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17 hours ago, Zebo said:

For which was this combination done? You drawed cards from the Scout Killing, or was for the This Will Fetch a High Price? 

More for hard to kill and the bounties. I usually get at least one bounty out of it (killed widow weaver) but since he was my martyrs target I wanted to keep him alive or make my opponent work to kill him

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  • 2 weeks later...

Played a game of Von Schill vs Kaeris today. 

Strategy: Public Enemies

My Schemes: Hidden Martyrs, Sabotage

Opponent's Schemes: Sabotage, Research Mission

My Crew:

Von Schill + Steam Trunk

Hannah Lovelace

Arik Schöttemer

F. Engineer

Drachen Trooper (SotDP) - Martyr#1

Freikorpsmann (Soldier for Hire) Martyr#2

SS Pool: 7  End Score: 4-3

Could've been 4-2, but I geeded out for a second VP from Martyrs, ending up hurting Kaeris one damage too much, trying to throw her towards my Drachen Trooper. 

Notable moments:

1) A burning Steam Trunk rocket-jumping towards Vasquez and a Fire Gamin, switching out for Mines and exploding at the end of the turn with 4 damage. My opponent would've gotten the last Bounty he needed for VP, but all witnesses died with the Trunk. We agreed that Hannah shouldn't get credit for the victims of the explosion, so I lost some Bounties there. 

2) Arik forcing 5 models to fail duels against his powered-up grenades and beating the hell out of The Captain and an Oxfordian Mage on the third and fourth turns.

3) Von Schill making his way through half of the table to deny the first VP from Sabotage and surviving long enough to only allow one VP from it. 

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Recover Evidence

Corner


Vendetta
Sabotage
Let them Bleed
Spread them out
Catch and release

Parker Barrows
Doc Mitchels
Mad Dog Bracket
2 convict gunslinger
Bandido
Librarian
Hodgepodge Effigy
+ effigy of fate

On Vassal, trading post. Against a Nekima crew. My opponent was to... shy? So It was a great list to kill every opponent.

 

 

To be honnest, it's a good list. Maybe one gunslinger or the bandido can be changed but for now... a lot of healing, great damage dealing... great range. Ok not the more resilient models but with the healing...

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Deployment: Corner

Strategy: Corrupted Leylines

Schemes: Breakthrough, Vendetta, Sabotage, Spread them Out, Let Them Bleed

Copy of Viks Crew (Outcasts)
Size: 50 - Pool: 5
Leader:
  Viktoria Chambers
Totem(s):
  Viktoria Chambers 2
Hires:
  Mad Dog Brackett
  Ashes and Dust
  Hans
  Student of Conflict
  Ronin
  Ronin 2
 

Kind of a weird scheme pool, but I was able to complete my game plan very well in it. My idea was to spread out and take the flanks very quickly. The Viks took the left flank, and Ashes and Dust took the right flank. Hans provided much needed cover fire, while the Ronin and the Student completed the strat, and Mad Dog held the center point. 
 

Ashes and Dust’s job was to simply tie up my opponent, then die swinging, and have Dust Storm start scoring Breakthrough. Which worked swimmingly! Ashes was able to take down my opponent’s Dawn Serpent (thanks to a severe from Hans), then died to Misaki. 
 

The Viks functioned mainly as scheme runners the first 2 turns and got me a point for Spread Them Out before ganging up on Fuhatsu and killing him T3. Then one Vik killed a Tanuki and they both finished the Breakthrough End scoring condition. So 3/5 turns the Viks were very expensive scheme runners (well, they’re free, but... expensive... ?). 


I took Mad Dog because my opponent was playing Misaki and I had great success one game with the Blown Apart markers limiting her mobility greatly. But now I’m thinking that game might have been a fluke. I don’t know that the 11 stones is worth it OOK for Mad Dog to mainly remove Shadow markers. I mean I expected Fuhatsu so the armor ignore is nice, but meh, not worth. 

The Ronin were freakin sweet at Corrupted Leylines with all their pushes. So easy! Student was nice to just keep Hans fast most every turn. Hans put in some serious work.

On turn 4 Hans double walked and shot the Torakage (had to get within stealth range) and flipped the RJ on damage killing it out right and negating a strategy point for my opponent, which he would be unable to score after that.

OH! Finally, the Ronin did a badass Lodestone bounce on T5 to score me my 4th strat point. My opponent blocked the Ronin with the stone’s path to the final Leyline. So the Dust Storm ran to the Leyline, Hans and Student ran to my deployment zone, then the Ronin w/Lodestone sacrificed herself, bouncing it to the other Ronin, who then sacrificed herself, bouncing it to the Dust Storm - who scored! THE DUNK! Lol, that is all. Thanks! 

 

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  • 2 weeks later...

Played corrupted leylines vs McCabe last night with Leveticus.

my crew was Levi with SDP, 2 waifs, Alyce, Ashes and dust with SDP, scavenger, 2 necro punks and Marlene

Ended up a 7 all draw. Was my first game as an outcast and I loved Levi. With more experience I think I do better. Where I was out was in some positioning and knowing who to activate etc. Ashes got me 3 strat points as well as helping the necropunks gets all my points for breakthrough and spread them out. I can’t wait to play some more Levi!

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  • 4 weeks later...

Played Von Schill into Yan Lo a few days ago. 
 

Wedge, Corrupted Leylines, Take Prisoner(O), Leave Your Mark(O, TT), Breakthrough, Hidden Martyrs(TT), and Assassinate. 
 

I took Take Prisoner on Chiaki and Leave Your Mark.

Copy of Unfauxcused Schill (Outcasts)
Size: 50 - Pool: 4
Leader:
  Von Schill
Totem(s):
  Steam Trunk
Hires:
  Arik Schöttemer
  Hannah Lovelace
  Hodgepodge Emissary
  Freikorps Engineer
  Freikorpsmann
  Freikorpsmann 2

8-4 Von Schill victory 

This was my first game with Von Schill and I had a mild fascination with the simple Freikorpsman since they can take a damage to keep their equipment - I wanted to try them out. I knew with Wedge and Leave Your Mark that I wanted to crash the center and launch Leyline campaigns from there, so the Freikorpsman with Survivalist were also pretty clutch. I abused Survivalist on them by bringing the Emissary and his healing bubble pretty much ruined my opponent’s ideas of killing the Friekorpsman without killing them outright pretty quickly and dedicating AP to it. 

Freikorpsman 2 ended up being a hero. He focus shot a Rocket Launcher into Sun Quiang, Chiaki, and Soul Porter at full range, killed Soul Porter (target) with Crit Strike and Moderate then blasted damage onto the other two. The following turn he discarded a Ram, then cheated a 13 of Rams against a 7 health no-Soulstone Manos, flipped a Severe on a straight flip and capped Manos in the face for 7 damage, killing him. 

Von Schill ended up hard carrying as I expected, since his Diving Charge with +1 Mv from the Emissary is nuts for Lodestone transportation. Also his Clockwork Arm Pull! trigger is what ended up scoring me Take Prisoner (duh). He also saved Arik with Ive Got Your Back after a T3 Yan Lo went ham on him with his upgraded attacks, and free attack action.


Hannah didn’t do a whole lot, just due to my own fault and derpy-ish postioning. She ended up contesting the top right (from my perspective) Leyline, buried the Tanuki on T2 to stop him claiming the Leyline - opponent still got all 4 Leylines though. Otherwise she did some damage that didn’t matter, but she was the one Von Schill threw Chiaki to for Take Prisoner! Yay Hannah! 

Arik was a boss. He didn’t do much damage at all, but soaked like a m****rf****r and also got a Leyline with Diving Charge. Von Schill ended up killing Arik T5 to steal the Lodestone to Diving Charge over terrain that Arik couldn’t to get the last Leyline hahaha! No mercy! 
 

Emissary was a fantastic tool to have. Handing out pseudo Regen +2 to Von Schill in case of Assassinate, DMM to Arik in case of engage in the center, dropping Scheme markers for Leave Your Mark, and healing those damned little Freikorpsman to keep them ticking. 10/10 would take again with Freikorps, especially if taking Freikorpsman. 

My opponent’s list had three options for Hidden Martyrs with Tanuki, Sun, and Chiaki. Since Sidir and Manos were the only models I could kill without risking giving points, and were also the real threats to my crew, I just didn’t bother trying to kill the others. I did some blast damage and minor attacks on them to semi-bluff that I may kill one, but had no intention to do so. 
 

Great fun game, loving Freikorps. Oh! Most importantly I did remember the 2” push on all Von Schill’s Load Up actions ;) I look forward to using Grenade Belt more, the Flash Bangs are legit and did help save me a little on one turn. I could see Von Schill becoming my favorite master and main one I play. So versatile, so tough, card intensive sure but the flexibility is just insane.
 

Im playing another Von Schill vs Yan Lo game the end of this week looking like, so I’ll likely have another report for you then. I’m trying a three Freikorps Scout list into Standard Symbols of Authority 🤔

👍 Peace, thanks for reading. 

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36 minutes ago, touchdown said:

I don't know how you can resist bringing an engineer. Tools for the job and their bonus action is so key when I play VS.

There is one in the list and it was also his first game :P I don't play VS, but I fear those engineers with double critical strike after having to face them. They're good targets for the Rocket Launcher and they become quite tough with the Assault Shield.

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Most of the keyword can get the 2x critical strike :}

If you want to really capitalize on Rocket Launchers with rams, I think Hannah and the Freikorpsmann win the day! Hannah can get the two suits guaranteed, while the Freikorpsmann can guarantee one suit on two consecutive rockets. Even better if either model got focus from the Engineer prior to shooting. Alternatively, the scout can use the launcher at stat 7, ignoring concealment and friendly fire.

Have Von Schill use "Pull" and a scout take the free rocket shot for fun and blasts exactly where you want them.

Even for the assault shield, you get more value if you equip it to the engineer's target or a librarian, as the stacking shielded makes it less likely to "break" off.

 

In both cases, I typically find that the equipment upgrades tend to give you more value when put on whoever the engineer is targeting vs putting them on the engineer itself.

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24 minutes ago, Saduhem said:

Most of the keyword can get the 2x critical strike :}

If you want to really capitalize on Rocket Launchers with rams, I think Hannah and the Freikorpsmann win the day! Hannah can get the two suits guaranteed, while the Freikorpsmann can guarantee one suit on two consecutive rockets. Even better if either model got focus from the Engineer prior to shooting. Alternatively, the scout can use the launcher at stat 7, ignoring concealment and friendly fire.

Have Von Schill use "Pull" and a scout take the free rocket shot for fun and blasts exactly where you want them.

Even for the assault shield, you get more value if you equip it to the engineer's target or a librarian, as the stacking shielded makes it less likely to "break" off.

 

In both cases, I typically find that the equipment upgrades tend to give you more value when put on whoever the engineer is targeting vs putting them on the engineer itself.

Just...be careful with the Engineer around Pandora crews.  I've found stockpiling conditions on your models in that case can be unwise at times.

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1 minute ago, clockworkspide said:

Just...be careful with the Engineer around Pandora crews.  I've found stockpiling conditions on your models in that case can be unwise at times.

I wasn't going to get the new Von Schill Box just for the new sculpt and the third Freikorpsmann. After mentioning Pandora, maybe a third Ruthless Freikorpsmann isn't a bad idea after all :} (Or just bring Hans I guess)

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1 hour ago, clockworkspide said:

Just...be careful with the Engineer around Pandora crews.  I've found stockpiling conditions on your models in that case can be unwise at times.

It's hardly 'dangerous', it's just a simple +flip on a duel, that doesn't carry into damage. So it's only really a liability for models with stuff like Serene Countenance and Manipulative. The biggest detriment lies in losing the condition, your stacking.

That aside, it's only Pandora(any), Carver(Focus) and Candy(Fast) that have the ability to strip you of positive conditions, and their primary targets might not be the ones you put conditions on - but they can be tempted to deviate and thus mess with their plan.

- that's from a Pandora perspective.

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So the one Engineer I did take did pretty well, got me the RJ one turn from my discard ;) It did its strengthen armor only like twice because, unfortunately *thick sarcasm*, my hands were very good and I didn’t want to discard. 
 

Also it just didn’t work out that I needed it to do much. I’ll take them moving forward for sure, and I imagine in a normal game with shite hands they’ll be even better hahah! 

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Oh... do forgive me for my sins though. I’m not taking an Engineer in my next game... trying out models and weird lists to see what I can get done. Here’s my list for the Symbols of Authority game: 

Copy of Freikorps Scouts (Outcasts)
Size: 50 - Pool: 5
Leader:
  Von Schill
Totem(s):
  Steam Trunk
Hires:
  Hannah Lovelace
  Arik Schöttemer
  Freikorps Librarian
  Freikorps Scout
  Freikorps Scout 2
  Freikorps Scout 3

Scouts also seem to be interesting with Rocket Launchers since they base ignore Concealment and FF.
 

Also, could you bring a Bandido or Dead Outlaw to Run and Gun a Rocket Launcher? 😂 Probably not worth it, but I like the idea 

Do note: my Von Schill plans do not solely revolve around Rocket Launchers. They are fun though...

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  • 3 weeks later...

Played Henchman Hardcore, we ended up drawing 4-4

HH Arik (Outcasts)
Size: 30 - Pool: 1
Leader:
  Arik Schöttemer
Hires:
  Freikorps Engineer
  Freikorps Engineer 2
  Freikorps Librarian
 

Before the match I was actually thinking that Hannah was strictly better for HH. Arcane Reservoir and the ability to copy strengthen armor or healing energy seems better than Arik. I still think that's true, but I really underestimated diving charge. Arik was able to get through a large swamp and saved me an AP going around a building. It's an ability on the card that's easy to forget.

Opponent played First Mate, Iron Skeeter, Flying Piglit, and Gracie. Arik spent turns 1 and 2 hunting down the Skeeter and Piglit. While the rest of my crew fought Gracie in the middle. On the other flank, First Mate hopped around dropping explosives. I had a bit of bad luck on turn 4, black jokered a healing flip on Arik (who had been burning from the Skeeter's demise). If I flipped any other card, I would have won 4-3.

I also keep being un-impressed with the Librarian. In addition to black joker on the one heal I took, she missed 2 attacks on Gracie (more bad luck, gremlins tend to have low WP but Graice is 6) when I was really counting on getting 1 card draw, and her lack of engagement meant my opponent was able to pick up the strategy marker she dropped.

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I played Hamelin into Colette on Corrupted Leylines. I think the scheme pool was Take Prisoner, Vendetta, Runic Binding, Spread Them Out, and Breakthrough. I went for Take Prisoner and Vendetta, my opponent went for Spread Them Out and Breakthrough. The game went down to the line, I was losing 4-5 going into Turn 5, but at that point I had 23 models on the table including 10 rats and I was able to pack them in deep enough around my opponent's models to make it physically impossible to get where they needed to go. Ultimately out activated him, lured the Mechanical Rider away from a Strategy Marker with Hamelin, and managed to score my schemes and the strategy for a 7-5 win. I ran:

 

Bungelosenstrasse (Outcasts)
Size: 50 - Pool: 0
Leader:
  Hamelin
Totem(s):
  Stolen
  Stolen 2
  Stolen 3
Hires:
  Benny Wolcomb
  Nix
  Obedient Wretch
  Malifaux Child
  Rat King
  Rat King 2
  Prospector
  Prospector 2

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  • 1 month later...

Parker Barrows vs. Shenlog

Corrupted ley lines
Vendetta, Breakthrough, Spread them out, Let them Bleed, Catch & Release (High river monk)

Parker Barrows, 2 stones
Doc
Mad Dog
The midnight Stalker
Hodgepodge Emissary
Prospector
Dead outlaw
Bandido
Malifaux Child

Against...

Shenlong, 3 stones
2 students
Sensei Yu
High river monk
Low river monk
Fuhatsu
The lone swordsman
Dawn serpent

I ended up losing by a point (we played only 4 turns but figured out that the score would have been 6-5 to TT most likely). I anticipated correctly that he would choose the aggressive schemes, but I thought he would pick vendetta against Mad Dog with either the lone swordsman or Fuhatsu instead of C&R. I would have been better off with picking vendetta also, since in the end I overestimated my ability to drop all the markers needed (although Parker can drop markers like nobody's business). My opponent pressed hard to my center with Shenlong and High river Monk while I dominated one flank after killing the lone swordsman and fuhatsu there. I got greedy on the first turn and went to put adversary on Fuhatsu with the stalker, which ended up being his end after the lone swordsman brought him low and Shenlong finished the job with his demise-ignoring attack on top of T2. Mad Dog carried the team by finishing off Fuhatsu, Lone swordsman, the low river monk and one student while dropping four markers which all ended up scoring me points. The other MVP was the dead outlaw, who spent three turns fighting the snake on one flank alone, slowing it every turn and staying alive long enough to keep it occupied the whole game.

All in all a good game, Parker is still fun to play, Mad Dog is still nuts and the Chi mechanic is still cheating 😜. Next time I'll bring less support pieces and more guns, I figured that my list would have been so much better with Sue and a second bandido instead of Emissary & the child. They helped drop markers for life of crime and the kid successfully copied "appraise" a couple of times (I brought it for copying bandit raid but parker got too far), but in the end they did not do much else. I like the emissary for his auras, built in slow on a  S6 10" attack and don't mind me, but it does come at a price...

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  • 4 weeks later...

yesterday was my first match in ages, I wanted to go with Parker, but with so much time without playing, just 1 mess up and I'm done with that crew, so I went with Von Schill, I can make a mistake or two with him and it's not an auto-defeat.

I was going against Sonnia, so I was afraid AF of her df/wp trigger, bad memories against that redhead psycho, so I set my crew for a lots of shockwaves and blasts to avoid duels.

The Strategy was Recover evidence, and I took Claim Jump (Arik) and Leave your mark.

- Von Schill
- Steamtrunk
- Arik
  *Servant of Dark Powers
- Lazarus
  *Servant of Dark Powers
- Librarian
- Enginner
- Scout
- Effigy

The idea was to set up the crew into cover as quicky as possible, with Arik Tanking and the engineer supporting him, so he could always be with Armor 2, Shielded 2 and concealment, plus terrain cover. 

Same idea with Lazarus, supporting a Flank, but still capable to reach the center with the grenades.

And Von Schill giving grenades to whoever was in range to shockwave the middle of the board.

Then, blast and shockwave my way to the middle for claiming the schemes, and whatever strat marker I could grav.

And lots of healing, between librarian, effigy, steamtrunk, the self repair of Lazarus, and the Engineer for the constructs. The upgrades too if lazarus and Arik managed to kill models.


For time matters, we didn't ended the match, but what we managed to play made me feel comfortable. Sonnia  reached the center first, but the upgrades on Arik and Lazarus allowed me to put them in cover before receiveing the enemy attacks. The Scout was also placed into cover and withing range to shoot a Purifying Flame with a strat token. The cover made him survive enough attacks until he killed it.

My grenade spam idea while didn't do too much damage, drained a lot of cards. It also keep them with distracted, and ignored the Hard to Wound of an Witchling Thrall, and the defensive triggers of that MF crew.

I put Rocket Boots on Arik so he could charge and beat the crap out of Sonnia at some point, and VS was preparing the Rocket launchers to blast the mid, so Arik could score Claim Jump or Leave Your Mark


As I said, while we didn't ended the match, I felt confortable given that I didn't played in more that a year, and was very good at bypassing all those annoying defensive triggers of that crew.

what are your thoughts @Franchute ?

 

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  • 2 weeks later...

Played Viks into Mei on the weekend. It was symbols of authority I took sabotage and hidden martyrs. I won 6-1. My list was the Viks with servant , Vanessa with soldier for hire, big jake, student, two ronin and a prospector.

looking back I think it’s probably worth dropping the upgrade off Vanessa , the student and probably the prospector. Then bring in Bishop or Taelor. Prospector is too slow and ends up being a ss generator when I could have just added his 6 to the pool from the start. The student is handy for fast but it only really happens in the first turn I find. Viks are so mobile and the crew can turn on a dime. The 4 point heal for killing is so good. Vanessa healing from that too is great. Really enjoying the Viks, they take some practice to use well, I think I’m getting there.

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1 hour ago, Zebo said:

Never thought about it, but one viktoria with SoDP is enough to make both enjoy the Herald, thanks to Sisters in Spirit. 

I've given both SoDP in a list with both the Emissary and Bishop. Had them both target the same sister Turn 1. It's fun beginning their first activation halfway across the opponent's table half.

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Typically, I'll give SoDP to Bishop & The Midnight Stalker, this way I can get 4 models each with 3 actions on the other table half turn 2.

I have yet put the Emissary in Mercenary because the crew is already so fast, getting one turn of Move Along just doesn't seem worth it.  What else are you doing with him susequent turns?

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