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Found 22 results

  1. benjoewoo

    Reva Tactics and Samples

    This is essentially a log of Reva crews I use/plan to use, along with notes on performance, pros, cons, and average player level analysis of Reva's strengths and weaknesses overall. Maybe it'll become a tactica/tacical, but either way I'll log my thoughts here as I improve my own Reva game play. Reva Box Contents 1. Models: Reva, Vincent St. Clair, 2x Corpse Candles, 3x Shield Bearers, 2. Upgrades: a. Reva i. Guises of Death (Limited), Beyond Death (Limited), Blood Mark, Litany of the Fallen b. Vincent St. Clair i. Deal with Death c. Souldbound (Shield Bearers and Draugr—not in box) i. 2x Another Purpose (Rare 2), 3x My fight is Not Finished, 3x The Gift of Death Box Analysis--general thoughts, based on 35 SS games and 50 SS games using whole box Box is strong as is with good synergy overall considering previous box releases. It's more kill oriented, but can be flexible with Fast tricks for shield bearers (based on discarding or using SS within 6") to effectively run schemes. Above average activation control out of box with up to 6 models starting on the field, 7 by end of Turn 1 assuming Reva summons a candle on her activation. Reva definitely can use the box models and her upgrades give her interesting options, even if most players will only take a couple after becoming familiar. Her card's front side is interesting, with an average Df 5, a great Wp 7, great 13 Wds, average Wk 5, amazing Cg 10 (when including her 3" melee), and great Ht 3--the average, great, and amazing terms are to describe the stats in relation to the game's general average, e.g. Df, Wp, and Wk average values are 5. The main thing about Reva on the front of the card is her Strength of the Fallen (SotF) ability, which lets her draw LoS and range from any corpse marker within 18" of herself for Ca actions--combined with her 3" melee range, this means she gets at least 22.1811" from a regular 30mm corpse marker. Length wise this is just short of Raspy's minimum 23.1811", but in theory is easier to achieve given Reva's 50mm base size and Ht 3 vs. Raspy's 30mm base size and Ht 2. Reva will not need to move as often to see corpse markers compared to Raspy, though Raspy will have an easier time drawing LoS from her proxy turrets to enemy models, since her proxies are currently all minimum Ht 1 models. At Ht 0 for regular corpse markers, Reva will often depend on enemy models LoS lines to attack them. Reva has an 8" aura that heals her for 1 whenever a non-peon is killed, and unimpeded--interesting on the first, somewhat expected on the second considering model size. Her last ability is her only form of innate summoning--discard a card at the beginning of her activation to summon a candle within 8" and LoS. Reva's backside reveals all of her actions are Ca actions, most important of which is her melee. It's a good Ca 6 with a built in crow, and has triggers for just the crow (pitch a corpse marker within 3" of target for +1 damage), crow ram (after damage heal 2), and crow mask (after damage push target up to 3" towards a corpse marker within LoS). The damage track is 3/4/5, so when corpses are plentiful it essentially reads 4/5/6 barring you need the other triggers. Her attack 0 is a good Ca 6 crow targeting Wp with a TN crow tome. It does damage based on the difference in duel totals between Reva and the target, assuming Reva hits the tome required for the TN. The damage is capped at 5, however. Reva's tactical 0 is a Ca 6, TN 14 simple duel that places her b2b with a corpse marker within 5", regardless of LoS. An above average card is required, but this is Reva's primary form of walking, getting her up to 6.1811" using a normal 30mm corpse marker. Her tactical 1 AP action is also a Ca action with 5" range that, on a 5, converts a corpse marker into a friendly scheme marker, discarding the corpse. A non-built in crow trigger will not discard the corpse. For Reva's upgrades. Guises of Death lets her summon a corpse candle on the enemy half of the board 8" away from any enemy model--this prevents the corpse candle from being able to walk up to an enemy model and putting itself in range for Reva to hit without using its 0. Beyond Death gives Reva a trigger on a crow tome to deal no damage to the target she attacks with her current melee action and instead charge another target. This generates an additional AP of attacking, while allowing Reva to move around the board at relatively low cost--because an unlimited ability to generate AP on tomes would be broken this trigger can only be declared once per Activation. Blood Mark allows Reva on a 6 of any suit to push a model up to 5", and if it's a Revenant or Spirit, take a 0 action. On a crow ram, with the crow build into the Ca, the target is considered a corpse marker for purposes of SotF. This could upgrade Reva's max range to just over 23" using a 50mm target, while Raspy's max range will be just over 24". But, Reva will have equal ability to draw LoS because she can also use a Ht 3 model like Raspy. Litany of Fallen is last, and can be a very powerful tool box upgrade despite having the shortest text--it adds an alternative crow trigger to the melee attack to prevent any damage reduction, ensuring Reva's 3/4/5 track is a 3/4/5 track against targets with armor, anti-Ca tech, etc. All of Reva's upgrades cost 1 SS except Litany of the Fallen, which costs 2 SS. Between them, I would think Guises of death and Litany will be the more common takes. Beyond Death can be good, but puts her in unnecessary danger and only brings a relevant trigger if she hits an enemy model with a tome trigger—the enemy model requirement drops its utility significantly compared to Guises of Death. The extra AP from the charge is good, but Reva is squishy despite 13 Wds, with no survival related abilities other than healing when non-peons around her die, so charging her into enemy models goes against being a long range sniper. That being said, there may be situations in which this works better, e.g. close or blind deployment. In a close deployment game against Asami, I took Beyond Death and never once triggered the additional trigger—it was always more efficient and safer to summon a candle out of enemy engagement, 0 teleport, and use SotF from there. I previously posted that I thought Blood Mark was situational because it’s a hedged position for when Reva can’t immediately attack on her activation. But, after encountering a number of games where Litany literally did nothing or I had to charge with Reva to get attacks in, I have moved Litany down from auto-include to a tool box, because it’s match dependent, and moved Blood Mark to a default position until I find there’s a better upgrade. With Blood Mark, Reva’s threat range Turn 1 is without a previously set up corpse marker is between 17.1811”-18.3622” from her position—8” summon, 1.1811” base, 5” push, 1.1811” after using a 0 (if you can), and 3” range. It’ll require her to use 1 AP to push, but if she’s in range, she makes up with having her 0 for attempting to hit a third time. I have also found that Blood Mark can be extremely useful for chain activating models opponents don’t expect, and makes lists with slower models more effective. An extra SS to start is also nothing to spit at. Lastly, against shooting heavy crews/factions, e.g. Guild, Blood Mark will help Reva stay relatively out of reach while still in threat range. Nothing sucks more than having to go into melee and then get shot up by all those positive attack flips or cover ignoring models. The weakest inclusion in my opinion is surprisingly Vincent, though my opinion of him is not strictly negative. He offers no melee and his only melee engagement escape outside of his push trigger is his specific upgrade, which is fairly conditional. This is especially true for box synergy, since he'll want to start close to shield bearers to give them Fast Turn 1. He will also often be a scheme runner because of his push, so not having interact actions Turn 1 can be a large detriment. But, a good shooting action plus useful triggers can conditionally turn him into a powerhouse. There are better general henchmen, but Vincent can bring that oomph you need from range, and sometimes you’ll want it because charging will risk retaliation for potentially better damage. Continuing, Vincent's shoot action is above average with a 2/3/4 track that will usually be a 3/4/5 track once corpses start showing up in greater numbers—his max is a 4/5/6 track. The attack also ignores incorporeal and HtW, making him adept at hunting other spirits and undead. His printed 0 is his main selling point, which prevents damage reduction and prevention on a model. It's a Ca 6 with a built in crow against Wp with a TN 10 crow ram, so Vincent will need to get a ram. He can stone or cheat as normal, but can also discard a corpse marker within 6" to add a suit--at the beginning of his activation, he declares a suit and may discard a corpse marker within 6" when taking an action to add that suit to the action's duel total. With that, the TN is very easy and relatively low cost. I have rarely used this action because of the ram requirement and I feel Vincent operates more as an upgrade platform with the option to run schemes, contest the strategy, or shoot. He has a tactical to put down a blast marker that creates simple duels with damage consequences, but this will discard a corpse marker unless a trigger is declared to keep the corpse marker. This action is why I currently take Corpse Bloat with him—the range is roughly the same, and gives Vincent the option to target Df or Wk, a powerful option against every faction. Vincent’s survival options are the aura he, Reva, and Draugr share, Df/Wp 6, SS as a henchmen, and his push trigger, which is built in on Df but needs a mask on Wp. The defensive push is nice for making him slippery, but he has to survive damage first. I pretty much never stone for prevention except Turn 1 to give shield bearers fast. In the box Vincent is solid because his shot ignores friendly spirits, synergizing with shield bearers who go spirit mode after 4 Wds of damage. He can mitigate control hand drain with his 6" aura to draw cards when models discard corpses outside of his activation--which can be triggered by enemy models as well as friendly ones. He can combo well with Philip and Reva, both of whom can convert corpse markers into scheme markers. Next are the Corpse candles, or candles as I've been referring to them. They're Reva's totems, rare 2, and terribly easy to kill, with 2 Df, Wp, and Wds. Wk 4, - Cg, and Ht 2 are surprisingly not terrible for Ressers. The front of their card is largely irrelevant, and the important part is they count as corpse markers for friendly models, most importantly Reva overall and Vincent while you use him. On the back, they have a melee attack, which you will rarely if ever use. They have a 0, which is why the opponent will care about them--the 0 kills the candle, which generates a corpse marker b2b to replace itself, and gives 1 of 3 effects--disguised to a friendly model within 6" (can't be charged), chain activate a friendly model within 8" while drawing and then discarding a card (can be done out of activation with Blood Mark, since candles are spirits), and forcing an enemy model within 6" to discard a card or give plus flips to any attack actions targeting it, including friendly ones. A necessary piece since they're Reva's totems and only innate summons, but they carry their weight for activation control, card cycling, and corpse marker placement for Reva. They also allow her, with Blood Mark, to accomplice a model within 14.1811" (1.1811" base, 5" push, 8" range on the 0 to effectively accomplice). Shield bearers are last, They have a below average Df 4, good Wp 6, deceptive 4 Wds, average Wk 5, average Cg 6, and average Ht 2. What makes the 4 Wds deceptive is that when shield bearers, which are living normally, are reduced to 0 wounds, they attach a Soulbound restricted upgrade if they don't already have one and heal all Wds, regardless of restrictions, e.g. Hanged. They also have Armor +1, so those 4 Wds will last a little longer than normal. Lastly, they have Vigor, which gives them fast whenever a model within 6" discards or uses a SS. On the back, they have a "normal" melee that does 2/3/5 damage with Ml 5 and a Dismember trigger to generate corpse markers. The arguably more important trigger is that when shield bearers fail the attack, they can declare a crow ram trigger, with the crow built in, to deal 1 damage anyway. They have a Ml 6 attack that simply does 1 damage and pushes the target up to 2" in any direction. lastly they have a 0 that gives them either +2 DF or a plus flip to their damage flips until the start of their next activation. Shield bearers will essentially be good Df and Wp 6 instead of their printed Df 4 and Wp 6--I rarely find myself thinking about the plus flip option. The shenanigans you can pull with Vigor are pretty obscene for scheme running or getting essentially a flurry as a byproduct of using SS as you would normally, e.g. for Reva or your henchmen. What makes this particularly good is that it counts when models discard SS, so if someone has an instant kill trigger, such as Misaki, the SS discarded to keep a model alive counts for triggering Vigor. The Soulbound upgrades only pertain to these guys unless you play Draugr. The rare 2 one lets you discard a card to gain a SS when the shield bearer is finally killed. The other give the shield bearers finish the job or, on being killed, force the killing model to take a TN 14 Df duel or face a non-cheatable 2/3/4 damage. You will probably want the SS one by default, though the other two have good uses depending on your then current situation. The box comes with 3, and I would probably only run 2 normally given their 6 SS cost. 3 can be cool, but the fast gimmick loses some effectiveness since few strategies score Turn 1 and very few schemes that can score Turn 1 will actually score Turn 1 due to shield bearers. It certainly helps, but the diminishing returns seem too great to run 3. 50 SS Core—25Ss or 26SS 1. Reva with Guises of Death, Blood Mark/Litany of the Fallen, Decaying Aura 2. Carrion Emissary with MLH--11SS 3. 8 SS cost henchmen + 2 SS in upgrades--10SS As the next two paragraphs will indicate, I pretty much glue the decaying aura card to Reva when running her. Once I hit a model, I don’t want any damage prevention. Reva is a cannon and will often need to perform as such effectively for most of her game, otherwise you wouldn’t be running her. I can’t emphasize how much a Turn 1 master or henchmen kill has influenced a game positively for me because my opponent could not prevent me from hitting them and then could not prevent the damage. The no healing aura is nice if you think healing prevention will be useful—e.g. you can’t finish off a Hard to Kill master or henchmen and the opposing crew has healing. I don’t really play around the no healing aura, however, and hire decaying aura to deny prevention flips. Reva will want Litany against crews with reduction abilities, a decision you’ll generally make on a faction to faction decision and/or if you have reason to suspect your opponent will run a key model(s) with reduction, e.g. Izamu. If I suspect my opponent may run a crew with a key model or big model as the sole model with reduction, I might run Litany to ensure I can kill it without training my resources too heavily. Izamu takes 2 AP and two severe cards to kill with Litany vs. a combination of 3 AP and potentially a 0 to get through Armor +2. The extra SS spent in hiring will more than pay for itself in efficiency if it eliminates even just one model an activation early to deny future AP and potential VP scoring. If the opposing crew only has a bunch for Armor +1 models, Litany is still good because it’s more efficient to use the Litany trigger than discarding corpse markers that may not replenish or may deny future attacks—the only caveat is that if you only anticipate 1 model with Armor +1 or 2 scheme runner models with Armor +1, I would probably drop Litany as the opportunity cost may be unfavorable. Blood Mark should used as the “default” upgrade over Litany because it allows Reva to solo threaten models. I mention it second because while having the “undeniable” Reva cannon is nice, taking it consistently denies the 1SS for hiring which could mean the difference between a necropunk vs. crooligan, another more useful upgrade, etc. When in doubt, run Blood Mark because at worst Reva will have a 18.3621" threat range after using 1 AP to push her summoned corpse candle, leaving her 2 AP and her 0 to hit people. While not ideal, Blood Mark allows Reva by herself to threaten people for a respectable range. I rarely consider any other set of upgrades for Reva. There have been times I’ve looked at Spare Parts, but I consistently pass over it because 8s and 13s are big numbers for Reva—13 generally ensures you hit something, and 8 is a sweet number to hit most of your TNs. I haven’t experimented with other upgrades, leaders specific or not, but I haven’t really felt the need to because Blood mark is generally what I want and Litany, even when relatively marginal, is usually a better choice. I took out the sample crews because I now think they limit the thought process behind Reva’s greatest strength: being a strong pocket pick. You can categorize Reva as a high damage dealer, consistent damage dealer, mobile cannon, etc., but she is not difficult to counter or to exploit, particularly in tournament settings, if your opponent anticipates you playing Reva. The sample crews anticipated running Reva in a generalist sense, which I do not believe she is well suited to, given the faction resources (read: models) available to her. You should almost always be fine tuning the remaining 24SS/25SS to what will help get you the edge in the tournament match (read: time limit) or what will most efficiently win with Reva better than any other Resser master. Reva’s summoning is by and large terrible compared to the other Resser masters, so if you need activation control quickly, you’re unlikely to get it barring you successfully kill multiple models early. If you need high mobility, you’re sacrificing the crew’s killing ability if you run 2x Shield Bearers for fast tricks. Pick Reva because you anticipate her being a good counter to what your opponent will bring given the strat/scheme pool and/or the terrain favors her over other master options—she’s not a particularly good generalist and I suggest not playing her as such. I have, however, included the Carrion Emissary and a 10 SS henchmen set up as core. The reasoning for the former is because Shards of Kythera is amazing with Reva. With few ways to generate corpse markers “up field” beyond killing enemy models, the mindless zombie is great. Being able to run in and engage ranged icon models is critical to preventing a pre-emptive My Little Helper use and position for Reva set up. The activation control is icing on the cake if you can assert tempo control as well. Additionally, the turn you put down two sets of shards can really turn the tide of a game by wasting opposing big model AP. It’s a great feeling when you double shard to force two henchmen to spend 4 AP pushing/walking around the markers, wasting 20% of their AP to beat out a 1SS investment and 0 Action. For the latter, it may seem strange not to name a model, but it’s because you’ll want to choose the henchmen that best denies or complements your scheme running. My most common hire is Datsue-ba, with the next favored hires being Philip & the Nanny, Vincent St. Clair, or Sybelle. Datsue-ba can contribute to activation control with seishin, and with MLH can really work the factory by summoning an extra seishin or making a spirit much faster with a double walk out of activation—Jakuuna moving 16” in one turn with incorporeal is usually enough to get the 1-2 opposing models I need in her clutches. Datsue-ba is also a good candidate for fast shenanigans with shield bearers when she uses a SS to trigger Vigor and increase her chance of summoning a seishin for an 8. In previous iterations of this post, I wrote about my dislike for Vincent. While I still think he’s usually a marginal choice, he’s not bad for the surprise factor. Additionally, his fast shenanigans tricks with shield bearers are likely to be better given his Deal with Death upgrade and Corpse Bloat, which gives him Df and Wp attack options. The card draw aura is also a potential plus, especially to mitigate opponents that bring anti-corpse counter tech. Philip is a strange hire. He’ll usually run Haunting Cries with Corpse Bloat for the same, albeit slightly worse, fast shenanigans options as Vincent with shield bearers. However, Philip can also run Take Back the Night, useful if you run a horror/spirit centric list. I would rather run Corpse Bloat for the Df/Wp options, but Philip can trigger the card draw on his own, shield bearers can conditionally do so, and if I’m running another horror/spirit, I have multiple opportunities to draw. If I choose to run a dead doxy, I can deny scheme marker schemes much more easily. Philip as a result is a much more situational piece, and I’d prefer Datsue-ba if I’m not sure I want Philip. Shield bearers have been mentioned multiple times because they’re my preferred scheme runners for Reva. They’re hardier than rotten belles, can get +1 Wk from the Emissary, and a Turn 1 Fast puts them in position to Turn 1 set up my schemes more often than not, giving me more breathing room Turn 2. I would alternatively run 2x rotten belles or 1x rotten belle and 1x nurse, depending on the strat/scheme pool and if I anticipate an elite crew—paralyzing a big model for 1 turn is often the same as killing it. If I decide to run a more mainstream scheme runner, I tend to choose the crooligan. From the shadows allows me to counter trappers, katanaka snipers, etc. so that I can mitigate being shot from afar before I’m ready to counter attack. They are also great ways to deliver a corpse because people generally want to kill a crooligan to prevent it from clogging up more important models. Lastly, I often find myself hiring at least one other enforcer, because I generally play Reva when I know I’ll need to kill to get VP or assert a VP lead in time. Jakuuna combos nicely with Datsue-ba after using My Little Helper, and brings a lure to make up for dropping a belle. The threat of taking two separate ticks of damage for 3 total (glue unnerving aura to her) often drives opponents to pre-emptively attack her, costing resources for manipulative and cheating to power through incorporeal. No model is too important to never die, and Jakuuna is no exception, especially if she’s played the great distraction piece I often use her as. General Thoughts for 50 SS I don't normally like using SS early into my games, but an early stone can really help for positioning and early, relatively undeniable scheme running when running shield bearers. In a Reva crew, this works just dandy because she'll want to field generally elite units, and shield bearers are pretty elite for resser minions. Shield bearers are appropriately costed as hires, and will be a regular inclusion for me until I find a more efficient set of models to field. I would run 1-2 shield bearers instead of 3--13 SS is a reasonable price for 6 AP Turn 1, but 19 SS for 9 AP is unlikely to be efficient given the opportunity cost of hiring the 3rd shield bearer instead of another model or better upgrades and starting SS pool. I'm discussing shield bearers first because they're the box minions for Reva. The reason I'm fine with spending a stone to get 2 extra AP is because the stones are mainly for: (1) card cycling between turns; (2) triggering Vigor; (3) damage prevention; and (4) initiative flips. The henchmen I would run with her generally don’t need SS except for occasional damage prevention, assuming I still need them; the henchmen and enforcers are mostly support--they can be killed once they've gotten their job done or their support is to hold a fighting line. With the model choices from above, I don't plan on needing specific suits often. Getting 7SS is fairly easy--I want her to fight Turn 1, and extra SS means better card cycling and manipulation to ensure Reva can fire her laser. Shield bearers can also generally return 1-2 SS via the rare 2 Soulbound upgrade, so I’m not desperate for 7SS when I hire them because at least one is usually killed. The risk of running Guises of Death is that the enemy crew deploys and moves so that the corpse candle cannot reach anyone for Reva's purposes, but in such a situation Reva and her crew should have plenty of breathing room. I feel Bete Noire is inconsistent, and Reva needs someone who can consistently deal damage when they're on the table, but she’s not a bad pick in elite crew battles. RN can be gimped, and Izamu is slow, but they generally set up Reva well with their first round of attacks, which is generally why I’d hire them. Plus, they synergize with the various henchmen I run via keyword, whereas Bete does not. With more play testing, I'll iron out what my favored models are. Reva plays like a reverse Seamus. Seamus’ crew goes 100% from Turn 1 to set itself up, usually Seamus himself, to score schemes early while trying to assert field advantage. Reva generally goes 100% from Turn 1 to set her crew up to score schemes once opposition has been eliminated. They’re both unorthodox, and that suits my play style. Their differences are just pronounced enough that I can say there are situations I would generally prefer Seamus over Reva and vice versa. Thoughts on Strategies and Schemes Strategies I'm skipping over the core rulebook strategies and schemes because more people seem focused on the Gaining Ggrounds pool rather than the core rulebook pool--fair enough since GG is the tournament pool and available for free. Reva at first glance certainly prefers the killy and center area based strategies, so Extraction, Headhunter, Guard the Stash, and Collect the Bounty. It'll be easier for Reva to quickly position herself for four attacks per activation, dying models drop corpse markers closer to each other, etc. That's not to say she can't play Interference, but there are likely more ideal masters than Reva. Of the above four, I think Guard the Stash and Collect the Bounty will be easier for her, with Collect the Bounty being easier. Why? Because CtB is a competitive strategy that only lets one person score each turn, and Reva should have an advantage in killing things Turn 2, allowing Reva to establish a lead position she has to maintain rather than fight to obtain. It's also relatively easy to tool for this, since Reva is a capable range killer--running belles for lure keeps the minions relatively safe, and between Reva, the Emissary, and the enforcer of choice, 1-2 models should die to establish a lead for CtB starting Turn 2, especially if Turn 1 saw Reva's crew killing a model. There will be issues for Reva in some match ups, but that's why you run an enforcer with an appropriate mode of attack--Reva and the Emissary both have Ca based attacks, so if there's anti-Ca tech on the other team, run an enforcer that uses normal Ml or Sh. But, anti-Ca tech tends to come on henchmen and enforcers, so I would focus on the minions that don't have such defenses first. Guard the Stash is 2nd place for Reva's preferred strategies because it allows both players to score at the same time, meaning Reva and her enforcers will not always be able to deny VP. But, Reva still has a strong change of VP denial by focusing her attacks on models next to one of the stash markers--her 18" range and large base make it difficult for most sturdy models to avoid LoS, and a corpse marker in LoS of the model will usually guarantee Reva can reach with 3" vs. the 2" max distance to score the strategy. Opponents tend to daisy chain models or commit a sturdy model to the stash marker they're less focused on. Reva will often have to do the same, but her play style favors this, as she is fighting to full effect from relative safety--forcing your opponent to play to your strategy should generally pay off in the long run. Your sturdy model or minions will have to survive at the other stash marker, but if you're running shield bearers and/or putting your other enforcer there, there's a more than decent staying and fighting force there. Next, I think Reva would probably prefer Extraction. Both players can score simultaneously, and denial is difficult given the generous requirements for scoring. However, 6 inches from the Extraction marker at the farthest point is within 18" of the edge of your deployment zone in Standard Deployment, the furthest away deployment zone for this strategy, putting enemy models in range of Lure and Reva's effective range from her own deployment zone. Additionally, Reva's crew doesn't have to spend AP taking interact actions, which will generally be more difficult considering Reva can't summon significant models and prefers to fight. When actually playing Extraction, Reva will essentially create a circle of death between herself, the Carrion Emissary, her 11 SS enforcer of choice, and possibly a third enforcer if replacing the henchmen--I would strongly consider replacing the henchmen for a good fighter and switching the minions to belles and upgrades exclusively unless the schemes required a scheme runner. If the extraction marker ever moves towards Reva, it's a huge advantage because Reva almost ensures she doesn't have to move for the rest of the game and all of her crew models drop corpses, meaning their positions are all potential locations Reva can attack from and discard corpses for plus damage. Reva generally won't be denying extraction, but she sees a lot of benefit in fighting over the extraction marker because she will very consistently have targets from Turn 2 and on--she should consistently have targets around halfway through Turn 1, but an opponent can always play around activation control or go for schemes first, strategy second. This strategy would make me consider slotting in Bete the most--she's 8 SS and an upgrade puts her in the same price point as the henchmen. Headhunter is second to last, and it's kind of a trap for Reva. Yes, Reva enjoys when killing things leads to VP, but she prefers not to use her elite crew's AP to walk and pick up head markers. It's not that she can't, but she will more often cannot unlike the more preferred strategies. Fortunately, the head marker's location is the killer's choice within 3" of the killed model (or sacrificing/sacrificed models), so you can always put it fully within 3" of a corpse marker, setting up a future attack from Reva. For this strategy, it's hard to tool Reva's crew because she still needs capable killers to supplement her own combat abilities, and she needs models that can run around and pick up head markers. Datsue-ba would be my henchmen of choice for this strategy barring the schemes disfavor her more--she provides activation control so you can manipulate vulnerable models to set up head markers for yourself, she can summon additional units, can help models pick up head markers with her 0 or herself, and she can help prevent your crew's heads from dropping with her seishin summons. This strategy would make me consider running Blood Mark--I'd lose Litany if I figured the other crew doesn't have significant damage reduction, Decaying if I thought I'd be playing a high minion model count crew, and Guises last if I thought I really needed both Decaying and Litany. Bete might be a contender here, but probably not-it's cheaper to run a 7 SS pool instead and use SS to give shield bearers fast. Last is Interference. Reva likes having elite crews, which generally means she doesn't run a high model count. I think the only way to play this and have a chance of getting VP is to play a heavier than usual denial game. Reva will almost definitely want Blood Mark, using the same logic for replacement as in Headhunter, and she will want to send sacrificial models to contest the other quadrants and drop corpse markers for her to mitigate their ability to claim two quadrants. I might hire 3x shield bearers for this just to have a little more staying power outside of my enforcer and henchmen. Blood Mark gives Reva options in how she denies the strategy--she can push into engagements or push out to balance qualifying models to claim any given quadrant. The upside is that putting Reva in one quadrant by herself won't be unreasonable--on a moment's notice she can attack anyone within 17.1811" of herself by summoning a candle within 8" plus a 1.1811" base, a blood mark push for 5", and a 3" reach from the corpse candle. Doing so invites people to attack her or contest the quadrant, and Reva can contest them well enough with the candle walking to engage or Reva killing the model(s). Schemes I won't go scheme by scheme, because choosing your two out of five is much more situation dependent than the strategy. Reva, as with the strategies, prefers schemes that score VP by her killing things and without using AP to interact. So, Quick Murder or its equivalent is generally more preferable to Mark for Death, though this could change depending on the terrain setup, enemy crew composition, and strategy. Her "average" schemes would be the position based ones, such as Inspection. Her "weak" schemes would be scheme marker heavy schemes such as Undercover Breakthrough, Catch and Release, etc. This does not mean non-killy schemes are bad--Inspection is not particularly bad for Reva, because she can still fight from a table edge, but she's not particularly great at it because she has to commit a model to a similar position on the other side of the board and keep it alive or keep replacing it with another model. Undercover Entourage is actually a good position based scheme for Reva, because she can move 21.1811" in one activation, which almost puts her in the enemy deployment zone in standard deployment--if she moved previously in any of the other Turns towards the center line, she's almost a shoe in for 3 VP. Scheme running is one of Reva's weaknesses, and that's why I put at least one dedicated scheme runner in my list if I’m considering a very “runny” scheme, such as Leave Your Mark—the scheme runner is there to get you 3 VP on one scheme so that Reva and the rest of the crew only have to contest the other 9 VP. Even if the dedicated scheme runner dies early or its efforts are contested in multiple turns, it should buy better time for Reva and the gang to deny opponent VP and assert a lead. Faction Match ups (Damage Reduction Heavy Factions) Arcanists—Generally speaking, Reva will probably want Litany, because there are a number of popular models with armor or some form of reduction, e.g. Arcane shield. (Shooting Heavy Factions) Gremlins, Guild, and Outcasts—Reva will generally want Blood Mark to stay relatively safe. Outcasts will sometimes be the exception—need to balance anticipating damage reduction vs. ability to position corpses. (Melee Heavy Factions/Glass Cannons) Neverborn, TT, Ressers—Reva will generally want Blood Mark because these factions tend not to have too much damage reduction. They also tend to have tricks to move you to them, so having an 18”+ threat range can mitigate some of the larger threats, e.g. belle Lures. Guild—Reva will generally want Blood Mark to stay relatively safe. If the strat/scheme pool looks like fighting is inevitable and/or you anticipate the opponent running sufficient damage reduction, run Litany. Sample Crew I previously took out all the sample crews, but I'm including a fairly vanilla one that can handle a variety of situations. At least in my opinion, Reva caters more towards killy schemes over scheme runner ones, and can handle position based ones decently well. This crew is balanced to have some fighters with set up for those fighters. 1. Reva—6/7 SS starting a. Guises of Death b. Blood Mark/Litany of the Fallen c. Decaying Aura 2. Datsue-ba a. Spirit Whispers b. My Little Helper 3. Carrion Emissary a. My Little Helper 4. 2x Shield bearers 5. 2x Rotten Belles The easily flexible SS in the list are the shield bearers, with one rotten belle being spare-able as well. Datsue-ba should swap out for a model of your choice depending on what minions you run. I would consider flexing in Archie, Killjoy, Dead Rider, or Anna Lovelace for various match ups. Archie is generally good as an effective beater and can position corpse markers and tool box his upgrades to some extent—you’d drop both shield bearers and a belle to put in Archie with upgrades (can load him up with both 0 cost upgrades) and a crooligan, dropping Datsue-ba for Sybelle for belle movement and manipulation (I recommend Bleeding Tongue and the not-oft used Not Too Banged Up for the potential surprise extra Luring power). KJ swaps much the same. Dead Rider should go naked so you can get the extra rotten belle or pick up unnerving aura if you drop litany so you don’t need to go with a crooligan. Anna Lovelace is included because Reva will have a tough time against crews that push or place a lot, plus she can bring some pretty crazy manipulation and has a good ranged attack. The idea with the above swaps was to start the game with 6 SS assuming I needed Litany, so if I went with Blood Mark I could either start with 7 SS or get an extra SS in Upgrade(s).
  2. Greetings everyone. This is it, the time has come for me to pick my first master. I still can't decide if I will start with Reva or Seamus. I like both miniatures (with a preference for Reva), I've read a lot and enjoy both playstyles, so here is my question : 99% of my games will be played against my wife, who picked up Titania as her starter. We both play for fun, so I don't want to overhelm her every game, and I don't want to get crushed either. In your opinion, which of these two masters would be the most balanced opponent for Titania and why ? Thank You.
  3. Snowhateswinter

    Reva Advice (vs Levi)

    Hello! My name is snow and I’m new to these forums so please don’t yell at me if I put this in the wrong place!!!! ———————————————— I’ve played friendly games of malifaux for about 9 months now as Reva, but I only had gremlins players to play against. I won most of my games cuz the gremlins would blow themselves up to do damage/heal others and leave me with some nice corpse markers to target them :) More recently my girlfriend started to show up and hang out during the games so we taught her how to play and let her join in a few. After a game or two she decided to get a box set, salvage and logistics specifically. She played a few games against the other players and we finally got a chance to play against each other (starter box on starter box to make it a little more fair since that’s all she has) and she, understandably, defeated me in a soul-crushing 8-1 victory. I don’t particularly care that I lost (the game is about the fun!) but it does bother me a little that I couldn’t even put up a fight. I did a little research and the only tactic I can find is targeting the waifs, which is hard to do when they’r hiding very far away from my corpse candles. Is there something I’m missing that would help me fight back a little better? Any help is appreciated :)
  4. Howdy I am starting to dig Reva and wanted some pointers of key models for her crew. Currently I own : Molly's crew box Seamus's crew Nico's crew necro punks rogue necro dead doxies Any thing you would consider a must have with Reva?
  5. MrBabash

    Seamus vs Reva

    Heyo guys! So, days ago I asked for help, I couldn't choose between Guild and Ressers. Now, I'm sure I'm going to play Ressers but I'd like to know your opinion about the master. I'm having troubles choosing between Seamus and Reva. I like the first one because atm I play Perdita, and I enjoy doing big dmg shooting. Also, he comes with 3 rotten belles, so I will enjoy them for sure with most of the other masters. I really like his teleporting and blasting faces once per turn while the rest of the crew do their duties. Then, I like Reva because of her beating from distance through her corpse markers, and for the fact I guess she is a beatstick. I don't enjoy the fact that her box doesn't give that much for other masters. I mean, shieldbearers aren't that played in other crews as I saw. I enjoy her look as well. So, tell me everything you think could be usefull! Edit: I'm still new to the game, just tryin' to learn with Perdita.
  6. Alex Danev

    My Ressers so far

    From the album: Alex-dan's Resurrectionists

    A lot of WIP still...

    © Alex Danev @ 2018

  7. ElPuto

    10T against Summoners

    Last game against Ramos made me think on what are our choices against him, but even other Summoners in general. Kang can be good, as many summons are Construct or Undead, Taelor can be another choice (now with the price drop), but do we have an effective way to take care of markers (countering in this way Reva too) or multiple models like Arachnids at the same time? What's your Strategy to avoid being out-activated?
  8. TheMouthOfSauron

    Shieldbearer question

    The Resurrectionist minion Shieldbearer has the following ability: "Chosen: If this model would be killed and it does not have a Soulbound Upgrade attached, it is not killed. It heals all damage and attaches a Soulbound upgrade ignoring all restrictions, then places a Corpse Marker in base contact with itself." In my last game, my opponent was playing Pandora. I had a Shieldbearer, with 2 wounds remaining, who failed a Wp check within range of four separate effects. Each effect caused 1 damage from the failed Wp check. My question is, when is a model 'killed'? In this instance, I said to my opponent that the Shieldbearer would take four individual wounds, since four effects caused 1 wound each. My Shieldbearer took 2 wounds, dropped a Corpse Marker because the second wound would have killed her, and then took 2 more wounds from the remaining effects not yet resolved. I'm fairly sure I did this right, but I'm wondering if a model is considered to be killed the moment it loses its last wound, or is the model 'killed' in a separate resolution stage, and the remaining damage is no longer there to be applied? Any help greatly appreciated.
  9. Hey all. Just had a game against Zipp using Reva. It did not go well... Before I get into it, here's the rough breakdown: 50ss, Headhunter, scheme pool - claim jump, undercover entourage, leave your mark, dig their graves, mark for death. My crew: Reva (guises of death, litany of the fallen, maniacal laugh), Toshiro (command the graves), Bete Noire (my little helper), Forgotten Marshall, 2x Shieldbearer, 2x Crooligan. Schemes: Claim jump, leave your mark His crew (from memory): Zipp, Earl Burns, Fingers, The First Mate, Ronin, Jetpack LaCroix girl (?), 2x Iron Skeeter. Schemes: Claim jump, undercover entourage. Now I'm pretty new to Malifaux and it's only my second game with Reva. My positioning wasn't great, I had no idea what his crew could do and my luck was abysmal, both in hand draw and flipping (I hit an Iron Skeeter four times with Reva and failed to wound it once for example). My game plan was using the crooligans for claim jumping (which admittedly I stupidly set up on opposite sides of the board, completely exposed) while using Reva's early corpse candle through guises to get into his back field early with Bete, then tandeming in the Forgotten Marshall for leave your mark/disruption/killing, while the Toshiro/Shieldbearer bubble/Reva wrecked face for headhunter. I quit end of turn four, had we played it out to the end I would have lost like 10-3. I could not get anywhere near his crew. Their mobility was crazy and if I did manage to get into melee, he just bounced away. I left my crooligans out to dry to be honest but I didn't know they could get hunted down so quickly and they died after dropping one scheme marker between them (which Fingers then got rid of). Bete did nothing except die before she could do anything (she got into melee twice; first being gibbed by the ronin, the second pushed away and slowed by The First Mate who then leapt to the other side of a building, just to add insult to injury). The Forgotten Marshall managed to score twice but aside from a few ineffective shots did nothing. Reva was effectively sidelined by the threat of having pianos dropped on her. Fingers scored about 7vp on his own before tying up half my crew by getting into engagement with them and going double defensive and bouncing away if anything did get through. It was a horror show. What could I have done?
  10. I had a weird situation at my last tournament, luckily 95 % of the time I can just answer by heart. Anyway player 1 had a TT model with smoke grenades "Enemy models targeting this model with an attack action from further than 6" away suffer to the attack flip." Player 2 had an attacking Reva 10" away but the corpse candle she was using was 4" away. She measures range and LoS from the corpse candle but I ruled the attacking model was still targeting the TT model from further than 6" away. Thoughts?
  11. CalamitousCosmonaught

    Reva (where is she?)

    Salutations! During my online travels last night I began a journey to find some neat Lovecraftian miniatures in which to purchase for collection purposes and stumbled across this excellent game. I've spent my night reading the lore, learning the factions and characters within and whatever else I can (without yet being able to purchase) of the Malifaux universe. I am enamored! When last year I thought Bloodborne was a game pulled straight from my greatest desires I now find Malifaux?! It's all too much, I've waited my whole life for gaming to come to this! So after my researching and digesting of this grand gaming concept I have come to the conclusion that for my first group of painted war miniatures I'd go with a Resurrectionist group. My hope is to one day own every figure as I have fallen in love with the lot! But to begin with it feels right for me to start with Reva and get myself some Gaki on the side. My main issue right now is I can't find Reva in the store and I know not why. Can anyone help me with this inquiry? it doesn't require too much haste as I do intend to make my Gaki before creating their leader, but it still concerns me. Endless appreciation to all who become vocal.
  12. Hello all, I was Theory-Faux'ing and playing around with Nellie and Brutal Emissary combos and as good as the generic conflux upgrade is, many of the emissaries generic conflux upgrades are far inferior to master-specific upgrades not including all the synergy the specific upgrades offer. I wonder if there were any rumors of wave 4 upgrades on the horizon. Better yet, to make this post more fun, what would you craft if you could design the wave 4 conflux upgrade? I’d love to hear clever ideas that are not too broken. The wonderful thing about the master-specific upgrades is that they synergies yet are not broken. Wyrd didn’t want to relive the brokenness of the campaign upgrades again and did a great job imo. I would love to hear ideas that are fun but not OP, any ideas?
  13. 10T Simon

    Reva and Her Upgrades

    Hi All! I've recently started playing Ressers after about a year Playing my Ten Thunders. I've started with Reva and I'm really enjoying her play style. I've got two 50ss games in and they've been a lot of fun (1 draw and 1 win last night)! One thing that I've been struggling to figure out is how to get the best of Reva's upgrades. At the moment most of her Reva specific ones are coming across a little underwhelmingly... Firstly LITANY OF THE FALLEN vs DECAYING AURA I've been running her with DECAYING AURA and I've been happy with it. For me it's gonna be one or the other and I kind of like the min damage 4 that I'm getting quite often on the crow trigger. Is there a solid case for Litany over Decaying Aura? In my last game I used GUISES OF DEATH and with Bette the Corpse far up the field was a great disruption. We were playing guard the stash. Not sure it;s gonna be super useful all the time but I reckon it's one I'll certainly consider. The extra activation or AP drain on my opponents makes sense for me and seems good value for 1SS. I'm struggling to see value in Beyond Death. Reva is generally in my backfield while Yin, Bete and the shield bearers keep my opponent buys in the midfield. BLOOD MARK looks nice but it just always seems like I'll have better things to use Reva's AP for and with the carrion Emissary my crew is not too slow. It could be quite useful to push my fresh corpse candles up field but it seems pretty corner case. I've been predominantly going into games with only a cache of 4 and I usually have room for 3SS of upgrades on Reva due to the rest of my crew generally coming out at 47SS Please let me know your thoughts on the upgrades and their value/usefulness and if there are maybe any tactical nuances I'm totally missing out on... Best
  14. I missed the whatever pre release sale and missed Reva. Any idea when she's going to be released? I kinda need her... lol If there is a thread already talking about this just let me know.
  15. Thought experiment for you *good* Outcasts players: Under what circumstances would you play Hamelin against Reva? What models or tactics do you utilize to make up for the fact that, at my first blush, he seems to be about as poorly suited to face her as a Master can be? I ask because I was just talking it over with a friend and it seems like Reva's ability to drop corpses in the back field puts a lot of pressure on Hamelin to not do his normal rat shuffle if he had that in mind and he seems to be poised to give her a LOT of corpse markers with his normal crew/tactics.
  16. I've found this one on Facebook and thought it's an interesting one: Can a corpse candle kill itself with (0)The Essence Remains if it has no legal targets nearby to use one of the attack's options(benefits) on?
  17. Hi all! - tired of reading about all of the fine new models in book 4. I have just the solution for you! A new episode of Arcane Reservoir is out and available for your listing pleasure and this time they are talking all about the dead ones from wave 4. With 2 very good Resurrectionist players and one giant radioactive lizard its well worth a download! You can check it out here - http://arcanereservoir.podbean.com/ or through your normal means
  18. Hey Gang, Just wondering how this should be correctly played with Reva's Strength of the Fallen. It Reads: When performing an Attack, if this model is not Engaged, this model may draw LoS and measure range for Ca Attacks from Corpse Markers within 18" and LoS. This Ability is ignored when determining Engagement. So the question is, and the way I presume it is meant to be played, is you essentially play it as the corpse marker is a Ht3, 30mm Reva that is attacking, would that be correct? As a height 0 model wouldn't be able to do or see shit, would that be correct? Cheers, Nick
  19. verpixelt

    [W]: Reva Crew Box [H]:$$$

    Hey y'all, unfortunatelly my friend screwed up our GenCon order and FORGOT to order my Reva box. I'm super bumed out and now try to get it somehow from somewehere. I was looking forward to play her so badly! So if anyone of you has her box and is willing to give her away, please say so
  20. huntroll

    RoF for Ressers

    All the other Faction's forums have a thread about Book 4 already, and the Guild is busy celebrating it's new filth already, and meanwhile our forum is dead, so let's change that. I don't have the book yet, but managed to get a glance at our new upgrades and Reva is getting a fourth one, which was left out of her description on the main page. It costs 1 SS, (1) action, requires a 6 of any suits to cast and pushes a friendly model up to 5" in any direction and if it's a Revenant or a Spirit let's it perform a (0) action. Can only push a model once per turn. Also has a trigger on rams which makes the target count of a corpse marker for Reva's Strength of the Fallen ability. Does this change your perception about her?
  21. mo11usq

    Summarising Wave 4 Master

    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 -
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