The last of the box set and another
unreleased model. The name would suggest they are criminals of some kind, death
row inmates perhaps? For the proxy models I have used Dust Tactics Zombies
painting their boiler suits in orange similar to a convict and instead of using
undead flesh tones I have used normal.
At 5ss they should be the bread and
butter of your crew. DF6, WP 4 is fine for this type of model they have 6
wounds and Hard to Kill but they are also slow at WK4 so they aren’t really
objective runners unless your going to use other crew members to move them
around (or their Follow Pain tactical action)
Sympathy of the Dammed allows tormented
models shooting into combat to not flip a card for them when targeting, which
is OK but not a game changer and they have a DF trigger on a mask; Accusation
which forces the attacker to take one damage after damaging this model if it
has the Tormented characteristic, so you will need to make the enemy tormented
to make use of this.
Their Attacks consist of a 1” melee
Murder Weapons (ML5) which does 2/3/5 damage and the Lingering Echoes trigger
on a double crow (one built it) basically forces card discard (which is a bit of a theme through the crew), this is a pretty
fair attack for a 5ss model.
Their second attack action is where your
crew synergy comes into play. Share Guilt is a Rg 12 attack casting on a 6 and
if successful it gives the target the tormented characteristic (not condition, so it cant be removed) until this model
takes the action again, add in a tome to the built in crow and you can even
draw a card after succeeding.
As seen both Jack, Guilty and Montressor have some abilities that
prefer the target to be tormented but if you have a non tormented model in your
crew and want it to synergise better then this is the way to do it.
Their only tactical action is the (0)
Follow pain which requires a 7 to cast and allows you to push 6” toward the
target tormented model, so once again we are seeing movement with the crew.
All in all a nice solid little 5ss model
with a couple of tricks. Outside of a Jack crew I don’t think you will see them
but in this crew then yes, I’m pretty sure I would be running at least one in
most lists just to pass around the tormented if nothing else.
Right then. The box set with all
upgrades weight in at 34ss so before deciding on what to add to it lets have a
look at what it can do.
Jack is movement, placing into base
contact, pushing tormented. He can objective grab and can lock down (and take
down) isolated models. He can harass and use his abilities to force scheme
marker dropping. Passing round his upgrades could act as a tar-pit.
Ligeia is pure support and will either
be supporting Jack or Montressor, more likely Montressor. But with the big guy
sucking people in and no one being able to cheat it will leave your opponent
with a lot of high cards in their hand for models outside of the aura.
Montressor is in many way the lynch pin.
He can move models into and out of position. He can tar-pit models and can,
under the right circumstances, put out the damage but he is fragile.
The Guilty are support pieces. The can
move a bit but mainly to harass, they could be objective runners but this would
require careful positioning and crew support.
So what do I need to add to it? Well as
far as I can see there needs to be two additions to make the crew effective.
The first is a second hitter to work alongside Montressor, something that has a
bit more survivability but it also needs objective runners as at the minute it
only has Jack that can do this without support. The objective running could
arguably be done by using Jack / Montressor to move things and leaving the
Guilty to do it but I wouldn't like to count on that working all the time.
What does it need more? With most of the
schemes / starts being based around objective runners I would say these are
key, but, if you draw reckoning and some Killy schemes the box set wouldn't be
up to the task. Choices, choices.
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