Thursday, 22 May 2014

Knowledge of Eternity

Having not played for a while I attended a tournament in Canterbury at the weekend and decided to give Tara a run out in place of Jack as I’m a little rusty with my Malifaux at the minute. I will write up a tournament report later but I ended up finishing 2nd and interestingly enough was contacted on twitter by @geekphotoguy to give some tips on how I use Tara. I thought that sounds quite fun so here goes…

Firstly I’m not going to write an essay on everything she can and can’t do, there is an excellent in depth review of all that here http://spiralingcadaver.blogspot.co.uk/2014/04/sounds-of-silence-tara-and-obliteration.html and I’m pretty sure that photo guy only has a limited pool of models so I thought I would look at this pool and how I would play them in each strategy, which schemes to pick and what to buy next.

This is the pool of models I’m looking at

Tara (obviously)
Karina (not mentioned but I expect he has her, probably best not mentioned eh?)
Void Wretches (I will presume 3)
Nothing Beast
Death Marshal (also 3 I presume)
Killjoy
Bette Noire

The first thing that strikes me about this selection is that there are 3 hitters, which is good for reckoning but not needed in most other strategies unless you’re a blood thirsty looney that likes to kill everything on the board (which won’t win you many games). So if you’re squeezing them all into one list it’s going to be a low model count.

Secondly you have 3 models that are fighting for the buried slot (I’m counting the nothing beast in these 3) although the DM will help with this.

There are also models there that are fighting for cards. Bette requires you to have a 10 in your hand at all times where possible, and if you don’t then you need to be really careful (also watch for anything that strips suits away). Killjoy likes masks. The nothing Beast would you prefer to have fewer cards and then there is the problem with hand management. This selection of models requires a fine balance of having the correct cards or not having cards at all. The latter leaves you in the hands of your deck which can be cruel.

In conclusion, this is a pool of models I have taken once with Tara in one of my very early games (barring Killjoy) and I soon dropped the void wretches, the nothing beast and the death marshals.

Most other players seem to say these are fine, great models, very useful and indeed they probably are, but for me, as Resser, I don’t like paying for Dead of Winter. Necropunks (and now Crooligans) can do what wretches do. Bishop can do what the Nothing Beast does, only better. Bette makes it into a list that’s facing living and I found the death marshals pine boxing too convoluted and difficult to keep track of when I was learning.

Tara’s tricks and talents

When I first began playing Tara I thought her talent was to bury enemy models then to use the void wretches to attack them, or to try and steal their abilities, or to unbury and activate them.

I soon found that these abilities can be countered / resisted by the opponent and if your relying on them things can go quite wrong quite quickly. Tara can end up out of position and can be very vulnerable.

Slow, Slow, Quick, Quick, Slow

I now think Tara’s ‘thing’ is AP manipulation. She is able to get 6 AP per turn, she is able to hand out AP to your other models, and she is able to take AP from enemy models. With 5 turns in M2E AP is King, and Tara is the Queen of AP manipulation.

To do this you need to utilise pull the void and hence Knowledge of Eternity is always in my upgrades (and the positive initiative flip is sometimes a game winner, nut don’t rely on it). It has an 8” range and a CA of 7 so it’s pretty reliable and I use it almost every turn either to give my models fast or to give the enemy slow (just make sure they aren’t immune to slow before you do it!)

Bishop Bomb

Bishop can of course be exchanged for your choice of heavy hitter but I prefer Bishop simply because with Bishop you can get 5 attacks at range and he can chose his trigger (I find ignore armour / incorporeal or hard to kill the best) and has cage fighter to help him stick around but the principal is the same, and great fun. Certainly something with an extra AP already is a better choice for this although the Nothing Beast can be a bit vulnerable after being dropped off, particularly if you lose the initiative!

1.       Start turn, spend a stone to  draw a couple of cards to ensure a nice high hand
2.       Activate Tara, gain reactivate, pull the void on Bishop giving him fast and chose to fail the resist for the trigger burying him (if you have a void wretch you can heal him while buried later if you like)
3.       Move Tara
4.       Tara’s second activation move again, cast faces in the void from Obliteration Symbiote and unbury Bishop
5.       Have Bishop activate next, charge said target for 2 attacks then flurry for 3 more attacks.
6.       Keep the high cards in your hand so if anything hits him you can cheat in to win and trigger cage fighter giving them a cheeky smack in the face. If you’ve buried Bette in the meantime you can pop her out when Bishop kills the target to give them an extra choice of who to hit thus keeping Bish alive a bit longer)

Anyway that’s all fun and should definitely be done but it isn’t always the best course of action.

With Tara I often find it’s easy to get sucked into using reactivate as her 0. This isn’t always the best use and with anything that requires laying scheme markers or taking interacts you should be using her ability to shut down interacts within 6”

There are many other things that she can do and certain things that seem really easy such as making everything fast for the cost of a few cards and an enemy model getting fast but I found these things to be quite difficult to pull off without getting you into trouble so to be honest I would simply stick to learning to bury / unbury trick (you will require Obliteration Symbiote and Knowledge of Eternity) and getting used to shutting the enemy down by preventing interacts.

Positioning

So where should Tara be in all this? I find the answer to be not too close to anything! She has a decent resist against casting (remember the plus 2 to DF & WP) and is immune to SH attacks as long as you are holding or can stone for a Mask thanks for through the hole.

However, she doesn’t like being hit in the head. She is, at the end of the day, a support master and requires careful positioning. I believe she needs to be sitting just behind the action handing out the AP. She’s an enabler making her crew do the work.

She is also an objective grabber. She can potentially move 20” in a turn and still interact which means she can make a late break for an objective, make a late break to remove a counter, bury, move and unbury an objective grabber and so on and so forth. Add in the upgrade that allows her to move back to her deployment zone and she can be very annoying at removing that vital opposing scheme marker.

Limitations

So what doesn’t she do well? Well her combat skills are a bit meh despite the impressive looking sword. Glimpse the void WP 13 duel can be resisted but is handy late in the turn when the opponent is sweating due to having no / low cards in hand, although I still prefer to do this through pull the void rather than by bashing things with her sword.

She will go down like a sack of spuds in melee so beware when assassinate is in the scheme pool and don’t over extend her.

I was going to look at the strategies and schemes with the model pool available

I will first off start by saying I would take either Bette or Killjoy dependant on what I was facing. Bette is great against living crews due to the paralyse trigger but otherwise can struggle.

Bette is also AWESOME for bodyguard with Tara as long as you can keep the cards you need safe and keep Tara alive. Simply bury Bette with at one with the night, heal her and pop her out on full wounds in the last turn for your 3 points.

Claim Jump

For available models it would be

Tara (Knowledge of Eternity, Obliteration Symbiote, Dead of Winter) - 5
3 x Void Wretches – 12
2/3 Death Marshalls – 12/18
Killjoy or Bette with no heal aura thing (decaying?) – 15/10
Worth dropping a void wretch / marshal to fit Nothing Beast in at 10

So with turf war you want to look at your schemes. It’s quite hard to stop the scoring from the strategy particularly in the early turns. Use the void wretches to flood a flank for marker dropping (whichever is weakest) but keep one on hand and out of trouble to bolster the scoring for the claim.

Use Tara to utilise Bette / Killjoy to take out anything that’s going for their schemes or simply drop killjoy into the middle of whatever is scoring for their strategy but bear in mind whatever you’re putting in there is probably going to die. I would use the marshal for holding the claim territory, keep them in cover and use their ranged attacks. If there are no blasts in the opposing crew so you can maybe utilise the scheme markers they drop. I would keep Tara near the back to threated / counter anything that going for your side of the board. I would take schemes that utilise marker dropping such as protect territory & breakthrough or interacts such as distract.

To bolster the crew for this strategy I would consider adding a couple of flesh constructs simply because they are so bloody hard to get rid of and Belles to lure things out of the scoring zone)

Squatters Rights

Very tricky with this model choice simply because you don’t have a lot of resilient models to hold the markers.

Tara (KOE/OS/DOW) - 5
3 x void wretches – 12
Nothing Beast – 10
Killjoy – 13
Bette Noire - 8

Simply get the wretches to you markers ASAP and use everything else to try and kick the crap out of things and hope your wretches can hang on (which they won’t) but then use Tara to move things to where you need them and use her ability to stop your opponent interacting with the markers.
Schemes – with that list anything that requires you to kill stuff! Again Flesh Constructs are good additions as the can sit on the markers to hold them (and you can get them there T1 by burying / un-burying them) and Necropunks

Reckoning

Tara (KOE/OS/DOW) – 5
Nothing Beast (decaying Aura) - 12
Killjoy (decaying aura) - 15
Bette (decaying aura, unless it’s rare 2) - 10
Void Wretch – 4

I usually find the key to reckoning is not to take too many models (less to kill) and to run with a high cache to help keep things alive. The strategy is usually very tight so you need to focus on your schemes. Keep the void wretch hidden and use to it to attack / heal any buried models and as soon as you get access to other models I would drop it and DOW for the upgrade that lets you move Tara back to het deployment zone, handy for getting her out of trouble! What to add? Bishop & Johan as a tough filler for 7 stones, handy with his condition removal)

Reconnoitre

Tara (KOE/OS/DOW) – 5
3 x Void Wretch - 12
3 x Death Marshall – 18
Bette Noire (decaying aura) - 10

Another tough one with this model selection, and a tough one in general with all the summoning masters that are out there. I would look to get some more cheap minions (Necropunks rule) to flesh this out and pick up a pack of guild autopsies so you can make use of the spare parts summoning upgrade.

Stake a claim

Tara’s speciality subject. Keep her in the backfield and make use of her ‘pull the void’ to make enemies slow, if they are slow they can’t drop claim markers and use her ‘no interact’ 0 action to shut down the enemy while running your Void Wretches round to get your claims. Void Wretches can also hand out slow. Again bolster with Necropunks and Belles (Belles can cast undress to hand out slow) or Nurses for paralyse.

Schemes

Schemes are probably the most important part of the game so decide which ones you like and learn how to do them. I like bodyguard on Bette as you can pop her out late on (Frame for Murder is also good on her), Entourage as Tara can activate twice, protect territory and breakthrough if you have fast minions. I normally stay away from assassinate and I hate spring the trap and plant explosives (I just find it too difficult to concentrate on this while doing other things, personal preference I suppose) If your opponent has distract then bury your distracted models as they don’t count if they are buried!

What to add in next.

It has to be said the only one of these models I actually take in my Tara crews on a regular basis is Bette. I generally replace the Void Wretches with Necropunks, the Death Marshalls with Belles / Nurses and the other hitter with whatever suits, quite often Flesh Constructs.

There are players out there that will sing the virtues of pretty much every M2E model. Some people love Hanged and everyone agrees Punk Zombies are solid models but I have never taken either so It’s whatever takes your fancy to a certain extent. I would say Necropunks (or Crooligans if you prefer) and Belles should be your next 2 purchases, after that it’s your choice, pretty much all the Resser minions are solid models.







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