The next in my Malifaux tacticas, this finishes off the Ten Thunders I have played in the last year with Mei Feng. I do now also own Yan Lo and am working my way through Shen Long, but they will come later (likely much later) because I want to play around with them a lot more before I write anything up.
Keyword abilities-
Walking Forge- Very simple but very useful, the pure constructs in the crew (that is the ones that aren’t also living) drop scrap when they end their activation. Sets up a ton of things in the crew but especially Ride the Rails cause it gets out the network a lot easier
Armour/Hard to Kill- Not really a keyword thing but almost the whole keyword have some combination of Armour and Hard to Kill. It makes for bad matchups against anything that ignores these (McCabe especially is rough) but if they don't ignore it the keyword is really tough to kill.
Vent Steam- Really great both defensively and offensively,
it gives a 3” aura of Hazardous for enemies and Concealment for everything at
the cost of 1AP. It’s not always worth using it for your AP, and honestly more
often than not won’t be, but when you have triggers to do it for free on things
you wanted to do anyway it’s really great to have.
Magnetism- As a bonus action you should have uses
for it fairly often, and it does quite a lot in keyword. 16” range is huge and
it lets you move the models its on that little bit extra every turn to get
things where they need to go. You can pretty reliably topdeck it as well which
is nice
Mei Feng- Mei as a master does a ton and she is
really versatile with regards to what she can accomplish in any given game. Df6
and 12 wounds with Vent Steam and Armour 1 is great, especially with
soulstones, while Wp5 is average, and Ride the Rails makes her decently fast.
Breath of Fire gives her a ranged attack which is ok, and Condensation on it is
the most important thing because it lets you get Vent Steam without losing
damage efficiency. She has 2 unique abilities that function really nicely to
keep her moving around and guaranteeing she does what she wants to, as she can
reduce her duel totals by 2 to add free suits (especially good when you’re
already winning duels or are above a TN anyway) and when she declares triggers
she gets free 2” pushes. This is mainly to allow her Jackhammer Kick melee trigger
to function as she pushes enemies away, then pushes towards them before getting
extra attacks. Its best use is on her bonus action Freight Train though,
because you can potentially get really high amounts of movement spread across 2
models if you target something else, or missile Mei across the table with
enough scrap markers set up (and then because you declared a trigger you can
drop a scrap again). The damage on Freight Train is somewhat incidental and mostly
nice when it happens, but if it does happen (especially on the Golem) you are
doing a good amount of damage. Her melee is pretty good if not low damage, and
she relies mostly on rate of attacks over spiking damage (although she can
spike with Blinded by Iron to go to 3/5/6 damage). In general Mei does a lot in
game and in pools that play to her strengths (mostly scheming/survival based)
she is a reliable choice if not always the best one
Forgeling- It’s a totem, it does the job. No damage
from Burning, Armour 1 and Df5 are all decent, it also pulses out Burning 1
when it activates (which you need to be a bit careful of with your own models, but
you can use it to your advantage). Its melee attack is nothing to write home
about, but Remove Impurity is a good way to start a scrap engine early on
because it needs just a 4 of Rams to get out scrap and can do it as soon as the
game starts. For this I like to start with the Forgeling and give a single
model Burning (easy enough to do with careful deployment), use the Ram trigger
to remove that Burning and drop a scrap and then double walk as far up as possible
to Walking Forge a second scrap onto the table. It’s simple but it works, and
the Forgeling is also not Insignificant so can work to score points which is
really important.
Kang- Kang is a little bit support piece, more
beater but unique in what he does in the Foundry keyword. Hard to Wound is his
only defensive tech, which means he is a bit easier to land damage on than most
things in the keyword, but Juggernaut gets around that a little bit if you can
spare the card (and most of the time you should be able to). Hot Coals is a
decent ranged attack to blast onto enemies, with Blaze it has a pretty good
role too but isn’t his main job really because his Shovel is pretty great.
2/3/5 on a beater type henchman may not be great, but built in Critical Strike
shores that up and Knock Aside is great for moving things around to deny or
facilitate scoring when you need to. In terms of support, he can stop friendly
models gaining Slow or Distracted which keeps you functioning, and can pulse
Focus for pretty low cost (card or scrap marker, you should almost always have
at least one spare). I like to take Kang more often than not, but he tends to
be the thing I drop if I really want to fit something else in
Sparks- I've touched on Sparks a bit in my
talk about the GG2 Errata because he changed quite a lot there, and
while he is very different to what he was before he is still a really great
choice for Foundry crews, and one I would take more often than not. Command
Construct is amazing, although a 9 isn’t a low TN, it can trigger off almost
anything in the keyword and is basically free AP. Analyse Weakness is a
situationally useful action but when it does work you have a good amount of
anti-Construct and synergises well with a lot of other models. He can heal
friendlies with his melee attack, or otherwise it’s just a decent attack, while
Now Yer A Robot is a great way to make your things even tankier with Shielded
and can synergise with things the crew wouldn’t normally (making things
Construct). Pack With Explosives doubles down on the “force bad decisions”
playstyles of Foundry and when your defences work it also adds great ping
damage on top of Vent Steam. Hostile Work Environment shuts down tons of support
in enemy crews, and Scrapyard Mines makes the area around him a big Hazardous
danger zone which is really nice because it works for making really nasty no-go
zones. Sparks is tough because he is a support model, but at the same time
needs to be on the front lines to get the most work out of him and needs to be
protected a bit.
Metal Golem- the big beater of the crew, the Metal Golem
I really love and always take when I play Mei. Despite Mv4 it has deceptively
high movement through Off the Rails, which also boosts his offensive
capabilities through free attacks (this action you should really always take if
you want to move or charge because of the value from it). Defensively Df/Wp5 is
pretty average, but Armour 2 and Vent Steam help that and if it does die you
get 2 free scrap markers from Excess Material which helps a bit. Walking Forge
is always great to have, and being able to get Shielded +2 from scrap markers
as a bonus action is really nice (and if you pair it with Sparks giving him
bombs, even better). Stat 5 melee isn’t fantastic on a 10SS beater, but
positive flips gets around that and 3/4/6 damage is also great. Condensation
trigger is a must for its value, Defensive Reflexes for Shielded is also nice (and
like I said, Sparks synergy) and Knock Aside plays into the keyword having a
lot of ways to shove enemies out of position where it benefits you. In general
I would always take the Golem if you’re playing Mei because it’s too much good
value not to
Mechanised Porkchop- As far as your Walking Forges
go, this is the quickest and 7SS is a very good cost for what it brings. It does
have low wounds and is fragile to ignore Armour, but at the same time Armour 2
and Df5 with Vent Steam is decent enough. Its wounds are a resource with
Reckless and you need to be very careful with that, likely alternating between
Reckless and Tin Feast to keep it topped up (or use Sparks aggressively to heal
it). Its melee is decent, although having to declare triggers and 0” melee are
both slight downsides. Trigger on every suit is great to have though, and they’re
all useful triggers if you play around them
Neil Henry- Neil is a bit cheaper than the other
beater models in keyword, and 8SS is really competitively priced for him with looking
at what he does. 2/4/5 isn’t super high damage, but Stat 6 is great and he has
a few triggers that are all useful, Reckless and Flurry make his output really
insanely high and he has 2 separate ways to give out Injured which only
punishes the opponent more. I only recently picked up Neil and got him painted
so haven’t really gotten much practice out of him, but I think he has huge value
if he can do what he wants to do. He is a bit more fragile than most models
though with no Armour and no Hard to Kill, relying only on Hard to Wound for
defence so he can’t be overextended that much. He is similar defensively to Kang
but without stones to help out, albeit priced cheaper. Neil is also not a Construct
so lacks more of the synergy with the crew that others have
Willie- While he has a niche, I don’t really rate
it too highly in the keyword because he doesn’t really do enough that affects
how the keyword plays. While I think it is probably a worthwhile model if he
was in M&SU with what his actions do for them synergy-wise, the help for
gun-based crews and more shockwaves isn’t something I rate very highly for
Foundry
Rail Worker- For 5SS their weaknesses are
moderately easy to work around (or just acceptable, Wp4 really) and they do a
lot for the crew. Armour 1 and Hard to Kill is great, Ride the Rails as
standard and Creative Salvage can be ok but you don’t really tend to kill much
with them to make use out of it. They have ways to reduce Burning from other
models (really amazing offensively against things like Kaeris because it also
gives Stunned) and the action also lets you generate scrap markers on a Ram
trigger. Rail Driver is an ok attack for a 5SS minion, but Pneumatic Toss is
their best offensive action because it has so many applications when compared
to schemes. One Rail Worker is something I always hire, and I usually end up
taking 2 because they all give value
Survivor- Slightly faster than Rail Workers as
normal, and much higher Willpower but otherwise fairly similar. They bring
Magnetism and the excellent trigger to instead move the target which you can
use to rearrange your scrap network or help your crew reposition. They have
pretty low damage, and their ranged weapons hurt them if they use any triggers
at all, but both triggers are pretty good (ranged scrap generation is always
useful). In general I think they have a niche, but of the 3 faction minions I
think they’re the least useful.
Metal Gamin- Cost 5, 4s in every stat but they exist to just fuel the rest of the crew. Armour 2 keeps them alive longer, and what you want them for is Walking Forge and Excess Material to guarantee you’re getting out heaps of scrap markers reliably. They can give any model in 3” Shielded +1 for a 5 of Tomes, or just a 5 if targeting a Construct (most things in keyword). Their attack is pretty meh honestly, but its there if you need it, and they have Magnetism only needing a 3 which is really great for mobility. In general I’d take 1 in most crews just for the support they bring along, but not always.
10T OOK/Versatile models-
My usual go-to when it comes to Versatile models, the Terracotta Warrior, I would not suggest here because it's only 1 stone less than your minion options, and I'd just go for an extra one of any of them and play a stone less. I really honestly don't think anything massively grabs me OOK any more, although I have played around with Minako Rei for Katashiro summons and McCabe for janky interactions with the scrap, but they don't do all that much for me personally
Upgrades-
Masked Agent-I really like this on Mei Feng, because it tunes her up quite a lot. Ignoring Resistance Triggers is the biggest part, but being able to bring along something else when she charges too is really nice as well because it lets you set up extra movement you might not have had access to otherwise
Trained Ninja- This upgrade used to be worth taking on Sparks to keep him safer, but since the GG2 errata it doesn't really have a place in Foundry I feel. Unimpeded is ok but Ride the Rails is better, and otherwise you don't really have a need for anything the upgrade gives.
Silent Protector- You can get almost all the benefit of this upgrade across different things in keyword, so I would really give it a miss. If you really need Hard to Kill on something then maybe, but even then it's really only going to be on Sparks or Neil who I think are mostly fine without it.
Arcanist OOK/Versatile models-
Most people would note the Soulstone Miner here, and Steam Arachnid Swarms were popular for quite a while, but I honestly feel like they aren't super necessary any more and the keyword can do what it wants to do without really dipping OOK that much. The constructs Mei does want are the ones that can create scrap to feed to the crew, and her keyword models do it easier than most.
Mechanical Rider- This however is where I accept
that going Versatile is an excellent option. Natively very quick, Ruthless,
great defensively and supports the crew in really great ways. Revel in
Creation fuels your Ride the Rails with Scrap drops (or you can drop other
markers to score if you need to) but Revelation does a lot of work in Foundry
(as if it wouldn’t anywhere). Revel is really why you take the Rider, but it is
all around a really great, if expensive, model.
Upgrades-
Magical Training- It goes on minions because Arcane
Reservoir is so good, and really you probably want it on a Rail Worker or Metal
Gamin depending on taste. Definitely take one
Diesel Engine- Almost the entire keyword are
Constructs, so they all work nicely with it, but it goes best on a few specific
models. Sputtering Exhaust is mostly a slightly worse Vent Steam effect, but
always on and with no cost, and Charge Through means you will mostly want it on
your beaters which means you lose out on On the Move. Putting it on Rail Workers
is probably the best option, but even then I would probably take the other
upgrades because of how great they are.
Soulstone Cache- The minion benefit isn’t huge,
and it is so good on your beater Enforcers. This is the way you upgrade your
Golem or Neil Henry
With a good rail network setup, deployment doesn't matter a huge amount. Wedge is the most awkward, but its easy to set up all the time anyway.
Strategies-Reckoning- you’ll see things ignoring all your defenses in this strat and with that considered you’ll fold pretty easily. Some of your beaters are good enough to hit very hard by themselves, but not enough that you can carry the strat on them alone
Turf War- Mobility and tankiness together is
pretty good here, as is Hazardous auras for creating bubbles where you can hurt
your opponent for coming near you (excellent near the centre of the board and
that all-important middle marker) but it’s likely the opponent will tech
against your Armour and try and negate as much of your defensive tech as
possible
Corrupted Idols- Like a lot of high-armour
crews Foundry have lower wounds to compensate, and with virtually no healing in
keyword and your wounds already being a resource to spend on some models you
don’t want to have another reason to hurt your own models. Mei can do it
decently herself, but you’re then hurting your Master to score which isn’t
often great
Plant Explosives- Foundry can get in really great
spots for this quite easily, and with them being moderately tanky if not teched
to you should be better able to score this than some other strats (assuming the
opponent will also be playing more scheme-focused)
Detonate Charges- Not bad, but not great either
because you have no ways to put down markers outside of Interacts so it needs
effort or hiring OOK. Mech Rider in Arcanists, Hucksters in Thunders both do it
but I wouldn’t really be going for it as a first or even second choice
Breakthrough- Somewhat easy to score, but the end
point needs a bit more work and a hard push into the enemy deployment. Depends
entirely on the deployment zones for me (Corner I’d never do it, Wedge and
Flank are things to consider heavily)
Harness the Ley Line- Pretty easy to score, just
pop markers down on the centreline. There’s really nothing else to be said
cause almost any crew can do this without even thinking
Search the Ruins- I’m a big fan of this just
because I like a lot of marker-based schemes, and Mei can do it pretty well all
things considered
Dig Their Graves- Use scrap to set up kill zones, then kill near there. It's easy to pull off
Hold Up Their Forces- You have very good tanky 5SS models in
3 different varieties. This is a huge strength for the keyword, and you can do
it fairly well when you want to
Take Prisoner- Using Rail Workers to chuck things away from
enemies is a decent way to score, but its also a bit of work and I don’t really
find it super fantastic myself
Power Ritual- Depends on the deployment, but in Corner and
Flank it isn’t terrible to take just a bit bland
Outflank- You can do it, just isn't the best option to take.
Almost always you'll have 2 schemes you'll want to take more but it isn't
difficult to score. It does pair amazingly well with Power Ritual in Flank and
Corner, but no better for Foundry than anyone else
Assassinate- Mei herself isn’t too fragile and can survive
pretty well, plus with Vent Steam she can make sure the opponent has to make
bad decisions if they want to take her out. You can also threaten enemy Leaders
in a lot of different ways with the crew, and late game there is little escape
from you.
Deliver a Message- With rail networks, you can get in and deliver pretty easily, and the 2nd point isn't too hard either
Claim Jump- Get in the middle and make a no-go zone, set up your hazardous and try and keep enemies out. You can use a few things to get movement in janky ways as well if you need to
Vendetta- If you are taking this, it’s the place to
take Neil Henry. His mass amount of attacks and cost 8 means he has a good
array of targets to choose from and he can take them down fairly easily. There
are a few decent takes for it in-keyword but I would go for Neil myself.
Strategies-
Symbols of Authority- with your mobility on Mei and
with Ride the Rails, you can get to symbols fairly easily and score points
where you need to. You also have some great defensive models to protect your
own symbols for fairly cheaply
Recover Evidence- not terrible, but not great
either. It’s something you won’t struggle at, but there are a lot better
options in both factions to make scoring easier
Corrupted Ley Lines- Mei can do this almost by
herself fairly easily, but it’s also at the expense of not being able to use
Ride the Rails in any model with the lodestone which affects your mobility a
bit on its own
Public Enemies- I don’t really rate this for Foundry because as soon as someone sees Mei is declared in this strat, they’ll always pack as much armour ignore as possible to guarantee your main defence is gone.
Schemes-
Breakthrough, Take Prisoner, Vendetta, Assassinate, Claim Jump- Nothing changed here, so my points from above are still my opinion on them.
Hidden Martyrs- There are a lot of very valuable combinations here to choose from (basically any 2 models in keyword that aren't Kang or the Golem) and you have the potential to keep it on your terms
Sabotage- This one is a bit too deep in the enemy zone for me to rate highly, because its a lot of work to get into the enemy deployment enough to make it worthwhile
Catch and Release- Being able to pop in minions that are very tanky for their cost, score the point and then Ride the Rails all the way back where you can't be touched makes it very easy to score if you play to your strengths
Let Them Bleed- While they can fight, I don't think that the crew can hit hard enough to guarantee you'll be scoring this. Also consider the likelihood that with damage-based pools you're likely to see a lot of armour ignoring against your stuff.
Leave Your Mark- Claim Jump for scheme markers, but unlike Claim Jump you just don't have the kit to make it worthwhile. I wouldn't take itResearch Mission- This one is really easy for Mei as long as you can survive, so I'd definitely recommend it
Spread Them Out- Because its only in the enemy table half, you can dance your way in with scrap pretty easily (or just your other movement tricks) and get markers where you need them to be. Both points are as easy as each other, so I would say this is a decent take with a lot of the keyword models you have.
Runic Binding- Not bad, but it takes a lot of work in a keyword where you don't have any ways to cheat in schemes outside of Interacts so I wouldn't take it
GG2
Strategies
Symbols of Authority, Corrupted Ley Lines- Same as in GG1,
my thoughts are the same.
Turf War- Same as it used to be, same opinion as before
Break the Line- Once you have a decent rail network set up Mei isn't bad at seriously pushing up 2-3 markers and going deep with it, but it's not her best strat I don't think. She is best at counterplay as the crew can jump around where needed and shove models out of position or get in their way in really annoying ways
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- Not bad to do with Foundry, because you can very easily drop scrap markers by doing literally nothing with a lot of your crew