Jump to content

Search the Community

Showing results for tags 'sabertooth cerberus'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Wyrd News
  • Games
    • Malifaux 2E
    • Through the Breach
    • Puppet Wars Unstitched
    • Evil Baby Orphanage
    • Jetpack Unicorn
    • Showdown
    • Kings of Artifice


  • Forum News & Rules
    • Wyrd Announcements
    • Wyrd Board Help and Code of Conduct
    • Community Events
    • Wyrd Events
  • Discussions and Interests
    • News, Reviews, & Discussion
    • The Hobby Room
    • Wyrd Apps
  • Malifaux
    • Faction Discussion
    • Malifaux Discussion
    • Malifaux Rules Discussion
  • Through the Breach
    • TTB Discussion
    • Player Creations
  • The Other Side
    • TOS - Allegiances
    • TOS - Discussion
    • The Other Side Rules Discussion
  • Board Games
    • Vagrantsong
    • Bayou Bash
    • Other Games
  • Super Secret Forum

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL






Found 3 results

  1. Hi Wyrdos! I’ve been checking the Arcanist models to help a friend with his Archanist list building and I’ve found a very cool playstyle that I think it’s worth to share. It’s a high risk high reward glass cannon playstyle that requires some finesse; but when well executed, it can be devastating (and very very cool!)… To be honest, I’m a bit jealous Breakdown: Myranda leader is the leader with the highest single target damage potential in the faction by far, at the cost of being also the squishiest offensive leader, also by far. The damage she can deal to a single target in a turn with a double activation is in higher than leaders like Lady Justice’s or both Viktorias. She can engage from 13’’ with minimal damage loss, and the double activation is very powerful to both alpha strike or hit and run. The following lists are built with the idea of enabling her and take this playstyle to the limit In a nutshell: Myranda rampage through the enemy models in Sabertooth form (3 actions per activation because she is the leader). The Rider will give her 2 activations each turn from turn 2 (so 6 actions per turn). Effigy/Emissary, Miner(s) and other models support her with SS, extra attacks, healing/shielded, Adversary(X) and doing the scheme play. This strategy gravitates around Myranda and the Rider. Myranda is the key and the star of this team, but both must survive no matter what; every other model is disposable and can be traded or put in harm’s way if needed. The gimmick is stacking actions and giving some defensive tech to an already powerful model; an Attuned Sabertooth is fearsome with only 2APs, with this list an Attuned sabertooth with 6APs is played (so roughly a 3X “power multiplier” effect). That big offensive potential and mobility (6 AP, 2 leaps) will have to be used well to offset the underwhelming defensive stats. Note Myranda Sabertooth form counts as a minion, so she would need the Soulstone Cache upgrade (the advantage is she would benefice from the Empower aura) Playstyle: This list try to force the other player into a lose-lose scenario; Myranda have the offensive potential to delete almost anyone (and is able to kill 2 or more low cost models in one activation) while her entire crew will go around scheming. If the enemy deathball, Myranda will have a harder time engaging; but they will be outschemed. However if they split, Myranda will murder them one by one. Thanks to the double activation, shield, SS to reduce damage, defensive mutations and so on, storming into a bubble is possible, but risky. As a good huntress, she will shine attacking isolated preys; but she can also be used to enter into a bubble to kill a high priority target and then run away. Even if the damage potential is huge, we should never forget she is still very squishy in Sabertooth form; timing the attacks and using well the mobility and healing is key. Mutation Upgrades: In the first turn she attaches the upgrade “Feathered Wings”, in turn 2 she will turn into a Sabertooth and then the carnage begins. “Natural Camouflage” or “Armored Plates” are also possible options but I think “Feathered Wings” will be the best choice in most games; “Serrated Teeth and Claws” is too greedy and “Formidable Horns” is greedy and redundant. “Armored Plates” could be needed versus teams or models that may kill her even with Butterfly Jump (ludicruous beaters with Frenzied Charge or Gunlines with a lot of Focused for example), the great thing about Armored Plates is that with her 2 activations, she could Gain Shielded+2 at the start of a turn and still have a second activation later. “Natural Camouflage” could be the right call versus Gunlines that like to scatter or versus Obey crews. The damage potential is HUGE. Stonning/Cheating for Onslaught each attack she can do a whopping 18-21 damage per activation only doing minimum damage in each attack (so 36-42 damage per turn in the Christmasland scenario where she does minimal damage in each attack); in the turn 3 she could have killed the entire enemy team by herself. She will also get the Empower bonus in 1 out of 2 attacks thanks to the upgrade (which would also limit the effect of Distracted, Manipulative, Serene Countereance and the like). With each kill she will get a SS back and each turn the miners will get more SS to keep her rampage going. Healing: Even hitting so hard, she has good self-sustain; Shapechange (Myranda) for 2 Wds and then “Beast Shape” cheating for Mend Self for a heal of 1/2/3; and she can do that twice per turn if needed giving leap up (however the two replacement will let her “move” 3.2’’; which can be used to engage/disengage freely). An average of 4 healing per activation or 8 per turn. With that healing, the defensive mutation and the SS to reduce the dangerous hits, she should have little problems staying alive if she uses the mobility to stay out of the way of the more dangerous enemy beaters. Soulstones are the hearth of this playstyle. It’s important to balance the offensive and defensive use well; and save a few to get the tomes (and cards!) for the Revelation trigger each turn. Pools: I think this list would work well in every Strategy… maybe the riskier one is Reckoning because there will be less squishy targets to kill and recharge SS, and more good beaters/buffs able to threat her. About the Schemes: I’d favor this list in pools that rewards splitting instead of deatballing (Breakthrough, outflank, power ritual, search the ruins, maybe Harness…). Myranda can complete easily on her own Assassinate and Dig their graves, she could do maybe and detonate charges and Deliver a Message (she would be also messaged, but poor of the model that spend his activation messaging her), but I’d favor the aggressive ones for her. A red line could be Harness plus claim jump that may promote a strong bubble crew storming the middle of the board; this list can still the played there, but jumping into a deathball require a lot of finesse. Threats for this playstyle: Even if the potential is very high, there are some things to watch out, crews with a lot of the following will make her hunt much more challenging: Damage reduction (Armor+2 or higher; a December Acolyte will be needed versus these), Butterfly Jump, Terrifying, Irreducible damage, Stunned, Vengeance, Black Blood, Academic Superiority... However she still has 2 Activations per turn, healing, 7 movement, Flight and BJW; so the tools to out play these crews are there. Lists: 35 SS version: Myranda (SSCache), Arcane Effigy, Mechanical Rider (SScache), Soulstone Miner, 1 last 6 SS model (Paul Crockett or another Soulstone Miner) + 7 SS cache (Emissary version) Myranda (SSCache), Arcane Effigy (EoFate), Mechanical Rider (SScache), Soulstone Miner (MTraining) + 9 SS cache SS miner. They have to generate 1 SS each turn and bury to reach a place to score, the one with the upgrade need to stay a bit safer. The SS generation is important for this crew, but another way to use them is to cover Myranda; in turn 2 unbury them engaging the more threatening model(s) for Myranda to force that model to waste APs reaching Myranda / cannot charge her. Mechanical Rider: Her role is scheming, feed Myranda the second activation each turn and staying alive. In turn 2 and 3 she will have 3 fate tokens, to reach the trigger in these a stonning plus cheating is needed. In turns 4 and 5 just by cheating or stonning the 5 tomes can be reached. The fate tokens are booked for Myranda, so she can’t use any for damage reduction, being conservative with the rider is important. The Effigy: Very useful totem. It can be put in scheming duty or make him follow and protect Myranda/Debuff enemies if there are conditions that could hinder her. In turn 3 he will turn into the Emissary in the alternative version, in this case use him to scheme or attack some model separated from the pack with the help of the Rider. I usually include the upgrade in the Henchman leaded lists, but this one is intended to peak at turn 2/3 so the upgrade isn’t that needed. Paul Crockett: He will punish enemy models for attacking Myranda. Butterfly Jump will let Myranda reposition after each enemy attack. She may jump into engagement range of an activated model and away from the active enemy model. Paul then may attack that model to trigger extra attacks (in the best case scenario, he can trigger 6 extra Myranda attacks) 50 SS version: Myranda (SSCache), Arcane Effigy, Mechanical Rider (SScache), Soulstone Miner (MTraining), Soulstone Miner, Paul Crockett, Ferdinand /Sabertooth + 7 SS cache. (Emissary version) Myranda (SSCache), Arcane Effigy (EoFate), Mechanical Rider (SScache), Soulstone Miner (MTraining), Soulstone Miner, Ferdinand/Sabertooth (MTraining) + 9 SS cache. Ferdinand Vogel: Very useful model in human and beast form. Human: Shielded+2 plus an extra heal from 8’’ is very useful, especially for Myranda as it makes her a bit less squishy. His spell deals good damage and has nice triggers. This is situational, but Fancy Cane cheating a low mask (attacking Myranda) could let her perform an extra attack (but without triggers) or reposition at the cost of 1 Wd and 1 shielded. Beast: has a nice 2’’ engagement range to keep enemies busy while Myranda does her thing, the roar may inflict the Adversary condition to help with Myranda Accuracy. On top of that he can also heal with the Shapechange, Impassioned Defense trigger (and Myranda can also heal him when he is in beast form if needed). Sabertooth Cerberus: A possible Ferdinand alternative; less versatile and squishy, but able to stalk prey from a mile away; marking 2 models to be teared apart later by Myranda. These models are my personal choices, but they can be adapted to fit other models if needed (Vogel and Crockett are the 2 that I’d swap out) like Saboteurs, Steam Arachnid Swarm/Joss with Diesel Engine, 2 Silent ones, a December Acolyte… take in count that without mutation upgrades, this list is better with OOK or Versatile picks than with the other beasts. I hope you find it interesting; if you give this a whirl, let me know it goes! Good Hunting!
  2. The title says it all. I am new to the game and Marcus is my first crew. Thx for the help!
  3. I was putting together my marcus army and wanted to proxy up Rouge necromancy. Since I had purchased the box set and had no intention of using the Sabertooth Cerberus I decided to turn it into my proxy. I decided for one I didn't want it to be a tiger, I was bored of seeing the tigers, so I settled on Leopard, then since it was necromancy UNDEAD leopard. I love the way he came out :]
  • Create New...

Important Information