Skewed List Building and Missions

Skewed List Building and Missions

Warhammer 40,000 – 8th Edition 40K offers so much variety in list design, I get lost just seeing what kind of crazy combinations I can put together and have a functioning list. One of my favorite exercises is picking an element and overloading my list so it's almost completely skewed to one thing. Most of the time I don't do really well with them but most most recent build has done really well on the table, considering I didn't think it was very good to begin with.

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Leviticus Tactics

This special guest tactics article was written by our local Leveticus player, Rob [Phoenix on the Wyrd Boards]. I've been thinking about painting up a Levi list to make use of all my Res models and asked him to provide some tactics.

Rob is a very skilled player and has won several large events in both Malifaux and Warmachine, including several of the Gencon Events.

 

Spells & Their Uses:

Blessing of Desolation – 7 of crow or tome to cast. Gives an automatic trigger of Desolate Warping for Steampunk Abominations (SPA) and Desolation Engine (DE); automatic trigger of paralyze for Arachnid Swarms; and automatic trigger of Rot for many Resurectionist models.

Entropic Transformation – 7 of anything to cast. One of the best spells in the game. No resist and any model with 2 wounds or fewer is sacrificed (no slow to die!) and you get a Waif or SPA depending on model type. 

Necromatic Unmaking – 9 of anything to cast. 3 wounds to any model and can target in melee. If the model dies you get a free SPA and it doesn’t generate counters. 

Unnatural Wasting – 7 or crow or tome to cast. Only spell of his with a gun symbol (Ranged Attack) but one of his best. Any model hit with 7 or less wounds is in range for Entropic Transformation. 9 or less wounds and Necromantic Unmaking will finish them off. Only spell of his that doesn’t harm him.

Generally I use Necromantic Sacrifice to get Levi in line for a shot with his spells and then throw three at whatever model I want dead that turn. 

(0) Actions and Their Uses.

Desolation – Generally a good option if you’re surrounded or in the middle of their army. I would tend to throw out three spells and then do that as a finishing move to kill him off for the turn or to finish off any low wound models his spells damaged.

Deaths Lessons – This is the one I prefer to use regularly. It’s a great way to check and make sure you’re going to have the right suits coming up for spells.

Army Composition:

Rusty Alyce – 8 stones for a major utility piece. She allows you to draw two additional cards each turn even though Levi’s rule is draw 0. She can also create additional SPAs for your army. I generally use her Bag of Tricks to cast Booby Traps turn 1 in order to kill Levi off for a new hand. (2 traps, 2 necromatic sacrifice, 3 deaths lessons, 1 closing phase)

Jack Daw – My new favorite model. The bonus to hand size means you will almost always have the right suit in your hand. He is almost indestructible as long as you have cards in hand. I tend to send him flying forward to cast his (0) aura Severed Ties. This prevents any model within 6” from cheating fate or using soulstones to add to duel totals. This fact plus Levi’s cast of 7 makes it very easy to get his spells where they can’t be resisted easily if at all.

 

Necro Punks – Leap and quick movement. These models I tend to bring along for claiming objective scenarios such as destroy the evidence. Rusty can also cast burn out on them so they gain reactivate as well.

 

Kill Joy – Since Levi and his Hollow Waifs come back any time they are sacrificed or killed they make excellent models to sacrifice to bring him into play. Since he is placed now he isn’t slow and should be able to wreck some havoc.

Steampunk Abomination – if you start the game with 4 you can start them in a diamond shape and just keep them advancing up the board using Keep Pace. You push the three Keep Pace into the front of the model that advanced and then advance the next and so on. Be sure to place one that has yet to go this turn in the center front basing the other 3 or you risk leaving one behind. Generally I use the 3rd models 2nd action to combine them into the Desolation Engine (DE). This is so that the DE gets a full activation as it replaces the models and gains the high number of AP on any of the models. Something should be in melee range at this point to attack 3 times. 

Desolation Engine – Takes a wound every time it activates (important to remember) but it has a built in trigger to heal however much damage it does so pretty easy to keep alive. Great damage potential, high Cb (paired). It’s a solid model for Levi to use. If it creates an extra 2 SPA when it dies the two it creates will let you form a new one right away.

Ashes and Dust – After I’ve played him a bit I’ll have some ideas. Want to see how things work in actual game play not just theory.

Hollow Waif – Always companion with Levi or at least make it go first. I tend to keep mine back where it’s hidden from ranged or magic attacks. Remember the only way to remove Levi is to have him and all Waifs on the board dead on the same turn. Try to get a second Waif out as soon as possible.

Set-up and Activation Order:

Set up is highly dependent upon what your strategy and schemes are. Generally though Levi is across the table from something big he wants dead and Alyce is within 2" to get the bonus to hand size.

 

Activation order turn 1 is pretty much everything goes and then Levi goes. The reason for this is so that if they moved something up pretty far he can potentially take a model out turn 1.

 

On further turns order depends on what is being presented. If there is a solid target Levi can go after early on I tend to take it as long as the Waif is out of harms way. If there is a chance the Waif can die I try to have Levi go later in the turn to be sure atleast one of them is on the board during the closing phase.

I hope this helps you Levi players who are trying to figure out what to do with him. It seems that activation order is extremely important to this list. From what I've seen Rob able to do with him, the errata (or nerfing as some people whine) hasn't had a major affect on the viability of the list. 

 

This special guest tactics article was written by our local Leveticus player, Rob [Phoenix on the Wyrd Boards]. I've been thinking about painting up a Levi list to make use of all my Res models and asked him to provide some tactics.

Rob is a very skilled player and has won several large events in both Malifaux and Warmachine, including several of the Gencon Events.

 

Spells & Their Uses:

Blessing of Desolation – 7 of crow or tome to cast. Gives an automatic trigger of Desolate Warping for Steampunk Abominations (SPA) and Desolation Engine (DE); automatic trigger of paralyze for Arachnid Swarms; and automatic trigger of Rot for many Resurectionist models.

Entropic Transformation – 7 of anything to cast. One of the best spells in the game. No resist and any model with 2 wounds or fewer is sacrificed (no slow to die!) and you get a Waif or SPA depending on model type. 

Necromatic Unmaking – 9 of anything to cast. 3 wounds to any model and can target in melee. If the model dies you get a free SPA and it doesn’t generate counters. 

Unnatural Wasting – 7 or crow or tome to cast. Only spell of his with a gun symbol (Ranged Attack) but one of his best. Any model hit with 7 or less wounds is in range for Entropic Transformation. 9 or less wounds and Necromantic Unmaking will finish them off. Only spell of his that doesn’t harm him.

Generally I use Necromantic Sacrifice to get Levi in line for a shot with his spells and then throw three at whatever model I want dead that turn. 

(0) Actions and Their Uses.

Desolation – Generally a good option if you’re surrounded or in the middle of their army. I would tend to throw out three spells and then do that as a finishing move to kill him off for the turn or to finish off any low wound models his spells damaged.

Deaths Lessons – This is the one I prefer to use regularly. It’s a great way to check and make sure you’re going to have the right suits coming up for spells.

Army Composition:

Rusty Alyce – 8 stones for a major utility piece. She allows you to draw two additional cards each turn even though Levi’s rule is draw 0. She can also create additional SPAs for your army. I generally use her Bag of Tricks to cast Booby Traps turn 1 in order to kill Levi off for a new hand. (2 traps, 2 necromatic sacrifice, 3 deaths lessons, 1 closing phase)

Jack Daw – My new favorite model. The bonus to hand size means you will almost always have the right suit in your hand. He is almost indestructible as long as you have cards in hand. I tend to send him flying forward to cast his (0) aura Severed Ties. This prevents any model within 6” from cheating fate or using soulstones to add to duel totals. This fact plus Levi’s cast of 7 makes it very easy to get his spells where they can’t be resisted easily if at all.

 

Necro Punks – Leap and quick movement. These models I tend to bring along for claiming objective scenarios such as destroy the evidence. Rusty can also cast burn out on them so they gain reactivate as well.

 

Kill Joy – Since Levi and his Hollow Waifs come back any time they are sacrificed or killed they make excellent models to sacrifice to bring him into play. Since he is placed now he isn’t slow and should be able to wreck some havoc.

Steampunk Abomination – if you start the game with 4 you can start them in a diamond shape and just keep them advancing up the board using Keep Pace. You push the three Keep Pace into the front of the model that advanced and then advance the next and so on. Be sure to place one that has yet to go this turn in the center front basing the other 3 or you risk leaving one behind. Generally I use the 3rd models 2nd action to combine them into the Desolation Engine (DE). This is so that the DE gets a full activation as it replaces the models and gains the high number of AP on any of the models. Something should be in melee range at this point to attack 3 times. 

Desolation Engine – Takes a wound every time it activates (important to remember) but it has a built in trigger to heal however much damage it does so pretty easy to keep alive. Great damage potential, high Cb (paired). It’s a solid model for Levi to use. If it creates an extra 2 SPA when it dies the two it creates will let you form a new one right away.

Ashes and Dust – After I’ve played him a bit I’ll have some ideas. Want to see how things work in actual game play not just theory.

Hollow Waif – Always companion with Levi or at least make it go first. I tend to keep mine back where it’s hidden from ranged or magic attacks. Remember the only way to remove Levi is to have him and all Waifs on the board dead on the same turn. Try to get a second Waif out as soon as possible.

Set-up and Activation Order:

Set up is highly dependent upon what your strategy and schemes are. Generally though Levi is across the table from something big he wants dead and Alyce is within 2" to get the bonus to hand size.

 

Activation order turn 1 is pretty much everything goes and then Levi goes. The reason for this is so that if they moved something up pretty far he can potentially take a model out turn 1.

 

On further turns order depends on what is being presented. If there is a solid target Levi can go after early on I tend to take it as long as the Waif is out of harms way. If there is a chance the Waif can die I try to have Levi go later in the turn to be sure atleast one of them is on the board during the closing phase.

I hope this helps you Levi players who are trying to figure out what to do with him. It seems that activation order is extremely important to this list. From what I've seen Rob able to do with him, the errata (or nerfing as some people whine) hasn't had a major affect on the viability of the list. 

 

 

Tactics: Dr. McMorning

For a long time I didn’t like McMorning. I thought the model was great, and loved the concept; however every time I put him on the table he failed to perform.

So I put him away and played using the other masters and really started to see the synergy that the Resurrectionist list has to take advantage of. 

One day while going through the forums I found a clarification that suddenly made the Zombie Chihuahua much much better. For some reason I thought Get the Stick was just a variation of For You Master, then I realized what I was missing. That little doggie can “fetch” 2 parts per turn as long as it stays within 3” of McMorning. That little fact suddenly made McMorning a summoning machine. 

On paper McMorning looks like the “melee beatstick” for the Resurrectionists. He’s not. If you try to run him up like Justice or Lilith he dies...quickly.

What I’ve found works best with him is to hold back for 2-3 turns. He can let his minions weaken and tie up the opposition, while he cranks out a few Flesh Constructs. Around turn 3 or 4 have him run up (preferably with 6 or more parts) and summon a Construct for protection. Since McMorning is relatively fast for a Resurrectionist master, he can potentially move 15 inches in a turn and summon a flesh golem 6” beyond that. That becomes a pretty solid threat range.

For his crew I like to have waves of models. Usually I like to run three Canine Remains, three Punk Zombies, the Zombie Chihuahua and Sebastian at 30 points. Running the dogs ahead of the zombies will usually force the opponent to deal with the dogs first. They die quickly but it gives you a turn to set up your charges (as well as potential parts for later) with the Zombies.

Belles are fun to run with McMorning as they can pull models into threat range and help you to pick off models one at a time. They synergize well with the Canine Remains, especially if the remains can trigger rabies.

My favorite trick is to have McMorning, Sebastian, and the Zombie Chihuahua sit back and make stuff. I’ll usually cash in 3 stones for three body parts. On the first turn the Chihuahua uses Get the Stick twice. McMorning activates and hits Sebastian twice (cheating in weak damage) and gains 2 more parts. Then cast Monstrous Creation. Sebastian activates and Gathers Parts. Next turn repeat with the Chihuahua and have Sebastian For you Master to give McMorning more parts, cast Monstrous Creation again. Next turn you need to heal Sebastian, before you punch him for more parts. You can do this all game if you want but I like to run McMorning into the action on turn 4, carrying 6 or more parts. So long as the cards go your way you can summon a minimum of 3 constructs, if not more depending on what the body count looks like when McMorning makes his move.

The list can play the aggressive game as well. However you have to be very careful because McMorning has pretty terrible defense, and you want your stones to do damage, otherwise you can “guarantee” a hit.

Rancid Transplant is hardly ever worth casting. Spending cards and/or stones to make something Easy-to-Wound seems like a good idea, except it will usually die to the next thing that hits it. 

I haven’t tried The Hanged or Crooked Men with McMorning but they don’t seem to really have much synergy with McMorning’s playstyle. 

Mortimer is a good choice as well, especially since Exhume can now be cheated, netting you corpses that become two body parts. Sybil is a good choice as well since you can beat on her and she heals herself. 

Tactics: Seamus

Seamus by far my favorite of the Resurrectionist masters. He is great at so many things. I typically prefer him for assassinate and slaughter. The movement bonuses he grants to Belles also makes them good for treasure hunt. He is very difficult to kill and can take a ton of punishment. The necrotic ministrations ability helps to refill your hand and keep him healed.

Some things I’ve found with Seamus is that he works better with 7-8 stones. You’re going to want to cheat and burn a stone most times to be sure his gun hits and does at least moderate damage since you only get one shot. When he gets in a bind or stuck in melee (you don’t want to be there his purse is only good if you need one more point of damage) Undead Psychosis can force the enemy to move away as long as you keep your undead models close. He is a bit lackluster at some things, unless you have whittled your opponent down to no card his melee attacks are low damage output with a trigger that only works when your opponent has no cards. No escape lets him charge on an opponents turn, cool but very situational since you don’t typically want to be in melee with him.

My usual 30SS list with him consists of a convict gunslinger, copycat killer, 2 punk zombies, 1-2 canine remains and a Belle. The idea is to run the dog forward as interference, it will die an maybe trigger rabies if you get lucky. The belle moves up and lures something forward (preferably whatever moved closer) to set up the gunslinger, Seamus and the copycat for a shot. Using this technique I’ve been able to kill a steamborg by turn two with one round of shooting as well as eliminate other forces one piece at a time. The nice thing about this tactic is depending on how you activate you’ll usually have a corpse within 6” to make a Belle. Once you have a few more Belles you can usually pull what ever you want in range and cast distract to slow down the rest of the crew.

I haven’t had a chance to experiment with the hanged yet but it seems like they are a natural fit for a Seamus crew. Seamus’s ability to lower willpower should allow them to cause some havoc. The 8 stone cost and the fact that they are spirits are both limiting factors to consider. Seamus really relies on the ability to make more Belles, if you’re not creating a new Belle every other turn you’re probably not going to win a war of attrition. Sticking with low cost high damage/utility units is the safest strategy with Seamus.

The unique characters can add a different flavor to his crews but they really become very situational. Sybil can help move the Belles around where they are needed and give Seamus a chance to activate most of his crew at once. She soaks up damage and has a decent output, but isn’t always the best choice depending on your strategy. Mortimer and Sebastion both can do some interesting things however you have to remember if they are using an all action they will be left behind. If you flip a graveyard for the special terrain Mortimer is a auto-include. Once he gets there he can pop out 2 corpses a turn and help to grow you army. Sebastion is decent in melee but the desire to turn him into a dog factory makes it so you don’t actually do anything useful with him. Bette Noir should be a useful addition, the major issue I see here is her cost and having to keep a high crow in your hand. With Seamus this could be a Belle or a more useful trigger. The havoc she can wreck if your enemy has something die in the middle of their forces is considerable. But in my experience with her she’s done some damage and then either died because I didn’t have a crow or came back to late to make an impact. I love the model and think she could be a huge asset, I just haven’t had success with her yet.

[edit: Bette doesn't need a high crow, it just so happens that every time I've used her the only high card I had in my hand was a crow. So she's potentially much better than I give her credit for I just haven't had success.]

Tactics: Nicodem

Malifaux – Nicodem is the summoner, he can summon any non-unique undead model and has buff spells that make undead models better. His major drawbacks are a low speed, low defense and limited offensive capabilities. I’ve found he works best with lots of low costed models necropunks, dogs etc. The reason for this is they are cheap and die quickly which means you can turn them into better options like Flesh Constructs, Punk Zombies etc without paying the premium. The vultures help to keep him in range of the corpses since his crew will definitely outpace him. Casting arise is essential once there are some corpse counters around and try to keep the mindless zombies within 2” of him. He definitely doesn’t have the durability of Seamus unless there are multiple zombies to sacrifice to prevent the damage. 

At 30SS I like him for reconnoiter and treasure hunt. A typical list would be 3 dogs, 3 necropunks, a Belle, a Punk Zombie and the grave spirit. The plan here is to split the necropunks up and grab the table quarters or treasure token as quickly as possible. Move the dogs up as a pack keeping within 10” of Nicodem, this is tricky since he has to walk twice to keep up. Link the totem and use it to cast the fog. The armor and soft cover should protect him until you can start making more models. The Belle and punk Zombie work in tandem to eliminate threats or cull the weak. If you need to luring Nicodem can get some extra movement out of him. I’ve had good success with the list detailed above and think he works best with lots of cheap models.

His box set is very solid. The Punk Zombies are glass hammers and being able to bring them back is very useful. Mortimer can soak quit a bit of damage and has a decent ranged attack. As with my previous article do not waste time casting exhume, you have a 1 in 4 shot of getting it off. If you get so lucky as to flip a graveyard as your special feature have fun and get there ASAP.

Once you get the hang of the box set you’re going to want to buy two of the vulture totems and 2 flesh constructs (if you don’t plan on buying McMorning). That way you have some useful things to summon and can make the most out of his casting expert ability. The constructs are easy to summon and you’ll here “That thing does what...” over and over again. From there you’re going to what to pick up a gunslinger, the ranged power he brings to the table will help to make up for the lack of ranged attacks. The gunslinger is really a no-brainer for any competitive list, trigger-happy alone has turned the tables for me more times then I can count.

Once the dogs are released Nicodem players are going to want at least 2 packages of them (4 dogs) I would go so far as to say pick up 4 packs just in case. They are cheap fast and have an amazing trigger. Bette Noir should be amazing with him +2Cb/Df takes her over the top. The issue I’ve had is she’s to far away usually to take advantage of it. I imagine with more practice she will be a bigger asset. Again the need to hold onto a high crow forces you to make hard decisions.

[edit: Bette doesn't need a high crow, it just so happens that every time I've used her the only high card I had in my hand was a crow. So she's potentially much better than I give her credit for I just haven't had success.]