View Full Version : 35 point mcm crew
06-10-2010, 04:58 AM
just bought the crew box yesterday here goes
zombie chihauha =1
(6) canine remains = 12
(2) crooked man = 8
sebastian = 6
that leaves me one extra ss for a total of seven ss
the plan is to use seb an mortey to gather body part counters
and have the doc make more puppies and the flesh constructs the dogs are there for swarm effect while doc and the rest sloly move up and throw together more dudes
the crooks are there for making shafts as a way to corral the enemy into nice little charge lanes for the dogs what do you think. also to help you the crews in my area right now are rasputina an the twins from the outcast forgot their name. hope that helps
06-10-2010, 11:36 AM
I don't think you need Mortimer and Sebastian pumping stuff out and 6 is a lot of dogs in my opinion. McM has a move of 5, the ability to become fast, and scalpel sling so he can move into action pretty quickly. I would do something like:
2 Crooked Men
2 Punk Zombies
On turn one you can kill a dog with Wracked with Pain then Dissection grab the counter and with get the stick have 7 body part counters by the end.
06-10-2010, 01:38 PM
which is better mortimer or sebastian
06-10-2010, 02:44 PM
I would say that depends on a couple of things, mainly what else you have in your crew and what you want the model to accomplish. I will admit this is mostly on paper since I don't use either of them very often. I chose Mortimer in the list since McM is kind of a beat stick in his own right and does not really need Sebastian to do much. I think in that case the punk zombies supply a better punch then he would and you do not really lose much since McM can do pretty much anything else Seb would need to do. Mortimer on the other hand has some nice utility spells that could help things along (mainly fresh meat). I would probably have him hang back and make corpse counters when able, then summon more fodder in the form of crooked men or belles. I would also leave most of the corpse counters for Mortimer and McM should be able to have a decent amount of body part counters from his own actions.
If I was using Nicodem I would be more inclinded to take Seb since he needs less counters for himself and would make a good body guard for Nicodem.
06-10-2010, 03:00 PM
I've found that I really like the following...
4 Canine Remains
3 Punk Zombies
Keep at least 3 Flesh constructs to the side. Kill a dog turn one to make one. Puppies are expendable, so if you can't use them as nurse rockets, just make sure your opponent can't ignore them. Use that to move the rest into melee. As stuff dies, just make more Constructs.
Mind you, this is a VERY aggressive list. Nothing should be hanging back. You get a lot of Flesh Constructs moving on this list and nothing on the table can be ignored by your opponent. It all potentially hits just too darn hard.
06-10-2010, 11:24 PM
My personal "Go-to" 35ss list for McMourning consists of:
2X Rotten Belles
5X Canine Remains
The backbone this list is really the Belles. Utilizing two of them can pull McMourning a good distance across the board, or can pull an opponent's model quite a good distance towards you.
You are going to open up in the game with 10 models, which should be a good deal more than your opponent should have. Move the Canines early, and try to draw out your opponent's heavy hitters before activating your own. The Belles can pick out an opponent that has already acted, and put him into McMourning or Sebastian's Cg range very quickly. Until you are able to get them into melee, Sebastian and McMourning should usually be the last two models that you activate.
Do not underestimate Bete's ability to ruin your opponent's game plan. If the sacrifice a model, or even kill a Canine Remain to close to their crew, she can pop out, and activate immediately after them (with full actions). Paralyze and Slit Jugular are both very nasty, so Flurry, and use them often!
I'm not a fan of the Wrack/Dissect Canine combo to create a Flesh Construct. This ties McMourning up for a full turn, and it is my theory that McMourning should always be advancing or killing. However, it is a very popular combo, so its really a matter of personal preference.
I like the concept of the Crooked Men, but I haven't had a chance to try them out yet, so I can't really offer any advice on them.
On the matter of Sebastian vs Mortimer, I don't really have a preference, but I probably wouldn't take both in the same list; they are too similar, and don't offer a lot of flexibility.
06-10-2010, 11:48 PM
Also the shaft counters for the crooked men go away at the end of the closing phase now due to the errata. So you would have to remake them every turn.
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