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Ortegas or Freikorps?


Hogwart

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The Ortega's tend to revolve around their Family models and are a ranged focused crew that often relies on it's Alpha strike ability.

The Freikorps are well versed at both range and melee and are surprisingly tough. They work very well as a group and are well equipped to fight most any crew.

The Ortega's tend to be more fragile but longer range. But then again, they are Guild so you have access to all the guild models you could also include.

The Freikorps can use most of the Outcast models and generally lack a big heavy hitter but Taylor or Johan easily work for this slot.

So that's the basics, if you want to know more I'd need to know what your looking for out of a crew. But in the end, they are both much different from Gremlins as they are much smaller crews made up of more elite units. So you will feel the loss of each model with these two.

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A quick breakdown of the Ortega box:

The Ortegas

Perdita Ortega (Master) - Perdita is a lot of fun to play. A lot of fun. She's got amazing range (in a single turn she can reach anyone 22" away), has the king of AP bonuses, and a nearly unrivaled Defense. Her (0) action, Quickdraw, is an incredible control ability, creating a 10" bubble around will usually force your opponent to change their plans. Her spells are a mixed bag (does anyone get use out of Bullet Bending now?), but Spellbreaker and Obey are solid spells, with the latter allowing you to move your slower Family models around the board (I use it to get Nino into range). For Triggers, she has Faster'N You (Df-nothing is more fun than an opponent making a ranged Strike, getting hit with Quickdraw, and then getting hit with this trigger when they miss), Anticipation (Cb-Deck milling and card screwing!), and Critical Strike (Cb-An auto +1 Damage, its so good we've houseruled it out of her stats). Then there is her Wp stuff. See the Unseen lets her ignore hesitaters like Harmless, Celebrity, and Pitiful, and Immune to Influence makes her immune to a host of nasty spells.

Nino Ortega (7ss) - Range 16" is awesome. A 7cb is awesome. A (0) spell that lets you check range and get a +2cb is awesome. He's the main Ortega that gets included in non-Perdita lists. His Triggers are Trigger Happy and Headshot, both top notch. Watch the look on your opponents face when you pull a Crow for your strike.

Santiago (7ss) - Santiago is an excellent ranged piece, who gets even better when he gets hurt. He's like some kind of Gun Hulk. And taking him down is hard. He's got Bulletproof 1, Slow to Die, and a (0) spell that lets him do a healing flip. Offensively, he's excellent. Paired Peacebringers more than make up for his average 5cb, and (2)Rapid Strike and his Trigger, er... Trigger Happy, let him throw lead all the time. All of the time. Honestly, I like him even more than Nino.

Francisco (5ss) - My favorite character in the setting, but a little less useful than the rest of his Family. I field him as a support piece for Santiago, there to keep enemies in place with Menace, and bail him out when an enemy ties him up in melee. He doesn't tend to stick around at just 6wd.

Papa Loco (6ss) - First off, Papa Loco is not going to get Obey'd into blowing up first turn, destroying all of your friendly models. That's a boogey man tale told on these boards. Yes, when enemy models can control his actions, you have to play him a bit more carefully, but he's not the albatross many make him out to be. What he is is a swell board control piece, whose Dyamite ranged attacks are excellent at breaking up clumps of foes. When the time is right, you can send him towards an important figure (or figures), and have him detonate for a good deal of damage.

Ortegas as a whole: Each of them has the trait Family, and Companion (Family). This lets each of them act as a team, activating one after the other. It is a game winning tool, but must be used properly. Activating all of your models together gives your opponent free reign of the board when you're done, so be sure to save Family-ing for when your objectives are in sight.

Edited by Jonas Albrecht
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As for the Freikorps, I have only really studied Von Schill, and that was from across the table. He has many tools at his disposal, but the one I am most impressed with is this: He gets to fight enemies on his terms. (0) Assisted Jump plus two solid weapon blocks means that he can engage enemies where they are weakest, in melee or at range. And he's a better undead killer than Lady Justice.

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If you intend to continue expanding your Malifaux collection, Friekorps would be the better purchase in that they can work with most masters and thus enable you to branch out in any direction more easily. If you want to lower your incentive to buy more masters from other factions, the Ortegas are the better option.

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Excellent break down on the Ortegas Jonas! Thanks. Any veteran FreikCorp players care to do the same?

Being that they are really new, there are yet to be veterans of the 'Korps. I think this is one of the best reasons to pick them up. Its really rewarding to be able to develop and discover the tactics that make this group shine.

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The korp are also in gremlin faction so during tourneys you can switch it up.

Right at a Pick a faction tourney you can go outcasts and have two very different options to take to the table.

Jonas' Ortega break down is spot on(although I disagree a bit on Papa, I would not take him if you are going against Neverborn, to much of a chance for a Zoriada obey). But I am glad he gave props to Santiago as he is my favorite Ortega.

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  • 1 month later...
Having played both (though a good bit more ortega) I'd say if you want to build out your collection more go with ortega but if you don't plan to buy much more the korp

What makes you say this?

It doesnt seem to me like frieks limit your options much. Esp as you can hire Von Schill as a henchman with pretty much any other master, giving you many many more options to branch out

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If you intend to continue expanding your Malifaux collection, Friekorps would be the better purchase in that they can work with most masters and thus enable you to branch out in any direction more easily. If you want to lower your incentive to buy more masters from other factions, the Ortegas are the better option.

I am going with the same concept but think Ortega's would be better. If you went with Ortega's you could slowly build a guild collection if you wanted to. On the other hand if you went Korps, any addition would then add the corpse and not the other way around. To vary the Korps that much you would need to buy an additional army and then add in a few. If you went guild, you could try out different things in the context of Ortegas and then expand slowly outward.

Also if you went with Ortega I am not sure I would go with the gunslinger, since they have plenty of firepower already, he does not really add as much as I feel he would subtract.

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Ok, I am a Freikorps newbie, but very very fond of them.

So a few nice picks :

- Everyone has Freikorps Armor. Solid. Very, very solid, combined with Stubborn makes model tough.

- Trapper is annoying. Repositiong from LoS after shooting rifle with range 16? Nice!

- Libby - Well, I didnt manage to use her blocking abilities. But as a healer with plus 2 Df aura for 3 ? good buff.

- Specialist - Middle range boogeyman.Everyone fears the flamethrower

-Von Schill - Very hyped model, especially with Fast from student of conflikt.Very good is to move(nimble), shoot /move back or shoot/shoot / reposition/trigger/ and then active trapper who finishes the work.. One free move with jumping around?Better shooter than CC, doesnt work as heavy hitter (yes, as mentioned, you need Taelor, for example)

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