Showing posts with label Von Schill. Show all posts
Showing posts with label Von Schill. Show all posts

Saturday, September 3, 2016

Malifaux: Von Schill Completed


Hey you crazy people!

So yesterday I got a bug up my butt about not having painted in a while. It was less for lack of motivation, but more so of an overwhelming amount of stuff needing paint and causing hobby paralysis.

I decided to try to kick that motivation in the face and just get something done last night. I got to go home early and picked a model that didn't need any airbrush time, and found Von Schill as a candidate to get done. I pulled out the brushes and got to work, determined to get him to a completed standard before the end of the night.



What you see above is actually most of what he started as. The skin, hair and base were actually done yesterday but I forgot to take a before picture showing what was already started. I did my standard NMM silver spray for the metal parts. I decided to try something new and sprayed the cloth with VGA Electric Blue, keeping it as black as possible with only points of interest highlighted to the pure blue. I was inspired to try to emulate comic book style color, notably how they color blue/black with characters like Psylocke and Cable. Really that's all I got to when I started this model a month or two back.

For the skin I had some issues, especially when considering I was getting back on the painting horse. I found that even though I tried to clean the mold lines as best as possible there was still a good amount in the middle of both arms going down the entire length. I wanted to have more of a hard shading for the muscles and extensively used flesh wash, but this proved troublesome with the mold line. Also for some reason I wasn't getting my layers smooth and they were looking a lot less smooth than my usual fare, so this was definitely messing with my motivation.

I used Reaper Master Series Golden Skin trio along with GW Ogryn Flesh wash. For the hair I base coated with VGC Cold Grey, washed it with GW Nuln Oil, then highlighted with Cold Grey and mixed in VMC Dark Sand. Not my most elegant version of hair but it got the job done.

For the beard stubble I mixed Cold Grey and Golden Skin and glazed over the jaw area.


Here is where I started working on the leather using my usual red leather colors I've spoken about earlier. The paint from VMC doesn't seem to cover as well, at least with these colors, so it took a while to get even coverage I was happy with.


While I was getting those coats solid I started working on the base. I used a mix of grays mixed together with occasional Dark Sand to get varying colors on fast, then washed it with Browns, Grays and the occasional Stone Wash from Secret Weapon Miniatures, a sweet color (but dries satin/glossy).


Here is where I highlight the red leather by adding in Dark Sand to the mix. I also drybrushed the base to unify the color.


Here is where I heavily wash the leather with VMC Woodgrain.


After the Woodgrain wash I did selective washes using GW Nuln Oil. This helps add contrast and add richness to the color. I went a bit overboard with it on the shoulder pads but nothing terribly awful.


Just a few more details like the rope hanging on his side, the gold buckle and hilt, the NMM blackline and highlights, along with turquoise glazes. I admit I rushed through most of this part.

I also did the eyes and had somewhat of an easier time with him. This was also the first time I used a new lamp I recently got, it's one of those magnifying lamps with a light. It takes a bit getting used to as well as makes you hate your work since you can see every flaw!


Painting the base ring is the last part, and he's ready to go! Normally I would have taken more time to finish him, including actually finishing his cloth which I didn't touch at all from the base coat, but I just wanted to get him complete. His gloves are also going to change to Black instead of Brown as I think it will have more of an impact.


I do actually really love the way the Blue/Black turned out. The leather, not so much, as well as the NMM. But for a paint job I wasn't too thrilled about it didn't turn out too bad.


I just have to hit it with some matte varnish and he'll be ready for the table!

Friday, August 12, 2016

Von Schill vs. Shenlong: A Malifaux Battle Report! ...also Arena Rex...

Getting ready for a fight

Hey you crazy people!

On Wednesday I headed up to the illustrious Montag's for our regular Malifaux meet up. Our Grumpy Gremlin Mike Guy was generous enough to get items at GenCon for our group, so I picked up my limited edition Wild Ones crew box as well as the Parker Barrows box. I am super pumped to try out Parker, it's like I get to play as Shenlong in a faction I actually have a decent collection for. Not only does he play around with upgrades like Shenlong, but he has twice the number of them compared to him. This means four times the confusion during my first game, both for my opponent and myself!

I decided to try something different this week's game, in more ways than one.

Firstly I decided to give Von Schill another try. Although he's not top tier he seems capable enough to handle his own in a fight, and I wanted to see if maybe I jumped to the wrong conclusion with him. 

I also decided to take as many pictures as I could while playing. This helps with descriptions and recall, but also would be a quick way to take note of any mistakes of placement I made. So, fair warning, this will be pic heavy!

I ended up getting matched up against Travis, Mutha-Fauxer extraordinaire, and his Shenlong crew.


Deployment

So it was Corner Deployment with the strategy being Guard the Stash - two 50mm objectives are placed 10" away from each other on the center line, with points scored by being within 2" of both of them with a member of your crew.

The pool had Convict Labor, A Quick Murder, Hunting Party, and two others I can't recall - of course, I don't have my notes with me because why would I.

This seemed like a good pool to test out Von Schill, as it was a guarantee that there would be models bunched up in or near the middle. I chose A Quick Murder, meaning I have to kill the most expensive model he owned within 3 turns for full points (target: Dawn Serpent), as well as Hunting Party - one that scores when a Henchman/Enforcer kills a minion/peon and scores when there aren't any left. I chose Hunting Party because it sort of coincided with AQM, as the Dawn Serpent is a Minion and he only had one other minion in his crew with one peon. He ended up choosing AQM and CL.

We both had our crews made prior to the flips for the Scheme Pool, so take note of that folks! You can make all around lists and succeed...

Here are the lists:

  • Von Schill
    • Engage at Will (a must have for me, it gives models within 6" the ability to use two different (0) actions!)
    • Survivalist (Gives Hard to Kill, great for models who heal like VS, as well as positive flips to healing!)
    • The Shirt Comes Off (gives VS a heal as a (0) once per game and forces nearby opponents to take Horror Duels, works well with Survivalist as he's getting positives and HtK)
  • Hannah
    • I Pay Better (Mercenaries get Focus for a discarded card, everyone in the list benefits short of VS)
  • Sue
  • Big Jake
  • Friekorpsmann x2
  • Friekorps Trapper
  • Steam Trunk
  • Shenlong
    • Misdirection (super annoying, defensive trigger that passes the attack to someone else including enemy models)
    • Wandering River Style
  • Yamaziko
  • Lone Swordsman
    • Recalled Training (Positives to all flips for a turn - brutal)
  • Dawn Serpent
  • Mr Graves
  • Malifaux Child
  • Shadow Effigy


The first moves...

So I had the Trapper deployed close to one Stash marker but able to draw a LOS to a large amount of the field. I decided to hold him off to see where he decides to move everyone and draw a priority target based on the decision, but I should have done what I originally thought and immediately target the Malifaux Child. I didn't remember that peons count for Hunting Party and would have gotten a head start on the scheme, but I didn't have good cards in my hand and didn't feel confident in passing the Manipulative test with a severe card left in in my hand. In hindsight this would have been a much better action. Instead I chose to advance the Steam Trunk into position before anything else committed anywhere. He immediately responded by running his Malifaux Child behind the middle pillar. This meant that since the Child is out of LOS from the Trapper for pretty much the rest of the game.


He moved Yamaziko toward the top left corner, once I saw that I knew he had Convict Labor. She excels at placing markers since she has Nimble, and can easily do Convict Labor on her own. I don't do a lot of spreading out with Von Schill as he has a lot of Auras, so the markers she places will be left pretty much uncontested.


I start moving Hannah, Sue, and the Friekorpsmann toward the left Stash Marker and use Big Jake to go to the right one. I saw that he was keeping his models grouped together and inched toward the left marker so I didn't think I'd need much on the other one. Using Big Jake to defend it can be helpful, as he can push with his attacks and if he dies he comes back on turn 5. The Trapper was there as backup, but can still affect the other side of the board. He responded by moving his Shadow Effigy closer to the right side.

After that he moved Shenlong to prepare for the massacre that was about to happen. He pushed the Dawn Serpent right to the Center Line, so my Trapper decided to start working on that target for next turn. I managed to cheat in Severe damage on it taking him down to 4 wounds. I'd have to make sure to take care of him soon as he is able to heal relatively quickly.

Shenlong decides to join the party

Start of turn two, where blood will definitely be drawn

Turn Two was a doozy.

He started with the Dawn Serpent charging Hannah. She managed to get down to 4 wounds after using 3 stones for damage prevention, along with gaining 4 poison counters. She then activated and healed from the Steam Trunk back up to 7 wounds and got rid of the poison (Steam Trunk, don't leave home without it). In hindsight I should have used The Shirt Comes Off to get back up to full wounds, but I didn't think of it until just now. Hannah got rid of the Dawn Serpent and got a VP from Hunting Party and full points for A Quick Murder.

I can't quite remember who he activates, but maybe it was Yamaziko to place scheme markers down. I may be getting the order incorrect.

The Dawn Serpent gone...

Sue activates and uses Ring of Fire to burn models that end their activation within 3" and shoots the Lone Swordsman. I know he has Bulletproof +3 but I needed to start chipping away at him regardless of how much. The Lone Swordsman then swoops in, discarding his Recalled Training for positive flips, and declares that Hannah will Not See Another Sunrise, which gives him reactivate but he dies if he doesn't kill his target by the end of the turn. He gets her down to 3 wounds.

Things aren't looking good for Hannah...

I attempt to do some damage with the Freikorpsmann that's trapped with the Lone Swordsman but with only one attack and lackluster cards I didn't affect much. He then Reactivates his Lone Swordsman and misses the first attack. He connects with the second but flips the Black Joker for Damage! It was quite a lucky break for me, as since he didn't kill his intended target he now must be sacrificed at the end of the turn. I no longer had to worry about that model, who can really hit like a truck when needed.

After that I was overly confident and moved Von Shill close enough to score the strategy by being right next to the left marker. I didn't realize that Shenlong hadn't yet activated, which I should have probably played him a little differently because of that. He then moves Shenlong right in the middle of my crew and finishes off Hannah, scoring A Quick Murder. If I had used Von Schill to block the charge she could have recovered and healed quite a bit of damage, up to 6, and be right back in the game.

Mistakes were made...

I moved my other Friekorpsmann in response to try to do some damage on Shenlong. He managed to hit, but because he had Misdirection I had to discard two cards to prevent the attack from moving to one of my other models within 2" of him. After damage prevention I managed to not do anything that stuck and realized I was in a pickle, as he now has 3 different models he can use Misdirection on.


The Steam Trunk moved into position to assist the big mess on the left next turn while making sure to stay away from Shenlong. He moves Mr Graves to help score the Strategy by being next to the left marker. I tried shooting with the trapper onto the Shadow Effigy and managed to do enough damage to get him down to Hard to Kill. He then moves the Effigy within scoring distance of the right Stash marker. I responded by moving with Big Jake and attacked but missed. He managed to get in range to score the Strategy.

Help... only with Shenlong do I see one person outnumbered 3 to 1 and think I may just lose

The turn ended with me scoring 5, 3 for AQM 1 for HP and 1 for the Strategy. He ended with 4, 3 for AQM and 1 for the Strategy. I don't think I've ever seen the score that high on turn two, I've finished whole games, and often, with a score lower than this.

That was pretty eventful...

See that Red Joker!

Turn three saw Von Schill do some damage onto Shenlong, getting him down to 8 Wounds and permanently lowered his defense by one. Shenlong answered back by switching his upgrades to Fermented River Monk and force everyone nearby to perform a Wk 16 duel. VS, Sue and a Friekorpsmann all failed and received negative flips for everything for the remainder of the turn! He then did a ton of damage to Von Schill, getting him down to only four wounds left.

I disengaged with a Friekorpsmann to start working on Mr Graves and get out of Shenlong's Misdirection range, and managed to succeed. Mr Graves pounded him to death. I disengaged the other Friekorpsmann for the same thing. Yamaziko started getting closer to help out the crew now that she's done laying down markers.

Von Schill isn't liking his chances...

Von Schill is feeling the burn right now

I had saved a high Mask card just for this, as one of his triggers is making the target push 3" and he ends in base contact with him. I succeeded and pushed the Effigy out of range from scoring, while the Trapper and Big Jake both were in range to still score. I managed to kill him with the second attack, but it was good to have the Mask just in case I missed.

He got a point for Convict Labor and I got a point for Guard the Stash and Hunting Party, as Big Jake is an Enforcer. So far it was 7-5 in my favor.

Both Stash markers secured for now, while a Freikorpsmann goes Child Hunting... umm... not what it sounds like...

Turn 4/5 details get kind of fuzzy, as it was a fast one and I didn't take as many pictures. I got the initiative and the Friekorpsmann killed the Malifaux Child, securing points for Hunting Party as he no longer had minions or peons. I believe we decided to call it as there wasn't a way to catch up. I secured 8VP, and even if he scored Convict Labor and Guard the Stash I'd still be ahead now that Hunting Party would be maxed out no matter what.


It was a fun game, and it's probably the first time I've legitimately beaten him at 50ss. I've only beaten him twice before, once was a story encounter that I don't rightly count, and the other was at the Henchman Hardcore, but it's not a standard game.

I learned a few things about Von Schill that I liked. Engage at Will is priceless. There's so much utility with that upgrade, individual abilities and the Steam Trunk adding more. Having Sue in the crew with that upgrade makes it where he actually gains use out of all his abilities. He doesn't have to worry about Hurt damaging him since he can heal it that same turn. He can use both his Auras if he ever needs to. Hannah can heal every turn or twice with the Shirt if needed. Hannah is a beast, but she's even beastlier with the Schill dog. Not to mention everyone in this crew has Hard to Kill or a version of it with Von Schill leading the crew. I'd say Engage at Will is his best ability, tied with his ability to give Freikorps models a version of Hard to Kill.

There were a few things I found that weren't that great. Big Jake's ability to take two damage to arrange the top two cards is still pretty useless, even with the Steam Trunk's heal, as he ends up using the cards for the heal anyway. This was a pretty hilarious moment in the game when Travis pointed it out and I was trying to avoid using it but completely forgot about it two seconds later like a goldfish. 

Another issue is placement. There's a lot of movement you have to anticipate with his crew, namely with the Steam Trunk and Von Schill himself. Von Schill's auras are relatively short, and he may have a tendency to jump around the board if needed leaving some models out of his beneficial range. The Trunk's aura is even lower, and since he hands out the (0)s during other models' activation he needs to be where he's needed before others get ther (if that makes sense). This leads to you having to commit to your direction, and a savvy player should be able to anticipate this, which can lead to bad positioning in Strats/Schemes that don't have you fighting at the center.

One more issue is Von Schill, in this game he didn't do much at all himself. I get that it was the timing of activations, as he got damaged after his activation then lost initiative and died before he could heal himself up. But the one time he did attack he couldn't afford to spend stones as I used them all up saving Hannah. This led to him attacking based on his card alone and praying something good flips if you don't have a good control hand. I got one good trigger in to lower Shenlong's defense permanently once and that was it. He's still a pretty Stone-Starved model and needs all 7 of his cache just for him.

He's still mid tier in my book, as well as the groups', but knowing how he operates makes him more viable if I'm ever looking for variety.

Look at that amazing mat. I said look at it!!!

After our game I managed to play two small games of Arena Rex with my brand spanking new mat from GenCon! We stuck to using my starter models so that everyone gets used to how their Ludus plays. 


I represented Ludus Magnus while Mike Guy used Legio XIII. The game was a breeze with only a few minor mistakes, due to the fact that we played once before. He started using his Benefits much better in this game, and managed to make me hate Ban-Luca almost instantly. Her Stall ability is amazing and annoying.


This game I remembered to get rid of Gaius first and did so easily, but as this game is designed to do it only fueled his Favor and got the win when it was down to my Infelix against Aquila.

I played another game with Clay, who bought Zephyri and wanted to try them out. They're a more difficult faction to grasp for a new player as their strength lies in movement and reactions, concepts that take a bit more experience to fully capitalize on, but he was getting the hang of it fast (this game tends to make it easy to learn). I ended up winning since I had more games under my belt as well as practice with the starter, but we both had a ton of fun. The Houston area is starting to get more and more Arena Rex players, as I know a few more in the North Side of town that got into it as well.

Anyway, that's long enough for now, hope you enjoyed it and I'll see you next time!

Monday, April 25, 2016

Flesh Construct WIP and Malifaux Demo Game


Hiya Internet!

So here's a WIP I started yesterday, the almighty cheap Flesh Construct for Malifaux! A friend from the Montag's group graciously donated this model to me, as I really didn't want to buy the McMourning crew in order to have the differently-posed Construct. It was already painted, but seeing as how I like to paint my stuff I painted over it. I didn't strip it, as it didn't seem to be thick with paint, and made sure to lightly spray the primer on.

Over a black primer I sprayed Vallejo Air Grey in a zenithal pattern to create highlights quickly and provide a brighter undercoat for the next color. I then lightly sprayed Vallejo Game Color Dead Flesh in the same pattern. I debated if I should have gone with a dark olive for this step and highlight with Dead Flesh, but I wanted to keep it less green looking so I took the risk of skipping that step. To define the shallow details and create a different tint I washed it with GW Devlan Mud. I originally was going to wash it with green as I've done with my old GW Zombies, but upon testing this color it seemed to be too drastic of a change for what I wanted this model to look like - you can sort of see it on the base to the right of his foot. I then took Dead Flesh and glazed on highlights, then added white to it for the final highlights.

So far I'm very happy with how it turned out. Some parts on his shoulders and back are very shallow, so it proved difficult to highlight without making it turn out like obvious brush strokes. I'd say he's mostly done now, I've just got to pick out the metals, paint the braaaaains and base and I'd say he's complete enough to run on the tournament this Saturday.


I also got to run a demo game for Reuben. We played two 35ss games and he brought his beautifully painted Perdita crew. Check out those cacti!

I ran Von Schill, partly because I never get to use him but mostly because it's a good crew to run against a new player since he uses straightforward mechanics. Really though it gave me a good idea on how to use him, as I've only used him once and he got wiped off the table by Wong and his crew, which left me to believe that he will never be used again.

All in all we had a ton of fun, and he got the hang of it really fast. I've demoed this game to three other newbies before and it still proves to be an easy game to teach and understand, it's the strategy itself that proves difficult.


I also made sure to have plenty of terrain. I followed the rule of 1/3, where the terrain I got filled up 1/3 of the board and consisted of 3 parts different types of terrain. When I placed them it seemed really cluttered compared to what people usually place for terrain, but it's perfect for two shooting crews. I figure if he can find good ways to shoot in dense terrain then it only gets easier from there, plus you don't want to give a Perdita player the false security blanket of an empty field.


We used the Strats/Schemes from the rule book and the first pool turned out to be extremely killy. Reckoning, ALitS, Assassinate, Frame for Murder, Make them Suffer and Breakthrough popped up, which is a decent pool to try out his crew with as it doesn't force the interact schemes on him. I forgot the score for this one but he did a pretty good job, I think it was 5-3 in my favor.


The second game was similar in pool, with Reckoning, ALitS, Plant Evidence, Outflank, Assasinate, and Protect Territory came up. We both chose Plant Evidence and Protect Territory revealed. This game Reuben started to get the hang of his crew a bit more, and just piled on the damage from Perdita. He did suffer from Kill Syndrome, and seemed to forget the objectives and went after bodies so his score ran lower than the previous game and ended 5-1.


Overall he really liked the game and is excited to try out 50ss. With what he currently owns he can make some decent lists, but if he gets a purchase or two he can crank out a great list for most schemes. Perdita is just plain nasty on damage.

I also learned a bit more on Von Schill that gave me a bit more perspective on him than I've previously had in my analysis of Outcast Masters. Some observations still rang true, like how he's a toolbox model with dull tools, but some aspects of his character abilities were actually a blast to play.

First off, I accidentally left the Steam Trunk at home so I decided to use the Malifaux Child as his totem. I contemplated not using a totem at all to see how he works on his own, but decided that the option to "Finish the Cur" several times would be interesting. The potential is great and gave several options when faced against a Hard to Kill heavy crew like Perdita's. Coupled with Hannah you can have two extra attacks when needed, but then I realized that you can't use it since it's a (0) action so that went out the window. In the end he was used for healing, but then again you could use the Steam Trunk for that.

Hannah is a natural pairing for him, as she can copy his (0) abilities and gains his pseudo Hard to Kill from him. She can be tanky when needed and has a great melee attack that can stack Paralyze onto a model, with the occasional helpful blast which works against Perdita's high defense.

I also used a Freikorpsmann, Desperate Merc and Trapper but I didn't learn anything new that I hadn't seen before with other crews. I kept the Freikorps too far to benefit from his abilities as they were running schemes.

In regards to the Man himself he seems to have some good traits. I used The Shirt Comes Off and Survivalist on him to keep him around and used him as an attrition piece to get rid of non-masters. It works out fairly well, as his Augmented Jump allowed him to hop around the board pretty quickly and keep enemy models out of LOS. Against Perdita it's negated by her various pushes, but if she's forced to use them that's potentially less options for the opponent who has to react to your movements. I can't remember, but if Relocate is a (0) ability then you're choosing between ignoring cover/armor or using it which can help tremendously.

A nice situation I tried out was saving high cards or the Red Joker in hand for his attacks. If you have a 13 or RJ you can spend a stone for a crow (or a high crow) for your first melee attack to lower their defense permanently. Although not a new or even mind-blowing tactic it's still a good idea to have in your pocket. Against Perdita's DF7 I'd need a RJ to tie in attacks, so by throwing it out there you're almost guaranteed to lower their DF for future attacks. Throw out a 13 and you still have a good shot. When you hit 12s is where it can get iffy, but still worth risking. If their defense is any lower you have a fairly good chance at doing the damage anyway, depending on how you make your opponent spend their cards. He is able to risk going later in the turn if needed, as his armor, 12 wounds, damage prevention, and survivalist can mitigate instant kills. You need to calculate your damage intake well, so that you know you can survive long enough to use his Shirt when needed. Having several stones to prevent damage at 3 or higher helps out, usually he can take 2 or less easily enough depending on how many attacks you see coming his way before he activates. Having a 1" melee range blows though, and his 6 to hit is okay but easily avoided against valuable targets, which is why you need to treat him like Misaki and go after small targets.

When you need to pack on the damage his Critical Strike comes pretty handy. With a high ram and SS you can make what you target die fast enough.

His gun is handy enough, but I think I see his melee attacks as more formidable when you have the option of lowering their DF for the rest of the game. It makes it easier for him to chop them down, and if need be for other members to get their attacks through as well, which is important as his damage track won't be taking down most Henchmen or Masters in one go. Against Francisco he did well enough, but that isn't the norm as most Henchmen level defenses tend to match his melee stat.

While I still don't think he's competitive I now feel like I could field him and have fun, as opposed to Misaki. I'll continue to use him against Reuben to figure him out, but in a tournament I'm still locked into Leveticus who is much more versatile and consistent, with the Viks as a backup in case it looks like their Alpha Strike may come in handy. We'll see how the plan goes on Saturday!

Tuesday, March 22, 2016

Outcast Impressions Part 1 - Masters

So as a "quick" (meaning long winded) post I thought I'd share my impressions of some Outcast models and interactions after having used them consistently for the last year or more. This will most likely include models outside the faction that can be used as an Outcast in general and relies heavily on actual game experience rather than the faction as a whole, as I don't think I can comment on models I haven't used as of yet. I want to keep this more of an opinion piece rather than an overview, as any summaries can be obtained through either cards or PullMyFinger. I will do my best to avoid rambling but can't promise anything.

As a disclaimer I'd like to say that I am by no means a Malifaux Master, I am amateur at best and all comments should be taken with a grain of salt.

Masters

I'll start with talking about the Masters I have experience with, some more than others.



  • Misaki
There are a lot of issues I have with her. She is probably my most disappointing Master as she was my first and probably the one I was most excited to use. On paper she looked fine enough, even when you know that she operates as a solo artist. 

Lets start with her best attribute: offense. Her damage track is minion level at 2/4/6. At that point she is already starting off really bad, as more often than not you're hitting minimum damage. She has no way of buffing that damage to respectable levels. I understand her trigger is where the hurt comes in, but to be a consistent model you must have decent power in raw stats alone, and that is where the other Masters outshine her. Her Melee 7 is great, as that's a stat I most often relate to being reliable.

The Assassinate trigger sounds boss at first, then you have to start thinking of ways of getting the opponent's control hand down. And that's where you start putting in more moving parts and making a Rube Goldberg machine. You can make it work, but the amount of effort and AP you place in that machine takes away from the efficiency of the rest of your crew. Some people work around this by activating her last and hiding her, but at that point you're relying on your opponent exhausting his resources for you, which is something you can't rely on without expending the effort and AP, and thus going back to the machine. In cases where players decide to go after smaller targets to capitalize on the ability, a savvy player may just let the minion die if the resources are more important, or if the loss isn't affecting their VP strategy. This isn't even mentioning the fact that by attempting to hit the trigger you are either out of Soulstones or you're expending a high crow from your hand and a soulstone, both are situations you don't want to be in. Blowing through SS just to get the chance to trigger doesn't work well in real situations from my experience as a lot of her arguments for her are done in a vacuum and rarely seen accomplished well on the table. If you're starting with a low SS pool planning on utilizing the trigger then you lose a lot of versatility that comes with SS and relying a whole lot on her abilities alone.

Her upgrades available as an Outcast present more problems. To capitalize on her offense I usually went with Stalking Bisento. But this prevents use of the Disguise upgrade. So her whole "hit and run" build is neutered by this. Sure, you have the Next Target trigger, which is cool. But you're usually wanting to hit all your attacks on this target, so with your 2" melee range you're ending your activation about 6" away, so that target is needing to be close by some LOS blocking terrain to prevent retaliation, and that retaliation is coming from a whole crew if you're operating on the fact that you want her activating last, giving plenty of opportunity for the opponent to combine efforts. Sure, people argue that she just hits one, moves, hits another, moves, etc. but that is not efficient damage as it is always better to get rid of a single model rather than ping everyone for small amounts of damage. Depending on Next Target to hide her means you're depending on dense, LOS blocking terrain on the table to aid you, or relying on your crew to pack on the damage that Misaki starts doling out. It's a lot of moving parts when you can just pick a master who evaporates a target, something that Outcasts definitely have. And don't mention using her for marker placement, it would burn every Outcast's soul.

The argument that she can hit a model and move to another is also very dependent on your opponent's actions, and a good plan never depends on the opponent walking into it. This is why certain schemes always outperform others, as Schemes like Frame for Murder can be negated by just not killing (hard to do for me, but doable) potential suckers, which I've seen done by savvy players easily enough.

So the other upgrades are so-so, with exceptions like Cutpurse being pretty bad to use in my opinion. You can't make her dip into so many uses like Cutpurse forces you to do, you have to be focused in specialization when it comes to being a Master like Misaki. Her abilities aren't good enough on their own that you can dip around in utility, she does one thing and tries to do it well.

You can build a Disguise Misaki, on the other hand, with Survivalist and I guess Untouchable, but you're just making a harder to hit/kill Master, whose offensive abilities are now on their own as is on her card - unremarkable. And why did you build her that way? So she can stay around longer? Disguise isn't that hard to get around, either with shooting - and Bulletproof 1 isn't that great - or melee efficient models ganging up on her. She can dance away, but that's negated with 3" melees, base to base contact with 2" melees, and the fact that it costs a card every time, which is super resource intensive. She's Origami, she folds under pressure. She will die an inglorious death to focused up models, or burning, or any number of other things. Not to mention you can just ignore her

I've seen builds for her that focus on an amazing turn for her, such as Scout the Field, Oathkeeper and Stalking Bisento. I think this is one of her better builds, but still doesn't make her that great compared to other masters. She moves up once for free essentially, okay got that. She gets 1 extra AP once per game, always good. But Stalking Bisento's (0) action always annoyed me as an Outcast. I usually did it during her first activation, telegraphing what I planned on killing. If you ever got to use it for the attack then you couldn't use it that same turn once you killed something. If you used it during the turn you planned on swinging with then you didn't benefit from the extra attack. Sure, positives are always good especially when coupled with her high Melee stat, but you were almost always getting half of your ability's use, never all of it. When you did get all of it you had to use two separate turns. This is why she's better in Ten Thunders as Sensei Yu can Stalk for her, but that's a whole other conversation where I talk about the fact that you're hiring a 9SS model just for her (0) action...

Anyway, this build is good enough, except for the fact that it can't stand up to anything remotely good. Master on Master, she won't kill them. They will most likely be taking minimum damage then preventing it, and 2 damage is easily prevented entirely. If you are banking on the fact that Stalking gives the positive, thus making straight damage flips, then you also have to hold onto high cards for damage to get that severe, meaning less cards to hit with, meaning that master can hold his own. It's constantly a robbing Peter for Paul situation. And using it to hit low level minions seems like such a waste.

I can think of a few Outcast models that hit harder than her and more consistently, and they aren't even all masters.

That's all just with her hitting power, let's talk about list composition. She has the ability to infiltrate Last Blossom models, which sounds awesome at first but lackluster in practice. Her best choice is Yamaziko, who is actually a model I love. Minimum 3 damage, very good defensively with her Brace Yari action, only 7SS and a 3" melee makes her very good for utility. She breaks to a stiff breeze, but she's usually either on her own running schemes with Nimble or being guarded by a beefcake.

Now the other options: Ototo (don't do it... just don't), Torakage (models I've reeaaaally tried to make work), and Oiran (the crap version of Lure girls). Ugh.

Ototo has WP4, which can be problems right there. His potential isn't reached until he's halfway dead, at which point you should have just gotten a model who is great from the get go, and is slow as molasses. Great looking model, though. Just wait till he's buried by a Death Marshall or something. The average player usually comes to the conclusion that he's not that great, and I've used him enough to see this myself early on and never let him back out of the box.

I've heard people say Torakage hit like trucks, which makes me go "Whaaaaa...." as their minimum damage is 1. Sure, their severe is great, but whenever I think of consistently hitting severe I think you're spending high cards on damage or lucking out on the flips. Their positives ability is good, but not enough on their own to not need resources as they are Melee 5 which usually garners a negative flip on damage, just canceling out. Those are resources that Misaki needed as explained earlier. And these resources are all in the context of offense, not mentioning needing these cards for defense, or casts, or suits, etc. If you're taking Smoke and Shadows then you're taking more than one Torakage, which is more than one than you should anyway. They're too expensive for scheme running, they're too expensive and not good for damage dealing, they're just underperforming. Not to mention that the 1AP used for smoke, which can help for their bury, makes them forced to only use 1AP for their use if that makes sense. Like, if you're using Smoke/Shadows for mobility to run schemes, then that means they pop out, pop a marker then smoke again. Okay, that whole time they're within 6" of an ally, usually close enough to get killed before they activate. And if they don't die, then all they did was pop a scheme. That upgrade slot and 1SS could have been put to better use if you just bought a cheaper scheme runner. And for 6SS you could have bought a better damage dealer. 

Oiran aren't good Lure models, just compare them to the others. The points could be spent focusing on other aspects.

The common understanding is that her list composition is independent of her model herself. I disagree, as you'll want to set her up for success with her crew by trying to drain their resources and running the schemes to let her do what she wants. Unfortunately her Outcast model selection does nothing for this, and has led me to believe that she's better in Ten Thunders, where her selection is more robust for her style and her upgrades are better in my opinion. Granted, I still think she's not that great there either.


  • Von Schill
I really don't like this guy. And I wanted to, so bad.

My whole thing is that you really should specialize in this game, and if you dip into other areas then your ability should be good enough to do so. Von Schill's models do just the opposite, being mediocre in all things. This does not lead to versatility to me. This leads to failing at all things.

He does do one thing very well compared to the other masters - he sticks around much easier... just to suck longer.

If you see what the community loves about his crew you'll see a trend. People love the Trappers. But that's because they specialize in shooting. They love Hannah, but she specializes in denial and dabbles in force multiplication through her copy ability with no loss in efficiency. People love the Librarian, but for reasons I don't as I've found healing in this game to be inefficient.

VS's shooting is probably his best area in my opinion, with a minimum damage of 3 and range of 12". This helps as his Sh 6 will result in negative damage almost all the time. It ignores Hard to Wound which helps a lot more against certain model match ups. 

His Melee I find is significantly weaker. Most people would spout out about his damage potential, which can be high, but there's a huge disconnect between potential and his on table consistency. Critical strike without a built in Ram amounts to resource intensive for consistency. And you have to choose between damage dealing or utilizing his other trigger to lower DF, which is good by itself but is relying on the long run of dealing damage to the model. He lacks the ability to put down heavy models himself in melee, which is a huge deal as the most efficient way to do it is in one activation -something he'd have a tough time doing himself. This is why I think ranged is the way to go with him, if you are planning on focusing damage from several sources to one model to take it down then it's better to do so with ranged attacks, as there are less repercussions and you can do it from a much wider berth.

I will admit that of all my Masters I own Von Schill is the one I'm least experienced with, but he was the worst performing I've ever used by far. Although he can tank, any dedicated damage based crew can just as easily take him off the board as they do against anyone else.

His crew composition, however, is usually not bad as the Freikorps have access to some good choices, which I'll discuss in a later post.

I plan on trying him out more, but I know for a fact there are better choices out there.


  • The Viktorias
Now we're getting into the masters I'm very experienced with. The Viktorias are why I think less of Misaki and Von Schill. Misaki prides herself on melee damage, where the Viks do it harder, faster, and more efficiently than she does, and operates about the same way she does as they are also somewhat solo artists. Ashes has a similar gun to Von Schill, at least statistically without any special abilities, but the Viks' melee definitely outshines VS. They may not have the same staying power, but I guarantee you if you put them up against each other they'd eat him for breakfast, and they can use his crews as well just for insult.

So lets get into the main talking points for the Viks. Offense is the name of their game. Most people know them by that, and it's obvious. What's best about the Viks is their AP efficiency though, mostly in their attacks, but some in a few more subtle ways.

Lets get one thing out of the way: I think their abilities to have sisters swoop in or out to make attacks is a TRAP. Some people rate this ability very highly and I don't like it one bit.

First of all, to capitalize on the ability you have to recruit more sisters. This means Vanessa and the Student of Conflict. Some even go so far as to get the Howling Wolf Tattoo to make another model a sister... for a turn. So we've already got a Rube Goldberg machine going with list building alone. I'm not a fan of Vanessa, as there are plenty of other models that are worth taking over her, and I'm actually partial to the Student myself, but she's pretty pricey for a totem.

So, in theory, Viktoria of Ashes can use this 2AP (that right there is a turn off) ability to make sisters within 6" or something to be placed in base contact with the target and all of them take swings. Sounds pretty nifty, right? There's a potential of 5 swings with positives to damage flips and unicorns and cotton candy and stuff. Well, that's the theory.

In reality, it's hard enough to try to get all the sisters in range, not to mention someone having to discard the upgrade which took up a precious slot to make one of them a sister. So more than likely you won't be getting 5 swings initially. 

Let's say you're smart and didn't take Howling Wolf Tattoo. That's 4 sisters now who can swing, cool, that's still a lot. And you don't have to waste an upgrade slot for it. Well, one of those guys swinging is Vanessa. who is probably no longer on the Ley Line bonus, and has a melee 5 and 2/3/4, which isn't that great, but hey you got a free swing for 2AP. The other one? A Student with a melee 4 with 2/3/4, which isn't bad for a totem but bad when you're spending 2AP and hoping for change. But hey, it was free. Most likely these will miss short of some bad defense, but hey, it was free.

Then you can chain activate Viktoria of Blood and do the same thing again. Although, again, most of those free attacks aren't worth the full use of her AP, but hey, they were free.

But the counterargument is that this is including the Viks' attacks, so I'm not considering the fact that they are also popping damage with their impressive stats. True, but it's 2AP! On a single target! If you're relying on the Viks for the damage then why are you bring in these other yahoos? Because it's free? Well it sure is a lot of set up to make it happen. If you do it right you'll probably kill the guy in the first round of swings and it might be a bit overkill. But let's say everyone is going to deal weak damage for argument's sake, and yes I know there's a positive to damage. So the Viks do 3 each, that's 6, and the Student and Vanessa do 2 each, that's 10 total. That's enough to kill most models with base damage. If you used Vik of Ashes' third AP to put on Sisters in Fury for +2 damage that's a lot better, for a total of 18 damage, yaay you're cooking with gas. That's well over what's necessary to kill almost every model there is, leaving at least one of those swings unnecessary. Which is ok, because you'll probably miss with the Student anyway.

This is, of course, if you're all within 6" of the target, and the stars aligned, and it's the winter solstice, etc. and you're not slow or something. I agree, that's a lot of damage coming from 2AP. What I'm arguing about is it's tabletop viability as well as its true efficiency.

I don't think that it should never be used, I think it has its place. But I see a lot of people online building toward this ability by hiring sisters and stuff, and it's misplaced. I think of it as more of the obscure tools in their kit that you should use entirely with only Viktoria of Blood in mind.

Viktoria of Blood shouldn't ever be the one using this ability unless for some awful reason she and Ashes needed to be pushed out 6" for the win. Maybe they're in the middle during Interference or Turf War. But the problem is that if you're going for a single target and trying to murder it Blood is much better off just swinging away, as her minimum damage is usually 5 after the buff and ignores darn near everything. With her 2AP and free swing that's 15 damage done easily. She doesn't need anyone else's help, she gotten almost as much damage as the Rube Golberg version did with all weak and the same AP usage (technically). What's better is that her 15 damage is true damage, while the others still get affected by armor and stuff. So that previous 18 damage from the other example is actually lowered to 15 if they guy has armor 1, and 12 for armor 2 and so on. Plus simply swinging is more flexible, as if she kills the target she can move or swing at something else with her remaining AP. If the target died from one swing in the previous example, everyone else's swings are wasted and so is the second spent AP.

The main way I see this ability being used is getting as many swings from Viktoria of Blood as possible. If a target has moved within 6" of Ashes and Blood and has several defensive abilities like incorporeal, then first using Sisters in Fury before using Dragon's Bite Ashes gets a minimum 5 damage swing as well as Blood, who ignores the buffs. Then Blood chain activates and swings for more. This is good if, say, you had two big targets with these buffs on. But even then, the Whirlwind trigger takes care of this, and because the sisters end up being close together they actually lose some buffs.

Well, I ended up talking about that trap spell a lot longer than I thought. Essentially, I find the ability redundant and unnecessary.

So... back to their AP efficiency...

Ashes has a few staple upgrades that help with efficiency. The best combination I've found - and is commonly what most other Vik players use - is Sisters in Spirit, Fury and Synchronized Slaying. Fury adds a devastating 2 damage to sisters' Melee damage, almost doubling their damage output, so essentially that saves AP by having to swing less often. Spirit teleports and saves AP from the target's movement. Synchronized Slaying doesn't necessarily save AP, as it actually helps the opponent out-activate you, but the important thing is it lets you get an Alpha strike. If you effectively use the chain activation and end up with two dead models on their side, then you've basically caught up on the activation numbers, but you just end up with the same amount of models - that probably doesn't make sense. 

Let's say they have 8 models and you have 8 models. If you have initiative and activate Ashes first for buffs and teleports, then chain Blood into two models, you're down to 6 remaining activations. If you killed those two models, your opponent is also down to 6 remaining activations. The difference is that you now have 8 models to their 6 and they don't currently out activate you. The great thing is generally I get more than 2 models dead with my Viks!

So basically the set up usually requires Ashes to act as a supporting role to deliver Blood, who is the most efficient when it comes to dealing damage. She acts as a model who essentially "transfers" the AP she uses to Blood so that she delivers her attacks that bypass most defenses. If Spirit essentially saves 1AP of movement for blood but it takes 1AP from Ashes I guess I'd make more sense that way.

Blood's upgrades are extremely efficient. Mark of She'zuul is a must have, as it limits the amount of necessary attacks from her to take her target down. With her 5 minimum damage after Fury and the ability to ignore everything she can kill almost anything in 3 hits. Her melee 7 stat ensures that she can easily hit most targets. She has an innate positive flip to attacks, something Misaki has to buy an upgrade and use a (0) for. She has two flexible (0)s, one being a positive flip to damage, and the other increasing her melee to 8 (and all other sisters within 2" get the +1 melee too), which is an underrated ability when you're going against someone like Lilith with a high defense. I find the damage buff to be more useful, as Blood is generally more than 6" away from Ashes after charging, and the negative gets canceled out this way should you need to cheat.

Most of their efficiency is printed on their card rather than their upgrades. Misaki and Von Schill wish they had this much awesome.

Now Blood's second upgrade is pretty flexible. A popular one to use is Oathkeeper, but I don't think it's necessary unless you're really trying to spread the Viks out too thin for just one good swing. I used to exclusively use Scramble, giving her a lot of flexibility toward her target range. I have recently switched over to Tally Sheet, however, as this not only increases my control hand significantly (on average I draw 3 extra cards) this also ensures that Blood gets a positive flip for Defense and Willpower duels, which she will get a lot of being a huge target in the middle of the table after wiping out a lot of stuff. Those extra cards help keep her alive, coupled with damage prevention and having a higher Defense between the two sisters.

A lot of people feel like she's a tactical nuke, and will die soon after her spree. I've found a semi-consistent way around this with my recent lists however and have included Hannah with Ancient Tomes. At first I used her because she was a sweet model. I found a way to use her with the Viks by utilizing her 50mm base to block LOS to them by having Blood hug the back of her base, which eliminates most lanes of fire. I didn't like Ancient Tomes at first, seeing how it can be resource intensive and isn't an efficient offensive option to me for a situation-useful bury. I coupled the bury with her ability to copy the Freikorpsmann's (0) action to add a ram in and make it more useful, and in a pinch you can buy the ram. But what I've discovered is that it's actually very useful defensively and much more consistent. If you explode the Viks in the first activation and gather a lot of cards from Tally Sheet while using stones to prevent damage as much as possible for one activation from the opponent you can use Hannah to bury Blood and keep her safe for the rest of the turn. This, of course, means that should Hannah die she gets unburied, but it takes a few resources and activations to take her down and that's a lot fewer ways to take Blood down. After that you should be able to get at least another shot or two in with Blood. I've only really utilized this new tactic once but it worked beautifully. Granted, I lost that game, but it was due to the fact that I left Ashes out in the open and my opponent was a government built machine meant only for Malifaux killing.

Essentially what I'm getting at is that the Viks are much more effective and efficient at killing than Misaki or Von Schill. That's a given, and everyone has already come to that conclusion. But if you're comparing other traits, are those two any better? Mobility? Viks have that, Misaki doesn't become more efficient at it outside of Stalking prey, but she doesn't get to control the direction she walks when she does, not to mention it costed a card to do so. Von Schill is slow compared to them. Survivability? Misaki is just as squishy as them, and Von Schill beats them. But what's the point of living longer if he's not really that exceptional past that? Crew support? Misaki doesn't have it either. Von Schill does it better, but pretty much Freikorps only, and I've found most Freikorps models to be lackluster, but I will hand that one to him. Most of them will still die easily enough however.

I know that there are other Masters in Outcasts that excel in other areas over these two, but for what they do they do it best. In my mind I feel that with the existence of the Viks there is no Scheme Pool that they can do better than Misaki or Von Schill from a master specific point of view. It just takes a more delicate hand to use them.


  • Leveticus
And so I saved the old man for last. He is currently my go-to Master and there are plenty of reasons why.

First off his upgrade that increases his hiring pool makes him extremely flexible in composition. Where all the other Outcast masters are pretty static in their pools, generating pretty stable compositions, Leve can hire more than any other master out there leading to more dynamic and synergistic crews. He is the master I have the most consistent success with but I'm having the toughest learning curve with.

When it comes to AP efficiency he's got quite a bit. His main ability in this area is Channel, allowing him to get positives in attack and damage for an action by hurting himself for 2 damage. This usually leads to doing it for 3 attacks and almost killing himself (before killing himself), and if translated into the equivalent of focus actions that's 3 additional AP. His attacks also ignore a lot of defensive abilities, which essentially increases his damage output when faced with armor, Silent Ones, Riders, etc. as well as damage prevention with a trigger. If you get his upgrades he usually has a trigger for 3 of the 4 suits, so there's always an add on to his damage. My favorite one reduces the target's wounds by half rounding up, so that's saving some AP by having to attack less times to kill something. Generally the understanding is that he should be able to kill almost any model in one activation. This can be devastating to an opponent when they see a big model go down so easily and makes for some great mind games to those who aren't expecting it. 

His attacks are very effective as they are Casting 7 against WP. This is crucial, as WP stats tend to run lower than DF ones and bypass a lot of defensive triggers. Coupled with his Channel he tends to always hit and have straight flips for damage. I've found that having 7s for any stat is the turning point from good to great, whether it's melee, shooting or otherwise, as no matter how many positives you get you are still capped out if both players cheat in 13s. I'd rather have a +1 to a stat over a positive flip, and a lot of people equate positives to increasing their stats for some reason when that is far from the truth. I'll give any opponent 52 positive flips when playing me! But seriously having 4 positive flips still fails against someone with a higher stat and a 13 in hand. Raw stats and money over everything. That's why I think Von Schill lacks, because he has 6s for most stats and abilities which is on par with exceptional minions.

In terms of movement efficiency that comes with his Waifs, so instead of having to spend AP on movement he just keeps popping up around the battlefield where he's most needed. Granted there are some caveats, but generally this isn't too hard to achieve if you're playing smart.

He's most vulnerable while buried if the opponent starts popping Waifs or killing anchors, but he should almost always have 2-3 options of coming back out. Killing him is extremely tough compared to almost every Master out there.

Then there's the summoning. It should be treated as a happy byproduct to his attacks, although some - and sometimes I - treat it as a main ability. Should he kill something he can pop out an Abomination, which is generally more efficient than summoning itself as you're getting it as a result of an attack so it's like 2 actions in one, but it's less reliable as you'll need to kill targets to get it. Some people use From Ash to summon more Abominations, but it's much more inefficient as it uses an AP and requires a scrap marker to bring one lousy model back, when you should be concentrating on killing. Abominations aren't game breakers, you shouldn't revolve your strategy around it, and the same effect can be done by buying or using a crow. This is made a lot easier if the opponent brings tons of squishy stuff, like Hamelin.

I believe he is the Outcasts' most competitive Master, even in Gaining Grounds 2016's format (Neutralize the Leader be damned). This is not only because he kills so well - the Viks can kill even better technically - but mostly because of his crew selection. He has a model for everything. Sustainability? Flesh Constructs. Scheme running? Ashes and Dust, Necropunks, Crooligans... Control? Rotten Belles. More summoning and table quarter denial? Mechanical Rider. Plus all the good models in the Outcasts like Trappers and the Hodgepodge Effigy. One can say his main limit is in making sure he has Anchor models, but being that they have to be 6ss or higher this ends up being pretty flexible, as they can go from Flesh Constructs to Aionus depending on your needs and flavor. His crew composition tends to be very good and is top tier in my - and several others' - opinion. 



Well, that's it for now. It was a lot lot lot lot lot longer than I thought it would be, but I plan on revisiting Outcast topics periodically and thought that it would be interesting to give my thoughts on them as a player, particularly from a practical point of view rather than the typical overview. I apologize that it's so long and that it tended to ramble on, but let me know if you have any comments, questions or contrary arguments to my thoughts!