Lilith and I have always had a difficult relationship. In
Malifaux 1.5 I played all of the Neverborn Masters to at least some degree but
of the 5 Masters (+Collodi) available, Lilith was my least favourite. Sure she
was good – her and her Nephilim crew’s ability to smash face in melee was
almost unrivalled. But ultimately (and in my opinion of course) it led to a
fairly flat playstyle. It really wasn’t until later books, when she gained
access to more supportive minions like Nekima, the Blood Shaman and Those
Bastard Twins (Lilitu and Lelu) that her playstyle developed some more depth.
Even then, it was never enough for me to tear myself away from the
super-tricky, multi-dimensional playstyles of Marcus, Zoraida or Lucius.
Fast forward to M2E, and Lilith is a changed girl. She’s
still a force to be reckoned with in melee, but her higher fragility and a new
set of tricks has made her much more interesting and dynamic on the board. Thus
far then, I’ve enjoyed using Lilith quite a lot.
Say Hello to Mummy
While Lilith is undoubtedly designed as a melee fighter,
she’s not the sort of melee fighter you can just throw into your opponents
force and watch her grind through them. Despite her high Df, I’d maintain that Lilith
is not particularly tough. There are plenty of melee specialists with a melee
stat to match her Df value, and any hit that does connect with her is going to
hurt. Lilith is especially vulnerable to blasts or anything else that doesn’t
need to force a Df resist, especially with her pitiful Wp of 5. That low Wp
alone is going to be a serious weakness against the right crew, so any enemy
model who can exploit that is a serious threat to Lilith.
I think the key to using Lilith well, then lies in her
ability “Master of Malifaux”. If she doesn’t need line of sight to target enemy
models (melee attacks aside), why should you expose her in the first place? So
what I’ve tended to do is hide in cover or outside Line of Sight, then use her
to take down isolated targets, by either charging them herself or using her
positioning spells like Transposition to pull them out of safety. Beyond this
general playstyle, there are a few extra facets to how Lilith goes about her
business, depending on her crew and upgrade selection. For me though, I’ve
almost entirely focused on her tricks associated with push effects.
Rotten Belles? We don’t
need no Rotten Belles!
In terms of upgrades for Lilith, my usual setup has been Living Blade, Wicked Mistress and then either Beckon Malifaux or Summon
the Blood. While upgrading Lilith’s greatsword attack is undoubtedly great,
I take Living Blade for Thirsty Mandrake. As a pseudo-pounce ability, it allows
Lilith to make free attacks on anyone who pushes to within 1” of her. Combine that with Wicked Mistress to push
enemy models their charge toward her and you have a Master who can easily suck
enemy models out of safety and into the waiting arms of Lilith. The alternative
to Wicked Mistress would be to use Tangle
Shadows. It’s certainly more flexible in it uses than Wicked Mistress, but it
won’t give Lilith that free attack and I’m not overly fond of the high casting
requirements.
Of the other Lilith Upgrades, Beckon Malifaux has often been a favourite of mine (who doesn’t
like mobile, line of sight blocking terrain?), but I’ve also dabbled in using Summon the Blood. While it does wound
your own models, the ability to deal irresistible damage to enemy models is
very handy when you’re facing something who’s otherwise very difficult for
Lilith to kill conventionally (eg. a Nothing Beast with no cards in-hand).
The one action I’ve yet to really try with Lilith is Wicked Vines. In theory it should work
really well with Wicked Mistress or other push effects, or even just holding a
model in place to keep them from disrupting your own plans. In later games, once
I’m over the awesomeness of luring in enemy models for dispatching by Lilith, I’ll
probably give this more consideration.
Rapid growth
deserves it’s own heading, so…
Growing Up
I’ve only taken Rapid
growth in one game thus far, and when I had the chance to grow a Terror Tot
onto a Young Nephilim, I actually didn’t bother since I wanted the higher
mobility of the Tot at the time. Other than that, I’ve generally avoided taking
Rapid Growth in my crews. While I can’t deny the value of upgrading one of your
Tots mid-game, it’s always felt a bit like a “win more” upgrade. If I’m already
slaying enemy models left right and centre, do I really need the additional
killing power of a new Young Young Nephilim? In any case, most of the time my
Terror Tots have been sent out to the flanks to achieve objectives or delay
enemy models rather than bunch them up close to Lilith (or whoever’s been given
Rapid Growth). So thus far my kind of playstyle hasn’t really worked well with
getting the most out of Rapid Growth.
That said, I did once play a game against another Lilith
player who used Rapid Growth to great effect. What he did was use Transposition
to pull isolated minions into a waiting swarm of Terror Tots, who then pounced
on the hapless victim and with the help of a swing or two from Lilith’s oversized
butter knife, killed it off to grow one of those Tots into a Young Nephilim.
The strategies and schemes themselves where very geared toward killing so with
no flanking objectives to worry about, the bunched up, Rapid Growth-friendly
style worked really well for him.
He’s a Barbie Girl,
in a Barbie World
As Liliths very own Henchman I think Barbaros (or Barbie, as I’ve taken to calling him) deserves special
mention. On his own I’ve found Barbie to be a decent little package – armour,
high Df and Wp stats and his Knock Aside Trigger give him some good resilience
(especially for a Nephilim), and the extra walk action from nimble makes him
quite mobile. His damage output is merely “okay”, but what really draws me to
him is how easily he pushes enemy models around. Pairing her with Lilith using
the Living Blade upgrade makes it very easy to push enemy models to within 1”
of Lilith and give her a free attack courtesy of Thirsty Mandrake. You can do
the same with Terror Tots (who have Pounce) and that still doesn’t take into
account all the other tricks you can pull when pushing enemy models around,
whether it’s to get them out of melee or on/off objectives.
I generally haven’t prioritised giving upgrades to Barbie –
he’ll usually only get 1 or 2 if I happen to be short a few spare soulstones in
my crew. When I have though, it’s usually been Obsidian Talons for the Flay
trigger – something that’s very useful for boosting the melee power of Terror
Tots in particular (more on that later). Nephilim Gladiatus seems like the sort
of upgrade I would enjoy. After all, it’s another easy push effect! But while I’ve
taken it before, I’ve yet to remember to use the ability! Still, it’s a decent
(0) action for 1SS so I’m sure I’ll be taking it again. I might even remember
to use it in the future!
…and all the rest
So far, my standard Lilith crew has been very similar to
what you get in the plastic starter box, with Barbie, a Cherub, Terror Tots and
then whatever else I feel is going to help achieve the strategies and schemes.
Of all the models I’ve used with Lilith, her Cherub is the one that’s proven to be
the surprise hit. Honestly, there’s very little that seems bad about the
Cherub. He’s quick with a high Df for avoiding attacks, and his Our Land
ability makes it so much easier for your crew to achieve any scheme requiring
interact actions (especially when it’s a (2) interact that’s required). What
really surprised me though, was Cupid’s arrows. It’s rarely going to kill a
model for you, but granting slow AND pushing that model 5” is amazing for disrupting and tying down enemy models. I once did exactly that to Taelor, and successfully tied her up for the least 2-3 turns of a game.
Like I said above, I’ve mostly used Terror Tots for running up the flanks, placing scheme markers and
generally spending AP on the things my heavy hitters are too busy smashing face
to do. Once they’ve achieved their main task though, I’m quite happy to throw
them into the fray, either by holding up enemy models, positioning them for a
pounce attack or simply charging in for the kill. One thing I’ve found though,
is that Obsidian Talons REALLY helps
improve their damage output. With a damage spread of 1/3/4 you really want to
be dealing at least moderate damage with each hit, so giving them a trigger
that lets them cheat that damage flip helps them punch well above their weight.
I’ve only rarely used Young
Nephilim and never used a Mature
Nephilim in my games with Lilith thus far. The Youngs seem okay, but
they’re a glass cannon, which is something the crew already tends to have in
spades. Regarding the Mature Nephilim, it might provide me with another
relaitively tough model but he’s usually competing for space with Barbie, and
I’ve enjoyed Barbie’s push mechanics too much to consider dropping him from the
crew.
Of the non-nephilim available to Lilith, Waldgeists have been an obvious choice. Their forest markers may
not block line of sight like Lilith’s Illusionary forests, but they’re still
good for some easy soft cover, slowing enemy models down and giving themselves
an impressive 4” melee range when no other severe terrain is available. Most
importantly though, they’ve been great as a resilient model for an otherwise
fragile crew. They’ve also proven to be an excellent front-line model for the
enemy crew to crash into, before the Nephilim follow up for a counter-attack –
something they’re far more suited to their glass cannon playstyle.
I know a lot of people will automatically turn to Terror
Tots for schemes requiring an interact, but I’ve still found a place for Silurid in that role. Sure, one is
almost as costly as two terror tots, but they’re more reliably fast than a
terror tot (needing only a 5 of any suit for their leap, rather than a mask)
they’re harder to attack thanks to Perfect Camouflage and they can very easily escape
melee thanks to Leap. They’re also able to place two scheme markers a turn
(interact – leap – interact), and their impressive mobility allows them to make
interacts and place scheme markers wherever they want. I still take Terror Tots
for their cheapness and flexibility but with the right scheme (eg. Power
Ritual, Breakthrough, Deliver a Message), I’ll consider a Silurid purely for
achieving those.
---
Well that’s it for today.
Until next time,
Adrian
First of all, I hate that you call him Barbie and refer to him as a her (although, in re-reading it looks like it just might be a typo). Have you toyed with angry wilds on the cherub yet? There's so many neat tricks you can do, surrounding Lilith with severe - hazardous and then transfixing gaze someone into it for dg from the hazardous, dg from ending the push in severe terrain and damage from the free pounce swing.
ReplyDeleteI recommend you give grow a solid shot. It's fairly easy to pull off this time around (way easier than in 1.5) and the young's and matures are really solid models. I mean, come on, paired swinging on a ml6 with minimum damage 4? That's just gross. And the youngs have some push tricks too.
I also haven't yet screwed around with her Wicked Vines but it seems like a pretty solid fit with all the pushes everyone is doing...maybe: Wicked Vines>Transfixing Gaze into Cherub's Angry Wilds around Lil>Pounce...the model will be dead before you swing.