Showing posts with label Explorer's Society. Show all posts
Showing posts with label Explorer's Society. Show all posts

Monday, 30 August 2021

Model Review- Lucas McCabe, Tomb Delver and Corpse Curator

 One of the newer reveals for the next Malifaux book, bringing one of the Masters I was most looking forward to- McCabe. My favourite crew to play in Ten Thunders, and one I played almost exclusively for a lot of 2020, anything new for Wastrel is something will always be very excited for. 

The new version of McCabe has a lot to like, and he loses the horse for a whole lot of really awesome versatility. Extended Reach is to be expected with his whip, and Depths of Malifaux has shown up on a lot of his keyword already but is also something to note as really great because it means most forms of terrain won't stop his crews from doing what they want to, and while he loses Looted Supplies he gains Claim the Riches which does the same thing but better (it also gives Shielded 1 and can trigger off any markers except for schemes). He plays really nicely with his Artifacts as well, because any friendly model that has one will create a 5" bubble around them where enemies get -1 to their attacks which is amazing and you can really play around with Artifacts in a defensive sense instead of just throwing the sword on things and watching them blend. Treasure Hunter lets you take a bonus action from an Artifact when you end your activation (meaning you also get another bonus action, so he can attach one to himself and then use an action from it anyway) and then you also have the choice to chuck it to another Wastrel or Minion within Aura 5 and gain Shielded on both McCabe and the recipient. Passing it off is a choice so if you want to keep something on McCabe for any reason (mainly for Life Leech) you don't have to give it away, although Shielded +1 and likely also Fast is very hard to pass up. If it hasn't already become obvious, my favourite upgrade to pass around with this version of McCabe is the Phantasmal Mask because it lets you play an aggressive defence where you can dive in and really mess with the opponent's plans with making their attacks less reliable (and then lower damage from Shielded) while you tick down their health as well via Life Leech which is amazing all around. Treasure Trove also has some really great triggers, because Jackpot! gives you potential for a ton of Focused in the crew which is always good, or Tomb Curse to force a bunch of duels mid-game that give out Stunned which hurts a lot in the right matchups. 

Take What You Can Carry is quite easily my favourite part of new McCabe's card and it makes an already great scheming crew ridiculously powerful in this regard. For a 6 of any suit, you can make any Wastrel on the table (but still in LoS) move 2" and take an Interact action at the cost of gaining Staggered (in effect making it once per turn per model). Staggered can be potentially a bit of a downside, but your good scheme runners in keyword (Desper, Hucksters and Rough Riders) have ways to get around this with their extra movement abilities that don't care about what their Mv stat is at all. Each trigger heals 2 on the target, but ending a condition or dropping a Scrap are both directly applicable in a lot of cases so you'll often want to use them. Using this is a great way to extend your movement and/or get into places you need to that you might not have had the AP on other models to get to and is really a game winner all by itself. The interactions that are the most immediately noticeable are with strategies, because this works great with Symbols of Authority and Break the Line (this one especially because you can just force it really deep quite easily). 

McCabe has 2 attack actions and both seem to be consistently low damage, although they are consistent in their damage and both have potential to control spaces on the table either for your models or the opponents. His Pepperbox is 2/3/4 damage with blasts on every level, which combined with giving everyone damaged Stunned you can spread out some really nice debuffs and chip out damage over a wide amount of models if the opponent bunches up. The Mask trigger on it to move any friendly model in LoS up to 3" in any direction is really great because it just lets you play with movement even better while damaging the opponent, giving you really nice angles and even synergising with Take What You Can Carry nicely to get into places where they need to score schemes or strategies. His Bleeder Lash is min 3, which alone is great, although it only goes up to 3/3/4 so doesn't spike very well although it is consistent on the lower level. 2" range, stat 6 with a possible positive flip is very good though, and he can kill models well enough with it. Combined with the sword to have him ignoring a bunch of defensive tech it becomes even better, and although the same can be said for almost anything he does have one of the highest min damages in his keyword so he is a good choice to keep it. Although he doesn't have the pulse duels and basic movement of the mounted McCabe he does keep something a bit similar, with his Ram trigger Crack the Whip to push enemies in his engagement range away from him and give them a little extra bit of damage, meaning he will potentially be min 4 on his target and pulsing damage (and forcing movement) for everyone else which plays well with a lot of schemes. Overall this new version of McCabe trades being able to very effectively operate solo for buffing up his crew a really good amount, like a lot of the new wave Masters being crew buffers instead of efficient by themselves (be that as beaters or schemers)

The Corpse Curator is an interesting piece in Wastrel crews although like a lot of the latest wave it is largely a piece that will be seen sometimes as a tech piece when needed. It is pretty good defensively for 6SS and Drag Behind and Dredge Up both give it a good niche in terms of getting markers where they need to be for Looted Supplies to trigger, and being able to make an attack off of Dredge Up is more just a nice thing to have rather than the main intention of it. In terms of anti-marker tech it also works well because it effects any non-scheme and you can move a lot of the more annoying markers that aren't Destructible out of the way to a place they're just useless which is almost as good as removing them anyway. Its melee attack is quite weak in Wastrel generally (it makes Netgun McCabe a bit better, but I wouldn't rate that super highly as far as interactions go) although the trigger on it does have some quite funny interactions with Symbiotic Relationship (enemy takes possible 2 damage from the Poison from it) being able to remove any marker (same as Wrastlers and Mancha Roja, but slightly less universally useful being on a trigger). Cursed Sludge is decent mid-game when the Curator can get into a scrum (but it is almost always applicable in Experimental) and affect a bunch of enemy models with Poison. The Tome trigger for Scrap drop is always nice, and Leaking Fluids could be useful just to make certain parts of the table more annoying for the opponent but is really more applicable for McMourning. The real big reason you take the Curator though is for Animated Remains, which lets you use it as a Scrap or Corpse marker (meaning it triggers Looted Supplies for free card draw) and you can deal 2 damage to it when you would normally remove a Scrap for Artefacts which isn't bad, but I don't find it hugely useful unless you want high amounts of Artefacts out without also generating a high amount of Scrap. There are definitely a lot of uses for the Corpse Curator, but in general I think it is mostly something you take when you feel like you really need the marker bonuses but otherwise I don't think it is massively essential for Wastrel crews. 

Friday, 2 July 2021

On the Table- Bakemono, Wastrels, Bayou

 Back with another little hobby update, we're back in temporary lockdown here in Sydney so I've been making the most of it by finishing some projects off and getting warbands done. 

First up I picked up a Bakemono warband for Bushido (I did say in my last post that I would be buying into Jung Pirates next, but I got a bunch of Bakemono for a good price and expanded from there) and got them all painted. These sculpts I absolutely love because they have so much character and I am a big fan of Bushido minis in general for this exact reason. 

I also picked up the last box I needed for my McCabe crew for Malifaux, which gave me Cryptologists and Rough Riders. I have always loved using the Rough Riders with proxies, but now with their official sculpts (which are really awesome) I will definitely be using them a lot more while I play around with the McCabe changes and GG2. I already had Jessie Halliday unpainted from when her box came out, so I painted that at the same time, and the Cryptologists I really didn't like in the renders but having their sculpts in hand I warmed up to them a lot as they look a lot better proportioned and less janky in the flesh. I really enjoyed painting these all and the newer Malifaux sculpts are very often really nice to paint. 

Most recently I've been putting in a dedicated effort in clearing the backlog, especially in getting all of my Bayou fully completed. Finishing bases has never been a strong suit of mine, and I like to procrastinate on them for a long time, so getting all of these done and finished is something that I am very happy with because I can get them all packed away and done for good, but also I can say that I have 6 keywords in Bayou almost in their entirety fully painted and based. 

Tuesday, 8 December 2020

Relic Hunters- Malifaux McCabe Tactica

Back to Malifaux after a long break between posts, I'm talking now about the Wastrel keyword. Over the past year I've migrated almost fully into Ten Thunders from my Outcasts, and McCabe has been the main reason for doing so as I love the crew. 


Keyword abilities-

Looted Supplies- Pretty simple, if the model starts their activation within 1" of a corpse or scrap they draw a card. It's on the whole keyword, and you can generate scrap decently enough to set up a bit of card draw if need be but it's just a really nice incidental thing too. 

Artefact Upgrades- They all have Take This! As a bonus to pass it to another minion or Wastrel within 6” on a 4 and Paid With Trinkets to give Fast at the start of the models activation provided the upgrade was attached this turn. Both of which together can give you great Fast chaining but I think it’s a bit of a trap and Fast just happens to be something nice to give out when you need it to happen

Timeworn Blade- My favourite one, just cause it’s easy to use. Giving Precise (the important one) and Blade Storm it’s the most directly offensive of all the Artefacts and ignoring so much defensive tech can win games on its own. Blade Storm is ok but not amazing, and a lot of models in keyword have much better bonus actions already so it competes with a lot (Ride With Me, both of Sidir’s bonuses, Leap)

Phantasmal Mask- The defensive one of the lot, this gives Life Leech and Protective Spirits (pulse 3 Shielded +1 as a bonus action needing a 7). The potential for healing from this is great even if its initially low (Protective Spirits also has a ram trigger to heal 2 and choose to end a condition) but it is a great way to passively heal up if you’re in the middle of a scrum. This is what I give McCabe after the Blade because boy it makes him annoying to deal with.

Faded Mirror- My least favourite of the lot just because it doesn’t do as much as the rest, it’s very card draw focused in a keyword that can already get good amounts of card draw fairly incidentally. The bonus action it gives is just draw a card if the opponent has more cards in hand which is meh compared to almost any other bonus you already have, and Know the Warrior requires you to have Focus and not spend it while also cheating fate to draw cards. It’s a far worse Showboating and I would really only put this upgrade out if I already had 2 copies of Blade and Mask already out


Keyword models-

Lucas McCabe, Relic Hunter- McCabe is a really big bag of tricks, but they all lean towards one specific thing. He's quick with Mv7 and Unimpeded, plus he can move through other models and has Ride With Me for extra movement as a bonus action. All of this alone gives him potentially 26" of movement a turn, but with Make Way! this becomes huge amounts of damage and turns him into a shockwave-lite master. Tn13 Mv duels every time he moves through a model will happen a lot, and the 2 damage stacks up really quick if he runs around like he should be. He has a few tactical actions, digging up relics (and he can immediately dump it off on a trigger) is nice but Luna does it for less valuable AP, and he can force Wp duels that do 2 damage and Injured 2 if he discards Artefacts from friendly models. His attacks are where he shines though, because his Netgun blasts around Staggered and Slow (both of which protect him a lot and increase his damage potential) and his Bull Whip is just amazing. Low damage with 2/3/4 but it explodes into a bunch more duels to hurt the opponent a lot. 2" move built into the attack can clip plenty of things, plus the triggers to either move 5" (through more models for more duels) or the built in ram trigger to make enemies in pulse 2 take a Tn13 Df duel or take 2 damage. This means if you set it up well you can do absolutely massive amounts of damage to bunched up enemies and with the Timeworn Blade you can tear through most defensive tech on all of it except the Mv duels which is insanely good. McCabe tends to be a distraction piece for me in most games because of this potential, and he either gets focused (and still does a lot of work going down) or ignored and dominates the game. He's an amazing Ley Lines piece too because of the movement potential

Lucas McCabe, Dismounted Hunter- the 2nd version of McCabe, this is assuming the mounted version gets killed (which isn't out of the question playing trample McCabe, and honestly something I expect late-game). He loses a lot (Unimpeded, Ride With Me, Make Way! and Trample),  but does pick up +1Wp, Swagger and Extended Reach plus swaps his attacks out for 2 different versions. Collier Revolver is a decent gun but not anything to write home about (especially compared to the Net Gun) but his Glowing Saber is insane, especially when you add it to the Timeworn Blade to ignore almost every main line piece of defensive tech there is. All in all he's really just a last resort for when he does get knocked off the horse, but he's still pulling his weight. 

Luna- Basically only a way to cheaply get more Artefacts out, but Luna does it really well. Turn 1 and usually 2 she just digs up a scrap and removes it for an Artefact before passing it off to someone else which is a little card intensive but not huge enough to not do, and you can reliably topdeck most of it anyway. As a totem she doesn't do too much but what she does is great

Sidir Alchibal- Sidir is the beater henchmen in the crew, and he is pretty damn versatile. Both his shooting and sword are stat 6, he has Analyze Weakness for Armour and Shielded and his triggers are all excellent. Crit Strike on his sword means he can spike damage far easier or he has the option for card draw/cycling, while his gun can either get extra shots or give the target Slow (both will affect the board state a lot). Swagger for free focus is amazing, Parry is a good defensive trigger when it works and Ruthless is pretty self-explanatory in how great it is. Mv4 isn't great, but Swagger is a nice compensation and Ride with Me from McCabe or Rough Riders (or both) do the job really well. His 2 bonus actions will both see play as well between having Juggernaut (keeping him really hard to put down when added to Artefacts and Silent Protector) and Blow It To Hell for ignoring cover on the guns in the crew which you can combo with things like Samurai for great effect. 

Desper LaRaux- Package everything you want in an ideal scheme runner and make it a henchman. This is Desper, absolutely worth taking every time you're playing anything needing schemes or interacts. Leap, super-Unimpeded and Don't Mind Me makes enough of a package that he's just amazing, but also Loot Their Corpse to generate Soulstones and a Df trigger that's basically better Butterfly Jump (albeit needing the suit). Plus he ignores Armour on his melee attack and can steal stones for if he needs to play aggressively, which he usually doesn't but it's hilarious when it comes up. If you can't tell already, I love Desper. 

Jessie Halliday- I think Jessie is good but she doesn’t really do much for McCabe in the grand scheme of things like Sidir or Desper offer. Archaeological Dig is a really great action McCabe gets a lot out of, but somewhat dependent on board state and it needs markers to exist first. Her front of card is amazing with her being unaffected by Severe, Hazardous, Shockwaves, Pulses and Blasts plus Hard to Kill, but a Harpoon Gun on one of the slower models in the keyword isn’t really needed (good in combo with Sidir but otherwise a bit meh to me) and the Soulstone Flare isn’t going to fire off as much as one would hope. The ways she interacts with Artefacts are also lacking to me and that's something I like to consider a lot in McCabe crews

Rough Riders- Fast shooters with Ride With Me, they can do a lot of work at a lot of different things. Their melee isn't strictly amazing but their gun brings a lot to a keyword somewhat lacking in shooting, and their 2 bonus actions both are helpful (although Ride With Me is what you want most to ferry around the slower stuff like Sidir and Cryptologists). They get nice bonuses off of Severe terrain (while ignoring the Severe trait) and the extra inch or 2 on deployment is ok as well (especially with RWM to pull everything else forward too). They're somewhat fragile so be careful not to overextend them, but with Survivalist they can heal a lot when they need to (and the trigger on RWM to heal is great too)

Hucksters- I love Hucksters, but who doesn't? Front of card is ok, and their attacks are nothing to write home about, but their tactical actions are amazing and the reason you take them. False Claim lets you get out obscene amounts of scheme markers mid-late game with some setup, and Secret Passage is huge amounts of movement is a little bit card intensive. Hucksters tend to be pretty card-hungry with TNs but it's lower moderates they need anyway so not a huge issue. 

Cryptologists- Really awesome design and fluff, but they're incredibly niche takes in Wastrel crews. Their big thing is being able to shut down enemy start of activation effects unless they discard a card first (Regen, Tools for the Job and Rig the Deck are the funniest interactions) or triggering friendly start of activation effects on their bonus action (all the Artefacts ability to give Fast is start of activation so one upgrade can get Fast for 2 turns on the same model). Otherwise they don't have anything especially fantastic but they're an interesting take in general. 

Ruffians- Looking at them compared to Hucksters for 1 less stone, Ruffians aren't worth taking. Sure they have Ruthless and Swagger which are both great, but they don't really play into the Wastrel game plan that much and Hucksters almost define that game plan, so I'd just eat the cost and take Hucksters almost every time


OOK/Versatile models-

Ten Thunders-

Samurai- High cost high quality minion is something McCabe likes a lot, and the Samurai are exactly that. Good shooting and good melee on a tanky body that loves all the upgrades McCabe can give it (and all of the faction upgrades too) just makes for a safe choice in Wastrel crews

Terracotta Warrior- McCabe loves good quality minions. The opponent won't, and will probably try to kill those minions. Terracotta Warriors can bring those minions back, and can steal a whole bunch of actions from the crew (Hucksters especially). For 4 stones why not? I love fitting one in

Jorogumo- I know for a fact it will be mentioned by someone else if I leave these out, so here they are. I personally don’t use them, but they’re insanely good beater minions made better by McCabe and the relics (particularly the sword), the only issue with them OOK is Flicker management. But if they take down 2-3 models in the opponent’s crew before they die is it really an issue?

Wanyudo- Doubling down on forcing a bunch of duels on the opponent, Wanyudo works like McCabe but giving out Burning. Can't benefit from Artefacts but it doesn't need to when it burns the opponent's crew and especially their deck, and it also benefits from being a great 2nd option in Ley Lines, an already great McCabe strat. 

Katanaka Crime Boss- These guys are something I've learned to love a lot and McCabe works wonders with them. Artefacts do work and they can get sped up by Ride With Me access, plus they're tough fighters already. Expensive and in a contested price bracket, but well worth it when they suit the pool

Explorers-

Hopeful Prospect- Similar to the Terracotta Warrior in that they're just decent cheap minions (although Insignificant here) and they can turn into a far better model. They have to kill a 5+SS model to do it, but with the Timeworn Blade and Fast it becomes a whole lot easier and then you have a 4SS Huckster or Rough Rider

Brocken Spectre- Same deal as the Jorogumo in that they're just big beefy beaters, but there's no synergy with the Blade because they already deal Irreducible damage. It does give them Fast though which is really worth it

Botanist- these guys at first look a bit meh for their cost with pretty low stats, but once they get stacked with Grow tokens they become great shockwave minions and even pretty fast. Creating Artefacts while they're nearby feeds them Grow tokens and once they've got some they should be fairly self sufficient. They also will all get tokens for each marker removed, so taking multiple doesn't lose token generation (although it cuts into the list a lot and I wouldn't recommend it). Them hitting with shockwaves before McCabe goes in makes the damage potential so much higher as well with Injured, or their melee attack giving Staggered and either adding movement shenanigans or Injured on triggers. Bonus action move when you can get to Mv6 is pretty obscene, especially because then you can do the shockwave twice after it. As minions they will also gain all the benefits of Artefacts, particularly in getting Fast


Thunders Upgrades-

Trained Ninja- Not hugely useful in keyword because on a lot of things parts of the upgrade are somewhat redundant (From the Shadows when Hucksters are already insanely fast, Unimpeded on Desper) so I tend to give it a miss. Useful and hilarious on Samurai though especially with McCabe to hand out upgrades

Masked Agent- On McCabe it’s excellent (I love it on any beater master just for Relentless and With Me), but the keyword kind of lacks in melee beater henchmen so otherwise it’s mostly wanting you to take OOK and Versatile to get a lot of use out of. I usually just stick with it on McCabe 

Silent Protector- A great way to keep Sidir alive for a bit longer, but otherwise I don’t really take it on anything else in keyword. The other upgrades just do so much more

Explorers Upgrades-

Treasure Map- Its simple and nice, but the models Deadly Pursuit is funniest on (McCabe mainly) don't get a lot out of it otherwise. Hucksters it could work with, but Hidden Agenda is so much better

Flush with Cash- With the crew having a couple of ways to generate stones it could be good, but it also has 3 henchmen and thus a ton of models that want to be using stones. I'd usually just rather take the 2 extra stones and hope to win duels or reduce damage myself. 

Hidden Agenda- This is amazing. Put it on Hucksters and they become both annoying to take on but also really great at pushing for endgame schemes by gaining Fast


Deployments-

Wastrel as a keyword have such obscene amounts of movement they don't really care about deployment type, more about amount of blocking terrain for Hucksters. Tables with less blocking means less movement angles but they still have a lot to give on any table. 


Strategies-

Reckoning- As a more scheme-based crew I don't think Wastrel are super geared towards Reckoning even though they can kill really well in certain situations. I wouldn't take them here unless the pool was scheme-heavy but even then, Thunders can do it better with other keywords. 

Turf War- Not a terrible take but I wouldn’t be reaching for Wastrel first in either faction for a similar reason to Reckoning. They’re decent enough but you’re not playing into the main game of Turf War with the game plan of most Wastrel crews

Corrupted Idols- With a crew that can relocate as easily as Wastrel they’re a decent take here, but be careful of taking wounds on your own stuff cause it’s a risk for late game.

Plant Explosives- Super easy. Chuck bombs on Desper and Hucksters, place where you need to and drop bombs. McCabe runs at the enemy carriers and him and Sidir play a kill game


Schemes- 

Detonate Charges- False Claim. That’s it

Breakthrough- A great scheme to take between Hucksters and Desper, it’s pretty easily achievable. I always take it when it comes up in the pool

Harness the Ley Line- Again, Hucksters. But with Wastrel it’s not difficult to do with literally anyone

Search the Ruins- Guess what? Hucksters and Desper. Terrain even potentially lets you Secret Passage right into position to drop the marker

Dig Their Graves- Actually pretty great. First point isn’t hard in keyword, but the 2nd can be done purely with hitting triggers on False Claim and you can build it up throughout the game with good placement.

Hold Up Their Forces- I’m not a huge fan of this one just because if you deliberately engage more expensive models you’re probably going to lose what you have pretty quick. McCabe has tons of high-value models too both in cost and game use so the opponent probably won’t hesitate if you engage and this is in the pool

Take Prisoner- I don’t like this scheme mainly because your models are great things to choose as targets for it. You can pull it off pretty well with all the movement you have though so it’s not a bad choice, just something to be wary of.

Power Ritual- Corner or Flank then do it, Wedge or Standard it’s a tossup. Doable with Hucksters and Desper going deep but also not guaranteed early and hard to do other schemes at the same time

Outflank- Another easy one, you just have to make sure to survive

Assassinate- McCabe takes a fair bit of punishment, but he tends to be a bit of a magnet for hits so it’s a risky take. Depending on who is on the other side of the table though it can be good for you as long as you push hard and force as much damage as possible (max out simple duels plus Life Leech)

Deliver a Message- Huckster drops into leaders face, delivers message. 2nd point is a bit more work but it still isn’t impossible

Claim Jump- Non-leader is the biggest downside here. It’s got game and I don’t dislike it, but it isn’t super scheme heavy like I like to play McCabe and it needs careful planning of placement and activation order to pull off 

Vendetta- If you're taking good beater minions, great take (although they're usually still 9-10SS and targets are restricted) but most of the time you don't have high enough damage on the models you want to really guarantee it with in keyword. 


GG1

Strategies- 

Symbols of Authority- Really good take for McCabe. You can't put Hucksters directly on the Symbols unless the opponent puts them near blocking terrain, but between the crew you have enough easy movement to threaten almost every symbol placement pretty reliably. 

Recover Evidence- McCabe can do it pretty well but I'm not guaranteed to take him here because he isn't the only good option in either faction. It all depends on the situation I find myself in at the start of the game as to who I will go with. 

Corrupted Ley Lines- This is my favourite strat for McCabe. Chuck the lodestone on him or a Rough Rider (or Wanyudo) and you'll pretty easily score at least 2-3 points. The amount of movement you get from Ride With Me and native Mv7 is enough with McCabe. 

Public Enemies- Because McCabe isn't really a combat heavy keyword I don't think he's a great take here, I'd rather go for someone like Misaki, Yan Lo or Cooper 

 

Schemes- 

Breakthrough, Take Prisoner, Vendetta, Assassinate, Claim Jump- Nothing changed here, so my points from above are still my opinion on them. 

Hidden Martyrs- I'm not a fan, but you can choose 2 Hucksters as your Martyrs and it becomes a really tough decision for your opponent. Do they kill the Hucksters and score you this or do they leave it and risk scoring more off the other scheme and strat?

Sabotage- I take this often. Backfield scheming is something Hucksters and Desper can do really well and this just plays into that fact. 

Catch and Release- Doable with Hucksters, who can get in and engage and then pop away really easily

Let Them Bleed- Not something I would ever take with McCabe. It's difficult to predict and a lot of the keyword don't want to be fighting (plus 3 henchmen all with little defensive tech makes it hard to deny for you)

Leave Your Mark- I’m not a huge fan of the scheme, but McCabe can do it easily enough. Having a Huckster in place can get you both points fairly easily, and in denying it will even gain you soulstones

Research Mission- Pretty great take between generating scrap, scheme and blown apart markers. 2nd point is harder but still doable, I like it a lot

Spread Them Out- Hucksters. They break off to get 2 markers down and whatever else places the 3rd, it's pretty easy to do with this crew. 

Runic Binding- With the movement and easy marker placement the keyword has, Binding is almost a safe take for the first point. If you start shooting with McCabe instead of trampling it gets even easier because you're slowing them down a lot. 


GG2

Strategies

Symbols of Authority, Corrupted Ley Lines- Same as in GG1, my thoughts are the same. These are still McCabe’s top 2 strategies and the main reasons you will be reaching for Wastrel

Turf War- With the mobility you can get in this you can do some pretty good work, but not going to be as amazing as some other masters in either faction

Break the Line- Scheming and mobility makes this a pretty good strat for Wastrel although not their most fantastic


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 your scrap generation as well as schemes it could be worth it, but the errata also severely dulled the killing potential of the keyword so you’re forced OOK a bit more which loses you synergy. I wouldn’t really recommend it much.