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Not an expert in Marcus but some quick thoughts:

ARC Marcus has an outstanding combo with the "Soulstone Cache" in the Sabertooths hard to match in NVB, cerberus are still very good but they aren't that reliable in NVB as silver bullets, an NVB Marcus shouldn't overrely on them imo. Purple Marcus does have a bigger beast pool to choose and more utility and tricks than Blue Marcus, so I'd say focus on that (amazing movement abilities in Bandersnatch/Grootslang, a dirty cheap Lure in the Whisp, Hounds to annoy models and as 3SS non-insignificat beasts, Doppleganger/Changelings...). Plus Purple marcus has better models than Blue Marcus for a Poison theme.

Upgrades: Inhuman Reflexes is the key and most important upgrade for this crew. Purple Marcus may have 4 models with Buterfly jump (IR+Wings), so idealy Inhuman Reflexes shouldn't go in a model that benefice from the Wings upgrade (plus Blade Rush and Flight doesn't work together). IR looks great in Cojo, and it's, but it's not better than in minions imo. Cojo can't charge while engaged (he has a push to enable a charge tho) and with range 1, 5 Mv and 50'' base it's very hard to pull of multiple charges per turn (plus the Marcus/Myranda call of the wild cannot make him charge when engaged). IR in minions does gives mobile warrior, which let minions charge even when engaged (and it also gives an extra ping damage point with Blade Rush). IR in dangerous minions like the Rougarous or the Cerberus is amazing to use "call of the wild" when engaged (mind they can only charge once per turn); add to that a Horns upgrade with the "Charge Through" free:+flip and you've got a ton of damage more reliabily than with the monkey (it's a trade off, Cojo has higher potential but if it's engaged it loses efficiency, minions are more reliable). And talking about Lucius-like tactics, Changelins may copy Marcus' call of the wild which would let the beast charge again because it'd be in another activation, not a must but something to keep in mind.

The other 2 upgrades aren't that important. Eldritch Magic may be good in condition based match ups, but probably in OOK/Versatile models (Dolls/Woes) or maybe in the Wisp, Initiate, SRM or the Rattler (but NBV has also Serena for that). Marcus has decent card draw, but for games where the initiative is also important, if extra card draw is needed or if some kind of alpha strike want to be played; Pact may be a good pick.

About Mutations, NVB has buit in triggers in 2 of its beasts, which go quite well with some upgrades. A Bandersnatch with Horns gets a buit in onslaught trigger while an Azde with Serrated gains a built in Puncture.

About Myranda... She is probably better used as a support piece in human form than expending too much time in beast form (specialy with the IR+Charge combo in NVB); if she is going to use beast form, it's better using it at the end of the turn imo, so she doesn't get stuck in a non-attuned form for an entire turn unless the player is 100% sure she is safe for the positioning or the upgrades she has. In ARC she may get the SS cache to be safe when diving/being pressured in beast form. However there are a few good shifts: Azde could be good if she is very hurt (built in Drink blood), Bandersnatch using Crawl into Shadows is a way to hide her from ranged threats while also keeping her dangerous (specialy with horns); Rougarous hits very very hard, but they have low df (it can be very good but can backfire hard); very situationaly Rattler has the "Deadly Pursuit" ability, a nice extra push for the end of the turn. Myranda can also take the place of beasts that place terrain when they die to keep using it (Bandersnatch/Grootslang).

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1 hour ago, Ludvig said:

Being Zoraida a couple of wisps and a Grootslang to ensure fun times for everyone. 

Talking about Purple Marcus and Zoraida... Have anyone tried Marcus as a second Master for the hag?

Zoraida has some interesting beasts in keyword in the Bayou side that can't be hired with Marcus as the master. Gators, Silurids and especialy the Spawn Mother (put Horns on her, if a nearby spawnfiend dies, she charges for free with :+flipto damage and 6 max damage). It'd be a very weird list without any swampfiend henchman tho.

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An extra word for the Rougarous: I wouldn't overlook them. Sabertooths are more mobile and independent, and better schemers even if in NVB we lack the SS cache upgrade that make them outstanding; but wolves when well supported may be an absolute terror.

Armor+1 (from an upgrade) and H2W in a 9 Wds model is hard to deal with (specially adding BFJ/Stealth); with df4 these wds can go down fast, but heals are more efficient in those H2W models and it can be pretty demoralising for the other player. Plus they heal 2 after each kill, and they are killy.

2 out of their 3 triggers (Puncture/Flay) let them get easily Moderate/Severe damage (2/4/6). Add 1 Knight to the crew to create underbrushes and their 3 triggers will increase their damage. The underbrushes are a good adition because most of the crew can ignore them (jumps, flight, unimpeded, abundant growth...) and concealment on demand is useful, plus the knight itself is a great model. This also enable one of the few (or the only?) damage 8 attack of the faction. Rougarou max damage + Blade Rush + Into Thorns trigger.

They have "Shrug off", which isn't generaly that good until you pair them with Candy. Candy can give them fast with her "Burn Out" triggers, one of them is in Glimpse of Insanity (her bonus action) which may give them Fast, Stunned and 2 Wds from 8''. That's generaly a crappy deal but the armor reduce it to 1 damage (can be 0 if Vogel is also included) and they can Shrug off the stunned... leaving a Rougarou with fast for 1 Wds (plus 1 Card and Candy's Bonus action). Candy may also give them fast with the Goody Basket trigger (but that only has 2'' range so it'd need a bit of planning like using the Rougarou Deadly Pursuit the last turn to end in range to not waste Candy's AP walking)

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couple of notes from my brief experience with the crew:

myranda is good, but not as powerful in NVB as her options for transformation are not a good. She can still help as a support model with the [+] to Df duels and healing, but you can find better models for that. In keyword look at ferdinand for defensive suport or my new favorite crockett for offensive support. OOK look at Candy, she help the crew by draining resources and providing a very different vector in the crew; bonus that Cojo can throw her aura wherever you want it.

Speking of mighty joe young, Cojo is crucial to the crew. His movement schenanigans and damage output are in high demand. Rougarou can do a little of the same tricks and so make a great hire (or transform option for myranda if you go with her) also as stated above they make a pretty good cerberus #3-4. 

at least one Will o'the wisp are going to be in most lists, they are that good. The lure is great to have as an option, ambush makes them a pretty good scheme runner, and with perfect camoflage on they become very costly to attack: can't target from 6+ away, can't be charged, if enemy walk+attacks it's at a [-]

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On 11/4/2019 at 7:19 PM, Sharp_GT said:

myranda is good, but not as powerful in NVB as her options for transformation are not a good.

What I dislike of Myranda in NVB is having the henchman vulnerable without SS damage reduction without being able to "patch" that with an upgrade, but I do like most of the NVB options for her. ARC forms are very good, but she has a lot of utility in NBV.

One of the best things she brings as shapeshifter is the healing. If she is in beast form, she may perform shapechange(Myranda) and then Beast Shape(Mend Self) for 3 to 5 healing at a cost of 1 or 2 cards and the bonus action, that's a lot of healing. She may also give herself a head start for upgrades giving up the beast form in turn 1: in turn 1 she may use Aspect of the Wild before Marcus start handling Mutations, so she may be in beast form having 3 Mutations upgrades in turn 2 giving up her 2 bonus actions; something quite valuable too.

About the beast options: I like Rougarou form for her as the main ofensive one (it'd be the equivalent for Sabertooth in ARC), the only concern here is the survival, but with enough mutations it should be hard to kill (which paired with her shapeshifting healing should be enough versus most models). For a more annoying role she may use the Rattler/Grootslang, both have wicked and triggers to make hard or very punishing dissengage from them: Constriction+Reposition(+Poison) or Pull and Drag(+Slow). If Bandersnatch is hired and killed, the webs may be extremely valuable for her, "Seize Prey" is a "At the start of this model activation" so she may both place within 12'' and shapechange back into myranda if her supporting abilities are needed (or just go bananas with the built in onslaught trigger/shapechange into a Rougarou for extra damage). Adze is risky because it's a bit squishy, but the built in drink blood is good to heal her is she find herself badly beaten but still alive.

On 11/4/2019 at 7:19 PM, Sharp_GT said:

Speking of mighty joe young, Cojo is crucial to the crew.

Good point. Cojo Toss is outstanding and his damage with the right upgrades (and combined with Marcus/Myranda) is outstanding so definitely a good choice. However he is squishy for a model that will stay in the thick of the battle, and quite expensive so he requires some finesse. The use as a Candy deliverer is genius tho, I have to try that XDD.

On 11/4/2019 at 7:19 PM, Sharp_GT said:

at least one Will o'the wisp are going to be in most lists, they are that good.

Yeah, Wisps are amazing, and they can even grow into an Azde if something is killed near of them.

Also Distracting Illusion is a legit target for the Doppleganger to copy, 2'' range is enough to keep her Disguised versus most models, Stunned plus Distracted cripples hard and the triggers are pretty good.

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Talking about purple Marcus, check this list out (untested):

  • Marcus, Jackalope, Myranda(IR), Widow Weaver, Bandersnatch(IR), The Scorpius, Paul Crockett, Will o' the Wisp. 4SS cache.

The ones familiar with Dreamer will probably see the idea of behind this list. WW and Bandersnatch are great models on their own, but they really shine together.

In turn 1 Bandersnatch will be used to set up a forward web for the WW, which will let WW place around 14'' from the deployment zone, she will set up a forward web for the Bandersnatch (so she may do the same in turn 2) and will go to score or do whatever needs to be done. Doing it this way Marcus will have time to put 2 Upgrades (Horns+Armored) in the Bandersnatch before her activation of the second turn. Thanks to IR, it's simmilar to have a Bander with Horns, Armored and Wings). Both spiders may control a big area and move quite fast, something useful to both scheme/do the strategy or hit enemy models left behind. Plus they will create a lot of severe terrain, ignored by the whole Marcus Crew (but Crockett)

Myranda will get the same upgrades than the Bandersnatch (plus 1 extra thanks to her "Aspects of the Wild" to be able to take her place if she dies, but these will be also useful in Rougarou form. She may also turn into an Adze if some reposition/lure shenanigans are needed or into a Grootslang is some model need to be keep in place. She is intended to be a beater in Rougarou form as the WW will be a more utility piece, but she may be a Wilcard.

Widow Weaver is there mainly for the webs, doubling the amount of webs around will be annoying for the other team. But it also enable some cheeky tactics. Placing a web around 8.6'' away of a model will let Bandersnatch to place in that web at the start of his activation and charge that model (something scary in this list with a built in onslaught trigger). It also enable a very effective kidnapping combo if the one placing is Widow Weaver (in that case the web would need to be placed a bit closer); WW chaining "into the dream web" trigger with Terrorize may place a model 8'' away and then use Terrorize to send it directly toward his team (so a 13'' displacement asuming movement 5). In a Nightmare crew that model will be happily welcomed by Teddy or LCB, in this crew a Rougarou will be the one hosting; extra points because in this crew Henchmans aren't that safe of this tactic because the scorpius may disable the  SS usage. But it may also be keep in place by a Grootslang if something like Kidnapping want to be scored.

Another advantage of WW is the Bandersnatch used as a beatstick in this crew; that may generate some stuffing tokens and let her summon some stitcheds/dolls. This summoning tactic shouldn't be her main focus, but if she may stay near of models about to be killed by the bandersnatch it'll be great; this will also make extra risky for the other player to send models to deal with the spiders, if these models are killed the Marcus player will also get reinforcements (potentialy behind enemy lines). WW is a bit squishy and cannot get mutation upgrades so it has to be played with caution.

The scorpius is a great beast and will benefice from so much poison around, also helping to take down SS users by disabling the SS usage (but it may be swaped for a sabertooth if a more mobile piece is needed or for Vogel for extra support). The Wisp will be handy to lend a hand wherever help is needed, being it reposition allies/foes or scheming and if an non minion is killed near of him, it'll grow into an Adze; but as happened with the WW this isn't its goal, but it's welcome if that happens.

Paul will keep the distance and will shoot models engaged by beast-shaped Myranda or Bandersnatch. The great thing about the Bandersnatch is Paul may trigger her attack even if she is buried. If the bandersnatch may bury, no reposition ability will help the model with the Shadow Lair upgrade if Paul may shoot at it. Another little trick with the Bandersnatch: when buried, she may charge to trigger the charge through of the upgrade (but not charging is another option to trigger the shielded from the armor upgrade if that's more valuable)

The 2 wings upgrades will go in different models than the Bander/Myranda, ending with 4 models with Buterfly jump, something that may be quite awful for the other player.

 

The above probably sums up quite well Purple Marcus, a style much less "in your face" than the ARC counterpart. In ARC Marcus seems to play more like a hunter where attuned sabertooths and the Blessed are very mobile treats and models like the rider may multiply that agression. Purple Marcus seems to lose some of that ofensive potential, but it gains a lot of tricks up his sleeve (lots of lures, more control, severe terrain, abilities to wildly misposition enemies...) and more synergy with the faction than blue Marcus (ARC is much more construct focused than NBV). I'm not sure how competitive Purple Marcus is, but it seems quite different from ARC Marcus...

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1 hour ago, Ludvig said:

If you stun a rougarou it's going to cost an action to shrug off the stunned so you're really only wasting a lot of your own resources. 

Bonus actions only counts as normal actions while it is stunned. When the stun is removed that action will count again as the bonus action.

Quote

If a model would gain or end Fast, Slow, or Stunned (pg. 29) during an Activation, the effects of the Condition come into effect immediately and are ignored as soon as the Condition has ended.

 

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26 minutes ago, Ogid said:

Bonus actions only counts as normal actions while it is stunned. When the stun is removed that action will count again as the bonus action.

 

Yes but when you declare and spend ap for that bonus action it counts as an ap towards your allowance. After you removed it you still spent one of your three ap? Or does it not work like that anymore?

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31 minutes ago, Ludvig said:

Yes but when you declare and spend ap for that bonus action it counts as an ap towards your allowance. After you removed it you still spent one of your three ap? Or does it not work like that anymore?

Doesn't work like that anymore. Now it just tracks how many actions you've taken, and when you hit your limit you're done.

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3 hours ago, Ludvig said:

Yes but when you declare and spend ap for that bonus action it counts as an ap towards your allowance. After you removed it you still spent one of your three ap? Or does it not work like that anymore?

It doesn't work like that anymore. It was discused a while ago in the rules forum:

https://themostexcellentandawesomeforumever-wyrd.com/topic/147035-stunned-in-the-middle-of-an-activation/

 

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4 hours ago, Ludvig said:

Yes but when you declare and spend ap for that bonus action it counts as an ap towards your allowance. After you removed it you still spent one of your three ap? Or does it not work like that anymore?

Ur thinkin with your M2E brain. M3E doesnt have AP, you dont generate AP, you dont spend AP. Its why Fast and Slow work the way they do thos edition, because all you do is declare actions

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On 11/4/2019 at 1:57 PM, Ogid said:

One of the best things she brings as shapeshifter is the healing.

A very good point. She can use her defensive buff and transform to heal when she gets too beat up. Also her healing action will often help a lot considering how many mutations will be on your crew.

On 11/4/2019 at 1:57 PM, Ogid said:

About the beast options: I like...

so the trouble I have will her options in NVB, outside of the rougarou, is that you're either trading way down in value, or turning into a model that you don't get the advantges of. Basically grootslang and bandersnatch are only a good option if you hired them origianlly and they died sometime in the game, since you don't get the markers when myranda transforms and bandersnatch you have to wait until the next turn to do its best tricks. Adze is fast, but as you said super squishy, and not any more dangerous. Once again you've reminded me that the rattler doesn't suck; myranda can turn into a snake and get four inches of free movement at end of turn which could clinch a point here and there.

also, yes, shrugging off stunned works the good way. Giving fast to a rougarou with candy's bonus action would work, albeit you would do it last so you have to wait until next turn to get the advantage

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On 11/6/2019 at 4:40 PM, Sharp_GT said:

so the trouble I have will her options in NVB, outside of the rougarou, is that you're either trading way down in value, or turning into a model that you don't get the advantges of. Basically grootslang and bandersnatch are only a good option if you hired them origianlly and they died sometime in the game, since you don't get the markers when myranda transforms and bandersnatch you have to wait until the next turn to do its best tricks. Adze is fast, but as you said super squishy, and not any more dangerous. Once again you've reminded me that the rattler doesn't suck; myranda can turn into a snake and get four inches of free movement at end of turn which could clinch a point here and there.

Haha, it's true, it's was you also in the other thread with the Rattler :P

For me what myranda loses in beast form in NBV is safety and ofensive potential through SS, but she gains a TON of utility.

Her choices in ARC are basically Damage (Sabertooth, Blessed, Bear at low Wds with Horns) and Resilience (Bear, Blessed), her only utility choice would be the Scorpius to disable SS and triggers (which is a soft control and basically enable other model to deal... damage!) and maybe engage things in bear form with 2 range (another soft control effect); so she is basically a hammer/scalpel in beast form in ARC. The big advantage is she is much safer thanks to Soulstone Cache because if she bites more than she can chew, she will have her cache backing her up. Plus an Attuned sabertooth with the empower aura is one of the scariest things in this game hands down; this has little utility for NVB, but if someone is curious about a crew around the attuned sabertooth idea, I leave here a link for an ARC crew with Myranda as the leader.

The lack of SS cache in NBV make her a regular minion/enforcer in beast form; so if the player miscalculates, she is dead and there is nothing the player can do to prevent it. The way to mitigate it in NBV is the IR upgrade, it offers roughtly the same defensive value than the Wings upgrade, so in turn 2 she may be fully defensively buffed (IR, Camouflaje, Armor) and she may also have 1 offensive mutation of choice (Horns/Serrated); this can be used to let her or any other model reach his max potential a turn sooner than in ARC (for example spinballing a sabertooth with IR plus Camouflage in turn 1 instead of waiting to turn 2 where he could have Camouflage plus wings)

Quick breakdown of each relevant NBV choice:

  • Rougarou: Mix between the Bear and the Cerberus, slightly less tanky than the bear and slightly less hitty than the sabertooth versus unarmored target (but better handling armored targets) so this will cover the default ofensive/defensive choice. Versus low Wp minions she may also inflict slow and push them away, but that situational.
  • Bandersnatch: This gal with horns is dangerous, 8 min damage and 4 poison over 4 attacks just with weak damage is no joke, if she stays more than 1 turn the Bury mechanic make him imposible to get rid of for her target. But this has a hidden utility unlocked by hiring WW into the crew. Both "Seize Prey" and "Shapechange (Myranda)" are "At the start of the activation"; WW let Myranda have an incredible mobility using the webs at the start of the activation and then shapechange back to use her support abilities in any beast near of a web, transforming back into the Bandersnatch at the end of the activation to be able to jump the next turn where needed.
  • Rattler: Constriction alone make quite hard disengage for it, especialy considering it also has Deadly pursuit to engage again at the end of the turn. But it's also Wicked so a model trying to disengage will get a good bite in the ass for his troubles and as it will be at:-flip, it's not that hard to get the Reposition trigger or more than weak damage. This is a very good choice to keep a non hitty model engaged; but I won't try that versus a dedicated beater tho. This is also a nice runner, Mv6 deadly pursuit and ambush make it very fast.
  • Grootslang: Another Wicked model, but this one with a bigger Wds pool (10 for only 8SS), an attack with slow and a 2'' engagement range, which coupled with the 50'' base will make him cover a good area. For the Grootslang is harder keeping someone engaged, but slow is much more punishing than poison for a disengaging model. Slow on demand in a 2'' range is amazing and this is a very good choice to keep dangerous model controled (slow it and engage at max range for a very akward enemy activation for non 2'':meleemodels). His mobility is cool, but he offers much more than that.
  • Adze: As happens with the Wisps this guy with camouflage is a nightmare to attack for most models and the extra endurance the mutations coupled with his drink blood make him a very durable and annoying model, though his damage isn't that high. But the best part is his utility, Lure stat 6 with Quick Reflexes and Quicksand as triggers and his distracting aura... in the best scenario she may lure 3-4 models in a turn with the right trigger or hand out a lot of slow and distracted. With Flight, Mv7 and Ambush this is another very fast beast.

The mobility of the WW+Bandersnatch combo is something she doesn't have in ARC (she does have good mobility with the jumps if she stay in beast form more than 1 turn tho). The Wicked models are also something exclusive from NVB; she may be hard to kill in ARC, but she cannot mess as hard with other models during their own activations (plus see the Azde trick below*). Stat 6 lure (plus Distracted if the enemy gets near of her) or Slow on demand is amazing and also something exclusive of NBV. In ARC she has the SS reduction, but she cannot heal as she can heal with Azde in NBV (and an Azde with the "defensive trinity" upgrades is not that easy to kill) and on top of that she can still hit very hard as a Rougarou or Bandersnatch (but not as reliabily as a attuned sabertooth tho). In NVB she is a swiss knife in beast form.

*Another little nasty utility trick is using Adze form if she is near near of models about to be attacked by beasts with pushes (Rougarou/Cojo/Bandersnatch), each push counts as movement so each attack will trigger the "Shimmering Lights" aura and will give the target Distracted+1 per attack (this is useful also when fighting around Wisps), Adze ans Wisps made also good landing zones for models thrown by Cojo for this same reason.

 

The great thing is all the choices she gets when combine these. For example a random scenario: let's say a sabertooth in a flank is being pressured by 2 models and is clearly going to lose that flank, she is more than half a table away in Bandersnatch form but a web was placed by WW near of that flank before (or that same turn). She could use that web to place herself about 14'' away of her position (12+2'' marker), shapechange into Myranda, heal the sabertooth once, turn into a Grootslang (note these 2 placements also give her 3,2'' free movement) and charge engaging the 2 models at max range (in the best case scenario around 24.2'' away from her initial position). This charge will put slow in one of them and threaten the other with the same crippling effect if it tries to disengage later thanks to wicked. She almost crosed the table to reinforce a flank, healed a key model (and herself from 2 to 5 with both changes) and controled 2 models which will let that Sabertooth engage in his terms later (and she may help to finish them the following turn shapechanging into Bandersnatch or Rougarou). That's a very high impact move that could win that game securing the outflank points about to be denied from a mile away.

The TLDR would be as said above: losing the cache hurts both ofensively and defensively, but the utlity she brings in NBV is unparalleled.

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