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First impressions: McMourning.


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I've played a few games with McMourning now! So thought I'd share some of my first impressions.

My list for the last two games was this, to get a feel for the keyword:

  •   Dr. McMourning
  •   Zombie Chihuahua
  •   Sebastian
  •   Rogue Necromancy
  •   Kentauroi
  •   Flesh Construct
  •   Nurse
  •   Little Gasser

This gave me a feel for most of the things in the keyword other than Rafkin and Autopsies (which I don't own Rafkin so is fine).

Overall, the keyword just screams "Staying Power!" I've had a lot of crews where I wish I had a bit more staying power for grindy, attrition-based games, and this crew seems like it is definitely good at that. Between high health pools, huge stats on their attacks, and burst heals for 5 supplemented by a lot of incidental healing, the crew can just GRIND.

So far I've been playing casually, so have been doing the little gasser, chihuahua, and nurse all super-stack poison turn 1, so my crew ends up with 5-10 poison each by the end of the turn. Has felt like the perfect amount of poison, but I know it probably isn't competitively viable to do this way because the whole crew would get blasted.

Sebastian - one of the weakest pieces of the crew, I like him as a backup support piece for blood poisoning in case chihuahua dies (and of course, it dies easily). But then by the time chihuahua is dead, not sure you need blood poisoning in the crew. Could be cut for sure.

Rogue Necromancy - the scariest piece of the crew after McMourning. Stat 6+ and sometimes as much as 20+ health over the course of the game just makes this an absolute monster. Projectile vomit is a big factor for this model in my Molly crew, but here I find it is just a melee monster as soon as you can get it into melee.

Kentauroi - pretty useful, but unsure about it. It's as squishy as a flesh construct, and roughly the same speed. It does have some superior tricks (like carrying someone with Ride With Me), and I like running it on a flank after an initial skirmish and it loses its poison stacks to blood poisoning.

Flesh construct - just straight up a great piece. 3 attacks at stat 6 is very good for this cheap a model, and the option to vomit is really solid as well. Not to mention it can scheme run really well with 3 AP. It is just very solid all around, and I'd try to fit more if I could.

Nurse - absolutely wild. EIGHT useful triggers with Tools for the Job to guarantee them (and the daze trigger is just built in?? That's one of the best triggers in the faction and it is built in??). These are wild, I suspect a 'proper' McMourning crew runs two of them.

Little Gasser - for four stones, it does a fair bit of work. 3 poison to everything else turn 1 (so that's ~15 useful poison) is already a fair bit of value. Then it is quite a decent scheme runner once your crew is tying them up.

Chihuahua - blood poisoning. Absolutely critical piece to the crew IMO, but I imagine savvy opponents will prioritise killing it asap.

McMourning - a 4ap, melee monster that heals for 6 damage a turn. What else is there to say?

 

My overall impression of the crew is that it is very similar to Nekima in Neverborn. You want to throw McMourning into the enemy turn 1, and then take care to use him in a way that keeps him part of the action without dying. Between McMourning and Rogue Necromancy tearing them apart, it isn't as big a deal that your crew is so squishy (and you can just blood poison back 5 health at a time anyway). You can usually find a bit of breathing room to go get stuff done with your crew as the fight grinds on.

What do you think? Have I got my head wrapped around McMourning, or do you have different thoughts?

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I like the Kentauroi a lot because of the mobility and 2" range.  Most of my games I would run 2 over Necromancy to get Sebastian and McMourning farther up the field turn 1.  With the changes to Focus/Distracted, I think I'll try Necromancy more often.

 

I'm also a big fan of gassers.  I try to run 1 in every McMourning list.  One of my favorite scheme runners in faction, though I haven't played Molly yet 😆

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I really find it odd that Kentairoi aren’t unimpeded!

They have horse body’s after all. But hey for me it’s a fluff thing and for the game it is balancing so I am ok with that.

but didn’t you having trouble getting them where they need to be? Or maybe our tables have too many forests or other severe terrain 😂

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6 hours ago, DerSkalde said:

I really find it odd that Kentairoi aren’t unimpeded!

They have horse body’s after all. But hey for me it’s a fluff thing and for the game it is balancing so I am ok with that.

but didn’t you having trouble getting them where they need to be? Or maybe our tables have too many forests or other severe terrain 😂

Yeah, the lack of unimpeded really makes it tricky! There were so many forests in my last game xD

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So McM is my joint fav master (you can guess the other from my avatar) - I moved from Guild to Ressers for him really.

He is strange in Ressers.  Its a faction with great mobility/teleportation, but what McM and co have is raw speed in spades. Yep, not going to have unimpeded when you can get most of the crew moving over 12" a turn if you really want to.  I think he has been overshadowed competitively by Von Schtook, as in both crews can take damage and deal it out as well, but with Undergrad changes I think there is more space for him.  McM will likely be my go to pick for 'Break to Line' for example, when I am more likely going Schtook in Turf War.

Couple of questions which I pose, not because 'you need to answer them' but I hope help you think through how you want to use McM and co per game and per turn

* Do you want to use McM's speed and killing power to remove a minion a turn, or use him to support the crew with blood poisoning and/or rancid transplant this turn?

* When you are activating Seb, do you have enough corpse markers and cards to raise dogs, or do you want to create more corpses with his stat 7 melee attack?

* How much during the game do you want to use Catalyst or blood poisoning? They demand different uses of poison, and how you pump/top up poison on them. Remember Zombie CC has Blood Poisoning as well [and I personally always forget this]!

* Yes how much poison you want by start of turn two is good to figure out.... but how much distracted instead of damage do you want on your opponents by end of turn 2?

* As much as I love Kentauroi and Flesh Constructs.... when do you expect to use Autopsies,Gassers, and even Dogs as hires (not sure about the last one).

* Yes never leave home without a Nurse, but when would you take two?

I hope this all helps (?).  I may not always win with the Doctor, but I always do have fun!

 

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6 minutes ago, HowNot2Wargame said:

So McM is my joint fav master (you can guess the other from my avatar) - I moved from Guild to Ressers for him really.

He is strange in Ressers.  Its a faction with great mobility/teleportation, but what McM and co have is raw speed in spades. Yep, not going to have unimpeded when you can get most of the crew moving over 12" a turn if you really want to.  I think he has been overshadowed competitively by Von Schtook, as in both crews can take damage and deal it out as well, but with Undergrad changes I think there is more space for him.  McM will likely be my go to pick for 'Break to Line' for example, when I am more likely going Schtook in Turf War.

 

Funny, I've been thinking he might end up being my 'Break The Line' master, so it is good to hear that echoed by others. Good questions, I'll have a stab at my initial impression (but I don't really know a solid answer yet)!

7 minutes ago, HowNot2Wargame said:

* Do you want to use McM's speed and killing power to remove a minion a turn, or use him to support the crew with blood poisoning and/or rancid transplant this turn?

I definitely like McMourning on pressuring the enemy. That typically involves killing and/or hitting things. He's the last one I want to use Blood Poisoning as a healer with, especially since the chihuahua is so damn good at it!

Rancid transplant I see primarily as a mobility tool (On your heels > doctor's orders = huge movement).

Though I do like using Doctor's Orders on others to reposition them as well. It is SUCH a good ability, basically worth an AP.

8 minutes ago, HowNot2Wargame said:

* When you are activating Seb, do you have enough corpse markers and cards to raise dogs, or do you want to create more corpses with his stat 7 melee attack?

I was excited about raising dogs, but with the Gaining Grounds 2 changes they just seem bad? :(

So far I like Sebastian for the shockwaves initially, and supporting with blood poison heals. Then he comes in and does clean up with his stat 7 attack.

I find that if I send him in early, he dies so fast (especially since he can't blood poison himself!)

11 minutes ago, HowNot2Wargame said:

* How much during the game do you want to use Catalyst or blood poisoning? They demand different uses of poison, and how you pump/top up poison on them. Remember Zombie CC has Blood Poisoning as well [and I personally always forget this]!

My entire style is based around using Blood Poison for burst healing so far. I absolutely love it! I'm not generally concerned about poisoning doing damage to my opponents - I prefer to just spam attacks to get the damage on opponents?

I do find Catalyst turn 1 can help with topping up some of the damage that happens from stabbing my own models with pupper and nurse.

12 minutes ago, HowNot2Wargame said:

* Yes how much poison you want by start of turn two is good to figure out.... but how much distracted instead of damage do you want on your opponents by end of turn 2?

This is a good question, I've not found the balance yet. Probably depends on the enemy crew quite a bit, which is always hard to judge with a new crew! Distracted is really good, though.

13 minutes ago, HowNot2Wargame said:

* As much as I love Kentauroi and Flesh Constructs.... when do you expect to use Autopsies,Gassers, and even Dogs as hires (not sure about the last one).

 

Autopsies I just can't see a competitive use for. Some people like soulstone generation, but I think it is a poor primary reason to hire a model.

Little Gassers I'm in love with. That 3 poison pulse turn 1, followed by scheme running once you tie up their crew? Love it! I think I'll always try to fit a little gasser into my lists.

Dogs I think you would never hire before the summoning changes, but now there's an argument for it. Having a cheap scheme runner to go sort stuff once you've tied up their crew is pretty valuable! But... Why would you grab a dog for 3 stones when you could grab a gasser at 4 stones? Seems a bit redundant (unless you need corpse repositioning).

15 minutes ago, HowNot2Wargame said:

* Yes never leave home without a Nurse, but when would you take two?

I need to try the double nurse lists. On paper it seems super strong, but Tools for the Job gets weaker in multiples so I'm not sure it will work out.

Thanks for your interesting questions!

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10 hours ago, HowNot2Wargame said:

* Yes never leave home without a Nurse, but when would you take two

I don't play McMourning enough to have a valuable opinion, but I'd be tempted to take two Nurses any time I'm running the Rogue Necromancy.

If you can Tools for the Job a mask you can put extra AP through the Rogue Necromancy's attack with Seduction and Small Favor. The attack gets a - from distracted, but the built in + leaves you with a stat 6 beater attack.

McMourning isn't a bad choice either, if you've stacked injured on something stat 7 gives you a good chance of hitting still, and his discard/injure, Precise and Organ Donor are all not triggers so happen even as a trigger generated action. Er, nevermind Small Favor is Non-Master only. 😐

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