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McMourning - Strategies, Lists and Questions


AndyP.

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Hi everybody!

As promised I'm back in a different thread with some questions about my way (sure there is something wrong in my approach) to play the doctor.

Talking about lists usually this is my default:

McM 4+

+Moonlightning 1

+Transfusion 1

+Decaying Aura 2

Sebastian 7

+Those are not ours 1

+Transfusion 1

Zombie Chiuhauha 2

In this case I have a problem, McM with Transfusion is difficult to have a single activation poison bomb just with McM. So I thinked to switch Transfusion to another model but I don't have any idea on who i could apply it. Than I want to attach something more to McM to make him better again but again I have too much choice and only 1 free slot :)

From here I usually take:

Nurse 5

Nurse 5

FC 6

FC 6

My strategy is to pump poison in FC with Nurses and increase with Chiuhauha. While the master or some dangerous enemy model is close enough to McM or Sebastian and Chiuhauha i try the bomb.

I have quite understood how to do that correctly, my problem is use schemes in match.

I usually have problem to gain VP from them.

First of all sometimes i forgot them, but I'm also not able to use correctly my models to create markers and gain control of the table.

Do you have any suggest for me?

I know that Canine Remains are good to fill the table but i have to hire them istead of the FC and I feel to be in disadvantage if i not hire them from the begin.

Thanks to everybody for your help and suggest.

Cheers!!!

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Your problem setting up "the bomb" on McMourning is understandable, since both Tranfusion and Expunge are 0 actions, he can't do them both in a single activation. A great alternative upgrade wold be Plastic surgery, then get some poison on McMourning somehow (you have lots of options there).

Plastic surgery plus Sebastian's Catalyst aura means McMourning gets 5" pushes at the beginning AND end of the turn. Also it works VERY nicely with McMourning's Rancid Transplant ability if he wants to stack poison while working alone.

Also, as far as canine remains vs. flesh constructs, that really boils down to scheme selections. I always like to run with at least one hired flesh construct just so I have a ready source of poison counters from the beginning, but Canine remains are good scheme runners as well as playing nicely off all the poison around.

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Rafkin is a good choice for that transfusion you want to take off McMourning. He plays quite nicely with all the poison flying everywhere.

Take a look at Guild Autopsies, also in the beta with Rafkin. Cost the same(?) as a canine remains, comes with all the poison of a Flesh Construct. Should give you some good choices depending on what schemes you end up with.

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I'd suggest hiring some Necropunks for objectives, also Evidence Tampering is an important one for denial.

Also, don't overlook one of McM's other REALLY important (0) actions, Injection. The power of this cannot be understated when considering his objective grabbing capabilities.

McM is one of (if not) the best masters at having access to the right tools for completing and denying schemes/strats from opponents.

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Do not place Transfusion on McMourning. Place Transfusion on Sebastion or anyone else, really. Nurses are some of the best models in the game--use them. Combine with a Freikorps Specialist to keep your guys moving as necessary after a heal. I'm not sure this will help, but I consider this to be the quintessential 50ss "Fluff List" for McMourning. It might be good to learn his mechanics off it.

2 McMourning, Cache 6

+1 Plastic Surgery

+1 Moonlighting

+2 Evidence Tampering

2 Zombie Chihuahua

7 Sebastian

+1 Transfusion

6 Flesh Construct

6 Flesh Construct

5 Nurse

5 Nurse

4 Canine Remains

4 Canine Remains

4 Canine Remains

If you want to deviate from the fluff, trade something out for the Freikorps Specialist. Nurses are control pieces / clutch healing. Sebastian is a melee brute and Transfusion junkie. Canine Remains are objective runners / anti-objective-runners. McMourning is there to assist his crew and attack from any angle he will be safe again afterwards. Flesh Constructs are your vanguard.

Expect to get "The Bomb" off once per game at most. Usually, the threat of the bomb is better than the bomb itself. It sounds like your big issue is less model synergy, and more getting into the mindset of Malifaux. Absolutely everything you do should be about completing schemes/strategies or denying your opponent their schemes/strategies.

Edited by SoulG
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This is the core crew I always take with McM (50ss game):

Resurrectionists Crew - 50 - Scrap

Dr. Douglas McMourning -- 5 Pool

+Moonlighting [1]

Zombie Chihuahua [2]

Nurse [5]

Rotten Belle [5]

Sebastian [7]

+Those Are Not Ours! [1]

+Transfusion [1]

The rest of my Crew depends on my opponent declared faction, strats an schemes. Usually I add something that benefits from poison but most important is to have a look on strats, schemes and faction.

Never go in a battle without moonlighting on McM. All the other upgrades can be good but you dont have to pick them everytime. I complete the core with canine remains, fleshys, rafkin, autopsys, crooked men, Necromancy, Bete and additional upgrades. But as said before, never take transfusion on McM. He is busy with his 0 actions already especially if you add scalpell slinging.

I dont get the chance to use my poision bomb every game. My enemies fear the fleshy, fully loaded with poison. They will try to avoid it, kill it, or remove the poison from it, or themself. If they do you can have a look on your schemes and get vp or just be happy that theyre focus your meatshield.

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Thanks to everybody for your help!

Just few questions:

1. Belles are nice with lure, but isn't better a second Nurse?

Only one should die really quick and I wouldn't like this.

2. What do you think about this 25SoulStones list?

McMourning cache 4

+Moonlightning 1

+Plastic Surgery 1

+ On the clock 1

Sebastian 7

+Those are not ours 1

+Transfusion 1

Nurse 5

Guild Autopsies 4

Canine remains 4

25/25

I put an Autopsies to have a lower cost poison bomb and a canine to create more dogs on the table from the first turn.

Should be good?

One doubt is: can I take On the clock upgrade if I'm playing as Rezzer player?

Other doubt: should I have a good match without Chiuhauha? Or it is too helpful to don't be hired?

Thanks in advance guys for your help.

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1. A Rotton Belle adds some new abilities to your crew. Your enemy will try to avoid your poison bomb - the belle will help you to get him where you want him to be. Furthermore they have 8 wounds and can work as your meatshield.

Another nurse wont help you that much. Nurses need cards with the right suits to use their triggers in the right way. And nurses wont die that fast. Theyre good protected => good def and a defensive trigger.

2. Ressers cant pick on the clock.

On 25 ss I would recommend you not to pick plastic surgery and rise your ss pool. Or envolve the Autopsy to a Flesh Construct. Or even better: Get the Chiuhauha! He is a cheap activation (which is important on 25 ss) and can spread poison easily. Ill never go to battle without my sweet zombie dog.

3. If you have enough models you can choose from: Look at strats an schemes and then make your list. Dont focus that much on the "poison bomb". The bomb is a nice thing but you want to win and not to launch the bomb.

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I think evidence tampering is a must take- I know he's already got two amazing 0's (transfusion, and expunge) but a fourth melee attack, one at range 6" with the potential to move you into base to base is stellar.

I also love playing a "Scent of Death" list- where you bring Sebas with the dog summoning ability, nurses, rafkin (who you roid up with nurses turn one), and shikome. Summon some dogs up as you go, and you're just teeming with 1ap charges, and poison spreading attacks.

Also- if you put transfusion on rafkin, his utility goes through the rough. Have the nurses just pump him FULL of poison, effectively gives him regen 1, and if he's about to die, he can target himself for a full heal, wiping his poison off. He can take poison off other models for himself to keep his stacks high. If he doesn't need to heal, he can use transfusion to set up the Abracadaver expunge bomb.

Or he can transfuse his poison onto a friendly, and heal THEM full.

The choices! THE CHOICES!

ENinja

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I think evidence tampering is a must take- I know he's already got two amazing 0's (transfusion, and expunge) but a fourth melee attack, one at range 6" with the potential to move you into base to base is stellar.

McM 0 actions are expunge and injection - not transfusion. And as youre said theyre really amazing. I wouldnt say evidence tampering is a must. Especially not on 25ss were youre ressources are limited. I think the advantage of evidence tampering depends on the chosen schemes (are there any enemy scheme markers?). And the enemy crew.

In addition McM can use Rancid Transplant to move into base contact if needet.

Also- if you put transfusion on rafkin, his utility goes through the rough. Have the nurses just pump him FULL of poison, effectively gives him regen 1, and if he's about to die, he can target himself for a full heal, wiping his poison off. He can take poison off other models for himself to keep his stacks high.

How can rafkin give something a full heal? His (0) Preserve heals 1/2/3 dmg and cant heal full.

Or he can transfuse his poison onto a friendly, and heal THEM full.

Since transfusion is a (0) action and preserve (0) too it would take two turns to heal the target 1/2/3. The only way for full heals I know are the nurses for the price of paralyzed.

he can use transfusion to set up the Abracadaver expunge bomb.

Thats it! It works better with sebastian because he has accomplice but sebastian needs a poison carrier next to him. I prefer to carry the poison bomb on a flesh construct because Rafkin is already a target of the enemy. And I dont want the enemy to focus rafkin. I want the enemy to focus my flesh construct and then get focused by Rafkin ^^.

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Also- if you put transfusion on rafkin, his utility goes through the rough. Have the nurses just pump him FULL of poison, effectively gives him regen 1, and if he's about to die, he can target himself for a full heal, wiping his poison off.

I think he still only heals 1 doesnt he?

Mithridization says - when this model would take poison damage, instead it heals 1 damage

So a 9 poison expunge on himself wipes the poison off him and only heals 1, right?

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I think he still only heals 1 doesnt he?

Mithridization says - when this model would take poison damage, instead it heals 1 damage

So a 9 poison expunge on himself wipes the poison off him and only heals 1, right?

Expunge does damage equal to the value of a model's Poison condition, but it's not actually Poison damage. If Rafkin or an Embalmed model is hit with Expunge, it would take damage just like any other model.

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Ah yeah!

So it still doesn't work, just not for the reason I said!

Do you mean that this damage is not the result of the Poison condition so you can't heal and you receive the damage?

Correct?

_________________________

Ok, another question:

I'll have a Tournament on March and hope to win something :)

Is 40ss pool single list without possibility to change it for each match.

This is what i thinked following also some of your advices :)

McMourning 4

+ Moonlightning 1

+ Plastic Surgery 1

+ Evidence Tampering 2

Zombie Chiuhauha 2

Sebastian 7

+ Transfusion 1

+ Those are not ours 1

Nurse 5

Nurse 5

Flash Construct 6

Canine Remains 4

Rotten Belle 5

40/40

My tough is to be more versatile as possible.

I have one CR on field to create others as Marker runner, possibility of the Bomb, Belle to lure my models and enemy models, meat shield and some upgrades on McMourning to stole markers and be faster than my opponent.

SuggestS and opinions are welcome as always :)

Edited by AndyP.
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McM 0 actions are expunge and injection - not transfusion. And as youre said theyre really amazing. I wouldnt say evidence tampering is a must. Especially not on 25ss were youre ressources are limited. I think the advantage of evidence tampering depends on the chosen schemes (are there any enemy scheme markers?). And the enemy crew.

In addition McM can use Rancid Transplant to move into base contact if needet.

How can rafkin give something a full heal? His (0) Preserve heals 1/2/3 dmg and cant heal full.

Since transfusion is a (0) action and preserve (0) too it would take two turns to heal the target 1/2/3. The only way for full heals I know are the nurses for the price of paralyzed.

Thats it! It works better with sebastian because he has accomplice but sebastian needs a poison carrier next to him. I prefer to carry the poison bomb on a flesh construct because Rafkin is already a target of the enemy. And I dont want the enemy to focus rafkin. I want the enemy to focus my flesh construct and then get focused by Rafkin ^^.

Yeeep. Ya got me. Didn't have the cards in front of me and forgot some details. Thanks for pickin' that up.

While his heal isn't quite as strong as I remember it, I still think the number of choices he has makes him a very flexible member in a very flexible crew.

ENinja

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Agree with the above poster. Keep a core list of models but always have multiple plans. Schemes and your opponent's choices will almost always change who and what you play. This game is all about flexibility and coming from more traditional wargames, that is probably the hardest habit to break.

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Guys I know that build a list before see strategies is really hard and not the main purpose of that game but this event is a sort of test for us and we'd like to have a tournament where players can study very well theyr models stats and abilities before playing. We are all beginners instead of someone that play for a longer time.

Don't want to be polemic, but if this is the restriction of the tournament I can't modify it.

So this would be my starting point.

Said that I'd like to know from Ausplosions, why you think second nurse is not necessary and which model should substitute her.

Thanks for your comments guys. They're really appreciated from a beginner.

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McMourning and Co are more than capable of throwing enough poison with just the one nurse.

I would drop it and take either :

A second Belle.

A Dog and extra SS.

Or

Drop the nurse and FC the and take another belle and another Canine and 2 more SS.

Yes effectively you're right. I put the second one in case my opponent will use a shooting crew.

Just to have more possibility to have one of them alive till the end of the game.

But I like idea to have a second Belle to use lure against enemies or my models ;)

Another point of my choiche is to fill up the FC from the begin with a very huge amount of poison to have a serious problem for my opponent from the first turn of the game.

I'll try both version with 2 nurses and 2 belles and than I'll let you know if your approach is better than mine :)

Thank you for your explenation.

Someone have more advices for a Resurrectionist beginner?

I've really a lot to learn from people that have more experience than me.

And I want to do all my best to learn how to play nice and properly my Ressers ;)

Edited by AndyP.
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