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
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