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Campaign with Outcasts


Lizzy Lovecraft

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Hey Wyrdos.  My friends and I are about to start a new Shifting Loyalties campaign, and I need help. 

This is our second campaign.  It is probably gonna run 8 weeks.  I believe we are gonna use the rarity rule.  The first campaign, I ran Rezers.  I had fun, but lost miserably!  This campaign, I'm going to play Outcasts.  I have access to the Leveticus box crew plus the Desolation Engine, the Victorias box crew, plus Vanessa, and the Wave 1 Arsenal deck.

The first thing I noticed was that unlike Rezers where I started with 6 models, this time around I'm having trouble getting 3.  Is this what my opponents go through!?!  I'm leaning toward Alice as my leader, but she barely brings anything to the table some days with Levi running the show.  Of course I've got Vickie B (expensive) and Tealor, too.  And if you read my other posts, you'll see how much I want TayTay to work for me (she hasn't yet).  I'm thinking about bringing convict Gunslingers, but I'm not sure.  Desperate Mercs, just to get thru the first week?  Seems like a bad strategy. 

I'm at a loss.  I'm under the impression that I'm going to face Snowstorm, Francisco, and Hannah.  And probably Valedictorian.  We each have 2 crews and 1 Arsenal deck to work with.

Help!?!

 

Edit - Here's what I got; Rusty Alice, Convict Gunslinger, and Freikorps Specialist.  Or 2nd Gunslinger instead of Specialist....  Ahhhh!

Edited by Lizzy Lovecraft
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Have you considered

Alyce, Desolation Engine, 2 Abominations. Student of Conflict. . 

You get 5 models. the Abominations get to go early and draw you cards from the Desolation engine. Alyce gets to re-activate the desolation engine and it goes berserk.

Alyce has a fast walk, good shooting, good melee attack, the ability to summon models, and some great defensive tech (Bulletproof and snares make most attacking models unhappy). 

Then look to buy Taelor or a Ronin on the first week. 

 

 

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Being a dumby, I thought the first week arsenal was built with 25 SS for some reason.  That 10 more stones makes a heckalotta difference, I tell you.

Now I'm thinkin'; Alice, 2 Convicts and 2 Abominations.  Like I said, all but the Rezers are bringing shooty crews to the party the first week, and I don't want a melee gang out in the field being riddled with iron.  I was thinking Desolation Engine, but...  If Alice can make 2 more abominations by turn four (with the right positioning) good luck to the opponent, 'cause here comes the Engine, anyways.  Situational, I know, unfortunately.  Otherwise, the gun line runs cover while while the abominations run schemes.  Week 2 I'll probably hire those super needed 2 more abominations, and if I can afford her, Vanessa.  I know everyone see's her as the "sister healer", but she can also give an abomination - or desolation engine - another action.  Plus, I would love to make my opponents' constructs hit each other.  "aww, did your Joss kill your silent one?"

That Vick crew idea looks good.  I was thinking Tealor and Ronins, but my opponents' range heavy crews have got me nervous about mid-field.  And want to hear the strangest thing; while the Wave 1 Arsenal Deck comes with Von Schill and the rest of the Friekorps, it oddly does not contain the Librarian...

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6 hours ago, Lizzy Lovecraft said:

Otherwise, the gun line runs cover while while the abominations run schemes.  Week 2 I'll probably hire those super needed 2 more abominations, and if I can afford her, Vanessa.  I know everyone see's her as the "sister healer", but she can also give an abomination - or desolation engine - another action. 

She can also carry the Howling Wolf Tattoo upgrade, which can be a lot of fun with two convict gunslingers. You're not going to get rapid fire with both in one turn very often, but one is likely much of the time. 

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So the crew was officially built today.  We ran a trial week, just to see what might need changed in the crews.  I scored 3 CP, tying for last.

The crew is;

Rusty Alice with Oathkeeper

2 Convict Gunslingers

2 Abominations

I won my first game against Snowstorm, a Silent One, a December Acolyte, and 2 Ice Gamin.  I screwed up several times, and realized I gotta memorize my models better.  For example, I let Snowy charge Alice... :( But in the end, I focused on the task at hand and scored all my VP's for a declared Protect Territory and an unrevealed Power Ritual.  The strat was Reconnoiter, which I did a good job tar-pitting my opponent.

The second match-up was against Hannah, 2 Friekorpsmen, the Librarian, and a Trapper.  Damn those Friekorps!  I screwed up again on turn 2 when I didn't wait for the trapper to activate before I moved my body-guarded Gunslinger out from behind blocking terrain.  I stopped Reconnoiter each turn but 4, but an Entouraged Alice got "Friekorp mugged" trying to get across the board.  Really, the problem I see against that crew, though, will be all that blasted healing.  My opponent better not let her guard down on that librarian once!

Finally, I faced the Latigos.  Francisco, Santiago, 3 Pistoleros, and a Watcher.  It was a close game that I coulda' won but for the technicality of Make Them Suffer.  I showed up with only 2 minions, and the strat was Reckoning, so of course the fire was focused on those abominations, guaranteeing my opponent a point every turn.  Well played, sir...  I got my points from Assassinate and Murder Protege, though.  Easy thanks to Gunslingers taking 5-6 shots a round with no modifier through cover.  The harder scheme was Murder Protege with an El Mayor-ed Santiago.  But still; a loss for lack of minions!?!

Really loved those Gunslingers!

Week 1 will officially be Carnivorous Plants.

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Oh no! 

Looking over my plan of attack, I realized I'm gonna be spending a lot of scrip on abominations, cause soon I will be sacrificing them for a Desolation Engine.  That's not too bad, but...

If I take Levi after week four as my master, will he have to flip for finished off the first time I sacrifice him each game? Or just if he's buried at the end of the game?

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I would hire a desolation engine with scramble instead of hoping to build one. the desolation engine is really scary during the first weeks because most early campaign crews lack the high kill-potential needed to remove that beast. And with some luck and alyce... you can get 3-deso-engine-activations per turn.
More than enough to clear a week 1-2 table....

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