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  1. DISCLAIMER: This guide was written for M3E GG1, but Transmortis received a hefty nerf in GG2. Multiple mechanics are outdated and some of the nifty movement shenanigans impossible now. Check with the current rules set if in doubt and take any advice here with a grain of salt. Welcome everybody to your first Introduction Lecture here at Transmortis University! Sadly, Prof. von Schtook won't be able to hold this lecture, but do not fret! This course was expertly designed to follow his teaching. Those that excel here, might even get the chance for some individual tutoring with him personally! Work hard and you can become a distinguished Student of Transmortis University as well! For now, lets start with a general overview of the crews models and some common versatile picks, so you have a general idea what you've got to work with. I will leave out OOK, simply because my meta doesn't favour playing that. I expect you have done your mandatory reading, studied the crew's cards and gained a basic understanding of their rules. Transmortis General Transmortis Crew Generally speaking, Transmortis is a crew of average abilities, but they can support each other to buff themselves or debuff the opponent into the "powerful" range. They largely rely on triggers for that, so you should watch out for any "Stunned" conditions from your opponent. They also have access to specific counter-picks. If you know what your opponent is weak to, you can tool your list to exploit this. Their most pronounced native strength is their mobility. They can either slingshot single models extremely far or help multiple of their slower parts moving up the board. It is very tempting to catch something by surprise in turn #1, but you shouldn't forget: if you do this, the slingshoted model stands alone, without support and will die quickly. Therefore I advocate a much more measured playstile, start full engagement on turn #2, when you can bring your whole crew to bear and only perform a targeted alpha strike, when you know exactly what you're doing. This guide will reflect this. Studied Opponent The common ability all Transmortis models have and their main source for card draw. It can be a bit swingy, as it's somewhat luck based, don't expect to get a bunch of cards out of it. In my experience, you get about 1-2 card on the low end, and 3-4 cards on the high end per turn. Never forget you can draw one card per *activation*, this mean friendly as well as enemy activations, so duels instigated by your opponent count as well! Remember your opponent to anounce all their suits each and every time! You can slightly modify your "luck". Look out for build-in suits. Also, you cheat in low cards, if a duel is lost anyway, to at least cycle one card. Model Overview Prof. von Schtook roles: support, blast damage What is his most important aspect? Not any singular action he can take, all of them have their place. Imho it is: you have base 3 action per turn. This is the limit within you have to make him work. More often than not, you have to decide if Schtook should be in support or in blasting mode, even though the lines might blur sometimes. Support mode: So Schtook shall support? First action usually goes to Academic Broadcast, AOE Focus and free pushes are always helpful. For buff support and dealing with conditions on your crew, Administrative Review comes next with Positive Results trigger usually for the Valedictorian. For a 2nd Review it can be helpful to attach the Lecture Upgrade another model than Vale, to be able to apply fast to them as well. For debuff support comes what I call "blast support" and it's particularly effective if your opponent bubbled up a bit. You use Gruesome Lecture twice and make sure the attack at least goes through, but no need to worry about damage flips. Even weak/moderate damage will soften up the targets and Injured +2 makes a huge difference when you go in afterwards. Damage mode: Does your opponent make use of high counts of shielded, focused, etc.? Lucky you, that's a big mistake against Transmortis. Use Administrative Review offensively with the True Disappointment trigger, strip their buffs away and soften them up at the same time. Pretty simple. If that's not the case, you can blast away. The only real difference to the debuff support mode are the resources you invest into it. Use stones and cheat cards as necessary and ideally push, not move, him into position beforehand. Since it still is only a 2/3/4 track you count on coming through with 2-3 attacks, usually focused on the same models to actually get rid of something. If you're unlucky and the damage flips get low, which happens, there still should be a model in position to clean up afterwards. A good one-two punch is blasting with the Assisstent and Schtook sucessivly. Academic Superiority/ Disarming: Do not rely on those for your safety. Superiority is always in effect and can soften some blows, but since Schtook prefers not to be closer than mid-range, it's usually a bad sign if his aura comes into play. Disarming protects reasonably well against basic minions (esp. ranged ones), but when opponents really go for his throat, it's usually with masters/henchman/enforcers who have enough different triggers or can stone for them. New Student: Since especially Vale often hunts and summons on the fringes, it's very likely Schtook won't be within 6”, so expect to take the 2 damage on your summons. You can remove slow and replace it with fast thanks to Administrative Review and the New Student upgrade. But, to kill the juiciest targets, you often need to activate Schtook first, to apply buffs on your beater and/or Injured. That's very dependent on the situation, so look out for what's the best move at the moment. My recommendation would be: a slow summon is still better than a failed kill/summon attempt. Upgrades The Whisper: It's my most played Upgrade for him and usually saves me 2+ stones during the game and card draw is always good. While I have played without this upgrade, I regard it as a high priority pick. Checking and sorting cards back, also gives you a small trick: If you don't need to actually apply a Lecture Upgrade or use Grade Assignment, you can use the former bonus action to get rid of a low card. Grave Spirit's Touch: Meh. Blasphemous Ritual is unnecessary on him. Regen +2 is a nice ability, but Schtook prefers to hang a bit back and stay out of the worst trouble, so you won't have much need for it. Better save those stones for during the game. Killer Instinct: Similar reason to GST not to take this Upgrade. Schtook wants to keep further away than 2", so Loot their corpses doesn't do anything most of the time. But Ruthless could be helpful against crews who rely on Terrifying for their defense, only then it can be a serious consideration for him. Research Assisstent roles: blast damage, support That's a strong totem, a true glass cannon. His Mv buff is passive and therefore doesn't need actions, this ability alone can be worth double moving him into position, if necessary. He is the reason why Transmortis tends to bubble up during deployment, even if they fan out turn #1. It gets scary, especially for a 2 cost model, when you manage to move him into position without activating him. Double Alchemical Vial for up to 5 damage (including poison) on a shockwave is really good. His balancing factor is his low health stat. So what I try to do is pushing him into close proximity, but with blocking terrain between him and potential threats. Schtook goes before him in blasting mode, but spends 1 activation to broadcast, so the Assisstent moves 2" to draw LOS and needs to weather only a single activation (make sure he can't be easily enganged), before he activates himself. You can use his bonus action before shocking away, but never rely on it. It doesn't help the Assistent's own AOE, has a low stat and the difference between 6" and 8" distance to the enemy is significant. Valedictorian roles: threat, (semi) beater It's important to realize Valedictorian is not a high power damage dealer. Decent for her cost, the moderate dmg is fine, the severe even good, but the 2 dmg on weak can make you a bit sad. Her beater role she fulfills not with a great damage track but with additional attack generation, Fast and Flurry especially. A drawback of this: it eats a lot into your resources, both stones and handcards. Also, as soon as she comes up against e.g. armour this approach falls flat quickly. This is why you need to know the opponent's crew before the game, so you pick the correct counters, like the Student of Steel against armour. Within the crew she belongs to the tougher models but for a high priority target she's firmly in the "killable" range. What makes her strong are her mobility tricks. She is a scalpel and works very well when you pick targets she can deal with quickly (roaming schemers, many flankers) or which you softened up beforehand with blasts and made the better parts of her damage tracks more likely. Do not be deceived by my appearently dismissive tone. My reason for that is: To get the most out of her, you need to know her limits. Despite her balancing factors, she's still your best in-crew beater and will take your opponent's toys away, if not dealt with. But she needs to be alive long enough, if she dies turn #1 or #2 and hasn't killed a master, or done something equally game changing, you've wasted her potential. If she made it to turn #3-4, in my experience, you're usually on the right track. So, how do you do that? That's why I picked "threat" as her primary role. Even if you don't mindlessly slingshot her behind enemy lines, where she will quickly die, she still *can* rocket across the board. She still *can* kill important models (given you have a hand and enough stones left). She still *can* transmortify models to your side. So your opponents have to keep playing around that fact. If they don't, go ahead and pick off those cocky schemers who moved to far away from the rest of their crew. If not, your opponent moves with constraints and probably can't move into perfect position and often they will turtle up, to deter you from going in. That's the moment when you wip out your previously mentioned blasting abilities to punish them for it. If you're sure before the game this will happen, you can include a Student of Sinew and allow your Valedictorian to go into bubbles even with all their retaliation potential. Read more about that in the tactics section. Valedictory is an odd one. Up-cycling of cards is good, but for me it often conflicts with turning corpses into scheme marker. But if you don't need that where the battle is located, go for it, it's a bonus action. If nothing else, it's more corpse/scrap hate, if your opponent utilizes those markers. Upgrades GST: This is her standard loud-out. Blasphemous Ritual is basically wasted on her, unless you include a Gravedigger anyway. Different than Schtook, she will be in the thick of things. Therefore, Regen +2 is much more helpful for her, especially in a crew that's light on healing. Whisper: Valid choice and the more offensive alternative to GST. Since her survival is so essential, I still give priority to GST 90% of the time. Killer Instinct: Tech piece to gain access to Ruthless. Wouldn't take it in any other case, as she will often move out of Loot their Corpses distance. While she can work without an upgrade, I found it beneficial to give her any one of them. You might be reluctant to spend your 6+ crow handcard or a stone to attach the Lecture Upgrade turn #1. The upgrade ensures she can always benefit from Schtook's Positive Results trigger. Anna Lovelace roles: support, special Oh Anna, you big toolbox! Include her instantly, as soon as you see summoning or prevalent flight/teleports on the other side of the table. Gravity Well is so unique, she gets included even in other crews. Hostile Work Environment can work against nearly every crew, it's rare in Malifaux not have some kind of targeted buff. The more they come to you, the better of course. As a 10 health Henchman with Armor +1 and solid Df/Wp she may not be a tank, but she still can take a hit here or there. This is necessary, because the 6” range on her auras, which go a long way to make her cost worth it, requires her to move far enough forward but likely will put her in harms way. Accept that you'll lose her sooner or later. At least during early-game her own target priority conflicts with the Valedictorian. At least in my experience opponents usually go first for the latter, so keeping the zombie bird alive longer will keep this conflict of interests on the table. Her offensive capabilities can be tricky. The melee is fine, as long as she's able to trigger, she's a rare Transmortis model with effectivly min. 3 melee damage. Glimpse the Void can be game winning in the right circumstances and it always helps against pesky tanks, who just won't die. Send them away from the board for a bit and mess up their positioning. Also nice against models, who got slingshoted into your lines, with this you can make all the activations go to waste. Definitly worth stoning/cheating for. Her gun poses a few questions for you though. While it's great to kill anything with less than 5 cost, as those do not matter for your summoning, you might fail your summoning run with Vale, do you now finish the target off and only get a Zombie instead of a full fledged Transmortis model? While this situation is to be avoided, it will happen. I cannot give a general answer to this, it's to dependent on the specific game. Instead, look at the board: Can you kill-summon next turn without losing models? Can the target get away somehow? Can the target accomplish VP (or other goals) while still alive? Consider these aspects and decide for yourself, just don't get greedy. If you don't know *exactly* how to gain a better summon, a dead enemy model plus Zombie is still better than nothing. In theory Spirit Barage is intended to fuel Remote Detonator, but in practice it's unreliable. For that Anna needs a constant source of expendable models, with the Emissary as the prime choice. Asura also works well, Mortimer and even Toshiro would be possible as well. Ashigaru imho are to good to detonate them regularly though. Those models need to bring a bit more to the table, as all of them have high costs. If you can't find a another reason to play them, maybe don't include them and skip on regular Remote Detonator AOEs. Undergraduates roles: support, allround These are your bread and butter as a Transmortis pilot and imho on par with Valedictorian in terms of price-performance level. I NEVER leave the university without at least two of them and even prefer to load my list with three. When we come to the tactics section, you will see their plethora of applications and the reasons why they are so good. Generally speaking, they embody the crew's allround concept. Decent stats with a solid damage track for their cost, but with the potential to generate up to 3 attack action per turn. Study doesn't happen as often in GG1 for me, compared to GG0. But it can be very valuable for your schemes and anything with the potential to score would be missed. If nothing else, it's always valuable corpse/scrap hate in Ressers mirror or specific Arcanists. Lead the way is where they truly shine though. Only Patronize doesn't come up as often as I would like. I often include three Undergraduates and always two. If the latter, the third one is summoned early on, since 6 cost models tend to be more common early-game targets for Valedictorian. Necropunks roles: scheming They are a cheap and resilient scheme runner with leap on 6+. Pretty self-explanatory and a great pick for its role. The only model in the crew to neither give nor need support. They're still good targets for fast/ focus/ etc., if it helps earning VP. Most of the time I include 1-2 from the start or summon them later. They are the lowest cost Transmortis model, so when Valedictorian can't or doesn't want to target something more expensive, Necropunks are a good summoning choice. Especially in Public Enemies I made good experiences with picking marker or movement based schemes and equipping my Necropunks with GST. Then they bind even more resources to take them out, but still only give one token. Student of Steel roles: support, anti-armor tech Also pretty straight forward: If you expect armor, take a Student of Steel. Personally I think one usually should be enough to include directly into your list, since Transmortis is so good with picking their fights. But if you get the chance to summon, a second one wouldn't hurt. Be aware, they only have Mv4 and therefore need help to get up the board with the rest of the crew. One of the few light heals in the crew but only for constructs, therefore limited to your undead models (and Anna). On the one hand, the Steel moves with the bulk of your crew, on the other it's far less mobile and the range limited. I wouldn't count on it to much, but apply whenever possible, as a bonus action it doesn't take away from what you're doing otherwise. Student of Sinew roles: support Sinew can extend your threat range with their Command Corpse action, but in my opinion it is better utilized as the Valedictorian's life insurance. Read more in the tactics section. Later it can be used for whatever purpose, may it be generating additional attacks (which can have further benefits other than damage) or scheming. Therefore the Sinew functions like an additional action for any undead model. Their Dissector attack is insofar of note, as the Sinew is the only crew model able to make reliable use of Transmortis typical 2/4/5 damage track, if cheated (likely both flips). Keeping the Peace might feel a bit lackluster, but it's also relevant to remember: If it works, you won't see much of it, unless your opponent explicitly complains about getting fever attacks on your model. As far as I read about Sinews they're not very well liked. They feel a bit expensive, but that's not uncommon with allrounder models. While I agree they are not easy to apply and need specific cards to employ their most special stick, I still find myself often missing the Sinew when I don't take one. Student of Viscera roles: threat, scheming Visceras combine the reasonable tough body and Transmortis damage track with speed and all-terrain mobility, making them the crew's premium flankers. They work a bit like a poor man's Valedictorian, making them a decent choice in most situations. What holds them back though is their price tag. That's why they are my go-to summon, if I get to kill a juicy target, but don't need any of the other students. To include them into my list before a game, I look for more specific reasons. Take prisoner isn't one, Yin is the better pick for this. Corrupted Ley Lines is their strat though! Unimpeded 15” movement even without any support ensures you can hop from marker to marker each turn. Depending on the table, they might need some help to get around terrain they can not move over, but in this crew that's not an issue. My usual choice is combining a Bone Pile and 1 Viscera. Deadly Pursuit from the Killer Instinct upgrade looks nice to have there as well, but it increases the target on their head even more, so the price tag kept me away from it until now. Might be doable against slower melee crews, though it might be unlikely to face those in this strat. Bone Pile roles: support Another versatile model that finds a place in many crews, if the circumstances are good. They offer a light heal for any friendly model, have a Ruthless gun and offer condition removal, while being immune themselves. Especially Staggered is bothersome for Transmortis, since they heavily rely on their triggers. While Schtook already has strong condition-hate, using a Minion's actions has a much lower opportunity cost. Overall they are as flexible as the Transmortis crew and a good pick for them. When playing Corrupted Ley Lines, they even become a near mandatory pick for me. If you have the points, you can add a GST to the pile and don't worry anymore about their self-inflicted damage. Carrion Emissary roles: support Probably the most beloved versatile pick for Transmortis and often mentioned when people talk about maximizing Valedictorian's threat range. While it's nice that its Mv buff is passive and doesn't need any actions, it might limit your ability to position as you wish. Personally I've found Undergraduates to be better, or at least equivalent, movement supporter. Therefore I wouldn't take the Emissary for this reason alone. Luckily there is more! While the Emissary doesn't need much input from your crew, it is in line with Transmortis' concept of mutual buffing. Obvious is the synergy with Anna. Transmortis itself cannot afford to sacrifice its normal picks for Remote Detonator, but Zombies are ideal for that. They also work as corpse markers to create an emergency scheme marker. As always, you even don't have to summon the Zombie and instead use the two coffins as roadblocks, to deny LOS to your smaller models and make charges difficult, which especially Vale appreciates. The Injured condition on its gun meshes well with Transmortis and brings a min. 3 attack into the crew, which doesn't rely on its triggers. All in all one of Ressers favourite versatile pick for a reason, though it's a bit overvalued by the community for Transmortis in my opinion or partially for the wrong reasons. Still a very solid pick, especially when combined with Anna, even though it gets a bit expensive. Carrion Effigy roles: support It happens only rarely, but if you have few points left to spend, but already covered your scheming, the Effigy is a cheap significant model with a small heal. Only for undead though. I include it when I don't know what else to do with my points, but with one exception: against masters, who want to get into your face quickly (Lady J e.g.), the Effigy is a cheaper deterrent than the Emissary. Dead Rider role: beater All around great beater model and your best pick if you need a min. 3 beater in your crew. It gives you another option to move your crew without spending actions and Revel in Death combines really well with Schtook's/Assisstent's blasting. Soften the enemy up at range, move in with Revel in Death, then go to town on severely injured targets. The Dead hate the Living is a flashy trigger, but Spinning Scythe and Soulfire is, where the money realy is at. Ride with me is an evergreen ability as in any crew and can substitute for an Undergraduate. The Rider's mobility also means you have another model that can keep up with Valedictorian and apply pressure at the same time as her, which in turn makes her life a bit safer. When using the Dead Rider, it's useful to consider an additional variation of the usual list. Since Schtook gives fast only to models with upgrades and can't put Academic Zeal on non-Transmortis models, it can be useful to give the Rider an upgrade, possibly instead of Valedictorian. All in all, the Dead Rider not only is his usual good self-sufficient model, but also synergizes well with what the crew wants to do anyway – if you can afford his cost. Gravedigger role: support Not much to say here, they do what they always do. Transmortis needs corpses only when they want to create more scheme markers and Study/ Grade Assignment makes Field of Corpses a bit redundant, same with Academic Broadcast and Blasphemous Ritual. This model isn't bad, but simply not as needed as in other crews. It can be an option if you pick Spread them out/ Research Mission and a more interesting pick if you include corpse-dependent OOK models, like e.g. Toshiro. Sloth I haven't played this one yet, some people swear by him. Thanks to Administrative Review you can remove the drawback of his good heal action and he can give Fast to friendly Undead, so there is merit to him. Manos Your Demise hate on a stick. Superior to Datsu Bae, Manos is much more crew independant and can bequeath the main reason to take him should he die. He's mobile, with a solid gun and melee attack and also can avoid burdening your SS pool. Not much discussion here, he is a very good model, take him when you need his tech. Nurse Nurses are good tech pieces for the whole faction. I assume this as being obvious, even when they don't get included in every list. Most of the time I prefer Bones Piles for their flexibility. If I need condition removal and nothing else, then Nurses are my go-to though. Bedside Manner isn't as usefull as in other crews, since the models most in need of it usually are too far away, its value increases the more other Versatile/OOK models I also include (e.g. Emissary, Toshiro). Toshiro Excluding Valedictorian, Transmortis can depend largely on minions for their battle prowess. If you need killing power, Toshiro can dial up the effectiveness of Undergraduates and Students a lot, but you lose out on some mobility to stay within his aura. If you're prepared for that, he can be an option. He generates Focused, additional attacks and has a light heal, with the potential for Shielded - buffs well aligned with Transmortis. Strats & Schemes My impression is that GG1 became more killy, compared to GG0. For Schtook this means a slight power dip, but not by much. Most often you want to good mixture of schemy and killy strats/schemes, not going to far in either direction, to capitalize on their flexibility. Never forget: Points mean prizes! Transmortis can accomplish a lot by killing stuff, but you still have to focus first and foremost on gaining VP! Corrupted Ley Lines: This is a movement and position based strat – fully in Schtook's ball park. If Transmortis is capable of one thing, then it's moving from point A to point B. Transmortis is a highly recommended pick for this strat. Symbols of Authority: Depending on the deployment and opponent's choices, this schemes likely requires a lot of mobility for you to score. Again, very much in Schtook's favour. You even can guide the opponent by placing your own markers in specific fashions. Most often, I tend to clump 2-3 markers as close as possible to funnel a portion of my opponent between terrain pieces, where I can blast into them efficiently. 1-2 markers are spaced out very far, so Valedictorian might catch one or two schemers running around on their own. Recover Evidence: At its core a killy strat. Transmortis is decently resistant, but far from tanky. What can give them the edge here is their ability to extract many of their models, as soon as it gets dangerous. Heals also tend to be a stronger focus, for situations when the opponent can't kill you within a single activation. Transmortis ability to scalpel out model even at large distances, is helpful as well. Transmortis is a legit choice. Public Enemies: If you play PE with Transmortis, suppress your urge to kill as quickly as possible even more and be sure to include extraction capabilities as well. Sadly, this can limit your ability to tailor your list to your opponent's crew. The bigger issue with this strat imho isn't killing models, it's surviving with your beaters until you can score. Transmortis has the tools and you should be able to use them anyway, but if the pool contains a lot of kill focused schemes as well, I tend to look more towards other crews. Breakthrough: A scheme for your Necropunks. Viscera can also assist, though I wouldn't let them do it alone, due to their cost. Take Prisoner:If you want to play this scheme, include Yin. If you don't want that, better pick another scheme. Vendetta: Good pick and many choices for your own model. Visceras are fast on their own and if the have room to move, can rush their target. Often I pick Undergraduates for this though, since it allows me to pick softer targets, send in Vale and then teleport the Undergraduate close. Assassinate: If you know, you'll have to deal with the enemy master anyway, you can pick Assassinate. Otherwise, I would prefer to kill softer targets. Claim Jump: Another Necropunk scheme. They have the ability to move into the scoring zone and quickly draw back into safety until the game is over. A resilient mid-ranger like Anna also can work, if you play her carefully. Hidden Martyrs: I like an Undergraduate as one of the models, as you can teleport them into safety. The second model can be anything that fits within the 13 cost limit. Sabotage: I never actually picked this one. Highly dependent on the table set-up, deployment and enemy crew. Since it works with scheme markers, it's generally within Transmortis capabilities. Catch and Release: Not a big fan. While, again, Undergraduates can easily pull out again, it needs more cooperation from your opponent than other schemes. The first VP is no issue, the second one harder though. Let Them Bleed: Transmortis blast abilities can work well here, but this scheme is a bit to chaotic for my taste. To many avenues your opponent can stop you from scoring. I also prefer getting rid of models completly instead leaving them damaged on the table, as this doesn't hinder them. Leave Your Mark: Scheme markers, so it works well. Research Mission: Weird one imho. For me, it depends on the strat. If it's Symbols, I'll likely take this scheme, otherwise not. Neat Transmortis tech: Our Undead are also Constructs, therefore we can pick if we want to drop corpses or scraps, which can help out nicely here. Spread Them Out: Scheme marker scheme. Take it. Runic Binding: I don't like that you need your opponent to cooperate. Unless I can anticipate my opponent will bubble up and the action will take place in a certain place on the board (usually the center), I hesitate to take this scheme. Battle Strategy, Tactic & Combos False Flank & False Center Transmortis can reposition its entire crew turn #1 a good distance, so you have the chance to play a little mind game with your opponent. The best defense is staying out of threat range. You can deploy in a way, so you threaten specific flank on the board and your opponent has to react to that. With false flank you put your mid-ranger and slow models (Schtook, Anna, Steel, etc.) in the middle of your deployment zone, where they are comfortable. But you put down your your teleporters (Undergrads) on either flank. It works similar, but not as well with mobiles (Necropunks, Viscera). If your opponent doesn't react to it, go ahead as you are. But if he positions a relevant portion of his crew and the same flank to meet your forces on this side, you can move one of your non-minions, Valedictorian most noteworthy, anywhere on the board. Then teleport to this location, leaving your opponents flank with the pointless task of walking. A similar concept is the false center. You deploy in a bubble wherever you wish, could be center of flank focused, whatever messes with your opponent the most. Then you utilize your high mobility, teleports and/or the Push It combo to shift your center from a flank into the center or vice versa. You can also bluff a bubble, but spread out afterwards. Common turn #1 actions Transmortis tends to bubble up during deployment, so as many models as possible can benefit from Academic Broadcast. Just do not force it, if it's detrimental, Necropunks like it as any model, but esp. them do their jobs without the bonus focus as well. Schtooks first activation is essential and follows this pattern: Academic Broadcast Administrative Review on Valedictorian Peer Review, usually on Valedictorian (do it as action #2, if you didn't buy an upgrade for Vale) free to use, either mover or another Review (if you use the Push it combo) Because Schtook needs as many models within 6” for the Broadcast, he activates early in this turn. It's of note that you don't necessary want to activate Schtook before Valedictorian, because quite often it's not a good idea to slingshot her into enemy lines turn #1. In this case, it's better to activate her first, so Fast will carry over into turn #2 for her. Push It Early-game is all about getting into position and a good portion of Transmortis models either need a speed bump or prefer not to spend their actions on walking in general. This is where Undergraduates come into play. During deployment you position two models close to each other, so an Undergraduate is less than 2” of both. One of them must be a non-minion Transmortis model. When you activate the Undergraduate, use Lead The Way to push your first non-minion forward and follow as far as you can, to still be within 2” of the second model. With another Lead The Way you let it follow by push. You can repeat the process with another Undergraduates by utilizing By Your Side to get within 2” of both models again, to gain up to 12” movement on two models. Most often I don't move further than 8” though, so not to get within threat range of your opponent. You could use the free Mortan Rumination to add its Bowled Over push trigger, but generally I would be careful with that. It's unlikely your healer would have nothing better to do than patching that damage up. But keep it in mind, in case the additional distance could mean VP later in the game. Transmortis Alpha Strike Using the Assistant and Emissary or the Push It combo, Valedictorian has a HUGE threat range. If maxed out, you could reach the opponents table edge, if you wanted. Not that this would be useful, I mention this to prove a point: you can get anywhere, if you invest the resources. Usually a threat of a bit over 20” is more than enough. Do not forget: Transmortis is not so resistent to be able to weather a whole crew pounding on them and you don't want to sacrifice multiple of your own models, just to get one of theirs. If there is no somewhat safe landing spot, better refrain from using this alpha strike or at least better make sure the target is worth the sacrifice, because most models aren't. After you've buffed your beaters (mostly Schtook's task) and made sure you're within +Mv buff range, you double move + charge + charge attack + flurry attack your target. The following activations you spend on Undergrads, teleporting to Vale and pounding with 3 attacks each on whatever is left alive. This isn't optimal, since you won't be able to apply the typical debuffs beforehand, but the sheer amount of attacks can still kill masters or at least seriously injure them and eat heavily into the opponent's hand and stone pool. Valedictorian retrieval As long as your opponent doesn't make the mistake to give you a lone model somewhere, but instead covers his crew's models with each other, you have to think about how not to lose Valedictorian to quickly. At least during turn #1 it's often easy enough not to rush forward into certain doom, but there are corner cases and you also can't avoid engagement the whole game. So, what do you do to still capitalize on her offensive potential but return her back into safer locations? First, on your last attack, you can spend a stone/card to ensure her Shove Aside trigger. The additional attack might seduce you to go in even deeper, but you have to resist! A surviving Valedictorian is worth so much more than a single attack. Just use your own push to move her back into the direction of your own crew. Your opponent will get another activation, before she can be safe, consider this before you go in with her in the first place. Use activated enemy models, terrain, etc. to hinder anything that can reach her. Also, the further you hunted on the fringes of the opponent's crew, the fewer models he might have for that. Your next activation will be the Student of Sinew, moving forward and then using Command Corpse, they get her another 5” out of threat range. Naturally you have to save a fitting card in your hand for this action. It's important to calculate the max. threat range beforehand, within which the Sinew will still be able to retrieve Vale. Another option are Undergraduates again, who can teleport to her from anywhere and push her away with Lead The Way and possibly even Mortal Rumination (if you have a mask on hand). The advantage of this is: it can get you out reliably even if your opponent engages you. The disadvantage: Your Undergrad probably will remain within threat range, but if it's a Hidden Martyrs target, it might not hurt as much... In case Valedictorian charged more into the center of the enemy crew, there might be a model on a close flank, outside of the threat range of the remaining crew. Then, after using the 4” Shove aside trigger, Vale might to able to use Lecture Not with its On Your Heels trigger, to jump another 6”. Even if the flanker hasn't activated yet, weathering the attacks from a single model often is much more survivable than staying within weapon range of the core of a crew. List Building This is the part, where you have to apply everything you've learned until now. For Transmortis, it's hard to give general list building advice, as it is a crew that needs tailoring in every match-up. The crew's core list is rather small for this reason: Leader: Prof. Von Schtook Totem(s): Research Assistant Hires: The Valedictorian Undergraduate Schtook and Assistant are natural parts. Valedictorian, as the crew's main mobile beater, is a mandatory pick. Usually, she also gets GST, which mitigates her primary survivability weakness and makes supporting her easier. If you can, include at least a second Undergraduate. They are important, in my opinion, because they allow multiple of those previously mentioned combos. Movement support, alpha strikes, tactical retreat and even scoring, they can play a role in everything. Including them from the start opens up your pre- and early-game options, so you can pick the best one, depending on the specific situation on the board. After that you take your counter-picks, usually one or two models. Expect good armor? Take the Student of Steel. You have a scheme marker scheme available? Include Necropunk(s). The strat is mobility based, like Corrupted Ley Lines? Include Student of Viscera and Bone Pile. You're up against a summoner? Pick Anna Lovelace. I could go on for quite a while. At this point, make sure you take a good look at the opponent's crew and the scheme pool. Don't be afraid to ask questions, most information in Malifaux is open. To fill up your list, you can double down on what you already have and/or pick your allround models like Anna, a third Undergrad or a Versatile model. Maybe even additional Upgrade(s) here or there. Just make sure, you don't cut to deep into your Soulstone pool. In my experience, 6 stones are minimum and with 8 you'll feel much more at ease.
  2. Any ideas where to get crew for Von Schtook? Can't find anywhere to get the Students (sinew,steel,viscera) or the Valedictorian. Can't find in Wyrd webstore in 2e or 3e and can't find online (the old University of transmortis). Would love to start Malifaux, but not sure where to go from here. The other possibility was Jakob Lynch, but that would be 2e box, 3e cards and alt sculpt for the tadpole of darkness and alt sculpt of Tannen and Graves.....($$$). Thank you for your time and feedback.
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