So hey, look
at this, the The Year of the Crow and my focus on Ressers has officially begun!
The Outcasts were fun and if I’m being honest, I’m already regretting moving
away from them after seeing some of their Wave 3 model rules (Pigeons!).
Anyway, I’ve committed to the Ressers and honestly this is something I need to
do. I don’t know the Resser Faction as well as I should, so this is a good
chance to learn all their little tricks. ;)
Exchanging
all the Outcasts in my Malifaux bag for Ressers was no a small task. After an
hour or so of packing I’d crammed 6 Masters into my Bag, plus a handful of
Mercs (Nicodem’s the only one I’ve not assembled/painted). That said there are
a few more models I’ll want to fit in once painted, specifically some Flesh
Constructs for McMourning and Kirai. I’ve also got plans for painting some alternate
crews, specifically for McMourning (for the Tale of Malufaux Bloggers) and
Molly (which I’ll talk about later!). That’ll probably make it harder to fit 6,
or even 5 Masters into my Malifaux bag. Mind you, I’ll be happy if I can take
the models for three. It’s just a matter of figuring out which Resser Masters I
want to use regularly!
Partway through swapping Outcasts for Ressers in my Malifux bag...
Speaking of
which, that’s my first step for the Year of the Crow; deciding which Masters I
want to focus on. While I do have some Masters I prefer over others I’m still
not decided on three that I both like, and would cover the strategies I’d need
to play. Needless to say, and much like my Rainbow Challenge, this is going to
require playing each of these Masters at least once again!
Anyway, with
my Malifaux ready to go it was onto my first Resser game of the year: A 45SS
game against regular opponent Kyle and his Guild-McMourning crew.
The Setup
When we’d
originally arranged our game my intention was to go with a Yan Lo crew. On the
night however, we flipped for strategies and got this;
Reconnoiter
Line in the
Sand
Distract
Power Ritual
Breakthrough
Spring the
Trap
Damn, that’s
a lot of mobility-based objectives then! Going with a crew that prefers to
bunch up a little probably wasn’t going to be the best approach for this game,
so Yan Lo was out. I don’t yet have Nicodem, I haven’t worked myself up to
trying Tara again and as I mentioned above, I’d quite like to paint some flesh
constructs before putting Kirai or McMourning on the table again. So instead, I
decided to go with Seamus;
Seamus
- Red Chapel
Killer
- Bag ‘o’
Tools
- Spare
Parts
Sybelle
- Bleeding
Tongue
- Not Too
Banged Up
Copycat
Killer
2x Rotten
Belles
2x
Crooligans
Hanged
…leaving 1SS
for a 4SS cache. Given the schemes I figured Crooligans were a no-brainer with
their ability to Distract enemy models and just teleport away. The Rotten
Belles were another no-brainer (both in general and for messing opponents
models up in Reconnoiter) and Sybelle provided both some melee muscle and
support for the Belles. The Hanged is a model I’ve always hated facing, so with
a Terrifying-loving crew like Seamus’s, I definitely wanted to give him a go.
As for
Seamus, I figured he’d be playing a more independent and evasive game, hence
Red Chapel Killer for the easier Back Alley actions and Bag ‘o’ Tools in case
he needed to just beat down someone in melee. Spare parts is an upgrade I took
the last time I played Seamus and while I didn’t expect to summon another Rogue
Necro, the odd Guild Autopsy would certainly help with achieving Reconnoiter.
For my Schemes
I went with Breakthrough and Distract. So long as I could keep at least one
Crooligan safe I figured Breakthough was a shoe-in, while Distract felt pretty
achievable and wasn’t entirely reliant on the Crooligans…although they do (and
did) help a lot!
The Game
After
revealing crews Kyle said he’d originally planned to go with Sonnia. But like
me, he went for another, more mobile Master after seeing the strategy and
schemes. His own crew consisted of McMourning, two Nurses, two Witchling
Stalkers, a Brutal Effigy, Watcher and Judge. He split his own crew into two
groups during deployment. One with McMourning and the Effigy, the other with
Judge and the Watcher and both with a Witchling and Nurse each. I assume his
plan was for each group to be capable of handling themselves, each with decent killing power and the ability to
both disrupt and (with help from the Witchling Stalker’s condition removal)
heal models with the Nurse.
I deployed
my own crew pretty centrally, with Seamus favouring the McMourning flank and
the Hanged closer to Judge’s flank. The Crooligans, of course, sat out of sight
on each flank. The one closer to McMourning kept his distance (I remembered how
fast he can get) while the other sat behind a hill directly opposite Judge’s
group (I was more confident of keeping him safe).
Turn 1 began
with the usual positioning. Kyle’s Watcher dropped a scheme marker in the
corner (for Power Ritual) and I moved my Crooligan up toward Judge’s team, putting
him in cover and on defensive stance in case Kyle tried anything funny. My
other Crooligan on McMourning’s side stayed put (too dangerous to poke his head
out yet) and rest of Kyle’s crew moved forward. Sybelle moved up and used Call
Belle to bring a Rotten Belle up to within Lure range, who then promptly pulled
a Witchling Stalker into Back Alley & shooting range of Seamus. The
Witchling predictably died (with some help from the Copycat Killer to finish it
off), but pushed close enough to my crew to damage a few with Immolating
Demise.
Turn 2 started
with a bang! Winning initative, Kyle activated McMourning, moved him up and cast
2x Rancid Transplants and an Expunge to kill Seamus outright (he’d already
suffered 5 damage from the Witchling and a wayward shot from the Brutal
Effigy). Seamus was dead, but I soon had my revenge! Two casts of Whispers from
Beyond by my Hanged stripped 11 wounds off McMourning and prevented further
heals. Sybelle and one of two Rotten Belles (teleported in with Call Belle)
finished off the remaining three wounds. And with that, we were both suddenly
left without a Master for the remainder of the game! The rest of the turn
progressed pretty ordinarily by comparison. My Crooligans both tagged a model with
Distract and some positioning by the rest of my crew ensured that neither of us claimed enough quarters for
Reconnoiter that turn.
Over the
last few turns Kyle attempted to both remove Distract from his own models and place Distract
on my Crooligans. Both attempts were sadly foiled by my Luring Rotten Belles (pushing them away and
freeing the Crooligans to (2) interact and remove distract). The Brutal Effigy
was taken out by a combination of the Copycat Killer’s Flintock and a Lure
& Pounce from a Rotten Belle. The Hanged attempted to tie up the Watcher in
combat to prevent it placing a scheme marker in my corner (big mistake –
Watchers are Stubborn!) but otherwise faced off against the Judge, with neither
dealing significant damage to the other. By the start of Turn 5 my crew had
cleared McMourning’s flank, leaving Kyle with Judge, the Watcher, a Witchling
and Nurse on the other flank. I’d still only lost Seamus so with the numbers
well and truly against him I managed to claim another 3 VP for Reconnoiter over
turns 3, 4, 5 and 6 (we’d flipped a 10+ for playing an extra turn). Despite the
Watcher placing a scheme marker in my board quarter my Crooligan managed to
remove the scheme marker in his. The other Crooligan was unopposed, and so had little trouble placing
scheme markers for Breakthrough. The game ended decisively in my favour at 10-1, with Kyle
picking up one point for Power Ritual and me losing one point from Distract.
The mutually distracted Belle and Nurse flail uselessly against each other. Nursey eventually took a Flintock to the head from the Copycat Killer. ;)
After the Game
In both this
and my past games I’ve always found McMourning to be great at both killing
things and getting killed. This game was no exception! Losing Seamus to
McMourning in the first activation certainly hurt, but between the Sybelle, two
Luring Belles and the Hanged I was able to finish him off in response, leaving
us both without a Master for the rest of the match. Mind you, I only killed
McMourning because the rest of my crew (Crooligans aside) were free to focus
their attention on him. If the rest of Kyles crew had been in a position to
keep my own models occupied, then it would have been a very different story. And
that is probably the secret to getting the best out of McMourning – don’t get
him in a position where the opponents crew can focus on him without
retaliation.
Aside from
that, I feel like I really underestimated Seamus’s
resilience this game. McMourning was well suited to taking him down (especially
when I’d left him next to two of his own undead models), but it could have been
a similar story had I been facing the likes of Perdita, Lady Justice, possibly
even Sonnia. Fact is, half the Guild Masters are very capable of assassinating
a low Df Master like Seamus. In retrospect I think Mad Haberdasher would have been a solid choice for Seamus vs Guild.
Spare Parts was a wasted upgrade, and
not just because Seamus didn’t live long enough to use it. Between the Red Chapel Killer upgrade and his
existing summoning spell, Seamus had more than enough uses for the corpses he’d
generate. What he needed instead, as per above, was some more resilience with Mad Haberdasher. So while Corpses can
be a powerful resource in Resser crews, they’re also quite finite. So in the
future I’ll need to think more carefully about whether I’ll have enough corpses
available for the upgrades/models I take.
Sybelle is one of those models I never
thought much of (partly due to a past edition bias), but in my games against
her recently I’ve come to see just how good she is. For her cost she’s decently
resilient, a significant threat in melee (esp with her Bleeding Tongue upgrade) and nothing short of excellent at
supporting her Belles (esp. with Not too Banged Up). In this game I got value
out of every aspect of her. Her shining moment in the game was probably helping
to kill McMourning, both by dealing some damage and by teleporting a Rotten
Belle into position to finish him off. In fact Call Belle proved to be an invaluable spell. Pulling a Belle up on
the first turn helped me Lure in a Witchling Stalker to get killed. And then
later on she teleported one to the other side of the board to both Lure an
enemy model off my Crooligan (freeing it to remove Kyle’s scheme marker for
Power Ritual) and helping me achieve Reconnoiter. All in all, I think she’s
going to be a difficult henchman to pass up if I’m taking more than one Rotten
Belle.
Rotten Belles were just plain good,
as they’ve always been in the games I’ve played with/against them. The high Ca,
18” Lure has so much potential for
isolating models, positioning your own model and denying schemes. Plus that Undress action for Slow on enemy models
certainly had its uses. Nobody like getting Slowed. ;)
I never
expected too much from the Copycat
Killer. After all, he’s a cheap peon so he wasn’t going to contribute to
the strategy/schemes. At best I expected him to finish off other minions in
support of Seamus. Losing Seamus pretty much nixed the Copycat Killer’s
mobility but even so, he still managed to help kill a Witchling Stalker, Brutal
Effigy and a Nurse (the latter being engaged with my Rotten Belle at the time) –
not a bad tally for a 3SS peon! I suppose the alternative to having my Copycat Killer
was to either grab a Grave Spirit or third Crooligan, or to upgrade one of my
existing models to something more costly (Belle to Dead Doxy, or Sybelle/Hanged
to Valedictorian). None of those options seem worthwhile given what the Copycat
killer was able to achieve though, so I’m happy with his inclusion.
There’s a
lot I like about Crooligans. On the
table they’re the objective grabbers I crave in most of my games and the fact
that they’re undead children is hugely appealing to me. The competition for
this slot in my Resser crews will undoubtedly be the Necropunks. I prefer the
former, even if only because I like the models more! But while the Necropunk’s
leap requires a decent card to cheat, I feel he’s still the better option in a game
without Distract or Cursed Object as a scheme.
Finally,
there’s the Hanged. This was actually
my first game ever with them on my side, and he didn’t disappoint. Whispers from Beyond was instrumental
in killing McMourning after he’d taken on Seamus, effectively dealing 11 Wounds
from two casts and preventing any chance of McMourning healing himself. That
alone made him well worth the investment, although it would have been nice to
see him utilise his other talents a little more, specifically Unrelenting
Terror and his many Horror Duel triggers to both strip my opponents hand and
paralyse enemy models wholesale. Still, if this game proved anything, it’s that
the Hanged is a threat both at range and (I assume) up close!
The Seamus crew I used last year - why the hell didn't I take Sybelle?!
Final Thoughts
So that’s it
– my first Resser game of the year. I’m not sure
if I can say much about how I found Seamus given how long he lasted. Although
I at least know from past experience that I enjoy playing him. The game also gave me
a nice feel for how a Resser crew works in a more general (ie. Masterless!)
sense, so there is that I suppose. Still, hopefully my Master won’t die quite
so fast in future games!
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