Wednesday 27 November 2019

The Army of the Dead- Middle-earth Tactica

The next of my Middle-earth army discussions focuses on an army that is from the exact same part of the books as the Grey Company, but behaves very differently both on the table and in the movies (because they completely replace the Grey Company in the movies, much to my chagrin). The Dead of Dunharrow are an elite army, but still double the model count of the Grey Company, and rely on a lot more trickery and downright dirty play to function. This discussion I will talk about both the regular Dunharrow list and the Legendary Legion for them, Return of the King. Both have their merits but I personally feel the Return of the King version is almost entirely better purely because it has more options and a better bonus, despite being locked into more expensive heroes.



Army Rules
The regular army rules are quite simple and come from the time before Heralds of the Dead were a thing, matching the other "single hero" armies. The King of the Dead gets the amazing bonus of Harbinger of Evil, which on an army that has Terror and wounds against courage is just insanely good value, and warbands of 8 or more warriors don't need a hero to lead them (one of them is chosen as the leader for deployment). It's good as a bonus, not fantastic but it is something I would make sure to always have when using these models as the Harbinger of Evil is huge.
The Return of the King bonus is similar in that the King still gets Harbinger of Evil, but it loses the warband rule to instead give some other bonuses. You must take Aragorn and the King in this list, and Aragorn gets Anduril for free, but Aragorn counts as a 6" range banner to all friendly Spirits (while not being a banner- important for scenarios that affect this) and Aragorn, Legolas and Gimli can all lead warbands of Spirits in this list. No mount options and no armour for Aragorn, but otherwise the wargear options are the same as in their normal incarnations. This one is not strictly better than "Dead of Dunharrow+allied Aragorn" but it does have some major bonuses to compensate for the things you lose (banner and free Anduril plus being able to lead troops vs mount and armour on Aragorn) so in my opinion the Legendary Legion sneaks ahead.
They also have a few rules they all share with each other, namely Terror (courage check to charge them), Blades of the Dead (they wound vs Courage not Defence) and Spectral Walk (water is treated as open ground). These all combine to give them a real ghostly feel as they should and makes them pretty good in combination with their other abilities.

Models
King of the Dead- The main hero of the Army of the Dead, the King is an excellent lynchpin piece in the crew who will not go down easily. His main draw is bringing Harbinger of Evil with the army bonus so the entire army is both harder to charge and wound better, and this bonus is amazing against most Evil armies which are low courage. His Fight of 5 is respectable but not amazing, although 2 attacks at strength 4 wounding against courage means he should be wounding on 6s at absolute worst, but most often 4s or 5s with his Harbinger debuff. This is also combined with the fact he has Drain Soul so if one wound goes through the target is dead, meaning he is an excellent model to have in combats against low Fate heroes or lower Fight monsters he can instantly kill. His Might is low at 1, but for 100 points with 6 Will and 3 Fate that is by design and honestly quite fair given the rest of his kit.

Heralds of the Dead- a smaller hero option added in Gondor at War, the Heralds are really still something you take after the King because of how much the army bonus and their own rules benefit him. 70 points (75 after shield) buys you what is basically a Warrior of the Dead Captain (higher Fight, Strength, Wounds and Attacks). Although it has no extra Might, they have 2 Fate which should keep them around, and 3 Will that can be given to the King to use as Might points if they are within 3". This is huge if you're not taking Aragorn, because it lets you use potentially 4 times the Might you would have before (even more if you take extra Heralds) so you can do a lot more to affect the flow of the game. They also have Pennants of the Dead which give friendly Spirits within 3" of them Resistant to Magic, which is situational but at the same time well worth having when you need it.
Warriors of the Dead- High defence, Terror and high courage are all things that are excellent to have in any case, and the Warriors bring all 3. Defence 7 (8 after shield) means they are tough to crack and although Fight 3 is somewhat low they make up for it by having Blades of the Dead for when they do wound, albeit not with the instakill of the King. Spears are a great option on them, although the kit comes with only a few, and the banner is a mandatory option in higher point games outside of the Legendary Legion.
Riders of the Dead- Warriors of the Dead with the shield built in, but they also get a special horse that is defence 6 and a Spirit. Being effectively armoured on the horse is nice, especially when the Riders are natively defence 8, but the big thing is that they are faster than anything else in the army so are a great piece to quickly reach objectives or to flank an opponent. At 24 points they are quite steep, but their value is well worth it. The speed is slightly worse in the way that it means they might not always be in the Harbinger bubble like the rest of the army, and almost certainly away from banners, but they are more objective pieces than offence anyway IMO.

The Return of the King Added Options
Aragorn (Strider)- Same as in Grey Company, Aragorn is pretty much the key piece of this army for a few reasons. Being a 6" banner to Spirit models keeps them effective for their higher cost (while not affecting himself, Legolas or Gimli) and his Might stores help shore up the single biggest weakness of the Dead as an army- Heroic Move and March helping a ton. His hitting strength with Anduril isn't as fantastic given Blades of the Dead on everything else, but it does help a lot against higher courage models that you can't just punch through armour. The biggest weakness of Aragorn in this army is no access to armour so he is stuck at defence 5 and thus if he loses fights he is likely to get mauled quickly, but he shouldn't lose fights in most cases with his rules. The most obvious, but also the easiest, trick with Aragorn is to have Warriors of the Dead sit behind him with spears to support, because then Aragorn still gets the benefit of his banner effect and can get cheeky extra strikes through with the spears on important targets.

Legolas- The sniper here is far more valuable than in Grey Company, because Dunharrow have no native shooting without either allying in Rangers (and thus Aragorn, who can also just buy a bow). The benefit of not only having some shooting, but incredibly accurate shooting is a big boon in being able to pick out key pieces and hurt them before lines clash, which is something the Dead can't do alone. Legolas I rate far higher in this army than in Grey Company for this reason because it does so much more that isn't found anywhere else.

Gimli- My opinion on Gimli in the Return of the King list is complete opposite to him in Grey Company because of what is around him. Being a high defence melee damage hero in an army of high defence melee warriors isn't as great as in an army of glass cannons, and compared to Legolas he is really just doubling down on what the Dead already do just with the benefit of being a hero. He's useful against higher courage models, same as Aragorn, but it just isn't enough to justify him in all cases.

Example Lists

400
Aragorn (Strider)
-Anduril
Warband
2 Warriors of the Dead
-Spear
-Shield
3 Warriors of the Dead
-Shield

King of the Dead
Warband
2 Warriors of the Dead
-Spear
-Shield
2 Warriors of the Dead
-Shield
Not high model count, but it's about as good as it gets in 400 points IMO. At this level there will be a lot more cheap models present to bump up break points and simply because it's hard to fit lots of heroes, so your lower model count shouldn't matter too much because it will be highly effective.

500
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
5 Warriors of the Dead
-Shield

King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
Basically the same list as above, but with boosted numbers. Same idea, just with more of it on the table. 

600
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
5 Warriors of the Dead
-Shield

King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield

Legolas
-Armour
Again building off of the last list, this just adds Legolas for shooting where needed. 

750
Three Hunters
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield

Gimli

Legolas
-Armour
Warband
4 Warriors of the Dead
-Shield

King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
The intention of this list is to stay themed towards the initial charge, while also being low in actual purchases. Using only a single box of Warriors plus the heroes you get a full 750 point army that looks good, is thematic and can hold up on the table. 

Riders of the Dead
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
2 Riders of the Dead

King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
2 Riders of the Dead

Legolas
-Armour
-Elven Cloak
Warband
4 Warriors of the Dead
-Shield
Similar list style, but replacing Gimli with 4 Riders of the Dead. This adds some speed and objective grabbing to the army, but can also give some flanking punch and linebreaking when needed as well with the strength of the cavalry. 

Life of Crime- Malifaux 3E Bandit Tactica

Hi again all! Back to Malifaux now with my all-time favourite crew, the Bandit keyword of Parker Barrows. These guys are a bunch of cutthroat outlaws who play like you'd expect, stealing anything they can get their hands on and gunning down anyone who stops them.

Keyword abilities/triggers-
Life of Crime- while not on everything in the crew, it's pretty common and very useful. When a model with this activates it can remove a scheme marker within 4" (any- friend or foe) to gain Fast. Simple, effective and all around just good if you have ways to get markers out easily (and with the bandits, you do)

Run and Gun- quite simple, they can use projectiles on Charge actions. When the crew mostly have guns, this is great because it's AP efficient and helps them move around while still being able to shoot opponents (also to get around cover or concealment)

Drop It!- the tome trigger of the crew, this forces the target to drop a scheme marker of the opponent's in base contact with themself. The trigger is useful to put Fast on your own models (because of Life of Crime) or just to mess with the placement of markers for your opponent (if you make them put a marker in a useless spot but it's within 4" of somewhere they would want a marker, that's a big win)

Gunfighter- A few models in the crew have this which lets them use their guns as melee attacks with a range of 1”. It’s good to stop things from being shut down in engagement and means the models with it can keep shooting, just at what’s closest first

A Fistful of Scrip- On Parker, Mad Dog and Sue, this lets them place a scheme marker in base contact with models they kill. It’s useful to set up schemes if models happen to be in the right place at the right time, but more often it will just be used to feed Fast to things. 

Keyword models-
Parker Barrows- The master of the crew, Parker is good at pretty much everything you want him to be good at. His defensive stats are very good for a master (mainly his 14 wounds) and he has a couple of ways to regenerate Soulstones to keep him going (and the other stone users in the crew). His front of card is pretty standard given his role as the Bandit Master, with Gunfighter, A Fistful of Scrip and Run and Gun but he also brings Expert Shot to always ignore Friendly Fire which is really nice to have, and Draw Their Attention to go into his role as a shooter that supports his crew when he does it. It means when he damages an enemy model another friendly in LoS of him can discard a card to take an Interact action, meaning in interact heavy pools it can get a lot of value out of a crew that already is capable of taking a lot of actions (you can’t score Deliver a Message off it but Plant or any scheme marker is fair game). The back of his card has a lot of text- to be expected on a master- but each of his 4 actions have worthwhile uses and will see play at some point. His Six-shooters are a somewhat low stat 5 with positives, but they get +1 for each scheme marker within 3” of the target which him and his crew will force placement of, and 2/4/5 damage is respectable with his possible 17” threat range on 1AP. The triggers are also pretty good with him having Reposition on a mask to move up to 3”, and Highway Robbery as a version of Drop It! that will always trigger provided he has the tome (it’s enemy only, after resolving so he doesn’t need to actually hit). Highway Robbery then helps set up one of his tactical actions Bandit Raid, which has 10” range and needs a 6 to push another friendly model up to 6” towards a scheme marker in its LoS and then if it is a Bandit it may take a shoot action. It can’t target the same model more than once an activation but it’s a great way to not only get threat extension but also extra shots and putting models closer to scheme markers (which then means Fast). It’s amazing on Mad Dog or Gunslingers because they both have great things that work with it (blasts on Mad Dog, Onslaught on the Gunslingers) and want to be in good positions for shooting. His other tactical action is a bonus with no flips needed, simply a 4” pulse that removes all enemy scheme markers and gives you a card or soulstone for each. It’s value just because it gives you resources super quickly and it’s absolutely free- doesn’t cost you cards and doesn’t clash for any other bonus action so when you have the opportunity it will happen. The last thing to note on his card is somewhat less common to use but still good in the right situation and that is Stick Up!, which is slightly lower range but higher stat than his guns, resisted by Wp instead of Df and has a more control focus. It’s enemy only and can’t target the same model more than once, but it deals a flat 4 damage that can be reduced by 2 for each card the enemy discards (obviously they can only discard 2). The catch is if they do discard cards you draw an equal number so it’s a damned if you do, damned if you don’t situation for the enemy, and the ram trigger is then an irresistible theft of a soulstone provided the target can use them which is both thematic, hilarious and strong. In general I find myself using the Six-shooters more often to throw out markers and deal damage but Stick Up! Is great as well on models with especially low Wp that can spend stones (Fuhatsu for example). Don’t expect Parker himself to blow away the opponent’s crew, he isn’t Perdita or Ophelia in that regard, but do expect him to multiply your force and add a ton of value to the models you do have so you can achieve a lot more.
Doc Mitchell- as a totem he is free, and he's 4SS anyway, so he could be forgiven if he wasn't fantastic. But he is for that cost. He's just a cheap healer to follow around the vital pieces, and although his heal is short ranged it's at a good stat with an excellent trigger and as such he will be an important piece in your crew. If he dies? Sure, the totem died and took hits the others could've taken. He doesn't? He'll keep things going far longer than they should. He's also immune to poison which is situationally great
Mad Dog Brackett- Mad Dog is hands down my favourite blaster in Outcasts. The amount of damage he can do is insanely good on his own and when you start adding in what Bandits can do to tune him up that becomes incredibly scary. While he is low range for the crew, Run and Gun helps extend that to 13” threat range off a single AP, and he can not only ignore Cover himself but he can extend it to the entire crew through Blown Apart markers which comes in handy often. His own damage track is very good, and with valuable triggers on every suit (his crow to ignore armour is built in, which is often helpful) he will always be doing something of value. He has great synergies with Parker and the Emissary which I will put in their respective sections, and in general I would never play a Bandit crew without Mad Dog
Benny Wolcomb- Honestly? Don't. Benny requires you to jump through a lot of hoops to get him going in a way that is useful to a Bandit crew, and although he is a second henchman that isn't actually great in a lot of situations. Play him in Hamelin (and even there he's a maybe take) but he's not worth it in Parker
Sue- Being entirely honest Sue is a model I have grappled with on a few occasions because I know that he is good and I see the great value there, but when I put him on the table he is never quite as hot as he seems. His gun is great especially with Critical Strike built in, Walk the Line is great value to set up scoring where it needs to happen (or just to trigger Life of Crime on something else) and both of his bonus actions are very useful. The Man in Black turning off triggers entirely is probably the better of the 2 in most cases (Ring of Fire has the potential to hurt your own models while MiB is just hard enemy control) and his front of card is fairly typical for a more expensive Bandit, although he lacks Life of Crime and instead has Grit (Hurt) to draw cards when activating below half health and Hard to Kill to keep him going longer. In general he’s good, but it’s more difficult to get value out of him compared to a lot of the similarly costed models in keyword or versatile with him not having Life of Crime.
Convict Gunslingers- Gunslingers are a very un-subtle model as can be expected from the name. They’re all about shooting as much as possible whenever possible and they’re good at it. Bullet Proof stops them from being damaged as much by enemy guns, and Quick Draw means if they win a duel on a mask against projectile attacks they can hit back at 2/4/5 with a negative. They have fairly standard abilities for Bandit otherwise (Life of Crime, Gunfighter and Run and Gun) and only 2 actions on the back of the card. Their attack is decent at stat 5 with positives resisted by Df, 2/4/5 damage is respectable but the triggers are where it gets strong. Onslaught on a mask, Slow on a crow and Drop It! is a great spread to have on a model that wants to be shooting as much as possible. Chain Gang is useful because it is a move for friendlies that needs no flips and can get things out of engagement (mainly Mad Dog and Bandidos) or just to get 3” further up the table early game.
Wokou Raiders- A shared keyword model with Misaki, Wokou Raiders are a bit odd in how they work but they’re very good nonetheless. They’re a melee model with a little bit of shooting, working as a tarpit and damage dealer that still has the classic Bandit scheme marker removal you’d expect. They borrow Charge Through from Last Blossom, getting positive flips to melee damage flips on Charges which goes well with their damage track (2/4/5) and positives to attack built in with some great triggers. Drop It! is typical as a Bandit, Critical Strike is good for the extra damage should you get rams and Coordinated Attack is better in Last Blossom than Bandit given the melee preference over Bandit’s gun focus, but always good when it’s relevant. Defence 5 is pretty average for something of their cost, willpower 6 being good, but Combat Finesse and the fact opponents can never cheat melee attacks against them is a very big boost to their effectiveness. Bullet Proof is something they share with Gunslingers and Kunoichi giving them a little edge against guns as well, while they have Life of Crime to gain Fast when they activate. This synergises well with their Ever-Changing Wind which lets them move (not push) 3” when an enemy scheme marker is placed within aura 6, meaning you’ll easily be able to get in 4” to remove that marker when they activate. A New Horizon lets them place scheme markers around as a bonus action for a 4 of tomes, moving the marker 6” of its current location when the action is declared which can not only counter an opponent but also benefit Bandits if you’re spreading around Fast.
Dead Outlaws- A very similar model to Bandidos below just with slightly different stats and replacing Life of Crime with Torment from Jack Daw’s crew, which they are also in-keyword. Df4 is pretty low but they have 7 wounds and Hard to Wound to compensate, they have Gunfighter so they aren’t stuck with being engaged, and they have 2 abilities on the front of card that work better with Tormented than Bandit. Cursed Bullets means they ignore Friendly Fire when Tormented models are involved, both friendly and enemy, while Torment lets them draw cards at the end of their activation if they damage enemies with upgrades attached. It works in Bandit if opponents happen to have them but is far easier in Tormented given how that crew throws out negative upgrades onto their opponents. Their Collier Revolver is the same as most of the crew and is ok, but their triggers are far more debilitating than the rest of the crew. On a mask they give out Staggered (which plays into Jack Daw more but is still good) and on a crow they give Slow or gain +1 damage if the target is already Slow which is really good. Their other attack is At Gunpoint which at stat 6 resist Wp is a decent attack but the effects are easy to negate. It works like an obey, but the opponent has to be within 3” of one of their scheme markers and can simply discard a random card to stop them from taking the action. The triggers on it give Staggered on a mask or a built-in trigger for +1 damage when resolving the action. Outlaws themselves cannot eat markers for Fast as they lack Life of Crime, but with Covetous Cravings as a tactical action they can hand it out on a 5 provided the target is in 6” and LoS of a scheme marker which is good for spreading fast but even better at being super long ranged and non-linear scheme marker removal. Their bonus action is a 6” aura that lets them push another Tormented model in LoS 3” towards a dropped scheme marker whenever a scheme marker is dropped within range. It’s a good way to keep things moving in Tormented but will only ever happen in Bandit if you’re hiring OOK or more than one Dead Outlaw.
Bandidos- The cheapest Bandit model outside of Doc, Bandidos are primarily scheming pieces that can also do a lot while shooting. They’re not fantastic and they lack the positive flips most of the crew have, but they are still valuable enough for their points. 5s all around for stats is decent enough, Run and Gun is well worth it on them (if you’re planning on walking to a position to place a marker, you may as well charge to shoot if you can) and they have a couple of really good front of card abilities. Quick Getaway is a mask trigger on defence that lets them push 5” after resolving an attack, so every time they resist on Df and get a mask they’re moving, and Trigger Finger is even better albeit once per turn. When an enemy drops a scheme marker within aura 8 of them (so when you use Drop It!) they can take a projectile action against the model that dropped it. This combined with Life of Crime means the crew can put out tons of shooting outside of normal AP limits which is great value to have. They aren’t really tanky but they can move around well enough to score points so I rate them, and I get value out of using them in marker schemes.
Bayou Smugglers- Like Benny this is another dual-keyword model that doesn't really do much to add to Parker's skillset. It's a predominately anti-scheme based model but that's done by literally everything in-keyword, and as a melee model Wokou Raiders have a better toolkit for the most part. Attuned is really nice and their card cycle is good, but I would consider these more in Bayou crews as a Versatile model, or Outcast Zipp crews.


OOK/Versatile models-
Hodgepodge Emissary- My favourite Versatile choice for Parker, the Emissary does a lot to support the crew in relevant ways. It has a 6 inch range heal that only needs a 6 to go off and can attach the excellent Trinket upgrades at the same time, a bonus action to put up an aura of soulstone generation when models die, and the better bonus action to push a model 3” and then drop a scheme marker. This action needs no flips, and in Bandit where it triggers Life of Crime is essentially pushing a model 3 and giving it fast for no investment at all. Combine that with 3 inch auras for passive heals on models’ activations and increasing their Mv by 1 for that activation (which is great for charges), plus it having Manipulative and Hard to Kill it is well worth the 10SS investment in Parker crews for a lot of pools.

Trinket upgrades-
  • Memento- Gives Companion, it’s excellent on Mad Dog. Use Parker to set up a 3AP killing spree, Bandit Raid him into range and then immediately go and slaughter.
  • Pretty Floral Bonnet- Don’t Mind Me lets any model you choose be able to Interact far easier which helps Bandit crews do what they do best. It’s useful in a lot of cases and where it goes (and when) depends entirely on board state, but it’s worth doing
  • Vitality Potion- Regen +1 should go on one of the more important models in the crew. Whether that’s Parker, Mad Dog (if he doesn’t get Companion), Wokou, Sue or Gunslingers is up to you but any are good choices. Parker I think is the best because it keeps him tarpitting and you’ll be healing him more often anyway. 
Hodgepodge Effigy- Same sort of role as the Emissary with its support healing and soulstone generation, but for 4SS. It’s more fragile but for 4SS still remarkably tanky, although it doesn’t have good damage (nor should it as a support model) and doesn’t have a lot of the more useful tricks of the Emissary (trinkets, A Weary Road, its auras)

Prospector-He just fits nicely with the scheme shenanigans and soulstone generation in Parker’s crew. For 6SS he’s a great addition because he slots in perfectly with the schemes Parker tends to go for (and their denial too)

Midnight Stalker- He’s a reliable melee model with Leap, easy access to Fast and can give out Adversary Bandit (absolutely lethal if it goes off). His best use is for countering and promptly murdering scheme runners, but he’s really great value in Outflank or Breakthrough as well because it plays into his entire schtick

Ashes and Dust- I’d only take Ashes into Reckoning, but that’s because he is seriously cooked there. The difficulty in killing him while you take damage back is something the opponent has to consider, and then you just smack them down with his easy access to min 4 damage. He’s a perfect Reckoning model and even just a good melee beater in general, but I would only maybe consider him OOK for Turf War, and even then I would probably just take something in-keyword or Versatile (Wokou or the Stalker)

Upgrades-
Servant of Dark Powers- It’s a good upgrade and really nice on Mad Dog for the threat extension and healing, but where it shines is on Wokou Raiders. They’re already quick and fairly tanky, adding Terrifying and healing to them makes them a real pain to remove and is well worth the cost.

Soldier for Hire- Its basically 2SS for Hard to Kill and a situational card draw. This Will Fetch A
High Price will rarely if ever happen in Bandit given their other ways to remove scheme markers (and gain soulstones) and Bounty Hunter will give some nice card draw, but Wanted Criminal gives better card draw in Parker. Skip

Wanted Criminal- This upgrade has its best synergies in Parker, but even here I don’t think it’s amazing. It enables Trigger Finger to be even better, giving you cards to cheat or get triggers, and Drop It! will mean the card draw triggers often. Expert Thief isn’t fantastic, but Swagger on any minion in the crew is worth having as well. In general, I wouldn’t take it, but it does have its uses in Parker far more than any other crew.

Deployments-
Standard- The basic one, it's neither good or bad. You'll be able to start charge shooting bottom of turn 1 with some setup which is nice, and you have the spread to split things up and dedicate resources to where they need to go.

Wedge- A more annoying Standard. I like to run things up the flanks which is far harder in Wedge and although the middle is further up the table it tends to bottleneck the crew early on which can be a death sentence on certain terrain setups

Flank- wide deployment and plenty of movement potential. Bandit likes this as a keyword because they can manoeuvre around and get into annoying positions to score

Corner- Like Flank but smaller deployment on the wings, it's not as great IMO but it still works- especially if you go for a deathball

Strategies-
Reckoning- Doable, but not the best in-faction at it. His amount of guns helps a lot, as he can shoot things off the table before they can reach him and charge backwards to keep the crew safer. Going top-heavy with a lot of the expensive models is well worth doing, I like hiring in Ashes and Dust as a melee beater as well because he is nigh on impossible to actually kill.

Plant Explosives- Bandit's best strat IMO, because they have the movement and interact potential to spread all over the table and do whatever they want to. I tend to take more minions here than other strats because of numbers spread, but it can be done with almost any Parker list relatively easily. Make use of Draw Their Attention and have Parker and Mad Dog as damage dealing diversions while the rest of the crew can sneak around.

Corrupted Idols- Not fantastic. They can do it but not well and it relies on a lot of things falling into place for them to excel at it. This is easily the worst strategy for Bandit as a keyword, and there are flat out better options in-faction, but they can manage well enough.

Turf War- Decent take here, they can move up and deal damage quickly enough to threaten the opponent's markers fairly easily. Not quite Viks level IMO, but the same style of play and they're well suited towards it.

Schemes-
Detonate Charges- This one I'm not a huge fan of taking, but hot damn Parker is such a ridiculously good counter to it. Hold him till later in the turn, waddle over into the markers and they disappear, giving you cards/soulstones and the opponent nothing. That said, an opponent who knows what Bandits do will never choose it against you because of this.

Breakthrough- You've got mobility and you've got scheme marker placement. This is one you can do, but as always I only recommend it in Flank because of greater spread and more potential to flank. 

Harness the Ley Line- Easy to score, easy to deny. Parker makes this even more apparent and it is for this reason I love Bandit into this scheme because you can play hard denial and still come out on top in terms of actual scoring. 

Search the Ruins- My favourite for Parker alongside Ley Line, for the same reasons. You can zip around the backfield and chuck markers around while you charge and it's just thematically fun while being a good choice for the crew. 

Dig Their Graves- I'm not a huge fan, mainly because the second point is silly to score, but the first point isn't all that hard. Take it if you want to, it's not impossible to score 2VP from but it isn't something I personally like taking even when the first point is fairly easy. 

Hold Up Their Forces- Decent because of Bandidos and Dead Outlaws, but those options aren't hard to take out should they be focused on. I wouldn't take it because both points are telegraphed and not entirely easy to do, but it's an option. 

Take Prisoner- Bandits don't really want to be right up in combat so this one isn't fantastic, but it's still doable. Wokou Raiders are the choice pick here because they have staying power in melee more than the rest

Power Ritual- Another one that can be done pretty easily by Bandits, but it's significantly easier in Flank or Corner and Tara is just as good if not better. 

Outflank- With the tankier options or even just a couple of cheap minions, this is pretty good for Bandit crews. It's obvious but it's not massively easy to deny at least the first point

Assassinate- One of the 14 wound masters with good access to healing and soulstone generation, Parker is a difficult one to get Assassinate. His crew have enough high-powered shooting to get it themselves, and with their reach it's hard to escape the 2nd point, so it's not a bad take. He doesn't do so well here into Leveticus, but who outside of Ten Thunders does?

Deliver a Message- First point easy, 2nd point not so much- but Bandit counters the 2nd point hard. That’s worth keeping in mind here because it could mean the difference between a win and a draw. Not as easy to get the second point as in some other Outcast crews, but it’s still a doable scheme

Claim Jump- With some of the tankier models in the crew it’s possible, but it’s far more situational and difficult than Outflank is and you’ll be fighting hard for it. The second point is almost as easy as the first with healing access, but that reflects how difficult it is relative to a lot of other Reveal schemes (and Outflank is easier in both cases with Bandits)

Vendetta- With the changes to it, Mad Dog does this like an absolute champ (Sue and Gunslingers are good options too). Anything 8 stones or above is going to get blown away for the first point, but the second point is a little bit harder but still easily doable with the Bandit tricks.


In general I love the Bandit crew, and they're by far my favourite thing to play in 3E. They're solid generalists and can achieve any scheme with some degree of confidence, but they're by no means the best option at any of them really. Once someone knows the ins and outs of the crew though they're definitely a crew you can play with great certainty in getting at least half your points and they play a very good denial game at the same time. 



GG1

Strategies
Symbols of Authority- With the reach on his crew and interacting power you can do Symbols fairly reliably. If anyone does slip past you make sure you place your Symbols in firing lanes where you have opportunities to easily shoot back and make them hurt.

Recover Evidence- For something promoting close-ranged crews Parker is actually pretty great in this. With Run and Gun he can shoot and push towards where the markers will go, and then with 
Draw Their Attention you can interact and claim Intel when you get close.

Corrupted Ley Lines- A lot of silly tricks to be had here with Parker shoving your stuff around and making them throw markers, you can have a real ball with it. It's a scheme you wouldn't expect Parker to be amazing at but he does the job well enough. 

Public Enemies- This one is fairly easy, and with your guns you can press an advantage as long as you manage to avoid engagements wherever possible. Run and Gun is your friend, charge backwards and pick off weak links

Schemes
Breakthrough, Take Prisoner, Vendetta, Assassinate, Claim Jump- Same as before, with the exception of Mad Dog into Vendetta. He’s a bit more of a liability but he is effectively how he was in the scheme before GG0 in terms of who he can target.

Hidden Martyrs- Any of your minions are good choices, but its not really a great scheme with Parker. His mostly 8+ cost models make choosing it awkward and overall I don't really like it over a lot of the other schemes. 

Sabotage- Same as how I would play Search the Ruins with this crew, so I don’t really think it needs much more explaining.

Catch and Release- Not great because your minions tend to be somewhat fragile. Bandidos using their Df trigger to get out could work but isn't reliable, and Wokou are a great option, but it isn't my first choice at all with Parker

Let Them Bleed- It’s not too difficult to take this with a Parker crew, just not a super fantastic option either because he’s still a better schemer.

Leave Your Mark- Even though it's a scheme marker based scheme, I would never take it with Parker. He can counter it easily, but it's a scheme I very much dislike and as such I wouldn't take it

Research Mission- Not super easy given the lack of special markers in keyword, but Mad Dog is great at it. Being able to get out corpse/scheme/blown apart markers just by killing a model and using his bonus can fairly easily guarantee the point and the best part is the scheme won’t be removed so he can eat it for Fast the next turn.

Spread Them Out- Another easy one for Parker, because you can get markers out fairly easily in-keyword. Get models into position and make use of Draw Their Attention to put them out when you need to, and you can even counter it fairly easily through just existing as Bandit and taking their schemes away.

Runic Binding- Parker’s crew actually do this pretty well with what they have. Wokou and Smugglers (an actually decent use for them!) to move markers around, Emissary and regular interacts to put them down and you’re set. It’s also hard to score against you because of how Bandit eat schemes to gain their own bonuses. Benny can also be of good use here to put scheme markers where they couldn’t normally go.


GG2

Strategies

Symbols of Authority, Corrupted Ley Lines- Same as in GG1, my thoughts are the same.

Turf War- Move around to get to markers, but you have the reach to touch zones you aren’t in and kill models to flip markers there as well. There are better options in Outcasts, but Parker isn’t an actively bad choice

Break the Line- I’m not sold on the idea of this for Parker, mostly because it takes a lot of resources he doesn’t necessarily want to use while other keywords (Obliteration and Mercenary in particular) are a lot better at it.


Schemes

Breakthrough, Vendetta, Assassinate, Hidden Martyrs, Research Mission, Let Them Bleed, Catch and Release, Spread Them Out- These are all very much the same as before and I wouldn't change how I play them now.

Detonate Charges, Claim Jump- They’re the same as GG0, same as my thoughts there.

Death Beds- Blown Apart is a way to do it in a really janky sense, but it doesn’t get you both points and there are far better schemes to take. I wouldn’t recommend doing it with Parker

Friday 22 November 2019

Passing of the Grey Company- Middle-earth Tactica

Today I will discuss my favourite army in Middle-earth, something I loved when first reading the books and now on the tabletop- the Grey Company. A Legendary Legion list from Gondor at War, this list is very low on models but packs a big punch, and it's super thematic and fun. It isn't the most powerful in terms of tournament competitiveness- it's tricky to play right and I am by no means an expert player- but it definitely is rewarding when you succeed.

Army Rules
The army has much the same benefits and options as the regular Rangers list in the LotR Army Book, but with a few small changes. First, you have to take Aragorn in order to play this list, and he must take Anduril (which he gets for free). But let's be real, you were going to do this anyway and Anduril is insanely good, making Aragorn a very reliable killer. The difference in list options here is that you don't have the option of Arathorn or Dunedain and gain Legolas, Gimli, Elladan and Elrohir instead, although no one can take mount options. This means any Ranger of the North you take gets a guaranteed 2 attacks care of the army bonus (and everyone gets Woodland Creature) and all those Rangers are affected by anyone else's Stand Fast! which is helpful for when you break (you're a low model count army with low defence, you will very likely break). All in all they're good bonuses without sacrificing huge things for the army (although horses are nice)

Models
Aragorn (Strider)- The big dog of the army, you have to take him but I would always take him anyway. Aragorn is such a hugely impressive piece in how the army functions and offensively that he needs to be protected a lot, but he has what it takes to terrify an opponent and act as the lynchpin the Grey Company revolve around. His free Might every turn from Mighty Hero is a great way to start the game with some Heroic Marches to get into position quicker, and once combat starts he will easily find a place for it between most commonly declaring Move, Combat and Strike depending on board state. It also allows you to reliably out-Might other armies especially with the stacks in the rest of the army which can also determine games if used well. At defence 5 (6 with armour) he isn't the hardest to wound, but with his toolkit (Fight 6, free might, Anduril) he can quite easily win fights and then follow up with kills. Wounding anything on the game on a 4+ (or 3+ if 2-handed) is huge and makes him the most reliable killer in the army and lets him chew through heroes or monsters almost as quickly as he does cheap hordes. Bringing 3 Might, Will and Fate is also the highest count of all these stats in the army which is good to have on such an important piece. He does have the option of taking a bow or Elven Cloak which are ok (the Cloak especially because it protects him) and when you can spare points for them I would definitely do so, but armour goes on first.

Halbarad- Outside of Aragorn, this is where I start my more competitive-minded lists every time. Giving a 6" banner means he will almost always affect the entire army, and also giving them Fearless is a huge bonus against Terror armies, especially with Harbinger of Evil. The potential of failing Terror checks is hugely damaging in such a low model count army, but if you just auto-pass that's not a worry. I say this also inferring that buying the banner is worth doing every single time, because it is for the cost and is a huge force multiplier. Halbarad is obviously a huge target because of what he gives, especially in scenarios where banners need to survive, and with the lowest defensive stats of any of the named heroes in the army (Fight 5 vs everyone else at 6 means he's more likely to lose fights, and defence 5 with 1 fate is significantly more fragile than the rest) he needs to be protected at all costs. For this purpose I always make sure to screen him with other models to soak charges, and if/when he does make it into combat he tends to have a spear Ranger hanging around for extra dice.

Elladan and Elrohir (hereby referred to as "The Twins")- The next additions after Halbarad if points allow, The Twins are your second and third combat heroes after Aragorn. With raw stats that sit between Aragorn and Legolas, they have a few special rules that tune them up into being absolute machines in combat and pretty great shots as well. Access to more Elf Bows is very welcome because S3 shooting is infinitely better than S2, Heavy Armour for D6 is very much wanted for the cost (and should really always be taken- they're not marching to Pelennor without it) and Elven Cloaks are a nice, but situational upgrade (I'd take another Ranger over massing cloaks, and it goes on Legolas and Aragorn first if points fit). They aren't "quad 3s" heroes (that being Attacks, Might, Will and Fate) but with 2s in all but Might they are still pretty effective for their budget cost (80 points each base). In combat they can choose to be 2-handed at 2 attacks, 3 attacks with no other bonus or shield for 4 dice which lets them decide the tempo of battle pretty well (especially when combined with Halbarad's banner and their own Elven-made weapons) and win most combats comfortably. Adding to this they are S4 with 3 Might so they can carve up lesser-armoured foes and reliably combat heavier targets as well, albeit not at the raw power of Gimli or Aragorn but still very effective. Their last bonus is a fluffy rule for if one of them dies, giving the other one a boost to S5 (but -1 defence) and a vendetta against the model that killed his brother, forcing the remaining Twin to charge as close as possible to that model and if it gets there he is able to declare Heroic Challenges for free provided that model is a hero. Free Heroics are always good, and Challenge has the potential to lock out an enemy hero from assisting the rest of the battle while they are in combat with an angry elf that is trying its hardest to cut them down. It does become harder to manage banner range with Halbarad if this happens, but given the importance of the banner to the army it is likely Halbarad will be dead by this stage anyway so it isn't a huge issue.

Legolas- Here you have a more utility piece in a different way to Halbarad, as he is a sniper first and foremost rather than a buff piece for your own army. The way he does this is through Deadly Shot, which lets him shoot either 3 times normally (3+ or if he moves half speed 4+) or make a single shot hitting on 2+, ignoring all In The Way tests and being able to choose mount or rider if on a mounted model. Being able to pick out enemy support, banners or knock heroes off their mounts is a really nice bonus to the army, especially when things need horses to keep up or get their biggest offensive bonuses (looking at you Theoden). His shooting at S3 is high enough to threaten all mounts too so he's a great piece to have in the army, but more and more I find myself reaching for the other characters in lower points games because they're more inherently reliable to me. Once in combat he still has 2 attacks with his Elven-made daggers which is definitely respectable at Fight 6, but he is not overly better than any of the Rangers in a fight other than his higher Fight value. Where possible I like to keep him nearby the army but out of combat, preferably with an Elven Cloak and Armour upgrades, and use him to pick out key pieces in the opponent's army to boost your own chances of success.

Gimli- The other melee bruiser of the list, Gimli the dwarf is a little machine when he hits combat. D8 and Fight 6 keeps him alive very well, and he has a similar special rule to the Twins with regards to his attacks. Although he can't shield, he can use a 2-handed Master-forged axe with 2 attacks (useful to punch through high defence) or 2 axes at 3 attacks. Both are valid options, but with the other 3 attack models in the list he will most likely be going after heavy targets with his 2-handed axe to take them out of the equation while the others clear chaff. He also has Throwing Axes which are very useful on the charge, as it's another S3 ranged attack and can help him clear out more enemies when lines clash. His Will and Fate, like the Twins, isn't fantastic but for their cost is perfectly justifiable. All in all I've found Gimli will always pull his weight in a list and opponents tend to underestimate him a bit compared to some of the others.

"The Competition"- Gimli and Legolas kill count
One of the most entertaining rules in the army, and quite thematic, this gives whoever has less kills at the time of checking a slight bonus to their offence. If Legolas has less kills than Gimli (likely to be later game once Gimli is in combat) he gets +1 to his Shoot value making him 2+, although he will probably be in combat at this time so it isn't massive and 3+ is already great (or just Deadly Shot). Gimli's on the other hand is far easier to trigger given Legolas' role as a sniper, and a further +1 to his wound rolls makes him really terrifying to high-defence targets. When 6s to wound become 4+ using his 2-handed axe (or even 3+) he carves through anything he likes provided he wins fights, which realistically he can against things like Mumaks, Great Beasts, other Dwarves or Warriors of the Dead which are all lower or equal fight value. 

Rangers of the North- The troop equivalent of the army (even though they are 30 point heroes), the RotN aren't that great and serve mainly just to fill points in the Grey Company list. At their points cost 1-3 of them fill lists at different points levels when one of the more expensive characters can't be afforded, but where a 4th Ranger would fit it's better to simply take a named hero instead (120 points buys you Halbarad with Banner, Legolas or Gimli fully kitted and every one of these gives points spare). The army bonus giving an extra attack is huge because at fight 4 defence 5 they will be torn apart by any of the strength 4 armies or anything with bonuses to wound and any extra chance to win the fight is very welcome. This is also the reason spears are almost mandatory for them, as at 1 point it doesn't cut into the model count much (if at all, ever) and gives them the option of not only supporting each other, but also the big heroes. Aragorn or the Twins with support from spears become absolute blenders and terrifying for enemy troops to face.

Example Lists
Below are some lists using the thoughts I have mentioned above and the ways I play Grey Company. These tend to be the absolute lowest model counts possible but they also pack the hardest punch and have more survivability than the higher model lists in Grey Company.

400- 
400 points is the absolute minimum I would run this army, because any lower and it gets super restrictive with what you can take. There are 2 options I would suggest for this points level, both being fluff based lists that are still good
Three Hunters
Aragorn- Strider
-Anduril
-Bow

Legolas
-Armour

Gimli

Ranger of the North
This list has the Ranger in it purely to bump up a 370 point list to 400 honestly. For a themed Three Hunters list at this points level reflecting their travels from Amon Hen to Edoras, simply replace the Ranger with Elven Cloaks on everyone else- this will lead to 15 points unspent, but is still themed towards the books (alternatively, take this in Fellowship and instead of Anduril and a cloak, mount Aragorn and Legolas)
Halbarad and the Rangers
Aragorn- Strider
-Anduril
-Bow

Halbarad
-Banner of Arwen Evenstar

Ranger of the North
-Spear

Ranger of the North
-Spear

Ranger of the North
-Spear

Ranger of the North
-Spear
This list is themed after Pelennor as most of my Grey Company lists are (if the Banner is there, it's Pelennor) but focuses much more on the Rangers. It is far more fragile and risky to play, but still thematic and will look good on the table.
The Twins
Aragorn- Strider
-Anduril
-Bow

Elladan and Elrohir
-Heavy Armour
-Elf Bows

Ranger of the North

Ranger of the North
This is probably the most well-rounded of the lot despite not having the banner as it has 3 heroes who are very strong in combat and it has a lot of good shooting and movement potential. The Rangers exist purely to support where needed with extra dice and to shoot in the earlier turns of engagement, but they fill a gap so are still useful. 

500- 
Grey Company as a list starts to really come into its own at this points level as you can start to pack in a lot more of the valuable characters together and work on their synergies. This is where I begin to get a bit more static with what I take, and the combinations begin to blend together (Three Hunters or Halbarad/Twins). 
Three Hunters
Aragorn- Strider
-Anduril
-Bow

Legolas
-Armour
-Elven Cloak

Gimli

Ranger of the North
-Spear

Ranger of the North
-Spear

Ranger of the North
-Spear

Ranger of the North
-Spear
The same idea as the 400 point list, just with more Rangers to fill it out. This is where it becomes definite "Grey Company" and not "Fellowship but somewhere different" which is why 500 points is where this list begins to gain its own identity. 
Halbarad/Twins
Aragorn- Strider
-Anduril
-Bow
-Elven Cloak

Elladan and Elrohir
-Heavy Armour
-Elf Bows
-Elven Cloaks

Halbarad
-Banner of Arwen Evenstar

Ranger of the North
Lower model count, but it packs a punch which is ultimately the point of how I play Grey Company. This is the beginnings of a combat block where everything stays within range of Halbarad for the bonuses and it puts out hurt whenever it can. 

750
The last points level I will discuss and this list will not change. At 750 you can fit all of the named characters with a little bit of Ranger support, and this I feel is the place where Grey Company shines both thematically and mechanically. 
The Grey Company
Aragorn- Strider
-Anduril

Legolas
-Armour

Gimli

Elladan and Elrohir
-Heavy Armour
-Elf Bows

Halbarad
-Banner of Arwen Evenstar

Ranger of the North
-Spear

Ranger of the North
-Spear

Ranger of the North
-Spear
9 models, lots of impact. Shooting is good enough to hopefully soften up a bit before combat, but once it hits the list just dances around killing any chaff in the way. Heroes are a bit more thought, but most warriors will crumble against them. 

Thursday 14 November 2019

Hired Swords- Malifaux 3E Viktorias Tactica

Hi all! I've been playing around a lot with the Mercenary crew lately, and I've decided to post up my thoughts on them and some photos of my own models in the crew

Keyword abilities-
Battle Tempo- the main keyword ability, simple push of 2 inches every start phase. It lets an already fast crew move even faster, and really helps put pressure on for both scheming and combat early. It also is a good way to guaranteed disengage from unfavourable combats at the start of the turn, forcing the opponent to dedicate more AP to lock you down (or by charging, specific actions) than they likely would want to.

Into the Fray- on Vanessa and the Viks, lets them heal 2 the first time they kill a model each turn. This is the first in a few ways I believe the Viks themselves are deceptively hard to kill, as they get free healing for doing what they're best at.

Keyword models-
Viks- obviously both very quick, very killy models but they run the risk of dying quickly if something puts an effort into it. This is where all the healing I've mentioned elsewhere comes into it, because if they get left on low wounds with an opportunity to heal, they'll come back from it reliably enough. Their movement together is exceptional, being able to chain activate helps take out chunks of an enemy crew, the melee is amazing and they play very well as a duo. The big weakness is they struggle vs armour or anything that reduces damage (although this tends to be where Leveticus comes to play, or even just Taelor). Movement 6 and 3AP means they can be very effective scheme runners and get where they need to be to get you points instead of just fighting (which is really the main point of the whole keyword now- points before fighting) and it also gives them an incredible threat range with their 1” melee. The Viks really badly want to be within 6” of each other (ideally 2”) so they can fire off their places and chain activations, but with all the tricks they have for movement it’s pretty easy to at least get in range of the chain activate if not the first activation place. They can give each other Shielded 1 twice a turn just by spending their bonus action within 2” of the other, or if they are 6” away from the other gain + flips to their shooting which is useful but not as nice as the Shielded. Their gun is fairly average 12” range stat 5 and 2/4/5 damage but has a good mask trigger to push a minion within LoS of the target 3” toward it which plays into the crew having a ton of movement tricks to get around. Their stat 7 3/4/5 swords aren’t what they were in 2E but they’re still really good at it using their mask trigger to bounce attacks between the two and can effectively double their offensive output in their activations which is really impressive. The main way to trigger this easily is through Dragon’s Bite which also gets around Disguised as it isn’t a charge, it just pushes all Viks within 6” of the target 6” towards the target for a 7 and has a ram trigger to make one of them attack the target. Placement on this has to be pretty careful and can be a bit finnicky, but when it works it can be hugely damaging to the opposing crew and will win games if played correctly. Last thing to mention is that it’s highly likely you’ll lose at least one of them in the course of the game because they are somewhat fragile, but that will then trigger their Demise and let you heal the other 3 and give it permanent + flips to Df and Wp for the rest of the game making it a bit tougher. In general the Viks are acceptable losses though if they take out a decent chunk with them and if that enables the rest of your crew to set up VP scoring and deny the opponent much chance of catching up.
Vanessa- the first keyword model I've been adding in every list. Another source of healing and Into the Fray, plus she’s a primarily ranged model in a mostly melee crew so she adds another element to their game plan. Tempo helps put her on the centre for the bonuses (at which point she is insanely good) but she isnt exactly tanky so like most things in the crew, be careful. Vanessa occupies a pretty great niche in the crew for everything she brings and even has a decent melee attack, but her shooting and healing is what you take her for so it’s important to try and keep her protected by something else because an isolated Vanessa is a dead Vanessa which hurts the crew a lot.
Big Jake- cheap, valuable for 5 stones. He’s a good scheming model with DMM even though he isnt the fastest, and his late game summon can get some clutch plays off (Deliver a Message being the big one but also Take Prisoner). Despite all this though I really find him not fully worth taking in the keyword, and I tend to take the Student of Conflict or a Ronin now that my game plan with Viks is a lot more ironed out.
Ronin- hands down one of if not the best scheme runner in Outcasts. They're not cheap at 6ss, but they're damn quick with good stats, and their attacks are both good (especially built in armour which fills a niche in keyword). They’re also not exactly easy to kill for their cost which is a big factor in their versatility and usefulness. The option of killing themselves to supply cards or soulstones is also great, but something that will usually only factor in late game once they've already scored you VP (although it can swing the game in later turns)
Desperate Mercenaries- they're cheap and ok at shooting, but with their victim stats they have to have babysitters to work without immediately dying. They have uses, but most of the time I'd rather grab a Student for the same cost, or spring a bit extra for Big Jake or a Ronin
Student of Conflict- cheap, fast and significant. Counter scheming in a couple of different ways (one of which gives Fast on a 6 from possible 12" away), pulls things around as a bonus and it can potentially ignore armour not that she wants to be attacking. The main reason you take the Student is for Mv6 and not Insignificant for 4 stones, because she can run schemes for you and it becomes a great chance for easy VP despite her only being Df4 with 4 wounds.

The 9 stone niche-
This spot is both Taelor and Bishop, and I feel like both are super dependent on the opponent. Outcasts in general have a lot of strong 8-10 cost models but they are all somewhat situational in when they get taken IMO
Bishop- Another native 3AP model is fantastic, and everything else on his front of card is well worth 9 stones. Chain Gang is extra movement which is not needed, but welcome nonetheless. Challenge isn’t always amazing, but in a crew like the Viks it can take the heat off of other models or just plain drain an opponent’s hand. It also has 2 amazing triggers for Bishop, is a high stat and combos well with him hitting Cage Fighter to hurt opponents if they do attempt to hit him. His melee attack isn’t fantastic for a 9 stone model, but you pay for the versatility it brings rather than raw power. Adaptive gives him whatever suit he needs for that activation and honestly, I find myself taking Critical Strike less than I would expect because built in Delay is just as good. Staggered+Slow is hugely debilitating to an opponent and between those and Cage Fighter you will almost guarantee that Bishop can lock down enemies when he needs to
Taelor- Both the henchman and power hitter of the crew, Taelor has a definite role but it isn’t all the time. She is amazing against crews that have Terrifying, Manipulative or summons (a lot, but consider Ruthless for anti-Dreamer or WTM anti-Kirai here), has a large threat range (9” threat is up there with A&D for reach) and is tough to kill. Shrug Off is good when it comes into play, and she has no other bonus so it isn’t like she’s losing out in doing it. Bring It is a good way to draw in potential weak links to an enemy crew, especially support pieces which tend to be low damage and thus won’t have as much of a negative effect on her before it gets killed in return. Her hammer though is her big appeal, with a great damage track at stat 7 and ignoring Shielded she puts out tons of hurt where needed. The triggers, particularly the ram ones, are amazing, and she is definitely a consistently good 9SS beater model.

OOK/Versatile models-
I'll start this by saying I don't think that many options here are fantastic because they can't reliably keep up early game, so their impact is lessened, and that must be kept in mind. The ones I do list all have value for what they provide in the crew but aren’t necessarily always takes
Prospector- always good. Feeds stones to the crew which is essential and gives a lot of valuable counter scheming where needed.

Hans- this is purely to counter the heavy ranged and shockwave matchups, where I've personally found Viks struggle a bit more. He's reliable shooting with decent damage and a good range, that's about all he needs to be

Barbaros- someone I've personally grappled with a bit regarding his value in the crew, he’s another one of the 9ers but gives a bit of a different niche to either of the others. His ability to drain down enemies while tanking their attacks is second to none in Outcasts, and he has a definite role in taking the heat off the squishier models in the crew while dishing out damage. The combo of Bring It, Challenge and Cage Fighter puts him between Taelor and Bishop in those regards, lacking the finesse of either of them but making up for it in being simple to use and reliable. My only issue is in him keeping up with no Battle Tempo, and he really does need to be in the thick of it alongside the rest to do work.

Upgrades-
Servant of Dark Powers- must have for the Viks. Puts them very far up the table and lets them heal 4 on their first kill a turn (half their wounds is great). Mainly take it for Herald though because they hurt against massed guns that they can’t engage quickly

Wanted Criminal- Swagger is fantastic on any minion, and Expert Thief is useful in such a stone-hungry crew, but Protection Money is pretty much only a Bandit-relevant ability (because you don't want to buy an upgrade on the off chance someone has taken marker schemes)

Soldier for Hire- Decent for giving Hard to Kill to the Viks or Bishop, but otherwise not amazing. The other abilities will be rarely used (This Will Fetch A High Price- which Prospectors already have if you must have it) or not worth the cost and packing on redundant abilities (Bounty Hunter- great on Ronin but not worth 2SS when the other abilities aren’t useful)

Deployments-
Standard- Consider this deployment 10 inches up the table with a Mercenary crew, because that’s effectively your deployment. Easy to engage, but not as beneficial to the Viks as certain others with their ideal scheme set. In any case it isn’t a huge disadvantage but not a big advantage either.

Wedge- Good for a spearhead Viks list going elite-heavy, but not good at all against other heavy melee damage crews where you can’t decide engagement as easy.

Corner- Not bad but not fantastic. Against gun-heavy crews it isn’t good because it tends to mean more AP spent to engage, but otherwise they have the same advantages as in Flank.

Flank- Their best deployment. Long centre line gives great flanking potential for offence and marker schemes, while they’re further up the table natively than in Corner so can challenge positioning early on.

Strategies-
Plant Explosives- Not a bad strategy for them, but not fantastic (done better in Outcasts, but not by many). They’re quick and can spread out easily, plus they’ve got the damage to punch out enemy bomb runners before they can drop theirs. Ronin should absolutely have bombs here, probably also the Viks themselves too.

Reckoning- With their damage it’s easily doable, but at the same time they’re fragile and can give away unnecessary VP if you aren’t careful. I would leave Taelor at home here most of the time as despite her being a big damage piece, she’s another source of extra Reckoning Points to the opponent. Her big use is if the opponent declares a summoner, where Taelor has huge value and can destroy things almost as soon as they appear. Enforcer-heavy crews with Vanessa, Bishop and Hans/Stalker are great here as well because they’re elite and high damage while still staying low on Reckoning Points so as to give away less to your opponent. All in all, Viks are somewhat middling in terms of Outcasts as a whole here, as they are nowhere near the effectiveness of Leveticus or Von Schill (even Parker can dictate engagement from a long way away with his shooting). Corner is where they really shine here, because of their speed over the others.

Corrupted Idols- Not fantastic for Viks, they’re probably one of the worse Outcasts here (I’d go for Tara, Leveticus or Von Schill myself). They’re too fragile to justify taking them here because they need to be taking damage to push the idols is my main issue, while other crews can get the healing (or summoning) they need to keep on top

Turf War- This one is where I feel Viks do best. They have the mobility and aggression to put pressure on an opponent early and can relocate easily to get to their own markers (Battle Tempo to put models on your 2 markers before the game starts in Standard or Wedge). Fragile crew means the potential is there to have your markers flipped back, but they should be threatening an opponent’s zone anyway so it’s less of an issue.

Schemes-
Detonate Charges- With Ronin and Big Jake it’s not a bad scheme to take if you have a plan for it, but it tends to be more effort than it’s worth and other schemes are easier to guarantee VP without having to jump through hoops.

Breakthrough- With the speed and ease of disengaging in Mercenary this one is actually pretty good to take depending on deployment. In Standard or Wedge I would definitely consider it more often than most schemes, same with Flank, but it’s too unreliable in Corner with the distance to cover.

Harness the Ley Line- Not a bad option, it’s not too hard to score but it’s easily telegraphed
Search the Ruins- Got a slight nerf from GG0 but it’s still definitely playable and Viks can do it well. Their inherent speed lets them get to the opponent’s table half early and start threatening to score

Dig Their Graves- 1st point is dead easy with Jake, 2nd not so much. Dig is a hard scheme to get both points for, and it’s doable with Viks, but isn’t reliable enough that I would take it often.

Hold Up Their Forces- Not bad if you’re taking the cheapest models in keyword. Otherwise (most of the time) it’s not fantastic because of how much easier it is to score against you, which plays into Viks wanting to kill off the cheaper models early

Take Prisoner- Really great take for Viks. Even though they like to straight up murder things, being engaged is what they do and they can easily dictate engagement through their movement so they can make sure Take Prisoner is really hard to counter against them. It is also easy for an opponent to get 2VP with how they like to be in combat.

Power Ritual- Like any other time I would see this in the pool, only on Corner or Flank. But with that said, Viks do it pretty easy and are more reliable at it than most.

Outflank- Pretty good, the elite options can stay around long enough to get VP for it. Better on Flank or Corner than Wedge or Standard, but always doable. I find teams of 2 (usually Ronin/Big Jake and Ronin/one of the 9ers) to be more than enough to guarantee this will be scored for 2

Assassinate- Not a great scheme to play Viks into because they are still squishy, but this combined with their healing means the opponent has to get through a lot more than they would expect to in scoring both points. They themselves can score it really easily too depending on matchup so consider it, but keep in mind there are better choices than Viks at this (Von Schill and Leveticus)

Deliver A Message- Another one where you can easily score at least 1 (because of Big Jake semi-reliably 2) but in return you’re giving up easy VP having 2 Masters base. Be careful here is all I’ll say

Claim Jump- Not great honestly, I find Viks as a crew want to be moving around the flanks more and needing models unengaged in the centre isn't that easy to do in the crew. The fragility of most models means they won't survive long enough to score both VP, and the first one will be difficult to score as well. 

Vendetta- With the amount of good damage options at higher cost in Mercenary, this is well worth taking. With the GG0 change to the scheme it becomes even better now that Bishop/Taelor will be able to hunt 9SS models for it, but Ronin are also great choices for it.


Overall, the Mercenary crew have places where they are well worth taking, but at the same time they are usually playing to reach small differentials rather than have guaranteed blowouts like in 2E. They’re a fast crew that can easily react to board state, but they suffer against heavy terrain crews or gunlines because it plays into their inherent weaknesses.



GG1

Strategies
Symbols of Authority- Defence might get a bit tough, but they have the potential to put lots of pressure on the opponent for their own defence that they might be able to slip through without dedicating models to keeping your board half safe.

Recover Evidence- A crew that are insanely fast and really good at melee? Recover Evidence is a Viks strat plain and simple. They’re probably even the best suited to it overall in Outcasts I would argue despite being fairly fragile.

Corrupted Ley Lines- Speed is your best trick here, cause Viks don't place they just move very quickly. They're not subtle about it but they're just good

Public Enemies- So long as you can kill faster than you can get killed this is a pretty great Viks strat. Pick your battles, guarantee kills where you can and try not to die if possible

Schemes
Breakthrough, Take Prisoner, Vendetta, Assassinate, Claim Jump- Unchanged, and the crew haven’t had any erratas to affect them. See above for my thoughts.

Hidden Martyrs- With a stable of excellent cheap models that are also squishy you can quite easily do this scheme if you leverage the crew right. Even the 9 cost models combo with the Student to make 13SS total so really anything is fair game. 

Sabotage- Ronin and the Student are pretty great at it. Same as Search the Ruins with them

Catch and Release- With all the movement tricks this is pretty good, but you're squishy so will rarely get the second point IMO. 

Let Them Bleed- You can do this fairly easily so long as you keep in mind the standard Viks weaknesses (shielded and armour). Taelor is good here to get through more problematic models

Leave Your Mark- Don't do it. I hate this scheme with a passion

Research Mission- Viks don’t have any special markers to play with which makes this difficult, but you can attempt it if you need to. I wouldn’t though

Spread Them Out- Easy. Run around drop markers, that’s it and you’re fast enough to do it

Runic Binding- Not terrible, but as usual the 2nd point is difficult with placement. As with the other Outcasts I feel like the Emissary is a must and the Student is nice for Subterfuge potential, but Big Jake is the biggest one here

GG2

Strategies

Symbols of Authority, Corrupted Ley Lines- Same as in GG1, my thoughts are the same.

Turf War- Mobility and damage both make this a great strat for Viks, if a little risky because of how fragile your stuff is.  

Break the Line- Not a bad option if you can leverage your speed to alpha the markers before your opponent, and diving in with the Viks at the right moment can tilt the game in a way that it can’t be pulled away from you if you do it right.

 

Schemes

Breakthrough, Vendetta, Assassinate, Hidden Martyrs, Research Mission, Let Them Bleed, Catch and Release, Spread Them Out- These are all very much the same as before and I wouldn't change how I play them now.

Detonate Charges, Claim Jump- They’re the same as GG0, same as my thoughts there.

Death Beds- With 0 ways to generate additional markers outside of kills, this one isn’t something I would choose to take with Viks at all. It’s too dependent on the opponent to do work for you