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Newb's 50SS Marcus crew for comment


TacoTruckJohn

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Yet to try them out so I would greatly appreciate your comments and any responses to the questions below...

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Marcus + trail of gods (1) + hunger cry (1)

x2 Molemen (4+4)

December Acolyte (7)

Sabertooth (9)

Blessed of December (9)

Myranda (8)

Razorspine Rattler (7)

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Q1: I was tossing up between dropping the razorspine and hunter cry (7+1=8) for a waldgeist (6) and either arcane reservoir (2) or imbued protection (2) on either Myranda or the sabertooth. Thoughts?

 

Q2: I like the December Acolyte for its smell weakness synergy for when things goes nice a close (like keep him close to the action). Also he shoots stuff and I wanted some form of snipe snipe. Although I am open to suggestions on a better 7SS option. Suggestions?

 

Q3: Do you reckon Myranda worth it in my list? Or does she need imbued protection to keep her kicking long enough to transform into a big beasty (probably a sabertooth or mauler)?

 

Q4: Blessed of December or another sabertooth? 

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I'd probably drop a moleman for the jackalope and put imbued energies on myranda and the cerberus. 

If you drop the rattler for a waldgeist maybe consider either pack leader for the blessed or feral instincts for marcus.

 

All depends on what you are aiming to achieve though.

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19 minutes ago, TacoTruckJohn said:

Q1: I was tossing up between dropping the razorspine and hunter cry (7+1=8) for a waldgeist (6) and either arcane reservoir (2) or imbued protection (2) on either Myranda or the sabertooth. Thoughts?
 

I think it's worth it to have the Razorspine. 

 

Q2: I like the December Acolyte for its smell weakness synergy for when things goes nice a close (like keep him close to the action). Also he shoots stuff and I wanted some form of snipe snipe. Although I am open to suggestions on a better 7SS option. Suggestions?

I can't think of another 7 point SS model that would synergize with this crew and give you that nice "snipe snipe" type ability. I love my Gunsmiths, but I don't see them fitting in here. 

Q3: Do you reckon Myranda worth it in my list? Or does she need imbued protection to keep her kicking long enough to transform into a big beasty (probably a sabertooth or mauler)?

I rather like Myranda. I definitely think you could benefit from Imbued Protection, but chances are she's going to do with that anyways. So just play her the best you can until she can transform. 

Q4: Blessed of December or another sabertooth? 

I'm not a huge fan of Blessed... Mostly because I don't play him enough. I love the Sabertooths, so I'm a little bias here. 

 

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Agree with those who say Imbued with myranda and the kitty. She's going to die so might as well get 4 cards. 

The question is: are you trying to build an comers or is this for a specific game? One of Marcus's strengths is versatility. He has answers for any and every situation. 

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10 minutes ago, Mrbedlam said:

Agree with those who say Imbued with myranda and the kitty. She's going to die so might as well get 4 cards. 

The question is: are you trying to build an comers or is this for a specific game? One of Marcus's strengths is versatility. He has answers for any and every situation. 

Agreed. Marcus is completely adaptable to whatever you encounter. This is what makes him the most competitive Arcanist caster in my opinion. Whereas Ramos and Colette can do certain schemes very well, Marcus can take a crew to do anything.

 

I bring this up because I find the questions the OP asked are often answered by the schemes and strategies. If the strats and schemes want you to hold an objective and defend it, then take waldgeists and slate-ridged maulers and leave the rattlers and blessings at home. Need to get around the map quickly, take blessing, rattlers and silurids(if you don't have these guys your December acolyte could fill their place) to leap and slither around the board. Take myranda? Transform her? Imbued energies? All this depends on the schemes. I will leave Miranda at home if collect the bounty is in the pool for example. Hunting party? She's getting imbued energies and transforming into a Cerberus after my first one dies. Longer Grindy games where you can only score 1 vp a turn? I'm using her to heal and prompt my beasts so I'm taking pack leader as terrifying is more likely to come up and I want to give my beasts more attacks. 

 

Stuff like that is what makes Marcus so much fun.

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6 minutes ago, Griffin839 said:

Agreed. Marcus is completely adaptable to whatever you encounter. This is what makes him the most competitive Arcanist caster in my opinion. Whereas Ramos and Colette can do certain schemes very well, Marcus can take a crew to do anything.

 

I bring this up because I find the questions the OP asked are often answered by the schemes and strategies. If the strats and schemes want you to hold an objective and defend it, then take waldgeists and slate-ridged maulers and leave the rattlers and blessings at home. Need to get around the map quickly, take blessing, rattlers and silurids(if you don't have these guys your December acolyte could fill their place) to leap and slither around the board. Take myranda? Transform her? Imbued energies? All this depends on the schemes. I will leave Miranda at home if collect the bounty is in the pool for example. Hunting party? She's getting imbued energies and transforming into a Cerberus after my first one dies. Longer Grindy games where you can only score 1 vp a turn? I'm using her to heal and prompt my beasts so I'm taking pack leader as terrifying is more likely to come up and I want to give my beasts more attacks. 

 

Stuff like that is what makes Marcus so much fun.

To be fair. I don't think Colette or Ramos have any problems in the scenarios described either. But sure, Marcus is incredibly adaptable.

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I personally would drop the mole men and the Cerberus and go with  canine remains and the rogue necromancy.

You can always skin change Myranda into a Cerberus after a couple of turns. And the canine remains making other things beasts frees up Marcus' AP for other things.

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I really like imbued energies on the Cerebus, with a leap and charge he has a threat range of 15, drop the imbued energies, and up that to 20, or get an additional attack (or whatever) when within 15 inches.  The Cerebus is long on offense and pretty average on defense, so you want to maximize your hits when going in (holding onto some high tomes to keep activating the Maul trigger makes some sad times for your opponent. 

If you go with Myranda, I think Imbued energies is good there as well, when she sacrifices to transform, she can gain 4 cards, and Marcus likes to have cards (Masks for Leaps, tomes for mauls and Marcus powers). 

I know that the Molemen get little love, but they are very nice in pairs.  Start something with leap on the first turn (say, the Cerebus, if there are no targets worth attacking) and have it drop a scheme marker within 8 inches of the Moleman.  Then just send a Moleman to that marker, have him move and lay another marker down, and depending on placement, you can start leapfrogging them up the board.  They are not very good on the attack, but they are pretty nice on defense, and since they can burrow 8 inches, they can get far away from enemies if you are moving them in a line of scheme markers.

I always try to use just beasts, because I am just that way, so I don't have a lot of sniper types, so I just make sure there is lots of terrain and just move up on my opponents and then shred them (assuming I need to kill them to win). 

Waldgeists are just great at tanking, especially if you have Myranda backing them up. 

Blessed of December does not get much love either, but she is like the tank version of the cerebus,  decent attack, but nice defense, plus healing on kills, and the frozen heart!!  Immunity to paralyze should be considered when facing a crew you suspect will be making lots of terror checks.

 

 

 

 

 

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Cheers for all the comments!

 

RE: bertmac, mrbedlam & Griffin 839 - I want this list to take on all-comers. 

haven't really plan on getting another Arcanist crew but if I was it would be a Mechanical Rider with Kaeris crew with heaps of burning stuff. The Mechanical Rider is like my 2nd jam (after Marcus) so I'd see it slotting in nice in that list. 

 

Q5: what's good to summon for the Mechanical Rider's ability?

RE: feagaur - I'm curious (and because I have no zogging idea what it does) what synergy does the rogue necromancer bring to the crew or niche it fills? I like the undead canines idea.

RE: Odd- you sold me on the energy on the cerebus. I'll drop the hunger cry if I keep the above 

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Re: Mech Rider summons

Steam Arachnid: Resilient with Df 6 and Armour +1, its Df debuff can also be immediately useful if you summon it in contact with another model and then hit it with your spear.

Fire Gamin: Good offence with 5 Ml/Sh and decent damage if you figure in the burning. Take care if you plan to stick around with the Rider though as it explodes.

Metal Gamin: Somewhat resilient, but mostly nice if your opponent has constructs to use Magnetize on. Occasionally Metal Protection will also be useful.

Electric Creation: Will explode as soon as it activates (as it will only come in with 1 Wd), which can useful.

Ice Gamin: Don't think this is very useful unless you have some other Frozen Hearts. Also explodes.

Mannequin: Very niche as it comes in with 1 Wd, but if your opponent wont be able to draw a bead on it Magician's Assistant can be useful for some surprise Scheming.

I prefer Arachnids and Fire Gamins.

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Rogue Necros bring some much needed Range to the Marcus crew.

As far as building an all comers crew, I think you are going to find that Malifaux punishes that sort of list by the vast intricacies of the game. Most of the time I take a master and build a core group of say 30-35 points of models, For instance I like bringing Myranda, a kitty or necro, a raptor or canine, jackalope with Marcus almost all the time and then I pack in various options depending on the scheme pool. Giests for standing ground, silurids for distract and exhaust, molemen for occupy or breakthrough, etc. Static lists tend to not be flexible enough in this game.

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On 3/28/2016 at 8:17 AM, TacoTruckJohn said:

Q4: Blessed of December or another sabertooth? 

Blessed is a very powerful tool to have, and I would often even consider her over the cat due the suit-less (if high-valued) leap. See the PMF wiki tactic entitled "December's Bullet." Doesn't work all the time, but I had it take down Philip/Nanny from full wounds after Black Joker-damaging the first attack; absolutely brutal if you know what you're looking for with a hand.

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21 hours ago, TacoTruckJohn said:

 

RE: feagaur - I'm curious (and because I have no zogging idea what it does) what synergy does the rogue necromancer bring to the crew or niche it fills? I like the undead canines idea.

What MrBedlam said about Rogue's range attack which also has blasts. Also he's a good melee beater who forces WP duels with his terror checks.

The fact that he gives poison out too (along with Myranda and the Rattler) works well with the canine remains giving them a 1AP charge.

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