mad Dog, and Sue with its Horrific Odor. Sue was engaged by Akaname’s 2” melee, so he had to walk into engagement and then kills the Akaname. Asami targets Parker with her reaching tendrils attack and throws him back into position for the Yasunori to charge at. She then attempts to pull Doc Mitchell back into engagement, as she doesn’t have the cards needed to summon, but her attempts fail. The Midnight Stalker leaps out of engagement with Amanjaku, then walks over to some terrain and puts down a scheme marker for Search the Ruins. Yasunori finally takes his turn and attempts Revel in Chaos and gets a mask high enough to get the trigger. He takes 6 wounds for six cards and the Outcasts have to discard four at random, which were all weak. He then charges Parker and gets him down to just below half with all four attacks connecting (counting onslaught triggers), but Outcast stones for damage prevention. Parker attacks the Yasunori in turn but with cards in hand, all damage is prevented with the rider’s defensive trigger. Doc Mitchell dies do to Poison, and Sue and Mad Dog both take 1 point of poison damage, as well. End of Turn: TT 1 for Assassinate and Outcast 1 for Harness the Leylines, so Outcasts up 3-1. Turn 4: Parker attempts to pop Yasunori, but the damage is prevented again. Asami summons an Obsidian Oni, which is placed within range of two corpse markers, so no flicker is gained. She then targets the Oni with Reaching Tendrils and gets the Coordinated Attack trigger twice from masks in hand as the Oni is pushed into engagement with Sue and Mad Dog (Which is not how this trigger works. I goofed on this as the Coordinated Attack trigger is used when a friendly model is nearby the target of her Reaching Tendrils attack gets a melee attack. Oops. Now I got it.) During these triggered attacks, it uses flicker for a positive on attack against Mad Dog and hits getting Mad Dog down to HtK. The other attack hits Sue and gets her down to two left. Mad Dog activates and kills the Oni, and kills himself and Sue with the Oni’s Demise trigger. A Wanyudo should’ve been summoned at this point, but I forgot about the upgrade on Sue. The Yasunori finishes Parker with red joker damage off an attack from an Onslaught trigger, then Yasunori flies towards the corner to get ready to drop a scheme marker for Power Ritual. The Bandido and Woukou reapply scheme markers for Harness. End of Turn: TT 1 for Assassinate, Outcast get nothing. So 3-2 Outcasts. Game is called at this point, since nothing can be done to deny Power Ritual. TT were not going to be able to get 8 sugar cookies in a single round for strat. Outcasts were not going to attempt to get more cookies as Bandido and Woukou already had several, and TN of 15 would not put them in range of getting more when they could only achieve weak success and they were already at 3+ cookies a piece. Asami could deny one of the Outcast schemes but probably not both, so the game is decided. 4-3 Outcast win.
  2. Hi all back with another one of my crew overviews, this time for my favourite crew the Bandits of the Barrows Gang. I really do love playing Bandit and it's the keyword I've put the most time into by far (50-60 games compared to Viks next at about 10), having some close matches off top table in tournaments to knock me off podiums with solo-Parker. Keyword abilities/triggers- Life of Crime- while not on everything in the crew, it's pretty common and very useful. When a model with this activates it can remove a scheme marker within 4" (any- friend or foe) to gain Fast. Simple, effective and all around just good if you have ways to get markers out easily (and with the bandits, you do) Run and Gun- quite simple, they can use projectiles on Charge actions. When the crew mostly have guns, this is great because it's AP efficient and helps them move around while still being able to shoot opponents (also to get around cover or concealment) Drop It!- the tome trigger of the crew, this forces the target to drop a scheme marker of the opponent's in base contact with themself. The trigger is useful to put Fast on your own models (because of Life of Crime) or just to mess with the placement of markers for your opponent (if you make them put a marker in a useless spot but it's within 4" of somewhere they would want a marker, that's a big win) Gunfighter- A few models in the crew have this which lets them use their guns as melee attacks with a range of 1”. It’s good to stop things from being shut down in engagement and means the models with it can keep shooting, just at what’s closest first A Fistful of Scrip- On Parker, Mad Dog and Sue, this lets them place a scheme marker in base contact with models they kill. It’s useful to set up schemes if models happen to be in the right place at the right time, but more often it will just be used to feed Fast to things. Keyword models- Parker Barrows- The master of the crew, Parker is good at pretty much everything you want him to be good at. His defensive stats are very good for a master (mainly his 14 wounds) and he has a couple of ways to regenerate Soulstones to keep him going (and the other stone users in the crew). His front of card is pretty standard given his role as the Bandit Master, with Gunfighter, A Fistful of Scrip and Run and Gun but he also brings Expert Shot to always ignore Friendly Fire which is really nice to have, and Draw Their Attention to go into his role as a shooter that supports his crew when he does it. It means when he damages an enemy model another friendly in LoS of him can discard a card to take an Interact action, meaning in interact heavy pools it can get a lot of value out of a crew that already is capable of taking a lot of actions (you can’t score Deliver a Message off it but Plant or any scheme marker is fair game). The back of his card has a lot of text- to be expected on a master- but each of his 4 actions have worthwhile uses and will see play at some point. His Six-shooters are a somewhat low stat 5 with positives, but they get +1 for each scheme marker within 3” of the target which him and his crew will force placement of, and 2/4/5 damage is respectable with his possible 17” threat range on 1AP. The triggers are also pretty good with him having Reposition on a mask to move up to 3”, and Highway Robbery as a version of Drop It! that will always trigger provided he has the tome (it’s enemy only, after resolving so he doesn’t need to actually hit). Highway Robbery then helps set up one of his tactical actions Bandit Raid, which has 10” range and needs a 6 to push another friendly model up to 6” towards a scheme marker in its LoS and then if it is a Bandit it may take a shoot action. It can’t target the same model more than once an activation but it’s a great way to not only get threat extension but also extra shots and putting models closer to scheme markers (which then means Fast). It’s amazing on Mad Dog or Gunslingers because they both have great things that work with it (blasts on Mad Dog, Onslaught on the Gunslingers) and want to be in good positions for shooting. His other tactical action is a bonus with no flips needed, simply a 4” pulse that removes all enemy scheme markers and gives you a card or soulstone for each. It’s value just because it gives you resources super quickly and it’s absolutely free- doesn’t cost you cards and doesn’t clash for any other bonus action so when you have the opportunity it will happen. The last thing to note on his card is somewhat less common to use but still good in the right situation and that is Stick Up!, which is slightly lower range but higher stat than his guns, resisted by Wp instead of Df and has a more control focus. It’s enemy only and can’t target the same model more than once, but it deals a flat 4 damage that can be reduced by 2 for each card the enemy discards (obviously they can only discard 2). The catch is if they do discard cards you draw an equal number so it’s a damned if you do, damned if you don’t situation for the enemy, and the ram trigger is then an irresistible theft of a soulstone provided the target can use them which is both thematic, hilarious and strong. In general I find myself using the Six-shooters more often to throw out markers and deal damage but Stick Up! Is great as well on models with especially low Wp that can spend stones (Fuhatsu for example). Don’t expect Parker himself to blow away the opponent’s crew, he isn’t Perdita or Ophelia in that regard, but do expect him to multiply your force and add a ton of value to the models you do have so you can achieve a lot more. Doc Mitchell- as a totem he is free, and he's 4SS anyway, so he could be forgiven if he wasn't fantastic. But he is for that cost. He's just a cheap healer to follow around the vital pieces, and although his heal is short ranged it's at a good stat with an excellent trigger and as such he will be an important piece in your crew. If he dies? Sure, the totem died and took hits the others could've taken. He doesn't? He'll keep things going far longer than they should. He's also immune to poison which is situationally great Mad Dog Brackett- Mad Dog is hands down my favourite blaster in Outcasts. The amount of damage he can do is insanely good on his own and when you start adding in what Bandits can do to tune him up that becomes incredibly scary. While he is low range for the crew, Run and Gun helps extend that to 13” threat range off a single AP, and he can not only ignore Cover himself but he can extend it to the entire crew through Blown Apart markers which comes in handy often. His own damage track is very good, and with valuable triggers on every suit (his crow to ignore armour is built in, which is often helpful) he will always be doing something of value. He has great synergies with Parker and the Emissary which I will put in their respective sections, and in general I would never play a Bandit crew without Mad Dog Benny Wolcomb- Honestly? Don't. Benny requires you to jump through a lot of hoops to get him going in a way that is useful to a Bandit crew, and although he is a second henchman that isn't actually great in a lot of situations. Play him in Hamelin (and even there he's a maybe take) but he's not worth it in Parker Sue- Being entirely honest Sue is a model I have grappled with on a few occasions because I know that he is good and I see the great value there, but when I put him on the table he is never quite as hot as he seems. His gun is great especially with Critical Strike built in, Walk the Line is great value to set up scoring where it needs to happen (or just to trigger Life of Crime on something else) and both of his bonus actions are very useful. The Man in Black turning off triggers entirely is probably the better of the 2 in most cases (Ring of Fire has the potential to hurt your own models while MiB is just hard enemy control) and his front of card is fairly typical for a more expensive Bandit, although he lacks Life of Crime and instead has Grit (Hurt) to draw cards when activating below half health and Hard to Kill to keep him going longer. In general he’s good, but it’s more difficult to get value out of him compared to a lot of the similarly costed models in keyword or versatile with him not having Life of Crime. Convict Gunslingers- Gunslingers are a very un-subtle model as can be expected from the name. They’re all about shooting as much as possible whenever possible and they’re good at it. Bullet Proof stops them from being damaged as much by enemy guns, and Quick Draw means if they win a duel on a mask against projectile attacks they can hit back at 2/4/5 with a negative. They have fairly standard abilities for Bandit otherwise (Life of Crime, Gunfighter and Run and Gun) and only 2 actions on the back of the card. Their attack is decent at stat 5 with positives resisted by Df, 2/4/5 damage is respectable but the triggers are where it gets strong. Onslaught on a mask, Slow on a crow and Drop It! is a great spread to have on a model that wants to be shooting as much as possible. Chain Gang is useful because it is a move for friendlies that needs no flips and can get things out of engagement (mainly Mad Dog and Bandidos) or just to get 3” further up the table early game. Wokou Raiders- A shared keyword model with Misaki, Wokou Raiders are a bit odd in how they work but they’re very good nonetheless. They’re a melee model with a little bit of shooting, working as a tarpit and damage dealer that still has the classic Bandit scheme marker removal you’d expect. They borrow Charge Through from Last Blossom, getting positive flips to melee damage flips on Charges which goes well with their damage track (2/4/5) and positives to attack built in with some great triggers. Drop It! is typical as a Bandit, Critical Strike is good for the extra damage should you get rams and Coordinated Attack is better in Last Blossom than Bandit given the melee preference over Bandit’s gun focus, but always good when it’s relevant. Defence 5 is pretty average for something of their cost, willpower 6 being good, but Combat Finesse and the fact opponents can never cheat melee attacks against them is a very big boost to their effectiveness. Bullet Proof is something they share with Gunslingers and Oiran giving them a little edge against guns as well, while they have Life of Crime to gain Fast when they activate. This synergises well with their Ever-Changing Wind which lets them move (not push) 3” when an enemy scheme marker is placed within aura 6, meaning you’ll easily be able to get in 4” to remove that marker when they activate. A New Horizon lets them place scheme markers around as a bonus action for a 4 of tomes, moving the marker 6” of its current location when the action is declared which can not only counter an opponent but also benefit Bandits if you’re spreading around Fast. Dead Outlaws- A very similar model to Bandidos below just with slightly different stats and replacing Life of Crime with Torment from Jack Daw’s crew, which they are also in-keyword. Df4 is pretty low but they have 7 wounds and Hard to Wound to compensate, they have Gunfighter so they aren’t stuck with being engaged, and they have 2 abilities on the front of card that work better with Tormented than Bandit. Cursed Bullets means they ignore Friendly Fire when Tormented models are involved, both friendly and enemy, while Torment lets them draw cards at the end of their activation if they damage enemies with upgrades attached. It works in Bandit if opponents happen to have them but is far easier in Tormented given how that crew throws out negative upgrades onto their opponents. Their Collier Revolver is the same as most of the crew and is ok, but their triggers are far more debilitating than the rest of the crew. On a mask they give out Staggered (which plays into Jack Daw more but is still good) and on a crow they give Slow or gain +1 damage if the target is already Slow which is really good. Their other attack is At Gunpoint which at stat 6 resist Wp is a decent attack but the effects are easy to negate. It works like an obey, but the opponent has to be within 3” of one of their scheme markers and can simply discard a random card to stop them from taking the action. The triggers on it give Staggered on a mask or a built-in trigger for +1 damage when resolving the action. Outlaws themselves cannot eat markers for Fast as they lack Life of Crime, but with Covetous Cravings as a tactical action they can hand it out on a 5 provided the target is in 6” and LoS of a scheme marker which is good for spreading fast but even better at being super long ranged and non-linear scheme marker removal. Their bonus action is a 6” aura that lets them push another Tormented model in LoS 3” towards a dropped scheme marker whenever a scheme marker is dropped within range. It’s a good way to keep things moving in Tormented but will only ever happen in Bandit if you’re hiring OOK or more than one Dead Outlaw. Bandidos- The cheapest Bandit model outside of Doc, Bandidos are primarily scheming pieces that can also do a lot while shooting. They’re not fantastic and they lack the positive flips most of the crew have, but they are still valuable enough for their points. Their biggest weakness is getting engaged, because their Knife is very average, and they will usually fold should they be in combat with something that wants to be there. 5s all around for stats is decent enough, Run and Gun is well worth it on them (if you’re planning on walking to a position to place a marker, you may as well charge to shoot if you can), their mask trigger is great to push 3” after succeeding and they have a couple of really good front of card abilities. Quick Getaway is a mask trigger on defence that lets them push 5” after resolving an attack, so every time they resist on Df and get a mask they’re moving, and Trigger Finger is even better albeit once per turn. When an enemy drops a scheme marker within aura 8 of them (so when you use Drop It!) they can take a projectile action against the model that dropped it. This combined with Life of Crime means the crew can put out tons of shooting outside of normal AP limits which is great value to have. The last thing to mention is like Dead Outlaws they have At Gunpoint but it’s at a lower stat and thus not reliable at all for the setup. They aren’t really tanky but they can move around well enough to score points so I rate them, and I get value out of using them in marker schemes. Bayou Smugglers- Like Benny this is another dual-keyword model that doesn't really do much to add to Parker's skillset. It's a predominately anti-scheme based model but that's done by literally everything in-keyword, and as a melee model Wokou Raiders have a better toolkit for the most part. Attuned is really nice and their card cycle is good, but I would consider these more in Bayou crews as a Versatile model, or Outcast Zipp crews. OOK/Versatile models- Hodgepodge Emissary- My favourite Versatile choice for Parker, the Emissary does a lot to support the crew in relevant ways. It has a 6 inch range heal that only needs a 6 to go off and can attach the excellent Trinket upgrades at the same time, a bonus action to put up an aura of soulstone generation when models die, and the better bonus action to push a model 3” and then drop a scheme marker. This action needs no flips, and in Bandit where it triggers Life of Crime is essentially pushing a model 3 and giving it fast for no investment at all. Combine that with 3 inch auras for passive heals on models’ activations and increasing their Mv by 1 for that activation (which is great for charges), plus it having Manipulative and Hard to Kill it is well worth the 10SS investment in Parker crews for a lot of pools. Trinket upgrades- Memento- Gives Companion, it’s excellent on Mad Dog. Use Parker to set up a 3AP killing spree, Bandit Raid him into range and then immediately go and slaughter. Pretty Floral Bonnet- Don’t Mind Me lets any model you choose be able to Interact far easier which helps Bandit crews do what they do best. It’s useful in a lot of cases and where it goes (and when) depends entirely on board state, but it’s worth doing Vitality Potion- Regen +1 should go on one of the more important models in the crew. Whether that’s Parker, Mad Dog (if he doesn’t get Companion), Wokou, Sue or Gunslingers is up to you but any are good choices. Parker I think is the best because it keeps him tarpitting and you’ll be healing him more often anyway. Hodgepodge Effigy- Same sort of role as the Emissary with its support healing and soulstone generation, but for 4SS. It’s more fragile but for 4SS still remarkably tanky, although it doesn’t have good damage (nor should it as a support model) and doesn’t have a lot of the more useful tricks of the Emissary (trinkets, A Weary Road, its auras) Prospector-He just fits nicely with the scheme shenanigans and soulstone generation in Parker’s crew. For 6SS he’s a great addition because he slots in perfectly with the schemes Parker tends to go for (and their denial too) Midnight Stalker- He’s a reliable melee model with Leap, easy access to Fast and can give out Adversary Bandit (absolutely lethal if it goes off). His best use is for countering and promptly murdering scheme runners, but he’s really great value in Outflank or Breakthrough as well because it plays into his entire schtick Ashes and Dust- I’d only take Ashes into Reckoning, but that’s because he is seriously cooked there. The difficulty in killing him while you take damage back is something the opponent has to consider, and then you just smack them down with his easy access to min 4 damage. He’s a perfect Reckoning model and even just a good melee beater in general, but I would only maybe consider him OOK for Turf War, and even then I would probably just take something in-keyword or Versatile (Wokou or the Stalker) Upgrades- Servant of Dark Powers- It’s a good upgrade and really nice on Mad Dog for the threat extension and healing, but where it shines is on Wokou Raiders. They’re already quick and fairly tanky, adding Terrifying and healing to them makes them a real pain to remove and is well worth the cost. Soldier for Hire- Its basically 2SS for Hard to Kill and a situational card draw. This Will Fetch A High Price will rarely if ever happen in Bandit given their other ways to remove scheme markers (and gain soulstones) and Bounty Hunter will give some nice card draw, but Wanted Criminal gives better card draw in Parker. Skip Wanted Criminal- This upgrade has its best synergies in Parker, but even here I don’t think it’s amazing. It enables Trigger Finger to be even better, giving you cards to cheat or get triggers, and Drop It! will mean the card draw triggers often. Expert Thief isn’t fantastic, but Swagger on any minion in the crew is worth having as well. In general, I wouldn’t take it, but it does have its uses in Parker far more than any other crew. Deployments- Standard- The basic one, it's neither good or bad. You'll be able to start charge shooting bottom of turn 1 with some setup which is nice, and you have the spread to split things up and dedicate resources to where they need to go. Wedge- A more annoying Standard. I like to run things up the flanks which is far harder in Wedge and although the middle is further up the table it tends to bottleneck the crew early on which can be a death sentence on certain terrain setups Flank- wide deployment and plenty of movement potential. Bandit likes this as a keyword because they can manoeuvre around and get into annoying positions to score Corner- Like Flank but smaller deployment on the wings, it's not as great IMO but it still works- especially if you go for a deathball Strategies- Reckoning- Doable, but not the best in-faction at it. His amount of guns helps a lot, as he can shoot things off the table before they can reach him and charge backwards to keep the crew safer. Going top-heavy with a lot of the expensive models is well worth doing, I like hiring in Ashes and Dust as a melee beater as well because he is nigh on impossible to actually kill. Plant Explosives- Bandit's best strat IMO, because they have the movement and interact potential to spread all over the table and do whatever they want to. I tend to take more minions here than other strats because of numbers spread, but it can be done with almost any Parker list relatively easily. Make use of Draw Their Attention and have Parker and Mad Dog as damage dealing diversions while the rest of the crew can sneak around. Corrupted Idols- Not fantastic. They can do it but not well and it relies on a lot of things falling into place for them to excel at it. This is easily the worst strategy for Bandit as a keyword, and there are flat out better options in-faction, but they can manage well enough. Turf War- Decent take here, they can move up and deal damage quickly enough to threaten the opponent's markers fairly easily. Not quite Viks level IMO, but the same style of play and they're well suited towards it. Schemes- Detonate Charges- This one I'm not a huge fan of taking, but hot damn Parker is such a ridiculously good counter to it. Hold him till later in the turn, waddle over into the markers and they disappear, giving you cards/soulstones and the opponent nothing. That said, an opponent who knows what Bandits do will never choose it against you because of this. Breakthrough- You've got mobility and you've got scheme marker placement. This is one you can do, but as always I only recommend it in Flank because of greater spread and more potential to flank. Harness the Ley Line- Easy to score, easy to deny. Parker makes this even more apparent and it is for this reason I love Bandit into this scheme because you can play hard denial and still come out on top in terms of actual scoring. Search the Ruins- My favourite for Parker alongside Ley Line, for the same reasons. You can zip around the backfield and chuck markers around while you charge and it's just thematically fun while being a good choice for the crew. Dig Their Graves- I'm not a huge fan, mainly because the second point is silly to score, but the first point isn't all that hard. Take it if you want to, it's not impossible to score 2VP from but it isn't something I personally like taking even when the first point is fairly easy. Hold Up Their Forces- Decent because of Bandidos and Dead Outlaws, but those options aren't hard to take out should they be focused on. I wouldn't take it because both points are telegraphed and not entirely easy to do, but it's an option. Take Prisoner- Bandits don't really want to be right up in combat so this one isn't fantastic, but it's still doable. Wokou Raiders are the choice pick here because they have staying power in melee more than the rest Power Ritual- Another one that can be done pretty easily by Bandits, but it's significantly easier in Flank or Corner and Tara is just as good if not better. Outflank- With the tankier options or even just a couple of cheap minions, this is pretty good for Bandit crews. It's obvious but it's not massively easy to deny at least the first point, and the second one is no harder Assassinate- One of the 14 wound masters with good access to healing and soulstone generation, Parker is a difficult one to get Assassinate. His crew have enough high-powered shooting to get it themselves, and with their reach it's hard to escape the 2nd point, so it's not a bad take. He doesn't do so well here into Leveticus, but who outside of Ten Thunders does? Deliver a Message- First point easy, 2nd point not so much- but Bandit counters the 2nd point hard. That’s worth keeping in mind here because it could mean the difference between a win and a draw. Not as easy to get the second point as in some other Outcast crews, but it’s still a doable scheme Claim Jump- With some of the tankier models in the crew it’s possible, but it’s far more situational and difficult than Outflank is and you’ll be fighting hard for it. The second point is almost as easy as the first with healing access, but that reflects how difficult it is relative to a lot of other Reveal schemes (and Outflank is easier in both cases with Bandits) Vendetta- With the changes to it, Mad Dog does this like an absolute champ (Sue and Gunslingers are good options too). Anything 9 stones or above is going to get blown away for the first point quite, and the second point is a little bit harder but still easily doable with the Bandit tricks. In general I love the Bandit crew, and they're by far my favourite thing to play in 3E. They're solid generalists and can achieve any scheme with some degree of confidence, but they're by no means the best option at any of them really. Once someone knows the ins and outs of the crew though they're definitely a crew you can play with great certainty in getting at least half your points and they play a very good denial game at the same time.
  3. So I have never been a “beta tester” as I am not good helping balance a game. This leads me to avoid paying attention to games and changes until the release aka M3E. But now I need help! what are some good combinations in a parker list? Any models that particularly fit better than others? What about Benny wolcomb? Where do you use him vs others? Is there any good Mele or tank options? Looking at barbaros now that he is outcast versatile. Any “trap” models in theme that don’t really fit?
  4. Hello friends. I took a pause from playing 3e, since there will be soon a tournament in Bordeaux to say goodbye to 2e, and Im focusing on that. (EDIT, I pressed ENTER too soon...dang it) That being said, Im going to test 3e very soon, and Im struggling on what Upgrades would be wise to use on Parker's crew. "Wanted criminal" looks very powerful on Convict Gunslinger, but "Soldier for hire" seems equally valuable on them. Are Bandidos worthy of those Updates? I really think that only the Gunslinger and Mad Dog would be really worth using those Upgrades. I don't find much use for "Servant of the Dark power", honestly. Maybe on Sue? I would love to hear your thoughts. Cheers!
  5. So, I've played a couple of games with Parker and... won them all with the same crew. Now, I know that Tara, Levi, Viks or Hamelin might have done the same with more confidence, but. It's bloody Parker! The Clint Eastwood of Malifaux! So here's the crew I've been playing: Leader: Parker Barrows - Cache:(4) Stick Up 1ss Black Market 1ss Oath Keeper 1ss Doc Mitchell 3ss Mad Dog Brackett 9ss Lucky Poncho 1ss Oath Keeper 1ss Benny Wolcomb 8ss The Bigger They Are 1ss Hodgepodge Emissary 10ss Conflux of Stolen Goods 0ss Marlena Webster 8ss Desperate Mercenary 3ss Desperate Mercenary 3ss A small comment on the list: First, Parker upgrades. Oath is there for an unhealthy turn after you've failed your engine and not attached Stick Up, it's basically an extra SS and an extra Walk. Black Market you won't be swapping out, Stick Up is a must. Doc & Mad Dog are your health insurance and alpha strike potential. Push, walk, blow it to hell, rapid fire to your heart's content, especially in clustered deployment like Corner (that's about 30" threat range) Benny is a flexible slot if you need a tank: he prevents, he heals, he obliterates henchmen with min 4, but in most cases you're better off taking Sue with Scramble or Return Fire. For Symbols you take Stalker with Scout and drink your opponent's tears (unless it's Lucius or TT, then they get to drink). HPE makes this mess of a crew work: you draw cards, you place an enemy marker turn 1, he's no slouch at bashing heads in, he's the ultimate scheme runner and another target for Parker's free (0) Interacts, as well as the Doctor's push. Just a great model that gets to draw 3 cards Turn 1. Memento on Mad Dog, Vitality on Sue or Marlena, and he can swap those around with the new (0). Marlena is another cornerstone: SS prevention or not, Parker used to die like a fly to a random RJ on damage, and without him the crew falls apart. Now he can stay alive and farm SS for as long as Marlena is around, and she's very sturdy. Mercs. Now we can fit 8 activations in the list, screen against Nekima and Viks and Take this to my son a random SS or two. A friend was telling me "take the same models with a different master, and you'll get better results", but the prospect of chewing through Parker's 14+ wounds and SS prevention makes him live to burgle another day, and his ability to generate 2SS per turn is what really makes me wonder: is he playable in the new scheme pool? Previously, he would run out of cards before the action even began, with his 7+ on trinkets and 8+ on pushes, but now you get to draw a lot with HPE. As for his toolbox, I'm mostly using Stick Up for movement, Hidden Steel Plate for protection and denying condition-based Strats (Unflinching Stare is a hidden gem), Black Market's (0) Interact is golden for Ply. Coordinated and Shield look like garbage in most situations, but Crate can be amazing against marker-heavy opponents (cough, Titania) and Hail is a nice piece of board control. A smart opponent wouldn't let you abuse Hands in the Air, but if you get to tag an enemy summoner with it, holly molly (pun intended). So. Thoughts? Who would wreck this crew's day? Which strats would it be unplayable in?
  6. Hello! This thread will serve as a place for me to post battle reports so I don't end up flooding the board with them. As the title suggests, the focus of this thread will be on my Outcast games with Parker Barrows, and a little Freikorp, Viktorias or whatever else I feel like playing on the side. This OP will be updated with links to each Battle Report as I complete them. Any suggestions, thoughts, or comments are welcome! Outcasts Parker Barrows Games Parker Barrows vs. Reva - 50ss Parker Barrows vs. McMourning - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Perdita Ortega - 50ss Parker Barrows vs. Kaeris - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. C. Hoffman - 50ss Von Schill Games Von Schill vs. Zoraida - 50ss Von Schill vs. Viktoria of Ashes - 50ss Von Schill vs. Yan Lo - 50ss Von Schill vs. Perdita Ortega - 50ss Misaki (Outcast) Games Misaki vs. Lilith - 50ss Misaki vs. Sandeep Desai - 50ss Misaki vs. Yan Lo - 50ss Misaki vs. Lady Justice - 50ss Misaki vs. Kirai Ankoku - 50ss Yan Lo Games Yan Lo vs. Seamus - 50 SS (GG17) Gremlins Zipp Games Zipp vs. Reva - 50ss Ulix Games Ulix vs. Perdita Ortega - 50ss - Partial Game Wong Games Wong vs. Molly - 50ss Mah Tucket Games Mah Tucket vs. Kirai Ankoku - 50ss Brewmaster Brewmaster vs. Reva - 50ss Arcanists Rasputina Games Rasputina vs. Yan Lo (Resurrectionists) - 50ss Rasputina vs. Molly - 50ss
  7. Here is the first crew I ever completed; Parker Barrows and his Gang. Initially I didn’t care for the Wild West theme of Malifaux, now its become my favourite. And who better to lead me down my path to Scripts than a bunch of honest-to-goodness outlaws!
  8. I had the pleasure to attend the Capital City Winter Murderland tournament, held at The Historic Haven in downtown Frederick, MD on January 13th and 14th. It was a trios event, and you can find the tournament pack here. The team aspect came into play where each team would declare Factions, select Masters, then go through a pairing process to determine whom played whom. Team rules were light, with the exception of no doubling up on faction, and no doubling up on cross-faction masters in a round (ex. no Resurrectionist Tara and Outcast Tara in the same round). My team was the Vegan Zombies, named after a pun ("What to we want?" "GRAAAAINS") and consisted of myself playing Outcasts, and two of my regular opponents bringing Guild and Resurrectionists. Leading up to the tournament, we each decided to focus on a small pool of masters. We figured that by focusing on a few masters, we'd be more familiar with them in the context of the tournament. I brought Parker Barrows, Tara and the Viktorias. Our Guild player brought Nellie and Perdita, and our Resurrectionist player brought Molly, Kirai and Yan Lo. I'll be posting each round below as a separate post, but will be linking them all here. Then, I'll have a post for my final thoughts on the event. Thank you for taking the time to read this, and I appreciate any input/ comments you may have! Round 1 - Parker Barrows vs. Pandora Round 2 - Parker Barrows vs. Wong Round 3 - Parker Barrows vs. Lady Justice Round 4 - Tara vs. Ulix Round 5 - Parker Barrows vs. Lilith Final Thoughts
  9. So I recently went out to my LGS and bought the Parker Barrows box. Along with that, it was recommended to me to buy Bishop and Hans as well, because I wanted to make a 50 point crew. I did more research online, and was wondering, are Hans and Bishop good additions to the Parker Barrows Box set?
  10. Just recorded last night a tutorial introduction to Parker Barrows: Hateful Darkblack's Intro to Parker Hope this is helpful!
  11. What configuration of upgrades do you Parker players like to start the game with? I feel like an Oathkeeper is a shoein, and probably Highwayman as well, but what about the third slot? Do you like coordinated heist for the extra mobility at the start (it's harder to stick on later as well)? Stick up to shoot Parker over the board? Or hail of bullets to get some movement lanes blocked off early? I feel like Crate of Dynamite and Human Shield are not really in consideration, and Black Market seems more effective later in the game as well.
  12. Looking for someone willing to part with the "A Fistful of Scrip" box at a semi-reasonable price, EU-based and ready to ship internationally (will pay via paypal and cover shipping, naturally). New on sprue/in box preferably
  13. Alex Vian/TheGreatSerpent "Here in the Twin Cities Malifaux community, we’ve begun a Shifting Loyalties campaign, coinciding with the global Malifaux event Divergent Paths! My first opponent is a local guy who, because he has an infant (whom he loves?), is unable to come out to the stores. So I faced him in his lovely home in the suburbs, in a showdown which combined both the Campaign and the Divergent Paths event, as we battled over a wayward child who just came to Malifaux and was being hunted by Witchling Stalkers." Below are the lists that were brought and the following link contains the entire write-up: http://midwestwargaming.com/campaign-battle-report-parker-barrows-outcasts-v-jakob-lynch-ten-thunders-malifaux/ My list for week one of the Campaign: Parker Barrows – Highwayman Doc Mitchell Bandido Bandido Bandido Mad Dog Brackett Johan Sue Big Jake +3 scrip The Campaign has slightly different listbuilding rules, limiting me to only one faction upgrade paid for by soulstones in my first list. Up to 3 soulstones can be left for your ‘scrip’ bank. My opponent’s list: Jakob Lynch -The Rising Son Hungering Darkness (0) The Illuminated x2 (14) Mr. Graves (8) Mr. Tannen (6) Monk of High River x2 (12) Ten Thunder Brother (5) 3ss left for scrip
  14. Does anyone have advice about facing the masked bandido? Specifically with Lynch. I expect to be blindsided by the new stuff but if anyone has tips about priority targets or schemes to avoid that would be neat
  15. Hi all, What are your thoughts regarding Parker Barrows and his crew in terms of ease of use for a new player? http://www.wyrd-games.net/parker-barrows
  16. I started a blog to take note of my successes and failures as I push myself to prepare for 2017 NOVA, a personal goal of mine. So I want to start making Batreps and paint WIP pictures. I'll say that Danielo_s' idea of going down to two masters has been phenomenal for me. Especially since Viks and Parker are apparently my exact fit playstyle wise. Anyway, let's kick things off with an incomplete BatRep of yesterday's tournament, my first win in a year and a half of playing. http://willmalifaux.tumblr.com/post/150641857252/i-won-my-first-tournament
  17. Minnesota wargamer Alex Vien/TheGreatSerpent has written up yet another awesome battle report with his favorite Outcast, Parker Barrows. This time, it is vs a familiar foe, Jack Daw of the Outcasts. Alex is preparing for the Renegade Open and has been experimenting with the idea of having an 'All-Comers' Parker Barrows list that he can drop into any matchup. In this battle report he continues to test out that experiment and gives a turn by turn re-telling of his game. If you enjoy his batrep or have thoughts, leave a comment for him. http://midwestwargaming.com/battle-report-parker-barrows-outcasts-v-jack-daw-outcasts-malifaux/ Here's the lists: 50 soulstone Outcasts Crew: Parker Barrows + 6 SS Cache -Highwayman -Stick Up -Hail of Bullets Doc Mitchell Bandido Bandido Ronin Freikorps Trapper Sue -Oathkeeper Mad Dog Brackett -Crate of Dynamite -Lucky Poncho VS David’s crew: 50 soulstone Outcasts Crew Jack Daw + 4 SS cache -3 facedown curses -Twist and Turn -Betrayer Convict Gunslinger Lady Ligeia The Guilty The Guilty The Guilty The Hanged Montresor -Brick by Brick -Fearful Whispers
  18. Minnesota wargamer Alex Vien/TheGreatSerpent has written up an awesome battle report with his favorite Outcast vs the devious Gremlins. Alex is preparing for the Renegade Open and has been experimenting with the idea of having an 'All-Comers' Parker Barrows list that he can drop into any matchup. In this battle report he continues to test out that experiment and gives a turn by turn re-telling of his game. If you enjoy his batrep, leave a comment for him. http://midwestwargaming.com/battle-report-parker-barrows-v-somer-teeth-jones-malifaux/ Here's his list: Parker Barrows +4 Pool -Hail of Bullets (1) -Highwayman (1) -Stick Up (1) Doc Mitchell (3) Mad Dog Brackett (9) -Lucky Poncho (1) -Crate of Dynamite (1) Sue (8) -Oath Keeper (1) Pride (8) Big Jake (5) -Oath Keeper (1) Bandido (5) Bandido (5)
  19. Battle Report - Outcasts (The Barrows Gang) versus Gremlins (The Sky Pirates) Standard Encounter Strategy: Turf War Schemes: Assassinate, Bodyguard Deployment: Corner Pool: 48 Soulstones The Barrows Gang Cache: 4ss * Parker Barrows - Coordinated Heist [2ss] * Mad Dog Brackett [9ss] (Bodyguard) * Doc Mitchell [3ss] * Sue [8ss] * Johan [6ss] * Big Jake [5ss] * "Fan the Hammer Fillion" (Bandido) [5ss] * "Scarface Sally" Torres (Bandido) [5ss] * "Bushwhacker Bonnie" Clyde (Bandido) [5ss] The Sky Pirates Cache: 7ss * Zipp - The Gift of Gab [1ss] - Hovering Airship [1ss] - Rambling Diatribe [1ss] * The First Mate [9ss] (Bodyguard) - Where the Captain Can't See [1ss] * Earl Burns [3ss] * Iron Skeeter 1[6ss] - Poorly Handed Explosives [0ss] * Iron Skeeter 2 [6ss] - Treasure Map [0ss] * Iron Skeeter 3 [6ss] - Airship Spotlight [0ss] * Stumpy (Bayou Gremlin) [3ss] * El Kabong (Bayou Gremlin) [3ss] * Beauregard Buckets (Slop Hauler) [5ss] --- Lured by promise of treasure, two crews of roguish ruffians drew down in the North Hills outside Malifaux City. At stake, a small graveyard, long abandoned and haunted by a solemn statue at its heart - and buried in one of those graves? A small fortune of soulstones hidden awayin the time of the First Breach. Someone cue the dramatic music on the Aethervox.... --- At home in the North Hills, the Barrows Gang moved to claim the cemetery for themselves, seizing the Initiative and Scouting the Field to take up advanced positions in the wooded rubble surrounding the small burial ground. The wandering balladeer named Sue moved forward, hat tipped low.... MEANWHILE ABOARD THE AIRSHIP INFAMY! Captain Zipp and his crew came in for a landing, not yet aware they were not alone. Rocketing downward to the cemetery, he was caught in an ambush by 'Bushwhacker Bonnie" Clyde, the ruthless robber diving out of concealment in the woods and taking a practiced shot at the green menace before diving back into cover; as one of the Iron Skeeters flew in to support their Captain, "Scarface Sally" Torres joined her sister-in-arms, rolling out of the treeline and pausing only to fire a skillful shot at Zipp. As another Skeeter swooped down from the sky, "Fan the Hammer" Fillion focused and fired on it, and Parker Barrows decided enough was enough - twirling his Colliers he unleashed a hail of bullets into the air to cover his people from any attacks by these sky pirates. The rest of the two now-warring gangs pushed forward, the First Mate leaping and scurrying to croak menacingly but fruitlessly at the lurking bandits and the far-less-mobile gremlins and outcasts loping forward at a slower pace. The small graveyard soon became a warzone. Zipp seized Bonnie and rocketed her up into the sky, throwing her out of the cemetery's walls to land with a vicious thud, then opened fire wildly to no avail; Sue took aim and fired a telling shot that wounded the Sky Pirate captain and made him realize that he may have let his ego overwhelm his common sense - but by then he was hemmed in. Parker Barrows grinned and took aim at the scrap between Zipp, Bonnie, and one of the three Skeeters, Bonnie ducking as her boss's bullets struck home , before quickly sliding out of the knot of opponents at the graveyards' center. Parker fired again, only grazing one of the Skeeters but severing a satchel strap and causing a very dangerous bit of payload to fall to the ground... right in time for Parker to improvise as only he could and take aim at the crate of explosives... a loud, thunderous explosion rocked the cemetery, wounding Zipp yet again but causing two of his Skeeters to go up in explosions of fire and scrap. The Bandidos and the Bayou Gremlins traded volleys and increasingly-serious injuries and the First Mate dove in to duel with both Johan and Big Jake; the surviving Skeeter dueled in close-quarters with Mad Dog Brackett on the outskirts; Sue focused and fired at Zipp but the canny Captain evaded and rocketed away to seek the solace of slung slop. Healed and rallying, Zipp seized the initiative and flew back into battle, commanding the crew to Drop the Pianos in a bombastic barrage - but lacking pianos, they instead hurled a great chest of scrip overboard to the Captain's horror - and soon to Parker's as the heavy payroll chest crashed crushingly down upon him with the force of furious, bloody-red Fate. Groaning and taking only small solace in the fistful of scrip he shoved into his pockets as he rose to pursue, Parker brought another dropped charge of dynamite to a ballistic climax - but this time for naught. The First Mate was severely struck by Johan's hammer and soon leapt away to safety . Drunk and despondent, Doc Mitchell pulled a flintlock to shoot at the fleeing, nearly-dead Zipp.. but Parker gunned the old man down for his temerity. With Mad Dog still struggling, Johan charged forward and sunders the last Skeeter with a severe strike of his hammer, the machine falling to earth and erupting, leaving both the Barrows Gang members smoldering as they walked away with no care for the explosion behind them. Unfortunately for Zipp, he finds out the Man has Come Around, and Sue cuts him down. Earl lashes out at Parker and bashes at the outlawbrusingly with his wrench before being gunned down for his trouble, and soon the stump-legged sharpshooter loses a duel to a badly-battered Bonnie Clyde and the First Mate becomes material for a new pair of boots at the buckshot of Mad Dog's shotgun. Scarface Sally shoots down the banjo-bashing lunatic El Kabong, and as the smoke clears it leaves only one green soul left standing. Some are born to greatness, some achieve greatness...and some have greatness forced upon them.... some, such as the humble slop-hauler Beauregard Buckets. As the Bandits drew in, Buckets steeled his resolve in the face of a battle already plainly lost. The bandits shot at him, hemmed in his escape and threw dynamite at his feet with the demand to put his hands in the air! Facing the end, Beauregard Buckets did the only thing he could as the charges exploded athis feet and he deftly dodged death: He hurled scalding, noxious slop at his tormenters' leader... and the heat and fumes and filth laid low not only the battered Parker Barrows but Bonnie Clyde behind him. Cursing as their Boss fell to flung foulness, the Bandits opened fire with all they had - but Fate favored Beauregard Buckets - the Gremlin Who Survived. He may have lost the battle, and his new employer, and a pound or two of flesh besides... but he had a story to tell, and though swift use of Stones would save Parker Barrows and Bonnie Clyde, neither they nor any of the other Barrows Gang would ever forget that day , the day the Boss was bested by Beauregard Buckets! --- Scorecard! Turn 1 : Outcasts 0 - Gremlins 0 Turn 2: Outcasts 1 - Gremlins 1 (+1 Strategy / +1 Strategy) Turn 3 : Outcasts 2 - Gremlins 2 (+1 Strategy / +1 Strategy) Turn 4: Outcasts 7 - Gremlins 3 (+1 Strategy, +3 Assassinate, +1 Bodyguard / +1 Bodyguard) Turn 5: Outcasts 10 - Gremlins 3 (+1Strategy, +2 Bodyguard / +0) Turn 6: Outcasts 10 - Gremlins 5 (+0 / +2 Assassinate) Final Score: OUTCASTS: 10 GREMLINS: 5
  20. So, with Parker becoming available tomorrow I no longer have an excuse-I've loved a lot of the various henchmen and enforcers among the Outcasts but there was not a proper 'Old West' Master to play along with a lot of the ones I loved the look of - I do favor theme. Parker and the Barrows Gang look wonderful and Parker himself looks incredibly fun and schemey - something I've lacked in my current (Neverborn) Master pool. So, I know that until people start getting the book tomorrow that information might be unavailable -especially where his Crew are concerned. But when that information does becomes available, I'd greatly appreciate knowing what the 'high end' 'Stone total on A Fistful of Scrip is and what more-seasoned Outcasts find the box would benefit from - not the rules cards or anything but an overview of the other Barrows Gang members and their strong suits and costs. Sue is an auto-include for me, as I hear great reviews and being honest he's a huge part of what drew me to look into the Outcasts; I'm also strongly looking at Convict Gunslingers. Also, I'm pondering if Ronin might have synergy? With Finish the Job and Seppuku they seem to play a bit into Parker's mechanics? (And yes, I know that the Freikorps are highly, highly recommended. They're on the horizon) Thank you all in advance.
  21. Typing is arduous, so I thought I'd share my thoughts on the new master releases in video format. Titania - Asami Tanaka - Zipp - Parker Barrows - Nellie Cochrane - Sandeep Desai - Reva -
  22. Since we still don't know much, a simple question for my more well-versed Outcasts: What , if any, are the bandits that currently exist in the game?
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