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  1. Hello, time to talk about Tara the Time lord? The void queen? Neither? Again. A quick thing, the reason why this is so huge is because I'm a game designer and a person who can see and recognise systems fairly well, as well as trying to cover as many bases as possible. Sorry for the incredibly long post. I will also excuse the amount of salt that seep into these words. I know Tara isn't especially popular, but she is (was) my main and I will under the beta try to argue why I think she's very boring and one of the greatest dolphins around (yes, I'm talking about jumping through hoops). This is based on multiple playtests, battle reports and theorycrafting. So context, Tara became a summoner since M2e and a lot of her power budget has been moved there. The entire team has also been shored up, so going from a bandaged mess to what to me feels like just a generic mess in my opinion, where everyone can do their thing - but they seldom do it together. This is also less of a discussion regarding her power level and more about how boring she is, because she does seem to win her matches and do her things, but she doesn’t feel very exciting to do anything with. But I will also talk about the strengths or weaknesses of her things. It might also be a reaction to how extremely aggressive the game feels to play. As a side note, just because you have the option to do something, it doesn’t mean that it’s a good option or something you’d actually (want to) do Crew abilities Beyond time: I really like this, it gives the crew some counter-pick tech against other crews who bury. It allows you to truly just wail on a buried target that needs to die and it gives you more options in the line of; do I target the buried enemy, the one in front of me or do I just move? It also adds decisions to your enemy; do I activate my model to avoid the dogpile, probably popping up in a bad position, or do I activate something more important and risk taking damage? For a crew seemingly being strongly tied to the bury mechanic, they are surprisingly unreliable at it. Often becoming a case a trying to drown the opponent in so many flips and hope you’re lucky. It’s also counterproductive to your own unburying and since you tend to unbury later in a turn because of you’ve been trying to tag an already activated model with stutter time, you often times don’t want to trigger glimpse of the void on a model you’ve given or want to give fast to. It's also countered by keeping your crew reasonably close, which isn't an issuer since Tara has very little AoE and you decide when someone pops back up. But, I will say that the “Glimpse of the Void” is a fantastic ability. It often goes of without a hitch or at least drains some resources, it has clear counterplay, it’s hard to abuse to the point of NPE and it doesn’t just lock out certain schemes like other offensive bury tools. Stutter time: This ability is interesting, every void model has it (except Talos) and it’s also the reason I think there’s so few other 0 actions in this crew. So it gives enemies a very dangerous condition, especially if they haven’t activated yet, but also gives you +flips on some models and a way to unbury your other. What I think it’s designed to do is to mind game your opponent into not activating their priority targets until later in the turn to avoid getting fast after their activation, or that you use it on a model that has already activated, unleash upon it and then remove fast by unburying a model on top of it. Both of them feels very, weird. The first one is too fringe for the enemy to truly consider since you could bury, kill them or they just move into a group of models, threatening you0if you want to unbury something bigger… And the often times you’d want to kill the enemy model instead of leaving it up. The second option is a lot safer to do however and can be done a lot more, but is also something you can only do once a turn, maybe a maximum of two or three. Which leaves a lot of unused zero actions. If the target is a beater, then it’s basically a lose, lose. You can’t put it before they activated because they straight up murder you and if you put it on after then you’re gonna summon a minion in what’s most likely in a bad spot, where one of the 2 minions probably won’t even scratch it, you could just walk away from the model, but then you’re probably leaving another model unsupported, you could unbury the model that threw stutter time in the first place, but that requires you to be in a position where that model didn’t do anything before - the map feels a lot smaller too and all matches I’ve played have become slugfests, doesn’t really matter which opponent, so I don’t value conditional movement on a model that just ignores models or terrain from the beginning that much, especially when I have to go through extra steps to get it.. Yes, you can use it on your own models as well, to move them upfield or get them out of a tight spot. Both of which are legitimate uses, often times however since it feels like M3e can get very clumped you won’t need to reposition your own models that much and the model you’d really want to move around since he’s so slow, can’t be buried or unburied normally. The biggest problem is however that there’s currently only three ways to unbury your own models, through their theme-wide ability, through Aionus (we’ll get to him) and Karina (we might get to her). Let’s say that you have around 7 models who can use this, it means that you can cast this 8 times a turn. A number that you will pretty much never reach. If you have more, the enemy has pass tokens so that they won’t be too out-activated if you’re saving them for that and you simply won’t bury your own models that much. So I’d say that the crew needs some other form of bonus action, or could we just get the option for slow in it? Also, Talos doesn’t interact with this ability in any way. From Nothing (and other unbury): For you new open beta players, Aionus once had an aura that gave friendly models fast for ending near him - and Karina didn’t have her heal. Why is this relevant? Because I think that this ability was designed with that aura in mind. Because now it feels very meh. It will mainly be used for your summons and maybe Tara and the Scion. The other two options, aka. Karina's heal and unbury first requires a six and then burning a card, or it requires you taking Aionus… I really can’t say much about the ability, it’s solid, but not always reliable. It also means that your models can’t unbury in your deployment (as far as I know). There isn't a lot of actual crew synergy where the crew make each other stronger or interact with one another beyond these abilities which are super generic and works dubious at best. I know I sound fantastically negative, but most of them are solid, the biggest offender being stutter time. Since it’s the only bonus action we have and scales negatively with how many times you use it per turn. (which makes it feel like a chore using it and you often feel punished for using it) Okay then, let’s get to Tara… Tara Blake Okay so, Tara is still a mess. I don’t feel like she fulfills a role. She’s not really a summoner since she only has two options for summoning. She’s not really a beater since she has a minimum damage of 2 and much rather wants to bury her targets according to the crew mechanics. I wouldn’t call her a support master since she has no real supporting actions unique to her. She’s not a control master since she only has one really control trigger and beyond that no real way to influence the enemy crew. It’s true that she has a lot of Ap to potentially spend, but she can only spend those on two things: Walking, and soulstone-swinging. And nobody likes their master to be a sheeme runner, especially one without any fancy tricks. And to me, that's a problem, when you don't feel like you've got any options, especially to what you could do with her last edition, or what options a lot of the other masters have. Even if it something as basic as choosing between a ranged and a melee attack. This feeling of there being a problem regarding what you’re able bleeds into her having a weak theme and it’s not like she has one in the first place. She’s not the time-master like she was, but more focused on throwing people into the void, but you don’t do a lot with that either. I feel like she is in an awkward in-between. Soulstone sword: A fairly good melee attack for a non-beater. Stat of six, 2/3/5 damage track. Not to say that She cant beat people up, but we all know that the prize is in the trigger - glimpse of the void, which is built in. And to reiterate, Glimpse of the Void is very good. It's a good attack, what'd you'd expect from Tara, but it's also creates an incredibly dull playstyle- it even lost its ribbon function of attacking fast enemies while buried. Just having this ability as your only attacking option feels bad, since it's not very exciting and you don't really do a whole lot else on your turn, which means that the action you repeat ad nauseum should be interesting to use! On a side note, is there a reason Tara's only interaction with fast on enemies are Age to Destruction and From Nothing? Age to Destruction: Solid ability and it mostly works as a consolation prize for when you’re not able to capitalise on the enemies fast. That’s not to say you couldn’t give someone fast and leave them on 1-2 HP and let them die when they active - a very crew dependant strat but it’s 100% viable. I like it in it’s simplicity and function, even though I’d want something more exciting. The biggest issue is that it’s something that will hardly ever trigger and is placed on models which doesn’t seem to know what they want to do - and when it triggers its effects aren’t noticeable. It’s also reducible damage, and paying 1 wound for fast isn’t that steep of a price, 2 stings a bit. So it works, but is just bad. From the Void (Summoning): To me, a summoner has always been defined by the resource drain and their versatility. Tara is none of that, and is more an aggressive (scheme running) summoner whos thought process boils down to “Do I have an 11 or higher in hand? If not do I have an 8?” And it’s a bit jank, but fine, but when the only two models you can summon is specifically balanced around being summoned, ergo you will probably not ever hire them in to your crew normally, it just becomes an action you don’t feel rewarded for using or even really need to think about that often. So much of her power budget is baked into this and since you have 5ap a turn, you really kind of need to use this every turn. It covers up the other models blandness and weaknesses with just summoning more, because a wretch is not worth 4ss and often times feel barely worth the effort to summon them (No I don’t like her becoming a summoner). And I’m not saying a crew shouldn’t have weaknesses, but it feels like most of the crew costs one or more stones for what their worth, especially when they all sort of cover the same bases. The two 100% useful tactical actions Temporal Shift (fast redistribution): I’m all in favour for high-risk, high-reward things in games, especially when done right. Like Tara’s mass fast in M2e, an ability which required a lot of finesse, positioning and forethought. This ability exists I guess. To make this ability even remotely worth using you need to shift two, preferably three fast from enemy models to your own and have no models buried. This will almost never happen in a game, fast is a really dangerous condition to leave up, if you summon or bury your own models they’ll need to fast to come back and you need to play so suboptimally to set up a position where it will be useful and then it won’t often actually take effect until the turn after. Suffice to say, I’ve never seen it being used in effect in battle reports on when I’m playing it myself - the only time I’ve ever used it has been for the trigger, which honestly is the best part about it. You could bomb ‘em with the nothing beast and apply his fast field to a couple of models and then activate Tara and redistribute them, it’s not terrible. But that’s still a lot of things that need to go right for a comparedly mediocre payoff. Time warp (Flip the Deck): Uhm. So I have thought about this one a lot, and done some simulations. The conclusion? You need a shit ton of luck to ever consider this action remotely viable. To the point where you need to flip most of your 8-9+ cards in a row, without having to many low cards at the bottom of the discard, because then you need to waste activations before you can actually use them productively. I don’t see the scenario where you would use this ability ever realistically happening enough times for it to warrant space on a master card - with a target number. Aionus Oooh, boy, where do I start with this guy? He used to be (read. Like the first month of Closed Beta) an integral part of the Tara crew with an aura that gave fast at the end of activation, which was really good admittedly, but the replacement ability he got… isn’t really up to snuff for a 10ss model with a melee damage track of 2/3/4 and no defensive tech… But without further ado, let’s get into why Aionus doesn’t function. Time in a flat circle: It’s new, and I actually kind of like it. It’s good, offer some crew synergy. Doesn’t require you to spend extra resources. Nice. I'd argue it's one of his best, if not his best ability. A stitch in time: This ability has some potential, but it feels like someone thought it should be his main selling point and thus justify his price cost. You can kill a buried model (assuming you actually get something buried, since once again, only 1 model with a reliable way to do it) and then give someone on the table fast, or chain from an enemy assuming… Tick, Tock: If he actually gets to apply the condition before the model is killed, because otherwise you’re truly gambling. What I think they want you to do is to charge, attack once and apply slow, then attack again with the trigger and then apply fast for what I believe often will be 5-6 damage, and then you cast fast (or slow) on something else or you have an enemy model with fast to unbury on (Why does this crew do so little with fast?). The stat 6 against WP is actually solid, but that 2/3/4 damage track with a conditional trigger will have a hard time properly killing anything larger than a basic minion and is the ability to reliably give slow or fast to something valued so high? You also have the possibility to attack on of your buried models and give it fast for 1-2 damage and if one of your best uses for a 10ss model is inefficient ap trading, you know something is wrong. Eventuality: I don’t know if Wyrd realised why eventuality was so good on Tara in M2e, or perhaps they did realise it and that’s why we don’t have it anymore. (For context, it worked exactly the same with dealing damage, but could be used twice per round on Tara b/c double activation and also had a built-in trigger for healing). It doesn’t activate and become useful before turn 3 at the earliest and in most of my matches, it had already been decided by turn 3, leaving it not very good - and on turn 3 you’ll also be so close the opponent so that you could charge them without problem. But hey, at least it has the glimpse trigger on a model that actually can get it fairly reliable by using stones - not that I would recommend doing it frivolously considering how stone hungry Tara is. Sever timeline: It does was it says on the tin. Surprisingly his most interesting action since it can actually be used to help your team and disrupt the enemy sometimes. Maybe a little too low stat if we are talking balance here, but that’s another discussion. Karina Blast it, we are talking about Karina since Totems are now bundled up together with their masters when evaluating the efficiency of them - and let me say, if Karina wasn’t free, I’d never touch her (heck, I still haven’t taken the time to paint her because she was so bad in M2e). Her 3 main selling points are: She has a very expensive heal + unbury. She can save Tara if Tara would die within 8". She’s insignificant. She’s free. Sorry, meant four main selling points. As for saving Tara, it requires a model with df4 and 4 wounds to be within 8” and LoS of Tara, meaning she needs to spend most of her Ap repositioning instead of doing something semi-useful beyond burying your own models and even then she probably won’t be able to keep up with Tara if you play her like the scheme runner Wyrd seems to have envisioned for her. Luckily M3e is very much of a slugfest for me, so you’ll often be in range with one move from deployment, but it does limit what you can do with Tara, since both Tara and Karina are rather squishy. The heal and unbury action is an action that can, and probably will cost you 3 cards on the regular. Since you’ll often need to cheat an 8+ if you wan’t the ability to go off, then since you actually invested some resources you might want to cheat a better card for healing if you need to and then a final card for unburying the target. And let me remind you that the Obliteration crew has exactly 1 way to draw a card - a trigger on a situational ability on the Scion, who I won’t talk about now. Tl:Dr: She’s still very much a mess without a solid theme or role and is very boring to play due to the lack of meaningful choices coupled with what feels like a lack of agency. Very few minions, a very conditional six cost model and pretty much useless 10 cost henchmen leaves you without good options in theme and with a 8 and 9 cost you are limiting yourself in scheme ways. They are all melee for goodness sake and Tara even as a gun. A lot of the things that is supposed to make the crew feel thematic and make “work” together isn’t reliable and requires a lot of hoops to go trough and set-up for an average pay-off compared to the work. Tara doesn’t feel master level, and every time I activate her I feel like it’s a draining chore. She’s a boring scheme runner. The crew has a surprising lack of focus on what it wants to do and ⅓ your models doesn’t even interact with the “main mechanics” of the crew. Aionus is not worth 10ss at the current point. Maybe 8ss with the current set, and even then he doesn’t have a clear role. Tara and her crew doesn’t make you feel anything - you don’t feel like a time manipulator, or a herald of the void. Unlike when you play Parker where you feel like a running and gunning bandit, robbing people. Suggestions to make Tara, Aionus (and their crew) more interesting to play and hopefully more thematic Make ‘Age to Destruction’ not counteract the basis of giving people fast so that you then can unbury your models. Something like “After an enemy model gain the fast condition do X” Where X can be 2 damage or have unique ability for each of the models that have that ability. Give Tara some form of ranged option - like a void gun or something, but please don't give her a collier pistol. (Also don't make a ranged version of the sword) //idea// Choose an attack action of a target buried models. Copy that attack with range X" [gun]. If it's a friendly model, this action can use triggers Give Tara a (in-built) trigger on stutter time to give the buried friendly model fast. Give more models (interesting) interactions with fast. Right now it's used to unbury and gives 3 models +flips to duels. If the Scion is gonna stay the same, please make “Glimpse of the Void” more reliable or give the Scion an action or trigger to bury both models. Can Karina become better, ergo not bad? Even if it's as boring as giving her Arcane Reservoir. Aionus needs to gain a purpose within the crew. Have him dish out fast to allies, interact with scheme markers. Reactivate… etc. Adjust the cost or power level of the Void Wretch specifically (and the hunter to a lesser extent so that the hunter isn't just a better wretch). The thematic crew could use some more tools or models in general. I know you can hire out of theme but that is supposed to make your “crew” worse and costs more stones - and I don't think the crew in general is in a place where the extra costs for getting more diverse options is warranted. Outcast has few versatile models afaik. Not to say that every crew should have every tool, but Taras main toolbox is countering bury mechanics and hit things averagely. Give Tara new tactical actions, the current one has never been used as far as I am aware. To get them to work you need so much luck, need to go so many hoops and play so well, for a mid-low reward… An attack action to give fast to a model an accomplice into a buried. Something like the old eventuality “ X” pulse, enemy models hit by the pulse take Y damage when burying” debuff. An aura where models with fast can't activate before other models have activated (can also bet her age to destruction). Talos is fine. But I feel like he doesn't interact with his own crew actively. If burying the opponent is supposed to be a big part of the package, maybe make em a bit more reliable and maybe give bonuses to models if there’s one buried. Because right now it feels like I get more from just hitting most enemies or leaving them up so that I can unbury on top of them and hit them more. Having more options for free actions would be nice, but I also understand why Wyrd would want to limit them. I’ll edit this if the update provides changes etc. And Tara has some defensive tech in “Through the Hole” and the ability to bury enemy models.
  2. Deployment Standard deployment strategy: Reckoning Schemes: Detonate charges Dig their Graves Power Ritual Deliver a message Vendetta Crew Tara Blake Karina Aionus 10ss Mad Dog Bracket 10ss The Nothing Beast 9ss Scion of the Void 6ss Talos 8ss 7ss in cache Schemes selected: Vendetta: Scion against Carlos. Deliver a message: Colette Thoughts about my crew selection I picked Tara for testing purposes and because I dislike my life. I picked Aionus even though I don't think he's worth the price to try a combo with the Nothing beast, Mad Dog to counter the Coryphee and kill some fools for reckoning. The rest of the crew is for testing purposes and the stones are there so I can summon reliably each turn and have some over for defence. The schemes were picked because I thought they would go well with reckoning and because I know I can hit Colette when she's buried. I also now realise that Tara has very few low cost models, so picking Vendetta almost proved to to bite me in the ass. Crew Colette Du Bois w/Magical Training +2ss Mechanical Dove x3 Cassandra Felton 8ss Carlos Vasquez 8ss Coryphee Duet 12ss Showgirl 5ss w/Magical Training +2ss Showgirl 5ss Mannequin 4ss 4ss in cache Deliver a message: Tara Detonate Charges Thoughts on my crew selection. I’m still not sure about what to get and how, I’m not very experienced with Malifaux per sé. However since I’m going to a tournament next weekend for the open beta I wanted to play test some of the models which I owned. I know that the Coryphee Duet, on top of being my favourite model visually, is very strong so that felt like a no brainer. Showgirl with magical training also felt like a no-brainer. I wanted to try Carlos out, but I had bad feelings about him. He did practically nothing this game. Turn 1 Tara stones for Cards. Dropping a 1 and a 4 for a 13 of crows and a 11 of Rams. Colette starts as the attacker and deploys a coryphee, Carlos and doves in the middle. Tara wins initiative but Colette goes first, and Tara generates 3 pass tokens. The doves fly forward while the Nothing beast hunkers down in a forest and focuses twice. Mad Dog Bracket goes clay hunting and charges a dove, killing a dove. We ruled that it was him who dropped the marker and not the dove and therefore we placed a scheme marker before the body was cold. The scion buries the Nothing beast and then walks forward Colette presto changos the scion for a Coryphee which Tara then charges, hits, but the duet succeeds on the wp test. It hits Tara back, missing once and then hitting again for weak before splitting. Aionus whacks the Nothing Beast to give it fast and then moves. The Duet reforms and then walks and charges Aionus, triggering execute and smacking for 4 damage. Karina tries to something but is worthless. Carlos attacks the Scion and the scion takes 1 damage and then disappears. Carlos moves forward and places a Pyre marker under Mad Dog. Tara activates again, gives the Coryphee fast, misses the one attack. Showgirl walks and then continues moving with a mannequin in tow. The void hunters spawns on the Coryphee, gives it fast with a red joker, attacks once and misses. Attacks a second time with 2 + flips. Gets a 12 and then the coryphee cheats with an 11. Cassandra walks forward and then drags the mannequin with her. The last showgirl moves forward and then tries to lure talos, failing her terrifying test. Scion and Mad dog burns Turn 2 Colette uses a soulstone for cards. So does Tara. Colette cheats initiative and Tara gains 1 pass token. The Duet activates with fast, takes 1 damage. Delivers a message to Tara and scores 1vp. Then attacks the Void hunter, flipping an 11 vs. 2. Dealing 3 damage after a cheat and incorporeal. Attacking again, cheating both the attack and the damage flip. I forgot the void hunter has terrifying and is killed on the second attack. It then splits, the left one activated. Mad Dog Bracket, mad, activates and eat the scheme marker, walks and charges, hitting a severe on the first attack, dealing 4 and 3 damage to the single coryphees. The second attack dealing weak damage, killing one. The last coryphee, scared, runs away, dropping the scheme marker and taking the mannequin with it once. Talos activates and charges Cassandra, she flips a black joker and Talos cheats a mask for the trigger. On a neutral flip he hits Severe. Cassandra stones for 2. Damage. Talos hits again, but flips a black Joker for damage. Cassandra walks back and forth and drops a scheme marker on next to talos. Tara activates and removes a scheme marker and then gives Cassandra fast. Colette then activates, moves within 8 of carlos and Cassandra and tries to presto chango them. Spends a soulstone but flips a one, failing. Then tries again but fails. Then uses her bonus action to move a Showgirl 3". Ainous activates and charges the poor mannequin, missing once but killing second. Transferring fast to Tara. And then fasting a coryphee (Which we realised had activated, but Tara delayed a scheme by one AP so it's fine). The mannequin who lived activates and tries to heal Cassandra, and cheats for a total of 1 heal, then places a scheme marker. The Nothing beast activates, unburies and attacks Cassandra, but the mannequin intervenes. Taking 2 damage. The second attack misses and the last attack and last focus kills it with a weak. A showgirl activates and really want to seduce the Nothing beast, and wins the Wp duel with a 13 flip, but fails seduction. Seduces again succeeds the terrifying with another 13, and win the seduce, giving the Beast distracted. Tara activates again, and strikes Cassandra twice killing her. Then summoning a Wretch by stoning and cheating. Carlos activates, fails a pyre marker, walks and tries to breath fire and fails again. The aforementioned Wretch activates and move forward from the Coryphee, removing a marker in the process. THe second showgirl moves up and tries to Lure Aionus and succeeds. The scion activates, targets vazquez and manage to remove is his fast from his by attacking through the wretch and focuses, taking to damage. ANother dove moves. Mad Dog and Scion takes 1 point of Damage from burning. Turn 3 Tara stones for card. Colette goes first. Carlos breathes fires on the Wretch twice, misses once and then deals 2-1 damage on the second attack and applies 2 burning. Then he runs away. Aionus activates, smacks Nothing Beast for fast. He then kills the Coryphee and gives it slow, which then transfers to the replacing mannequin. A showgirl runs away and drops a scheme marker. The nothing beast chases after Carlos, misses and he jumps away. I then make the mistake of attacking Colette. Never ever attack Colette. Never worth it. Colette jumps up next to Tara gives distracted to everyone, whacks the wretch dead with her sword trick dealing 4-1, tosses Talos 8 inches, presto changes herself for the dying Mannequin and drops a scheme for scoring 'Detonate the Charges Later' and smacks Talos for another distracted and stunned. Talos is now at distracted 4. Tara activates, kills the mannequin, moves up and assists the Talos, dropping 2 distracted. A showgirl activates and tries to seduce Tara twice, fails both twice. Talos activates, delivers a message to Colette and then focuses because it's not worth attacking Collette. A Dove activates and flies next to Aionus, attacks him for 1 damage and explodes (Why is it attack 4?). Karina activates after that and heals the Scion 3 points of damage after lucky flips and cheating. She still hasn't moved a single time. The second dove moves between Tara and Anions and is annoying. The scion activates and Removes burning from Carlos, dealing 2 damage to him and then destroys the bird. Vendetta is revealed and scored. She drops down to 2hp (again). Tara activates again, moves up through difficult terrain, gives a showgirl fast and then summons a void hunter after cheating a 13 tome. The newly born piece of Void activates, pops up next to the Showgirl with fast, reapplies fast again and begins smacking her, hitting the first attack and then flipping the Red Joker for damage, killing her. Somewhere here, the Mannequin and mad dog activated. They accomplished nothing or changed anything so I'm omitting them. We decided to end it here 4-3 to Tara because the coming two turns would literally be the benny hill theme played in Slow motion. What I, the Tara player could have done better If I ignore the fact that you shouldn't play Tara into a killy strategy when Parker exists and is in the same faction. But I need to remember terrifying and incorporeal. Use my SS more and triggered Fade Away on Colette instead of Carlos. I also shouldn’t have attacked Colette ever. MVP Mad Dog Bracket for just being a fun and exciting model. Also for blowing up the split Coryphee duet (and actually feeling like he’s worth his stones). Tara players thoughts on Tara When Mad Dog shooting and missing 2 times is more exciting than activating Aionus or Talos, then something is wrong with the core crew. And I think that is that they feel very lacklustre. Aionus is not worth the 10ss you pay for him, he doesn’t do a lot. The Talos was a distraction carnifex this game, but I have never gotten value out of him since his stats are low and he’s very vulnerable to all forms of control. Tara still only has 1 action besides summoning, which in itself is a very binary thing “Can I summon a void hunter, yes or no?” but I will talk more about her in a seperate post. May I ask why 4ss minions just feel bad? And why would I ever want to hire it for 4ss when I’m hesitant to summoning it for 1ss and a card? Also, why is Karina never allowed to be “good”? She’s a 5ss totem which best ability is requires her to keep up with a master who is apparently more of a scheme runner (luckily this edition is just death ball galore) and her second best ability is insignificant… with her best action probably being assist at this point… All in all her crew is very lackluster, it has its moments, but even broken clocks are right twice a day and it’s kind of hard to motivate myself to play more of her. An apt comparison would be if (M2e Tara) or M3e Parker is speed or any other kind of drug, Tara right now is a slow monday without coffee when you’re hungover. Tara players thoughts on Colette I don’t like how so much of the crews power is tied to two models: Colette and the Duet. The duet creates a sort of boring thing where if you have a counter (which in outcast right now is Mad Dog every day of the week) you play goose chase and if you don’t have a counter, it will just do whatever the fuck it wants. (I knew both my opponents schemes by the beginning of turn 2 and there’s in general very little point in trying to fake out schemes). I don’t think you can buff the performer crew without tuning down their already powerful models. Colette was about as fun to face as I imagined. The best counterplay to her is still just ignoring her, which isn’t very fun for either side, and then I’m supposedly playing the crew that counters her. Cassandra died without accomplishing much, mainly because my opponent usually overextends with their models without proper support. Carlos was an annoyance, but not really doing anything and I think most of it stems from him being a dual crew model. @valkirsWrath the Colette players thoughts: I should not have over extend so hard and respected Mad Dog Bracket. Should’ve been more careful with my resources. Think more seriously about my crew selection. I should’ve used Cassandra's defensive ability turn two instead of walking with nimble, so she would've survived maybe survived. False Reality was a beast, moving the Talos right to where I wanted him for detonate charges. Too bad he had a message to deliver. Colette is still very defensive, and very strong. The Mad Dog has a mean shotgun, note to self, never split the duet in range. Double note to self, his range seems bullshit. Will never let him that close to my duet again. Carlos was a distraction carnifex. He did nothing but let my enemy score for vendetta and look mean. Compared to Colette, Tara doesn’t really feel master tier I still have a lot to learn with Malifaux, this was my first beta game and I still have to shake my “Kill kill kill” reflexes from 40k and AoS. Fun game though, I’m looking forward to the tournament next sunday.
  3. Hi, I just bought a Tara crew, as it is a long fantasy of mine, but i'm wondering where to start, considering all the ways you can play her. I like to control my opponent and I will love burrying all of my opponent's crew in the ground. So where do i start? What upgrades do I need with her? What is important to know to avoid being drowned by the possibilities she can give? I'll buy Talos soon as I understand he is an auto take with her (I mean just look at these stats oh boy). But i'll give you the range of models i presently own : viks crew ; von schill crew (all freikorps range except engineers) ; lazarus ; big jake ; midnight stalker ; sue ; hodgepodge effigy ; 3 death marshalls ; tara crew. A big thank you in advance, and i hope you will not be upset i started this topic, as i couldn't really find a good source of information about how Tara is played nowadays (pullmyfinger is kinda dated). Cheers,
  4. Hello! Friend of mine after seeing Malifaux decided to get in. He likes Tara but i cant give him any tips because im playing gremlins and dont see resuresctionists often and never saw Tara in action. I know only killjoy and nurse I saw two 2016 guides which saying to buy: First: Herald of Obliteration (Tara Box) The Drowned Guild Autopsies Bete Noir Second: Scion of the Void Rotten Belle Nurse Anna Lovelace Can you give some up to date tips and advices for low budget ressur Tara start in terms of GG18?
  5. been collecting models for about 2 years now and want to start playing the game, i think the nothing beast looks excellent and I hear the void list is pretty ok. I've got all the Outcast models built up i was just wondering if there was a second gaping hole in tara's list (the first one obviously being in tara's chest) and if I need to get a second list up to speed just incase a faction/master i cant handle comes around.
  6. 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
  7. I'm looking for a little help from my fellow Wyrd-os. I just bought Tara from the Black Friday sale and I've been looking into all of her stuff (Pull My Finger, Schemes & Stones, etc.) and I keep hearing about the dreaded "Beast Bomb", which I understand in principle, but would love it if someone could give me a T1 rundown of how this is meant to actually work. The list I've got built for her right now looks like this (and comments on this would be nice as well) Tara - 7 stone cache (will likely go down when I decide on upgrades for NB, Scion, and Talos - I'm tempted to give them all Oath Keeper) (Emptiness, Obliteration Symbiote, Out of Time) The Nothing Beast (Void Shield, *Open Slot) Scion of the Void (*Open Slot x2) Talos (*Open slot) Death Marshal Void Wretch Void Wretch Void Wretch I want to focus on using the NB as the bomb for now until I see what he can and can't do. I've heard Killjoy and Bete are also good bombs because they can start buried and do wicked damage. I've also got Bishop, who I've heard is good for bombing. What other models work well with Tara as possible bombs to drop on people? Having written the word 'bomb' this many times now I feel like the FBI will be at my house tonight. Thanks for any and all advice!
  8. Hello, Quick question about Karina. If I will play as outcast and start summoning, I need to buy some filthy/beautiful* ressers models? Or maybe she can summon outcasts stuff but I am missing some things? * choose one
  9. I've read good things about the "beast bomb" with Tara. I've even used it myself to get a scary 4 activation attack on a master with the nothing beast. It took a lot of setting up though. 2 Ap from a death marshal (move up and bury), 3ss (2 for the upgrade and one for the suit), keeping Tara close to a fight and making sure the nothing beast stays buried (so no glimpse for most of a turn). I have had almost as good from just popping a nothing beast through a building (it's incorporeal) or using the innate bury mechanics of the Scion of The Void. Have you made all the setup worth it in your games?
  10. Okay, a few weeks ago I tried getting my wife and a couple of mates into malifaux. I played a game against my wife (she used Colette crew), and it didnt go well, too many rules, too many abilites, too many objectives... far too much to take in. So fast forward to a couple of days ago and we went round to our mates house, tried a couple of games against each other there. It went a lot better! My wife played first, switching to a mixed crew led by carlos, and drew in a game against the vikorias. We all agreed to jsut play the... Strategy, rather than all the schemes too, so they got the kill 2 models a turn to get a VP mission, ended on 2 VP's each. Both enjoyed the game, so we took that as a huge success. Next up I played against our second mate. I had Seamus, CCK, 2 Rotten Belles, my new Alt model Sybelle, Bete noir, and a canine remains. Danny had his Tara box, which is Tara, katrina, nothing beast, and 3 void wretches. We didnt use upgrades, and because I was 2 SS higher, we agreed Danny should have 2 extra SS in his Cache. The board was seperated by a river (difficult terrain half move) across the middle that was 4" wide. There were two bridges across at either end of the board, then we had a TT combat huts set and the GW graveyard set as our terrain, so a few LoS blockers and a few fences that hindered movement (mine at least!). We got the stake a claim Strat and Corner set up. The opening phases had all of Taras crew heading Right (they started in the top left corner from my view), while I sent a belle and madame left and the rest of my crew across the bridge to take on Taras crew. Seamus and the CCK didnt cross the bridge but moved the the river edge and took a pot shot at the nothing beast, puting an early 2 wounds on him. My canine remains went too far fowwards, so Tara reactivated at their end and put 3 wounds on it (luckily I survived!). As Tara took the intative again, the nothing beast charged my poor dog, but whiffed all his attacks! Tara had been tempted forwards to try and kill the dog, so now my belle lured her out to me, allowing CCK to take a potshot (no luck), and then the dog to charge, putting 2 damage on her and 2 poison. Bete charged in (making the most of the dog still living and giving Tara -1DF), and put another... 4-6 wounds on her. The void wretches and Katrina moved up to support as did my belle. On the other side of the board my belle dropped a claim marker, then madame double walked onto the bridge at the other side of the board and called the belle to her, ready for next turns claim. Mid game the belle and madam continued their walk behind enemy lines dropping markers for the rest of the game. the fight i nthe middle had Tara kill bete noir (I messed up and should have let her be buried on 1W rather then hope to unbury her next turn before the voids could kill her while buried), and then turn and kill the dog. Seamus waded into the river, summoned a dead doxie from one of the bodies, then shot a wretch. The CCK finished off the wretch. My belle called Tara to her, allowing the dead doxie and the belle to pounce and kill her off. From this point it was just a case of mopping up the injured wretches and whittling down the nothing beast. all the time Seamus had been tanking wounds like a boss, then healing again with all the WP duels going on. End phase had Madam using her shriek blast to kill of katrina and finish off the nothing beast that was in the blast. The game ended with one wretch being alive and Danny having managed to drop 1 claim marker just over the line, while I had 4+ deep in his half. Was this match up jsut very unfair, or did he make some silly mistakes, did I do anything wrong? any thoughts really? We both really enjoyed it though, and I'll try to get some pics next time we play.
  11. Hello. A local gamer wants to get people at our local club to start playing Malifaux, so he's generous enough to split up his collection across the club members. I called dibs on his Tara crew, but I don't know enough about the game (yet) to put together a decent crew. So I'm hoping you guys could help me in putting one together. The models I get are: -Tara's herald of Oblivion -Killjoy -Death marshals (3) -Malifaux child -Bishop -Aionus -Crooligans -Anna Lovelace
  12. Essentially, this list uses Tara, Hannah, and the Hodgepodge Emissary to bury a bunch of nasty short-range bruisers and the Scion of the Void's action lending to unbury them in the middle of the enemy crew on the first turn. Naturally, this is great to use against shooty crews (which will either have to scatter all around the board fairly quickly or get tied up in melee), but not so good against melee crews (which will thank you for closing the distance before turning most of your models into a fine paste) I had taken a rough stab at this concept around eight months ago, wherein rules misunderstandings were sorted out and some advice on good and bad matchups was given. Since that was eight months ago, I've started a new thread for clarity and to avoid thread-necromancy (this not being that smelly Resser's thread :P). As before, thoughts/advice on the current list would be greatly appreciated. 50 ss Tara (Outcasts) List: Fastball Special v2 Master: Tara (Cache 4); Upgrades - Eternal Journey (1 ss), Knowledge of Eternity (2 ss), Oath Keeper (1 ss). Henchmen: Scion of the Void (8ss), Hannah (10 ss), Montressor (9 ss); Upgrades - Ancient Tomes (2 ss, Hannah), Brick by Brick (0 ss, Montressor), Fearful Whispers (1 ss, Montressor) Enforcers: Hodgepodge Emissary (10 ss); Upgrades - Conflux of Nothingness (0 ss) Minions: Void Wretch (4 ss) Total: 48 ss, the remaining 2 of which can be saved/spent on upgrades or very cheap models to better suit a given matchup/strategy/scheme. Basic Play Strategy: Your crew should deploy close to the edge of your deployment zone in a nice cluster within effect range of each other. Except the Void Wretch, who finds a nice piece of cover to hide in for quite likely the remainder of the game. Tara activates first, discards Oath Keeper for Fast and either hits Hannah gently with her sword (to maximize probability of success) or uses Pull the Void (to minimize potential damage) together with a Glimpse the Void trigger to bury Hannah. Next, Tara uses Whispers from Darkness to borrow the buried Hannah's Void Record and buries Montressor. While the SotV could be buried instead at this step, there is a remote possibility that your enemy might try and snipe the SotV across the board on their activation, allowing her to bury herself and saving you a (0) action later (which will be in short supply). Next, Tara uses Pull the Void on the Hodgepodge Emissary to give him Fast. While the extra AP generated by Oath Keeper isn't strictly necessary, it acts as insurance against a Black Joker flip in Tara's activation (which would otherwise remove a model from your initial offensive) by letting you repeat a step, and lets Tara move up the board toward the action a bit quicker if you don't. Finally, Tara uses Eternal Moment to make up for her largely stationary first activation, letting her move up the board later. Next, the Hodgepodge Emissary uses Into the Maw to bury the remaining Henchman, and moves 15" towards the enemy crew. In the unlikely event that SotV got buried during the enemy's activation in the meantime, he can get an extra 4" of movement by taking A Weary Road. Then, he borrows SotV's The Hollowing to unbury either Hannah or Montressor. I would usually recommend Montressor, as he has more mobility then Hannah for subsequent positioning, a larger threat range, and can stop the enemy crew from scattering by Tossing the Noose. That being said, if the enemy crew has a large number of models in a roughly 10" circle that are squishy enough for Montressor to survive close contact with, you may wish to save his (0) action for Fearful Whispers and mass immobilization by unburying Hannah first instead. Montressor uses his activation to close the distance further and either trap 2-3 enemy models in base contact or secure and paralyze a key enemy model. Keep in mind Montressor's slight squishyness, and avoid entangling anything he'd be unlikely to survive a round of close combat with. Hannah (if going last), can take the opportunity to hit Montressor's trapped models with a few Horrifying Ghost Censer blasts (synergizing with Montressor's crowd control, Mocking Laughter's penalty to willpower, and Comfort in Fear if you had enough models in range to make it worthwhile) or go after stragglers. Remember to position to allow your second and third models to unbury within about 6" of the Hodgepodge Emissary, so they can get Fast from his Screaming from the Void. The first model to unbury then uses their (0) action to use The Hollowing and unbury the SotV, who will have taken 4 wounds from lending actions. While Returning Home lets her avoid any enemy action targeting her, you still want to get some use from her this activation and a clever opponent might be able to finish her off with enough indirect damage, so be careful where you put her. Once actually activated, however, she can move with relative impunity (thanks to her aforementioned Returning Home) with a wide range of good possible actions: finishing off weak models trapped by Montressor, tailing stragglers to stop them from scattering too much, drawing cards with The True Path trigger (which, given the potentially resource intensive first few activations, you may be in sore need of), marking a dangerous model with Forgotten to Time for burying later, or even running the objective (should the enemy crew be sufficiently disrupted). Just remember to use The Hollowing to unbury your last Henchman in a good position before going too far out of the way. The lonesome Void Wretch is mostly there as a safety net for the SotV, healing her, removing adverse conditions, and unburying her so she doesn't get sacrificed at the end of the turn. As such, he'll likely want to stay as far away from trouble as possible, though he could run objectives if the SotV hasn't needed to bury herself and the enemy crew lack the range or mobility to deal with him. Finally, Tara reactivates and either moves up the board or runs objectives, depending on how well the alpha strike went (While 'Alpha Strike' is a fair bit cooler sounding as a list name, it lacks the cheesy connotations appropriate to this list). Come turn two, the enemy crew has either been largely contained, scattered as much as they can in the course of five activations, and either they or you are in serious trouble, depending on how well they can handle three fairly nasty models appearing in their midst. List Variations and Matchups: This list has been primarily designed with Guild and Gremlin matchups in mind, due to the likelihood of facing ranged crews and their range of Living models vulnerable to horror duels. While this list can play like a regular-ish Tara crew if the fastball special maneuver would probably get your models stuck out of position or killed, it may not fair quite as well as regular lists. A respectable portion of Montressor's defense comes from his Terrifying (Living) and his crowd control abilities. If a matchup would likely limit the effectiveness of either of those (fairly likely with Arcanists, Neverborn, or Ressurectionists), substituting another relatively mobile and durable Outcast Henchman (such as Taelor) would probably be a good idea. While the listed alpha strike ideally has a 31"-35" threat range (3 Emissary moves [3x5"] + large Montressor base [2"] + Montressor's Nimble [4"] + optional Montressor move [4"] + Toss the Noose range [10"]), enough severe or blocking terrain on the table might prevent the Emissary from getting close enough to the enemy deployment zone. In such cases a Freikorps Trapper could be exchanged for every upgrade except Eternal Journey and Ancient Tomes (needed to bury the models efficiently) to deploy up the board and unbury the Henchmen, but doing so makes the list extremely tight on soul stones, vulnerable to an unlucky Black Joker during set up, and much less versatile. Karina could also be substituted for most of the upgrades to add more Bury/Fast synergy and some more sustainability from summons, but to do so one has to sacrifice 5" of fastball threat range, Tara's Knowledge of Eternity, and either insurance against the Black Joker or Montressor's Fearful Whispers. A similar list could probably be made for the Ressers (for example, using a buried mercenary Killjoy, Bete Noir, and a suicidal Crooligan. Or just a mercenary Hannah and a not-as suicidal Crooligan), but, again, the Resser's thread would probably be the better place for that. If you've had the patience to read through that respectably sized wall of text, then again, thoughts/advice would be greatly appreciated.
  13. Question that came up and I hadn't thought about and now I'm not sure any more. At the end of the turn the model suffers damage equal to half its Wd stat. Is this the Wd stat printed on the card or the number of wounds it has left. E.g. If I summon a Guild Autopsy and my opponent puts a few wounds on it will it be killed when it takes its half wounds?
  14. Hello Outcasts. There is a high likelihood that I will be getting Tara's crew box (either one of the special editions or the regular one), and I have seen snippets of people talking about a Void Wretch spam list. I was wondering if anyone has actually played this before and has tips/tricks, or if it is merely all theoryfaux at this point. Thank you for your help.
  15. So between theme and fluff, Tara has been creeping more and more towards the front of my "Which Master Next?" list. If I grab her box set, what should be my next buys? What strategies should I be looking at to employ?
  16. So! The new Tara. What are your fellow Outcast thoughts on the multiple buffs? I'm now tempted to run her with dual Marshals, Montresor, Scion and the Nothing Beast, but without Obliteration Symbiote. You save 2 SS on Symbiote (since there's always the Scion (0) to unbury all your three beaters), but lose the chain activation shenanigans. Monty combos with Price of Haste for a whooping -3 Wp which both the Beast and Scion will love. Only problem is, the tactic is pretty straightforward, and both the Scion and Beast could be wiped before they get a chance to activate. Any comment on the idea?
  17. hi there, I`ve sometimes found annoying first activate Tara in order to make use of her reactivation. I would like to share an idea that might already been posted but... Whats your opinion on buring a bloodwretch, copy "the rage builds" and then make boosted attacks with tara, she becomes a much more efficient beater. Also you can give fast to an unburied bloodwretch and let it charge a friendly armoured model (maybe with graveyard spirit) to draw 4 cards, discard 2 of them and make 2 damage to that model.
  18. Hey guys, Quick question. I played against Pandora and her Death-By-A-Thousand-Cuts Misery ability with Sorrows. What was curious is that, if a model fails a duel in range of more than model with Misery, "it would suffer 1 damage from each model with the Misery Ability separately" (Bullet 105, Jan 2017 FAQ). Now, does this mean that Tara's new Upgrade Ability, The World is Empty, be able to discard a card to reduce damage by 1 for each instance of Misery damage? If the ability reads: "When a friendly Void model within 6 of this model suffers damage, this model may discard a card to reduce that damage by exactly 1 (to a minimum of 0)" I know the effectiveness or merit of this is debatable, I just want to know if it IS possible. Thanks in advance.
  19. Dear Outcasts, Von Schill & Viktorias seems to be a trouble for me. Most of the games against these two masters have been losen or draw by my two masters(Levi and Tara). My opponents often have folloving crew members: 1. Viktorias(both)+sisters+librarian+additional models like(Johan, trappers,...) 2.Von Shill+ 2 trappers+Hannah+Strongarm+librarian+... What shall I take into account playing against these two crews, which master and which models to chose?
  20. Hello, all. I've been working on a Tara list intended to take the Beastie Bomb to it's fullest possible extreme, while still retaining some viability in scheme running should the initial strike fail. I'm fairly new to the game, so thoughts/advice on the list or how best to play to it's strengths would be greatly appreciated. 50 ss Tara Outcasts list: Fastball Special Master Tara (Cache 4), Upgrade: Knowledge of Eternity (2 ss) Henchmen Scion of the Void (8 ss) Enforcers Killjoy (12 ss). Can start buried, and has a built in unbury mechanic, saving health and AP on the SotV. The Nothing Beast (10 ss), Upgrade: Void Shield (0 ss) Minions Rat King (8 ss). The strongest 8 ss or less minion available that can tolerate losing 4 wounds, since it can turn itself into a Rat Catcher. Friekorps Trapper (6 ss) Void Wretch (4 ss). Mostly there to heal the SotV when it gets itself in trouble. Basic play strategy: Killjoy deploys buried. The Friekorps Trapper deploys 6" from the opponent's deployment area, as close as possible to the bulk of the enemy crew (preferably in cover, but not essential. Even if it's killed on the first activation through bad luck on the initiative flip and unfortunate deployment, an angry Killjoy will pop out unless sacrifice/bury shenanigans were involved). Everyone else deploys in The Nothing Beast's nice 10" from The Faceless Oblivion. Strongest when deploying second and winning initiative. First, Tara uses Pull the Void 3 times to bury and give fast to the Scion of the Void, the Rat King, and The Nothing Beast (in that order). Then, the Friekorps trapper moves towards the enemy, shoots and Repositions to get a bit closer, then uses The Hollowing (from the SotV's Whispers from the Nothing) to unbury the Rat King. Ideally, the Rat King will kill an enemy model and unbury the rest of the crew. Failing that, it can also use The Hollowing to unbury the SotV to finish the job, and turn into a Rat Catcher if it's dropped below 4 wounds. If the Rat king dies before this, the rest of the crew unburies anyway. Unless there is a terrible run of bad luck/mismatched deployment, the enemy crew now has a Rat King, a SotV, a Fast Nothing Beast, and Killjoy in the middle of their deployment zone, and will probably have a rather bad day. The Rat King and the SotV will likely only have 4 wounds or less, but both have mechanics to get around that. Tara can reactivate and move up the field to rejoin her crew, run schemes, or whatnot while the enemy crew is dealing with the massive new threat in it's ranks or running away. An alternative list I'm considering replaces the Rat King and Killjoy with Montressor, Ama no Zako (as Henchmen, they won't take damage from The Hollowing, and are more likely to secure the unburying kill than the Rat King), and a Malifaux Child (for the additional casting of Pull the Void needed to bury the extra model). Such a draft would be stronger in combat and offer more tactical/movement options than the first list, but requires an extra activation to set up which any sensible enemy crew will be using to scatter to the four winds, and opens the risk of the enemy crew killing the Friekorps Trapper before Tara can get everyone buried.
  21. I was playing against Tara the other day. When Tara brings the Obliteration Symbiote upgrade, she can unbury an enemy, non-Leader model and Chain Activate into it. This raises the following questions. During the unburied model's activation: Which models does it consider friendly and which enemy? Which deck does it flip from? Which control hand does it cheat from? Whose soulstone pool does it use from?
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