For my third and final game at the Cancon Tournament I was
sitting on the top table, having decided to go with McMourning. Unlike the
other Masters I’d used over the weekend, I’d never actually played McMourning
before in any capacity. To make things even more interesting my opponent Todd
was using Kaeris – a Master I’d barely even looked at during the Beta. So with my
McMourning knowledge limited to a study of the cards and a few forum threads, and
my Kaeris Knowledge being even less, I was set for an interesting game!
The Paint Job
I was actually struggling to think up a suitably ridiculous paint
scheme for McMourning, so I asked
for ideas from the Wyrd forums. In the end, I went with a Tea party theme!
Taking a leaf from my Mei Feng crew (don’t worry, that’s coming next post), I
ordered a dollhouse-sized tea set off ebay and went about preparing the models.
As it turns out the tea set was more out of scale than I’d expected it to be, but
it kind of adds to the silliness of it so I’m pretty happy with the result!
The Advice
I’m sure there’s a blog somewhere out there that discusses M2E
McMourning but at the moment, I just can’t find it. :( In the meantime, here’s
some links from the Wyrd Forum;
The Game
45SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Make Them Suffer
- Vendetta
- Protect Territory
- Breakthrough
- Line in the Sand
- Make Them Suffer
- Vendetta
- Protect Territory
- Breakthrough
- Line in the Sand
God damn blurry camera. :(
The List
McMourning (Guild)
- On the Clock
- Plastic Surgery
- Evidence Tampering
Sebastian
- Unknowable Pain
Nurse
Austringer
Witchling Stalker
2x Guild Guard
2x Guild Hounds
- On the Clock
- Plastic Surgery
- Evidence Tampering
Sebastian
- Unknowable Pain
Nurse
Austringer
Witchling Stalker
2x Guild Guard
2x Guild Hounds
Being Reconnoiter I tried to go for
quantity over quality. The Guild Hounds (who are minons!) and Guild Guard are
reflective of that, and I included an Austringer as much for its Deliver Orders
action as the shooting it offers. Sebastian had Unknowable pain to help further
enable some mobility within the crew and I took the Witchling Stalker both to
remove conditions (a good idea with all the burning around, as it turned out)
and support the Nurse.
McMourning stuck with his personal
upgrades. On the Clock was essential if I wanted to take his Resser friends,
and the other two helped improve his mobility, through either pushes from the
poison condition or the 6” Scalpel Sling.
For schemes, I chose Breakthrough
and Make them Suffer.
Opponent’s List
Kaeris
- Grab & Drop
- Arcane Reservoir
Firestarter
- Imbued Energies
- Warding Runes
Mechanical Rider
- Imbued Energies
2x Fire Gamin
2x Rail Workers
- Grab & Drop
- Arcane Reservoir
Firestarter
- Imbued Energies
- Warding Runes
Mechanical Rider
- Imbued Energies
2x Fire Gamin
2x Rail Workers
For Schemes he went with Breakthrough
and Make them Suffer.
Result
During deployment I placed
McMourning and the Nurse on the flank opposite the Mech Rider and Firestarter,
while the rest of my crew lined up on the other flank against Kaeris and her
minions. Turn 1 mostly consisted of both crews advancing. The Nurse loaded
McMourning up with poison +4, who then proceeded to sprint straight at the Mech
Rider and damage it with a (0) Scalpel Sling action. Over the next few turns
McMourning took down both the Mech Rider and Firestarter while the FIrestarter
did it’s best to pile Burning onto the good Doctor. A timely Dispel Magic from
the Witchling Stalker kept McMourning from succumbing to the burning, and after
finishing off the the firestarter in Turn 4 he had just enough time to advance
into the enemy deployment zone and place some breakthrough markers.
On the other flank, a Guild Hound
held Kaeris up for a turn (mainly to prevent her moving to assist the Mech
Rider and Firestarter), and a Turn 3 charge by Sebastian into Kaeris’s minions
ended with a dead Sebastian for no kills. The rest of the crew held off Kaeris
and her minions for the rest of the game, with the highlights being the Nurse
helping the Guild Guard seriously wound Kaeris, then paralysing & healing
her for a turn to further hold her up. The Witchling Stalker was tackled by the
two fire gamin, dieing in the process but taking out one of the Gamin in the
process. Thanks to McMourning’s killing spree and a Guild Hound hidden in one
of my own table quarters, I achieved full points for Reconnoiter while denying
2-4 VP from my opponent (can’t remember how many VPs he scored for the
Strategy). The game ended in my favour, having achieved 7VP (no VPs for Make
them Suffer) to 3-5VP (having gotten full or near-full points for Make them
Suffer).
This also meant that I came first
overall for the tournament, so I was pretty pleased with that! :)
Post-game Thoughts
By going after the Firestarter and
Mech Rider on the Flank, I don’t feel as though I used McMourning to his
fullest potential this game. There was no chance to really abuse his poison
mechanic and he was never close enough to his own crew to move them around or
buff them with his On the Clock upgrade. That said, I knew I needed to kill
that Mech Rider as soon as possible before it started dropping scheme markers and
Arachnids in my deployment zone, and McMourning was the only model in my crew
whom I felt would achieve that. Fortunately my gamble worked – McMourning was
lethal enough to take down both the Mech Rider and Firestarter, and still had
time to place enough scheme markers to achieve my Breakthrough.
At least in theory (and bearing in
mind I never got to use them), McMourning’s support tricks have a lot of appeal.
While it comes at a cost of Poison +2, the (0) action Injection should really
help push your crew into position and put out scheme markers. The On the Clock upgrade also helps with
this, allowing you to effectively trade McMourning’s AP for (1) interacts on
other friendly models. Also from On the Clock is the Spot Weakness spell to let
friendly models ignore Armour and Hard to Wound, greatly improving their
killing power against certain crews. I would have loved to use any of these
actions, the game just didn’t allow for it so at least for the moment, I can
only dream of what could have been. ;)
So while he made no use of his crew
support abilities, McMourning’s
resilience and killing power was definitely put to the test in this game. On
paper it seems merely “okay”, with a 2/3/6 damage output. However poison +1 or
more from the infect trigger plus the Catalyst trigger adds at least another 1
damage (so 3/4/7), not to mention it ignores armour and Hard to wound (though I
note it was no use in this particular game) AND you get up to four attacks each
turn from the extra (0) Scalpel Sling from the Evidence Tampering upgrade. A
(0) Expunge can also finish off a model if you’ve put enough poison on him so
while he might not have the raw damage output of the likes of Lady Justice or
Lilith, he’s still a force to be reckoned with in melee.
Resiliance wise, McMourning was
definitely not easy to take down. 14 wounds and Hard to wound more than made up
for his paltry Df 5, and the consistent Healing from Organ Donor helps him last
quite a while. His biggest weakness is definitely his Wp 5 (something that
thankfully never came into play in this game). It makes him quite vulnerable to
Wp-based attacks, although the condition removal from a Witchling Stalker’s
Dispel Magic should go some way in making up for that.
For Guild-McMourning’s upgrades,
it’s very difficult to go past his own ones – they’re all so good. On the
Clock is essential if you want to take Nurses (and there’s no reason not
to), not to mention the support elements it adds, above. Evidence Tampering can seriously mess with your opponent’s scheme
marker-related objectives (since he turns enemy markers within 4” into friendly
ones at the end of game) and the extra, 6” attack with Scalpel Slingin’ adds to
his mobility and reach. The
poison-fueled 5” push from Plastic
Surgery can also add to McMourning’s
mobility (another reason to take the Nurse and load McMourning up with Poison),
and while the Skin Graft ability has no immediate use outside the Resser
faction, it does synergise with the Judge and his anti-undead Bound by Law
attack.
It’s actually a pretty
tough ask to consider what, if anything, McMourning could replace his three
upgrades with. If you plan to use his other (0) actions a lot it might be worth
replacing Evidence Tampering with the Badge
of Office for some added resilience. Mind you, he’s already quite tough, so
even against an assassinate scheme it might be unnecessary.
I really made a mess of Sebastian in this game. I only charged
him up unsupported was because I needed him to start claiming VPs for Make Them
Suffer, a scheme that in itself was a bad idea the moment I committed McMourning
to killing a pair of non-minions. That move in itself was a bad idea but in
retrospect, I really expected far more of Sebastian than I should have. For
one, he’s a 7 soulstone model, which is quite cheap for a henchman so I really
shouldn’t have expected him to tear chunks out of my opponents crew,
Killjoy-style. At first, I also thought that I shouldn’t have been using him
without the close support of McMourning (thus adding to the poison synergy of
both). However looking back at his card, perhaps that’s not being fair to poor
old Sebs. At least in theory (and assuming he survives to the end of turn), a
single attack from Sebastian’s Bone Saw is going to deal 5/6/8 damage (2/3/4,
plus Poison +1 from Infect, plus 2 Dg from Induction). Any additional poison
you get on them translates to another 3 damage, thanks to Induction and then
Catalyst forcing that damage to occur earlier. People rightly talk about how
good Illuminated are, but Sebastian’s potential damage output actually exceeds what an Illuminated can do! Beyond that, he seems decently resilient
but possibly a little slow, which really only means that unlike in my game,
you need to ensure he’s got some support!
I’m undecided on Sebastian’s Unknowable Pain upgrade. It should be a
good choice in the Resser faction since they’re almost entirely melee focused,
but for the ranged-heavy Guild it felt unnecessary. In the crew I took there
was nobody who really needed it. Guild Hounds were fast enough and the rest of
the minions were more than happy to stay at range from the exploding Gamin and
hard-hitting Rail Workers. However if I’d taken more melee-heavy models like
the Executioner, Peacekeeper or Papa Loco, Unknowable pain would have been a
better option.
I’m rapidly coming to the
conclusion that a Witchling Stalker
should be mandatory for almost all Guild crews. Condition removal is a powerful
effect, and it definitely proved its value after stripping something like Burning
+6 from McMourning. Had I the chance, I also could have used it in conjunction
with a Nurse, Paralysing and Healing a friendly model with Take Your Meds, then
stripping the paralyse condition with the Witchling Stalker. His damage output
is certainly nothing to laugh at but when it comes down to it, he’s really only
going to be charging models when there’s no immediate use for his Dispel Magic.
Otherwise, I’d quite happily leave him in the back lines to keep him safe.
Speaking of which, the Nurse is another model I was not
disappointed with this game. Her ability to easily load McMourning up with
Poison for extra movement with Plastic Surgery is pretty good in itself, but
her Take Your Meds action is incredibly useful, allowing you to heal your
models (see the Witchling Stalker, above), boost your own models or neutralise
your opponent’s models. In this game she put it to good use, paralysing Kaeris
for a turn and boosting a Guild Guard’s damage output significantly. Had I the
chance, I would have also liked to use the Downers trigger (Armour 2 and
negative flips to all duels) in conjunction with McMourning’s Precise ability
or Spot Weakness action, which basically allows you to ignore the armour you
just gave to that model!
The Zombie Chihuahua was a model I tried to fit into the crew, but as a
non-minion I couldn’t really find the space to justify its inclusion. In a
Guild crew his Horrific Odor pulse is going to be more of a hinderance than a
help, since you don’t want him near anyone but McMourning (the only model able
to benefit from having Poison). However McMourning seems fast enough to leave
the Chihuahua behind after the first turn, so it seems that the Nurse is a far
better option for granting McMourning Poison. If you can get him into your
enemies lines, then accelerate the poison with Sebastian’s Induction and
Catalyst Auras he’d probably do well though. So while he might work, I’m not
yet convinced that he’s an essential inclusion for Guild McMourning.
As for the rest of the crew, the Guild Guard surprised me with their cost
effectiveness. I they did much more damage in melee that I expected them to
(even without the Nurse) and their resilience kept them in the game long enough
to keep Kaeris occupied. The Guild
Hounds were typically fragile and while I didn’t get to use their (1)
charge against models near scheme markers, the fact that they’re 3SS minions
made them a great choice for Reconnoiter. As for the Austringer, he claimed a scalp or two with his ranged attack and
used Deliver Orders to move Sebastian up, so he performed as well as I expected
him to.
In terms of crew construction, I’m
starting to see how your average Guild McMourning crew “should” go. After
taking McMourning and his three personal upgrades, the first choices are
undoubtably a Nurse and Witchling Stalker. After that it depends on the
Strategy and Scheme pool. The Executioner, Peacekeeper, Judge and Sebastian
would offer good killing power (especially with Spot Weakness from McMourning),
while Unknowable Pain from Sebastian can get them moving and Take Your
Meds/Drain Magic from the Nurse and Witchling Stalker can keep them healed up.
Objective running would necessitate the use of Guild Guard and/or Death Marshalls.
Taking super-fast models is less necessary since after all, McMourning use his
Tactical actions to move them and/or place the required Scheme Markers for
them.
Final Impressions
I only have a vague idea on how McMourning is supposed to work in Ressers, but while
playing as the “Good Guys” (if you can even call the Guild that!) McMourning actually
reminds me of how Marcus works. Both masters are incredibly flexible at what
they do, capable of changing roles from turn to turn as the situation dictates.
McMourning himself is resilient and very fast when he wants to be. He can
support his crew extremely well (especially when it comes to scheme marker
placement) and if needed, can leap into combat himself and deal a respectable
amount of damage.
That flexibility is something that’s
really drawing me to McMourning. Much like Marcus and Zoraida, I feel like
there’s enough that you can do with him to keep him interesting for quite a
while. The fact that you can also use McMourning as a Resser only adds to his “replayability”,
so to speak. While I haven’t yet committed to playing every Duel Faction Master
in both their Factions for the Rainbow Challenge, I am very tempted to try
Resser McMourning, if only to see what new dynamics the Faction switch might add
to his playstyle.
Till next time,
Adrian
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