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Deep Blur

3E Ressers next purchases

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Hi guys,

been playing 3E and Malifaux since the open beta and loving it! I started with Ressers and i really like the faction. I have been wondering what could be my next purchase and/or master. Ideally i am looking for something that would allow me more flexibility for certain schemes/strategies vs what i already have or that would synergise well.

currently I have:

- Reva Core box

- Draugr

- Mourners

- Lampads

- Carrion Effigy / Carrion Emissary

- Asura

- Mortimer

- Rabble Risers (for Asura as leader)

What  other purchase would you do in my shoes? :)

 

 

 

 

 

 

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Since you've got Rabble Risers, Molly would be a good pick. She also really likes Morti. Seamus can readily use the Emissary, Asura, or Morti, and of course the Mourners. Seamus is mobile, Molly is for Control and good at preventing your opponent from scoring. 

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22 hours ago, nomoredroids said:

Molly would be a good pick. She also really likes Morti.

Would you like to share your experiences on that? I am very interested in hearing reasons to hire Mortimer, because I would like to put him more often on the table...

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39 minutes ago, unti said:

Would you like to share your experiences on that? I am very interested in hearing reasons to hire Mortimer, because I would like to put him more often on the table...

I like to use Mortimer if i have Asura as a leader. It works quite well as a zombie spam machine which comboes well with Asura's passive to make zombie take actions which you want to abuse. Plus zombies are great at denying some schemes just by engaging opponents. so the more the merrier Also goes well with the fact that potentially you have 2 models causing injury condition (Asura+Morti), with Asura that can chain activate Mortirmer with accomplice. Can also be decent as Soulstone farming machine with Killer instinct if you are soulstone hungry.

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22 hours ago, nomoredroids said:

Since you've got Rabble Risers, Molly would be a good pick. She also really likes Morti. Seamus can readily use the Emissary, Asura, or Morti, and of course the Mourners. Seamus is mobile, Molly is for Control and good at preventing your opponent from scoring. 

do you think Seamus would not "overlap" with Reva? i.e.: when would you pick Seamus over Reva?

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2 hours ago, unti said:

Would you like to share your experiences on that? I am very interested in hearing reasons to hire Mortimer, because I would like to put him more often on the table...

Sure. Notice that Molly is Undead? Free movement for Molly is pretty much why, but not the only reason. He's a really strong piece anyway, particularly if you're not needing his corpse markers right away and can let him activate late in the turn. Molly can remove his corpse markers to draw 2 cards, just fyi. I like to do that to insure my Forgotten Marshal is summoning, particularly on Turn 1, while Molly creeps up the board. Generally it looks like: Fresh Meat twice off a friendly to get stuff up the board, then bonus for the corpse. He also gives you a lot of flexibility if you are just running a scheme-y game; it can be pretty hard to get rid of him, particularly with Molly punishing models for attacking twice. This is compounded when you take Philip + the Nanny. There's a big 12" x 24" swath of board your opponent needs to discard to Interact in, assuming no Chatty overlap.

1 hour ago, Deep Blur said:

do you think Seamus would not "overlap" with Reva? i.e.: when would you pick Seamus over Reva?

M3E is less about how awesome a Master is and more about how awesome a Keyword is. Reva and Seamus both occupy a similar space, in terms of how one thinks about them, but their keywords function very differently. Seamus wants to get his models out and about so that they get easy successes by forcing negative twists. He's very good at getting around the board, too, which isn't something Reva can say. He does burst damage which is an absolute nightmare against players that rely on Armor or Incorp to reduce the effects of attacks. In addition, his crew can lean into handing out Distract, which increases their damage and also reduces the opponent's. Just a different style of crew, really. Reva's changed a lot since I've played her, so I can't say for certain into which Schemes + Strats I'd hire which. 

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23 hours ago, nomoredroids said:

Sure. Notice that Molly is Undead? Free movement for Molly is pretty much why, but not the only reason. He's a really strong piece anyway, particularly if you're not needing his corpse markers right away and can let him activate late in the turn. Molly can remove his corpse markers to draw 2 cards, just fyi. I like to do that to insure my Forgotten Marshal is summoning, particularly on Turn 1, while Molly creeps up the board. Generally it looks like: Fresh Meat twice off a friendly to get stuff up the board, then bonus for the corpse. He also gives you a lot of flexibility if you are just running a scheme-y game; it can be pretty hard to get rid of him, particularly with Molly punishing models for attacking twice. This is compounded when you take Philip + the Nanny. There's a big 12" x 24" swath of board your opponent needs to discard to Interact in, assuming no Chatty overlap.

M3E is less about how awesome a Master is and more about how awesome a Keyword is. Reva and Seamus both occupy a similar space, in terms of how one thinks about them, but their keywords function very differently. Seamus wants to get his models out and about so that they get easy successes by forcing negative twists. He's very good at getting around the board, too, which isn't something Reva can say. He does burst damage which is an absolute nightmare against players that rely on Armor or Incorp to reduce the effects of attacks. In addition, his crew can lean into handing out Distract, which increases their damage and also reduces the opponent's. Just a different style of crew, really. Reva's changed a lot since I've played her, so I can't say for certain into which Schemes + Strats I'd hire which. 

thank you for sharing your experience! i never thought of using fresh meat on friendly units for some reason!  Which schemes do you think seamus or molly excel at?

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Seamus doesn’t really excel at schemes, per say in my experience. What his crew does really well is strangle the opponent’s options.

Basically if you consider the current crop of schemes they generally involve one or more of the elements of scheme markers, positioning, killing, or master interaction. Seamus’ crew is good at generally making every single one of those things inefficient for the opponent.

Want to take scheme marker based schemes? You have to deal with Dandies and Bete being able to blow them up as bonus actions, even if you guard them. And if you try to drop them in inaccessible areas, Seamus has enough mobility, depending on terrain set up, that he can get to even the most isolated areas to destroy them.

Want to take positional based schemes? It’s going to take more models to do than you would probably like because of all the forced movement effects in a Seamus crew.

Want to take kill based Schemes? Seamus’ models generally while they aren’t hard to kill, they are extremely inefficient to do so generally. Not being able to charge-attack any of his minions, and having to deal with multiple instances of terror on non-minions, coupled with H2W and higher than average health totals, and possible applications of distracted means killing can be very action intensive.

Want to take schemes based on killing or interacting with Seamus? Your going to need models as mobile as Seamus to even catch him. In general Seamus, at least the way I play him, is never going to end his activation in an area of the board that is all that accessible to the opponent, especially if deliver a message or Assassinate is in the pool.

Essentially a Seamus crew built with the Schemes in mind is going to make getting any schemes vastly more difficult for the opposing crew.

As far as getting schemes accomplished, his crew is nothing special, and a fundamental point of tension is, I find, is often how much of a workload needs to be carried by Seamus himself, vs doing what he’d generally rather be doing.

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1 hour ago, Deep Blur said:

thank you for sharing your experience! i never thought of using fresh meat on friendly units for some reason!  Which schemes do you think seamus or molly excel at?

Molly mostly excels at stopping schemes from firing, but her Night Terrors can do really good work at locking down far-away objectives, and her Forgotten Marshal being able to summon them or the rabble risers can make for surprising shifts in fortune. The crooligans, too, can be a surprise when applied properly. 

Edit: I'd also like to add the Seamus with Assassinate will wreck an opponent's day, particularly if they rely on Serene Countenance to prevent damage. 

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I personally don’t see a point for them myself. It’s early though and I haven’t played much Experimental yet. But McMorning has one of the best spread of models in faction I think so I don’t really see the point of the gassers at the moment myself.

 

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3 hours ago, HomelessOne said:

Here's one: is there a compelling reason to own Little Gassers? They look like frail, one-shot poison missiles, which is cute, but I'm not sure McMourning is really lacking in poison application.

I think one is worth having...he starts with poison if the Dr. is your leader, he can spread 3 more poison out to large sections of your crew first turn if he doesn't move and just spams his tactical action and gets his end of activation action. Then he can either be a poor man's scheme runner (and not too bad if you have any expendable 5+ of Masks) or he can be cannon fodder as needed to get some poison on the opponents stuff and block something that matters for a turn. 

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That’s a good Chunk of stones for that poison though, especially since the zombie Chihuahua can get some out in a burst as well. Even with perverse metabolism I’m not really sold on spending that many stones for that. Personally at least.

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I think you've got better fodder / cheap scheme runners in the canine remains and more efficient poison distribution in Rafkin. I can't see a scenario where I would take a gasser, although I haven't yet played experimental (or against them). 

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I haven't taken one yet, I find that there's so many good models in Experimental that I'm already hard pressed for stones. I haven't had a problem spreading poison either. If they were cheaper maybe? 

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5 hours ago, Fetid Strumpet said:

That’s a good Chunk of stones for that poison though, especially since the zombie Chihuahua can get some out in a burst as well. Even with perverse metabolism I’m not really sold on spending that many stones for that. Personally at least.

I don't completely disagree.....I definitely wasn't arguing that they are "oh so great" choices, rather that I could justify one.....

4 hours ago, HomelessOne said:

It kinda feels like you've already got the Guild Autopsies for 1ss more, even if the free movement from Creep Along is conditional depending on the placement of your other models.

I agree. generally I think the Autopsies are much better choices and much better scheme runners with Creep Along. 

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11 hours ago, thewrathchilde said:

I don't completely disagree.....I definitely wasn't arguing that they are "oh so great" choices, rather that I could justify one.....

I agree. generally I think the Autopsies are much better choices and much better scheme runners with Creep Along. 

Perhaps the best scheme runners in the keyword are flesh constructs actually. A bit more expensive than the Autopsies, but reckless (which will be healed by the pile of poison you have on you to start) is much better than Creep Along. They're a bit more resilient and certainly have better attacks. 

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On 6/7/2019 at 9:24 PM, thewrathchilde said:

I don't completely disagree.....I definitely wasn't arguing that they are "oh so great" choices, rather that I could justify one.....

I agree. generally I think the Autopsies are much better choices and much better scheme runners with Creep Along. 

Flight has it's uses as you don't pay vertical movement with them. Depends heavily on table though.

If they had a Mask built in to either their attack or tactical they would be much better imo. 

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grave golem is a nice beater and can revive on corpse markers which morti,  Asura, mindless zombies and corpse candles 

bone pile for anti conditions 

seamus if you hear guild and think lady j is coming

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