Sandwich
09-11-2010, 08:23 AM
THIS TACTICA IS CONSTANTLY BEING UPDATED; CHECK IT FREQUENTLY.
Current status: Working out fine details for Molly. Upgrading her Arsenals description. Finishing up Avatar form, then removing empty Model spots until they can be fleshed out in greater detail.
This guide is intended to explain several ways that Seamus' Crew CAN work, not how he should or must in order to attain a victory. The ideas presented in this work of Literature are my own and are simply an attempt to expand the playstyle of anyone who reads this page.
Please, add anything that I've missed, or if I've skimmed too lightly over something you'd like to know more about, feel free to comment as well.
Let's begin with a look at the Good, the Bad, and the Ugly.
----------------Strengths------------------
Mobility - Seamus' crew is very mobile and thus synergizes well with other mobile models. This often works well against crews designed to counter the "Slow Moving, resurrecting Tank" class of crew, as they're going to expect your crew to be on the slower side of the Resurrectionist spectrum. Your Belles, when activated within 8" of Seamus, gain Belles of the Ball, allowing them to move 2" farther per walk action they take. That's 12" if you use both walk actions, or, effectively one third of the Battlefield. This, coupled with the optional Miss Molly Squidpiddge's Extraordinary Dead makes for an incredibly fast Belle. There's also quite a few additional ways you can effectively "Slingshot" a Belle to a specific location, but more on how to do that later.
Battlefield Control - Your Belles' (1)Lure is an incredible spell. Because of Seductive, they gain a +4(mask) whenever they cast Lure, or, effective a Ca 8 autocast. This makes you extremely efficient at forcing things to be where you want them, and when coupled with Seamus' (0)Trail of Fear, your Lure is almost always a guaranteed success. But the power of (1)Lure comes with two faces, one, for the offensive trap, and two for defensive reinforcement. One of the many things that makes Seamus so impossible to kill is the fact that he simply cannot be locked down by your opponent, ever. By utilizing (1)Lure, you can throw him (Or any friendly model, for that matter,) into any stupid accident and then immediately pull him back to safety. Remember, as a friendly model, you may always choose to Auto-fail any Spell Resist duel using the Wp stat. There's an entire armory of additional models, spells, and tactics that can help bolster your already impressive array of Battlefield control, but more on that later.
Durability - Your entire army is intended to simply not die, and if your enemy is absolutely intent on killing your girls, they're going to have to pour resources into doing so. Not to mention that Seamus is Hard to Wound 2, Hard to Kill, and has a whole bag of ways to heal himself back up to full. Although many other models, (Such as the Onryo, the Convict Gunslinger, or Crooligans) are much easier to kill, you will have ways of sustaining them throughout the game by use of intelligent choices and practical movement.
Morale - Most of your crew is often going to be immune to Morale Duels outright, and if they aren't, most of your crew will be Terrifying enough to counter it. Not to mention, Seamus' Avatar of Dread gives all friendly models in play Terrifying->12 or Terrifying +1 if they've already got the stat. Against many crews, Terrifying won't do much good, but against the ones that are affected, it's outright lethal.
----------------Weaknesses---------------
Damage - Through standard crew building, you often won't deal that much damage. Even models like the Onryo that are capable of high damage thresholds won't be utilized as such, they'll be far more worthy to you if used for support roles. In situations such as Slaughter, you'll be banking on outliving your opponent over outright killing them, anyway. With Seamus, don't expect high damage output period.
Compatability - Seamus and his crew only works well with a few other models, meaning you'll probably be filling any Soul Stone gaps you have with more of the same models that you already have than you will be adding entirely new models. I personally, don't think that's a bad thing, but in some situations your opponent can learn your tricks and exploit their weaknesses. But once again, the point of this tactica is to help you expand your thought process when playing Seamus.
Summoning - Although Seamus has a cast of 7(Crow), it is relatively difficult to summon a Belle, as you need to both use a (0) action to do it and use a 10 or better of Crows. Often times I will favor cutting my losses and using Seamus for a much more efficient role. This drawback can be negated by the addition of Molly Squidpiddge, as she can summon Rotten Belles, Crooligans, Madame Sybelle, and Dead Doxies. This allows you to forgo spending as many points as usual on the necessary Rotten Belle in favor of other more pricey models. Keep in mind that Molly costs 9 Soul Stones and requires 2 Corpse Counters instead of Seamus' requirement of only one, so in 25 SS games and lower, she can be skipped in favor of a classic list.
------------------The Ugly------------------
The Guild - The Guild brings a wide array of damage and utility based crews. Most guild crews are going to be far slower than you will be, so in most games that's going to be your biggest defense. Three out of four Guild masters work best with mostly living models, meaning your Terrifying ability is going to be working overtime often. Against most guild crews you'll want to be bolstering your Terrifying stat with things like Molly/Avatar, The Hanged, or Onryo. You'll also want to look into Night Terrors when you're facing Perdita or C. Hoffman as they're going to help mitigate a lot of Ranged damage and cost fairly little to do so.
The Arcanists - The Arcanists are fairly spell oriented with heavily defensive Construct/ Non-living models. They bring lots of slow models bolstered by one or two (Or more) faster "assassin" models. Masters like Rasputina or Marcus are going to be spreading their crew out, with a large force moving together and smaller assassin breed models like the Razorspine Rattler or Sabretooth Cereberus that'll be out chasing down priority targets. Your basic Resurrectionist models are sometimes outclassed by Arcanists, but you can always even the score with Mercenaries like the Freikorps Trapper, Lazarus, or Sue. Bringing in any of these models with your standard resurrectionist models will give you a very powerful edge, even if your opponent is taking the same Mercenary as you. This is because your models are more powerful at reducing the current viability of your opponent's models at a greater rate than your opponent can do to you.
Resurrectionists - Nicodem summons better than you, McMourning damages better than you, and Kirai moves faster than you. That leave Seamus with a single specialization: The Tank. Seamus and his crew have more than enough tools to never go down, and can continue to truck on to victory. Versus Nicodem, you'll be playing a game of Denial. That is, not killing and not being killed. Some Nicodem players will bring along models specifically to gain Corpse Counters in the early turns of a game, so all you can do is deny Counters for the remainder of the game. Against McMourning, you'll want to work on Sheparding him into a Terrifying Trap, explained later. Kirai is just going to be a race and a beatdown. Against her, you'll want models like Taelor or Sue because they can deal high magic damage or nerf spell casting, respectively.
The Neverborn - The Neverborn are almost all unanimously high Wp, high Df, high Wd, high mobility, high damage, spell casting monsters. Against practically all Neverborn crews, you will be at a disadvantage and must play extraordinarily carefully as Neverborn crews are designed to give newer players a large amount of wiggle room for failure, whereas, although Seamus is very newbie friendly, he has less room to fail than a Neverborn player will. If you calculate all of your moves several activations before they take effect, identify possible traps, and work strongly for counter-play, you should find most Neverborn players losing grips with victory. A lot of the time, it's going to take practice to really get down everything a certain crew can do. You will probably feel vastly overwhelmed during your first Pandora or Zoraida game, but don't lose hope. A lot of their most powerful plays have hard counters that are available to you. Just read this tactica and practice board street-smarts and you'll be raking in the VP in no time.
The Outcasts - All Outcast crews rely heavily on a single aspect. Learning that aspect is going to lead you to victory much quicker.
*The Victorias are designed to appeal to newer players. That is, they're highly mobile and deal large amounts of damage and have tons and tons of boobs. Their main gimmick is High Damage over multiple models, and don't be surprised if you lose 2-3 Belles to a single Vicky in a single activation, it can happen. The problem for the Victorias is simply your Belles coming back, and back again. You can whittle down an entire Victoria crew by just dying on top of them about 20 times or so.
* Som'er Teeth Jones has three gimmicks available to him, but can only really utilize one at a time. Som'er Teeth is designed with VERY experienced players in mind and you probably won't see many newbies sticking with him until much later in their Malifaux career. A very detailed counter-list to all of the Som'er tactics will be later on in this guide.
* Hamelin the Plagued is designed for those who enjoy powerful debuffs coupled with low damage over many models. Hamelin has a much higher focus on using their Master quickly and ignoring him later on, and he also works well when close to his crew. So you'll want to displace him as quickly as possible and attempt to keep him out of the way for as long as you can. If Hamelin catches up to Seamus, he does have a high possibility to kill him in a single activation and this must avoided at all costs. Detailed explanations as to how to counter Hamelin will be explained later on.
*Leveticus is all about denying you and reviving each turn. You've got to understand that if you want any chance in hell at permabanning Levi, you MUST go for his Waifs first. With a Wp of 9, you'll want to bring the fight to them. Things like the Shikome, the Convict Gunslinger, or Dead Doxy is a must have for dealing with Leveticus. I suggest, and only in this case do I suggest, taking at least a single Shikome and a lot of cheap models. It'll allow you to out activate him and then destroy his Waif with the Shikome. You may need to wait a turn or two to catch him in the perfect moment but once you deal with Levi, the game is yours.
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The Mad-Hatter himself,
Seamus, of the four Resurrectionist Masters, is what we will classify as a Support - Tank. He doesn't do nearly as much damage as McMourning, is absolutely incapable of the speed that Kirai has, and cannot summon nearly as well as Nicodem. What he can do, however, is survive a nuclear winter. Everything he is capable of doing is geared towards ensuring the survival of both he and his Harem. His crew is more mobile than a lot of other crews, but that doesn't mean there aren't a few masters that can run circles around him for days.
There is no master or crew in the game more durable than Seamus and his Belles, period. Absolutely no other model in the game has the potential to survive the Hell one can put the madman through and walk out trucking. Newer players are offered a lot of wiggle room when playing, which makes Seamus a great pick-up-and-go master for anyone.
There's also a lot of room for excellent skill improvement for masterful players of Malifaux and a lot of the most experienced players in the world have a strong affinity for Seamus because of the absolute versatility you can acheive with such a small model pool.
Success with Seamus varies little from success with other masters, it requires knowledge of both player's schemes and strategies, and an intimate knowledge of your playfield. That is to say, study things well. The More you Know...
People oft times think that to win a game of Malifaux you must eradicate your enemy and will thus put in many heavy hitters and damage dealers. This is a fact that bears little burden on you, should Seamus be your master. The Mad Hatter and his crew are far from excessively lethal, but all of his crew are very, very practical. For every situation forced upon you, there is an answer, a response that will invariably allow success.
The .50 Caliber Flintlock strike is often considered to be Seamus shining trait, though I haven't a clue why. The weapon has a moderate range, moderate combat rating, and absolutely no triggers to augment it. It is further bogged down with its limit of one shot per turn. There is little shine to this when looked at in depth. You will use it, yes, but you will learn that relying heavily on this gun will end with you failing miserably on a constant basis.
Seamus is plagued with both a moderate Combat rating and a very low melee damage on his Bag 'O Tools, and while it does have two powerful triggers to augment it, you aren't going to be focusing on using the Bag 'O Tools to help you with much of anything.
If playing as Seamus, you must realize his sole purpose is not to simply deal damage, but to carve a swath into the enemy force to make way for your troops to complete your strategy and schemes with little resistance. This will be a hard learned lesson if ever you try to run in head on, guns and bag ablaze, towards your enemy.
It is clear that whoever developed Seamus took the time to give him a way in and out of literally any situation you will find yourself in without making him appear overpowered, so kudos to them.
Let me begin with a brief comprehensive overview of this list.
ABILITIES:
Belles of the Ball - Friendly Belles that activate within 8" of Seamus move 2 inches farther per walk action they take. Excellent mobility when you take into consideration Shambling. This Ability will extend the +2 Wk to BOTH Actions a friendly Belle takes so long as they began their Activation within Seamus' range.
Hard to Wound 2 - This Ability gives ANY attacker :-fate:-fate when Damaging Seamus. This means that the best one could hope for on a basic Damage flip versus Seamus is :-fate , and that's only if they manage to get their Total Number 10 higher than yours. Meaning most Damage flips are going to be at :-fate:-fate:-fate versus Seamus.
Hard to Kill - Can never be killed from a single attack. In most games you won't even see this Ability take effect as it is just far too hard to kill Seamus.
Necrotic Ministrations -Never forget that Seamus has this. Anytime a living or undead model dies within 6" of Seamus, you draw a Control card and heal 2 wounds, for free! This is an amazing ability to have and you should never take it lightly! This, coupled with three shots of Live for Pain are generally a guaranteed full heal!
Terrifying -> 12 - This number is fairly low, giving your attacker a relatively high chance to beat it on the initial flip, but regardless, it does force everything susceptible to Terrifying to beat the Wp->12 duel in order to even hit you. Your spell, (1)The Face of Death overrides this for its duration, meaning, if your foe beats the Wp ->14 duel, they need not also pass the Wp ->12 duel. When used in conjuction with (0)Trail of Fear, Seamus becomes a fairly effective terror engine.
Weapon, .50 Flintlock - may only be used once per turn. But really, if you know what you're doing, thats all you need.
Actions:
(+1) Fast - An extra AP to spend on anything you so choose, aside from (0) spells, actions or abilities.
(0) No Escape - A single target model within 6" has... No escape. If they move, or are forced to move, Seamus will Charge them. Valuable for many things, further detail later on.
(0)Trail of Fear - Creates a 12" Aura that gives all living models -2 Wp. This a great Anti-Master ability because it augments the effectiveness of Terrifying as most masters in Malifaux are living.
(0) Womanizer - Allows a single Belle within 6" to Activate immediately after Seamus. If used on Madame Sybelle, you may also activate any number of Belles within 6" of Sybelle as well. This will be elaborated on further down in the document.
Triggers
Excessive Bleeding - This is pre-suited and is an instant insignificant so long as damage is dealt. Often works well if you lure in a quick model, and then smack it with Insignificant so as to prevent any further meddling from that model.
Slit Jugular - Instant death or the loss of two Soul Stones or control cards. You must flip an additional crow for this to take effect. Using this Trigger on a model affected by (0)No Escape is a Manifestation requirement for Seamus' Avatar.
SPELLS:
(0) Arise, my Sweet! - Incredibly powerful summon spell. Rotten Belles are super tanks and can be dropped smack dab in the middle of an enemy death squad to stop them from doing practically anything. Dead Doxies, who have an ability that allows you to summon them as well from (0)Arise, My Sweet! are very powerful support and mobility units. You can often change the tide of a battle by simply overwhelming your foe with too many Belles.
(1) The Face of Death - :aura 4. Terrifying->14. Possibly his most powerful spell, whether they pass it or not, they're burning cards and Soul Stones. Couple this with (0)Trail of Fear and you've got one painful way to drain cards or deny tons of schemes. Also useful to save a nearby unit in peril. It's entirely possible to put a single enemy model in the middle of three seperate Terrifying->14 duels. (Have Seamus cast it, have your Totem cast it, have model use (0)The Gorgon's Tear.) Casting this spell in two seperate Activations is a Manifestation Requirement for his Avatar.
(1) Live for Pain - Deal ranged damage and heal yourself for the amount you deal. Its your cast versus their defense, too, sweet! This Spell is going to keep you trucking for days. Don't feel guilty for Spamming it on a single model. You can heal a maximum of 17 Wd if you spend 3 AP casting this spell and kill the model as a result.
(1) Undead Psychosis - Target enemy and several nearby enemies as well (Depending on your luck / Control cards) cannot come within 3" of nearby Undead. Need I explain how wonderful this is? One lovely thing to do is combine this with your Belle's Lure to pull them in, hit them, and then force them to flee. Wash, rinse, repeat.
That wraps up the basic information on Seamus, more on how precisely to use him after I cover his essential units and those he works with well.
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Molly Squidpiddge - 9 Soul Stone Cost
Molly Squidpiddge was designed with the Avatar of Dread in mind. In a standard game, she brings very little that Seamus does not himself have. She augments Belles decently but isn't very effective at leading them alone. She is a very powerful spellcaster with some incredibly powerful spells, but is a very difficult stand alone model.
Many of the most seasoned and expert players you'll run into will tell you that Molly is the worst of the Henchmen, and they're not entirely wrong. She's pretty bad for most masters- except Seamus. Molly is a powerful addition to a Harem crew for a handful of reasons.
For starters, she furthers the vast mobility of Belles, by adding a base of +2 Wk via Extraordinary Dead so long as Walk Actions are initiated within the 4" aura. This means your "Out of the Gate" movement action for Rotten Belles is going to be 8", or 9" for Dead Doxies.
Here is a comprehensive list of her (vast) arsenal.
ABILITIES -
Extraordinary Dead - Allows Belles that are within 4" of Molly to move an extra 2" to the walk actions initiated while within the aura. This does not work like Seamus' Belles of the Ball. The +2" only applies to walk actions made within 4" of Molly.
Hard to Wound 1 - Not nearly as useful as it may seem. If something hits her, you will feel it.
Necrotic Spray - On Molly, this is really not that useful. The death of Molly is far more important than the two or three Wds the model striking her will suffer. Don't rely on this to deter anything, it won't work.
Pitiful - One of the many ways she can harm an enemy with Twisted Mind. This is decent, but she only has a Wp of 5, so don't rely too highly on this to stop incoming damage.
Slow to Die - Cast (1)The Philosophy of the Uncertain for great justice, o
Special Forces Leader (Horror) - Worthless for Seamus, obviously. This is also currently worthless for Molly as well, as the only Horror currently in existence is the Rogue Necromancy.
Superior Dead - This stops Molly from being targeted by effects that specifically target the Undead, I have found it two prevent only two abilities in game, both from the intended crew of Lady Justice.
ACTIONS -
(+1)Instinctual - Allows Molly to use an additional (0) action/spell each activation. You will learn quickly to abuse this.
(0)Impossible Knowledge - This is a very situation action, I've used it very few times, but it will deter your foe from striking your Belles with something that has a small amount of health.
(0)The Gorgon's Tear - Gives Molly Terrifying -> 14. This does stack with the Pitiful effect. Two Wp duels in one? Nice! This combination, when used with Seamus' (0)Trail of Fear and (1)The Face of Death are a very, very effective terror engine.
(0)Uncontrollable Crying - Reapplies Pitiful, use this at the end of her activation.
(1)Reveal Phillip - Can be used twice, forces all living models within 4" to make a Wp -> 12 duel. This is very fun to spam in the middle of a huge group of enemies. Whether or not it takes effect, your opponent will be burning cards.
TRIGGERS -
Masterful Dead - Allows you to discard two Control Cards to avert any damage dealt to Molly. This ability still does not sit well with me. It does have its uses, but it worries me when I use it. You must flip a crow for this Df trigger to take effect.
Twisted Mind - Anytime Molly wins a Wp duel and so long as you flip a crow in the duel total, she will inflict 2 Wd on the unit that initiated the Duel. This is absolutely wonderful, use it well.
SPELLS -
(0)Undead Construction - Sacrifice two Corpse Counters and summon one Belle, or one Horror with a base size no larger than 30mm, or summon her totem, the Necrotic Machine. This can be used to bring Madame Sybelle Back. It also has a lower CC than Seamus' (0)Arise, my sweets! Allowing you to remove an excess of corpse counters for a lower card requirement. This spell may become much, much more valuable as more Horror class models are released, but is currently only useful for the two aforementioned activities.
(0)Whispered Secret - Against many crews, this spell is absolutely wonderful. It allows you to steal one of your target's (1) spells and cast it. Think of all the possibilities...
(1)Imbue Vigor - Grants the target +3 to their Wk. I personally dig this with Seamus, because well... 7" walk + (1)Live for Pain.
(1)The Philosophy of the Uncertain - Allows you to sacrifice Molly and then kill the target model. Use this with Molly's totem, never use this with Molly, unless you're using it as her Slow to Die action.
(1)The Shocking Truth - Consider this spell to be her weapon. This is her only way to really deal any offensive damage. It has a Rg of 3" and allows you to deal low damage with some nasty side effects, like Slow, and Paralyze. Never, ever, and I mean NEVER neglect this spell. It will have cataclysmic effects on those you wish to cataclysmically effect.
(1)Terrible Secret - This was the spell I never abused, and feel absolutely stupid for doing so. Gives the target model -2 Flip on all attack and defense flips, practically guaranteed uselessness for that turn. Use this on big baddies to pave the way for your Belles to utterly destroy mostly anything.
I will be added tons of general tactics for Molly Squidpiddge soon.
SEAMUS' BOX CREW - 2 Soul Stone Cache
Madame Sybelle - 6 Soul Stone Cost
Madame Sybelle is actually a very key component to one of the many tricks up your sleeve. By spending Seamus' (0) action on Womanizer and using it to companion Madame Sybelle, you can in turn companion as many Belle's as you'd like so long as they are within 6" of Madame Sybelle, and you may activate them in any order you so choose. This ability can act as a double edged blade; as after you have activated your many Belles, your opponent will have numerous sitting ducks, so to say, so use this strategy sparingly.
Many people will send Sybelle into the fray alone or very loosely guarded thinking that her abilities and moderately high health will keep her alive. This is far from the truth. Use Sybelle to bolster your troops, not to lead them. Together, they work well, alone, they die swiftly. Strategies with her will be listed at the end of this Strategem.
Madame Sybelle's triggers are excellent when used with Flurry, capable of shutting down the most powerful of foes within a single activation. She should not be neglected, but she should not be abused either, lest she meet a swift demise.
Let me go over a short, comprehensive list of her arsenal.
ABILITIES -
Hard to Wound 1 - Definately not bad, but not good, as Sybelle is not replaceable.
Regeneration 1 - Never forget she has this. It will keep her chugging along throughout the battle.
Slow to Die - Very nice to have to pop off one last swing before she drops.
Terrifying -> 12 - Not a high number, but generally forces the lesser units in your enemy's force to burn cards in order to cause damage.
Flurry - Works well if you pair her with a Belle or two to draw the enemy to you and then finish them off.
TRIGGERS -
Fester - -1/-1 Walk and charge, cumulative. Very useful. Use this well. It will not only cause problems for several strategies, but it will make escape even more difficult. This effect lasts the entirety of the game you are playing and therefor has a much larger impact than you may think. Note: You must strike with your fan in order for this to take effect.
Rot - Always nice if you flip a crow, this gives you a +flip to the damage flip.
Rough Trade - Once again, forces them to burn cards in order to take an action again, very excellent. Note: you must strike with your Riding crop for this to take effect.
SPELLS -
(0) Call Belle - Very excellent way to bring in back up if you get into trouble. Not as effective once you master Madame Sybelle, though still has its use in certain situations.
(1) Crave Punishment - Absolutely wonderful when fighting against certain masters, absolutely useless when fighting others. Removes the benefit of any armor that target has until the Start Closing Phase.
(1) Lure - Unfortunately, I must say that unless you are truly hard pressed and out of any other options, never use this spell with Madame Sybelle.
(1) Shriek - Very, very amazing spell. Never forget she has this. This gives you the ability to force an enemy into a WP-> 11 Morale duel so long as they are living. The damage is decent, but not worth noticing.
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ROTTEN BELLE - 4 Soul Stone Cost
Few units can match the cost efficiency of a Rotten Belle. Four Soul Stones for an 8 Health, hard to wound 1, slow to die, and shambling model. A very excellent unit, even before you take into account its wonderful arsenal of spells or its Synergy with its intended master.
If you wish to play Seamus, you absolutely must get used to using these, no doubt. These girls go perfectly with Seamus, in every way, shape, and form.
When used properly and to their fullest, a single Rotten Belle can bring your foes tactic to a screeching halt. She can bring out any foe you'd like with incredible ease, pulling them straight into the utmost unfavorable conditions.
Lure is, however, only one of the three very powerful spells your Belles have acess to. I will detail them in further on.
Here is a short comprehensive list of the Rotten Belle's arsenal.
ABILITIES -
Hard to Wound 1 - Really, really good for a unit that can be easily replaced. This, paired with their high-moderate health, makes them an excellent minion.
Companion (Sybelle) - Excellent for activating a majority of your forces before your opponent can react.
Seductive - Adds a +4 mask to your cast when you're casting (1)Lure. Excellent.
Shambling - Ignores severe terrain penalties; bolsters your aforementioned great mobility.
Slow to Die - You get one 1 AP cost spell or action when your Belle dies. Useful for getting off that last (1)Undress on her attacker or hitting your opponent's favorite unit with a (1)Distract.
TRIGGERS -
Rot - Decent when using Teeth & Nails, as you already have one Crow baked in.
SPELLS -
(1) Distract - Allows you to slow one to many target enemies. This is a very, very powerful spell and the reason that your Belles have a cast of 4.
(1) Lure - PUSHES the target their walk towards you. Remember, they are NOT making an action when they move and they are being PUSHED, not moved, so NO disengaging strikes.
(1) Undress - The target receives -2 DF until the Start Closing Phase. Works wonders when you're chain activating your Belles to take down their heaviest hitter.
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That is the entirety of his Box Set, now on to more units.
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-----------------TOTEMS----------------
In this section I will give a brief but comprehensive list of ALL totems you may use, including Abilities, Actions, spells, and utility.
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COPY CAT KILLER - 2 Soul Stone Cost
Certainly a useful investment, though not as game-changing as some would think. His extra .50 Caliber Flintlock is definitely nice for added damage, though the fact that he has a Combat of 3 and takes one wound out of his four every time he uses makes it risky to use.
He's certainly a good way to draw fire because of his frailty, allowing his death to bring out a more... Sinister unit. More on that later.
A short list of his arsenal -
ABILITIES -
Companion (Seamus) - Useful for getting two .50 Caliber Flintlock shots off in one activation, other than that, nothing really. They must be within 4" to companion, so his Mistaken Identity is rendered relatively useless and a waste of an AP, unless your Copycat Killer is under cover and Seamus is not. The more you use the Copy Cat Killer, the less you will use this skill and the more you will end up Suiciding him.
SPELLS -
(1)Magical Extension - Every totem in the game has this spell. It allows this totem to cast one of its connected Masters (1) spells. You may cheat this cast with Soul Stones. (0)Arise, My Sweets cannot be cast with this spell, as it is a (0) spell.
(1)Mistaken Identity - Definitely has its uses, don't throw it out the window. It's truly a situational spell, as you will only need it a fraction of the time.
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GRAVE SPIRIT - 1 Soul Stone Cost
Though this Totem is cheaper than the Copy Cat killer, it is far more frail and not nearly as lethal, nor can it save Seamus if he is in a bind. This totem can, however, give one of your units Armor 2, effectively doubling its durability.
One common strategy is to link the Grave Spirit with Madame Sybelle and then use her as a pseudo tank. This is both effect and cost efficient, and should not under any means be underestimated.
Here is a comprehensive list of its arsenal.
ABILITIES -
Companion(Master) - Allows you to companion the Grave Spirit with your master. No real reason to do this with Seamus, but the option is available to you if the need arises.
Strength from Below - The ability to give your linked unit Armor 2. The only real use for this totem. Also makes this unit immune to ranged attacks and spells, so long as it is linked to something.
ACTIONS -
(0)Link - Allows you to link this unit to another, thus activating Strength from Below. When the linked unit moves, this unit automatically moves into Base to Base contact with it. This unit must stay in Base to Base contact with the linked target at all times or the effect fades.
SPELLS -
Magical Extension - Every totem has it, this one is just as useful as everyone else's.
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Malifaux Child - 3 Soul Stone Cost
The Malifaux child is a relatively useless totem, with low stats, a higher Soul Stone Cost than your Copy Cat and no real damage output. It does allow you to discard a card from your hand and draw another, but that's about it.
Here's a brief and comprehensive list of its arsenal.
ABILITIES -
Companion(Master) - Allows you to companion the Malifaux Child with your master. No real reason to do this with Seamus, but the option is available to you if the need arises.
Harmless - Makes it harder for your enemy to kill him.
SPELLS -
(1)Magical Extension - You know the drill.
(0)Misplaced Sympathy - The spell that allows you to discard a card and draw another. You need a 7 of masks or better to do this.
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STUDENT OF CONFLICT - 4 Soul Stone Cost
For Four Soul Stones, you'd best be getting what you paid for in a Totem, right? Wrong. This is Totem does have its uses, but your Copy Cat Killer will serve you better. If you either of the Mercenary totems, I would suggest this one, though for Four Soul Stones, he's going to cost you as much as one of your Rotten Belles, so... You decide.
Here is a comprehensive list of its Arsenal
ABILITIES -
Companion(Master) - Yada, yada.
ACTIONS -
(All)Assist - Allows you to give one of your units Fast for that turn. Pretty decent.
SPELLS -
(1)Combined Efforts - Allows you to remove the Insignificant characteristic on a model until the start of its next activation. Not too bad, either.
(1)Magical Extension - Every Totem has it, and this one is just as useful.
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Necrotic Machine - 2 Soul Stone Cost
The Necrotic Machine is Molly Squidpiddge's intended totem. You can take this Totem and connect it to Molly, and then take your Copy Cat and connect it to Seamus, all in one crew.
The Necrotic Machine, I've found, is actually a decent damage dealer. With a Cb of 4(crow) and Poison 3 he can put practically anything down quickly. Add to that his (1)Magical Extension of (1)The Philosophy of the Uncertain and you have yourself one very lethal little robot. His Ca of 4(crow) is very low, but this can and should be cheated and coupled with Soulstones. I have, on numerous occasions, killed my opponent's master with this tactic. I strongly suggest using this little bastard, he'll live up to your expectations.
Here's a list of his arsenal.
ABILITIES -
Companion (Master) - Yada,yada.
Hard to Wound 1 - I have found this to be actually really effective in draining their hand. This dude is scary, and they'll want him dead the second he drops their biggest hitter right off the bat.
Molly's Toy - Allows Molly to heal this little guy! You won't get to use that much, because he's going to be all over the place killing things, and whatnot.
Undead Construct - He drops a Corpse Counter instead of a scrap counter.
ACTIONS -
(0)Create Undeath - This is nice if you're taking a Mercenary that you know is going to get into Melee, so you can give them Necrotic Spray. I'm sure it has its uses with other masters, but not with Seamus.
TRIGGERS -
Undead Infection - Poison 3 - Great God almighty, Poison 3?! This is lethal. Very, very lethal.
SPELLS -
Magical Extension - Use this to cast (1)The Philosophy of the Uncertain on your opponent's favorite damage dealer, or Master. If you cast this with your Totem, have both the cards in your hand to back it up, and the Soul Stones to make it completely irresistable.
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MODELS YOU MAY CONSIDER
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BETE NOIRE - 9 Soul Stone Cost
Bete Noire is a good idea in games with a higher Soul Stone pool. For a 25 point game, I would personally invest in her just because I love her, but its not always a necessity and there are other units you may desire. She is nigh invulnerable due to her Slow to Die and (1)One with the Night, so long as you keep a 10 in your hand for when your opponent eventually hits her with practically anything that can attack. At four health, she is deathly fragile, so do not place her anywhere near an unactivated model that can do any real damage.
What Bete Noire lacks in health and WP, she makes up for with incredibly high Defense and damage capability. She is still able to hold her own in some situations, though your best bet with her is as a hit-and-let-them-bury-her tactic. If you choose to bring her out, make sure you have a 10 or higher in your hand that isn't going anywhere for a while.
Here is a short, comprehensive list of her arsenal -
ABILITIES -
Tenebrous Aura - Ranged attacks made against her beyond 8" receive a -2 two flip. Very good.
Drawn to Death - The only way she can be brought to the field, not much else to it. Realize she is PLACED, not SUMMONED. Meaning she gets her full activation the turn she is brought out. Yeah, deadly.
Slow to Die - You will ALWAYS use the (1) action to cast (1) One With the Night. If you don't you lose her, for the rest of the game.
Feed on Death - An ability I had initially overlooked for so long, this ability gives Bete Noir (+1)Fast if a model is killed within 3" of her until the start closing phase. Absolutely phenomenal.
Paired Knives - Flip two cards, pick the highest. For Combat.
ACTIONS -
(2)Flurry - Always cast Depraved tactics before you flurry. For the most lethal flurry, use Groin Strike.
TRIGGERS -
Rot - She's already got one crow baked in to her Paired Knives. So hope for the other, and if you've used Groin Strike, you've got yourself +3 Flip! Ouch!
Slit Jugular - Once again, the lovely Slit Jugular comes around. Although, personally I would strongly suggest against using this skill with Bete, as she can dish out loads and loads of damage and Slit Jugular will just get in the way of that.
SPELLS -
(1) One With the Night - Use this as your Slow to Die action. It will bury and fully heal her, and you can summon her on the next turn.
(0) Depraved Tactics - You've got the crow built right in and this is her only 0 action. There is absolutely no reason not to use this before you hit anything. You need a four or better of anything and you can choose one of three excellent buffs. Realize that if you do this and then flurry, you have the same buff for all three strikes.
Sever Spine - LIVING models hit are paralyzed. Hello, enemy master.
Groin Strike - Damage flips receive +2 flips.
Mutilate - Models hit receive slow, no real reason to choose this over the other two, but any of the three make life incredibly easy.
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CROOKED MAN - 4 Soul Stone Cost
The Crooked Men, though not particularly compatable with Seamus, do add a much needed counter to Ranged crews, via (1)Shafted and Crooked so don't feel too bad about taking them.
Here is a comprehensive list of their arsenal.
ABILITIES -
Crooked - The Crooked Man gains +2 DF when being attacked by a Ranged attack.
Evasive 2 - Crooked Men take -2 Dg from blasts, which is dandy.
Slow to Die - Always cast (1)Shafted when killed by Melee.
TRIGGERS -
Bury - If you flip a Crow whilst hitting them with Melee, they receive Paralyzed.
SPELLS -
(1)Cave In - Low damage, but generates Blast markers with Moderate and Severe Damage. It can be useful, so don't write it off.
(1)Shafted - You generate a Shafted Marker at the feet of the Crooked man and any unit that ends its activation within 3" of that marker receives a nasty punishment.
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CANINE REMAINS - 2 Soul Stone Cost
The Canine remains are your standard cheap and weak swarm unit. They get buffs when put in a group and can companion with Sebastian. They are very, very weak alone, but are actually quite formidable in a swarm. This unit is more intended for McMourning, but you can use them too.
If you decide that Canine Remains are they way to go, I suggest you invest in Sebastian as well, as he can companion them to enable Swarm Tactics.
Here is a comprehensive list of their arsenal.
ABILITIES -
Hard to Wound 1 - Useless, they have three health, expect them to die.
Hunting Dogs - Enemy units within 3" of two dogs or more receive -2 Df. This is actually really useful for Swarm Tactics.
Pack Mentality - Allows your dogs to ignore their Insignificant trait when they're grouped together. Very nice.
Man's Best Friend - What allows you to swarm with them, when one Canine Remains is companioned, ALL canine remains within 6" are also companioned.
ACTIONS -
(0)For you, Master - Allows them to give their Corpse Counters to your Master, Seamus. These dogs are 2" faster than Seamus, so this isn't entirely a bad thing.
(1)Bloodhound - Instantly charge a unit who has received 1 or more wd. Use this as a group and you will kill things, a lot.
TRIGGERS -
Rabies - If you flip a Crow while attacking, your target receives -2 WP until the end of the game.
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FLESH CONSTRUCT - 7 Soul Stone Cost
The Flesh Construct is a Juggernaut with an unfortunate weakness. He appears daunting and your opponent will thus pick him to pieces quickly. While this could be an effective lure, he costs you 7 souls stones that will simply leave your Cache and crew emptier than it should be.
Here is a comprehensive list of his arsenal.
ABILITIES -
Hard to Wound 2 - Can be good, if your opponent doesn't single him out and kill him quickly.
Ceaseless Advance - At the start of the closing phase and if no model is within this big fella's melee range, he will move his Walk towards the closest enemy model, if an enemy unit is in his melee range, he will hit it.
Dumb - Receives Slow at the start of his activation unless you discard a control card. If you discard the Black Joker, he receives fast. The Red Joker works too, but is probably not a good idea.
Immune to Influence - No WP duels for the big guy, cool!
Undead Construct - He drops 2 Corpse counters upon death.
TRIGGERS -
Rend Flesh - If you flip a crow whilst flipping for his attack duel, you do +2 damage!
SPELLS -
(1)Devour - Sacrifice the target living Ht 1 model. Decent against some units.
(1)Fling - Push the target 4" away from this unit, and then move this unit the closest possible distance to the target for his Melee range. (2")
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NURSE - 5 Soul Stone Cost
A Nurse's sole purpose is to bolster your forces. She is not at all decent in combat and will get torn apart if you put her into such a situation. Your best bet with a nurse is to put her into a group of 3 to 4 Belles and have her heal them and give them the +2 melee Df buff at all times.
Here is a comprehensive list of her Arsenal.
ABILITIES -
Harmless - Attackers must make a WP -> 12 duel before they can hit her, if she has not activated yet in that turn.
ACTIONS -
(0)Attendant - Friendly units in Base Contact with the nurse receive +1 Armor when targeted by a ranged attack.
(0)Bedside Manner - Friendly units in Base Contact with the Nurse receive +2 Df when targeted by a melee attack.
(2)Furious Casting - Its Flurry but for casting. Discard a control card and cast 3 spells.
TRIGGERS -
Lethal Mixture - If you flip a Crow whilst attacking a unit, her damage can become 1/3/6.
Sedate - If you flip a Crow whist attacking a unit, that target can receive Slow.
SPELLS -
(1)Life Support - Its pretty much Slit Jugular.
(1)Massive Dose - Applies a powerful buff to the target, but will later force that target to be sacrificed. Can only be cast on friendly units.
Painkillers - Target model cannot be killed, sacrifice it during the end of its next activation.
Speed - Target gains Reactivate. Sacrifice it during the Start Closing Phase.
Stimulant - Target gains +2/+2 Wk / Cg, +4 cb and a +flip to its damage, Sacrifice the target at the start of the Closing Phase. Most players who use nurses choose this for obvious reasons.
(All)Surgery - Completely heal all the Wd the target has suffered. Whether this spell is successful or not, both the Nurse and the Target receive Slow.
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PUNK ZOMBIE - 5 Soul Stone Cost
The Punk Zombie is the basic foot soldier of the Undead Armies. It has a very low durability rating, but a very high damage output. Punk Zombies do not move quickly and many players will oft times find themselves using both AP to move towards a foe, after which they are slain. This can be frustrating, yes, but luckily, you have your Belles!
Pairing a Rotten Belle and a Punk Zombie is always a good idea, as she can bring the target in, and he can put it down.
Here is a comprehensive list of their abilities.
ABILITIES -
Hard to Wound 1 - Relatively useless. The Punk Zombie is frail and will die quickly unless you take measures to protect it.
ACTIONS -
(2)Flurry - Discard a card and make (3) attacks on the selected target. This is amazing when you can use it! Remember to bring a Belle so you can pull the enemy to your Punk Zombie.
TRIGGERS -
Rot - Always good if you get a crow!
SPELLS -
(1)Self Mutilate - Deal up to 3 wd to yourself and then inflict the same number of wd on your target. Remember that once this spell is successfully cast, you will deal the damage to yourself whether your foe resists or not.
(1)Slice and Dice - A two inch pulse for three Wd. Very good.
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NECROPUNK - 3 Soul Stone Cost
Necropunk is rarely used asset to the Resurrectionists bag of tricks. They can quickly overwhelm your foes and, if used correctly, mean a swift death for anyone.
The only question is, "Are they better than my Belles?" and the answer is a whopping "No."
They cost nearly the same as your Belles, have half the health, move at the same speed as your Belles, and have no synergy with Seamus.
I would pass on these little guys.
Here is a comprehensive list of their Arsenal.
ABILITIES -
Arachnid - They move their Cg when climbing and ignore severe terrain, not bad.
Overpower - Good if you take multiple Necropunks, bad if you don't. It Slows any enemy surrounded by 2 or more Necropunk.
Slow to Die - Always nice to get in one last swing before you die.
Hard to Kill - Can never be killed in a single attack. This is what makes them so annoying.
Undead Construct - When killed, this unit generates a Corpse Counter.
ACTIONS -
(2)Flurry - Always lovely.
TRIGGERS -
Rot - Always nice if you flip a crow.
SPELLS -
(0)Leap - Moves your charge, ignoring any intervening anything.
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Mortimer, the Gravedigger - 7 Soul Stone Cost
Mortimer, the Gravedigger is a polar opposite to his intended master. He is fat, slow, and a total waste of time. Don't expect his use to you to exceed that.
He is capable of a few nifty things, such as creating Corpse Counters and even summoning units that you yourself cannot. He is solely an option of preference, not necessity, as he does outweigh Sebastian or Sybelle in certain fields, and they outweigh him in others.
Here is a comprehensive list of his arsenal.
ABILITIES -
Regeneration 1 - Restores 1 wd each time he activates. Generally not going to help you if the enemy gets a hold of him, but always nice to have.
ACTIONS -
(0)Six Feet Under - Gives him Hard to Wound 2 when targeted by ranged attacks and he may not be moved or pushed, use this last.
(0)Zombie Companion - Allows him to companion anything undead, generally outweighed by his other (0) action.
TRIGGERS -
Bury - If you flip a Crow while casting (1)Empty Grave, the target is Paralyzed instead of Slow.
A Grave for You - After damaging the defender with a Shovel Strike, cast (1)Empty Grave on that target.
SPELLS
(1)Exhume - Allows Mortimer to generate a Corpse Counter within 6" of himself. Very nice.
(1)Empty Grave - The target takes low damage and receives Slow.
(1)Fresh Meat! - All friendly undead models within 15" of Mortimer move their walk towards him.
(All) Make My Own Friends - Sacrifices two corpse counters to summon one non spirit, non unique undead unit.
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Sebastian, Morgue Assistant - 6 Soul Stone Cost
Sebastian, the Morgue Assistant. Our most fond and loveable unit of all time. He costs the same as Madame Sybelle, but deals massively more damage and can heal your units and even make his own puppies. So is he worth the investment? Yes.
When used in unison with your Belles, he makes for one mean, nasty man with a saw in his hand and bolts in his head.
The only problem you will find is that he is very difficult to keep from dying; as your enemy will most certainly not share your affinity for his adorably chubby face. This problem can generally be fixed by simply removing theirs, via his large rotating sawblade.
Here is a comprehensive list of his arsenal.
ABILITIES -
Body Parts - Allows you to exchange any number of Soul Stones for Body Part Counters at the beginning of the game. Do NOT do this, ever. This also allows him to turn Corpse Counters into two Body Part Counters. Do this if you want more dogs, otherwise never use this ability ever.
Hard to Wound 1 - Not good, not bad. Don't rely on this to keep him ticking.
ACTIONS
(+1)Melee Expert - Grants him an extra AP to spend exclusively on a melee attack.
(0)For you, Master - Allows him to give Seamus the Corpse Counters he's carrying, always so king.
(0)Here Boy! - This is what allows him to mass companion his Canine Remains and is very, very essential if you plan on coupling him with the dogs.
(1)Surgeon - Discard a Control Card and make a healing flip on a friendly undead unit. No, you cannot heal Sebastian with this as he is not undead.
TRIGGERS
A Piece for Me - Requires a Crow, but after damaging a defender with your Sawblade, you gain a Body part counter.
SPELLS
(1)Bloody Harvest - Inflicts four damage to all units within a pulse of 3".
(All)Gather Parts - Has a difficult CC, but gives Sebastian 2 body part counters.
(1)A Man's Best Friend - Allows Sebastian to sacrifice two Body Part Counters and summon a Canine Remain.
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CONVICT GUNSLINGER - 6 Soul Stone Cost
This model costs roughly half of Bete Noire, but brings in some much needed ranged fire power opposed to her melee centric force. Some people prefer the Convict Gunslinger for this reason, and they aren't wrong. It is entirely a choice of personal preference. The Convict Gunslinger certainly has more WD than Bete, but much less defense.
One problem you will find with this unit is that he is often times singled out because of his ranged combat. It's very frustrating to invest five points in something that is very fragile and once gone, gone for good. With Bulletproof 1, you may find him better against certain ranged-focused crews, but against melee heavy crews, he is fairly weak. Though he can work well with Rotten Belles, you must constantly babysit him instead of focus on your strategy and schemes if you value his life.
I personally do not like the Convict Gunslinger, but he certainly does bring some much need ranged firepower to the table, so don't write him off until you try him.
Here's a comprehensive list of his arsenal.
ABILITIES -
Bulletproof 1 - Like armor, but for ranged only. Decent at some times.
Gunfighter - Allows him to fire and fight into melee with no penalty, with 2/3/4 and a combat of 6, life isn't all too bad.
Ruthless - Allows him to fire on Pitiful and Harmless without a WP duel, not bad at all.
Paired Pistols - Flip two cards, pick the highest for his combat.
TRIGGERS -
Faster'n You! - If a ranged attack 12" or farther misses him, he instantly deals damage as if he had hit the attack with a paired pistol strike. Very, very nice against ranged crews.
Trigger Happy - Pretty much Onslaught, only with a different name. You have a Ram baked in, you need a mask.
SPELLS -
(1) Suppressing Fire - Your target and enemy models within 3" of that have to discard a control card or that model becomes paralyzed. Very fast way of emptying their hand. Moderate difficulty cast, not a bad spell.
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THE HANGED - 8 Soul Stone Cost
The Hanged are possibly the utmost brutal unit in the Ressurectionist's army. They are spirits, Rare 2, and downright nasty.
There is no question as to why they are so coveted. Adding a Hanged to your Crew will more than likely scare the bejeebus out of your opponent and rightly so. There is almost no drawback to a Hanged and they synergize with any Ressurectionist master.
They are hard to bring down, but once they're gone, they're gone.
They are masters of Morale Duels, scaring the Hell out of everything is what they do. The Hanged are useful in practically any scenario because of the vast amount of fear they bring with them.
The Only perceivable drawback you will encounter is if you are facing another undead crew, as they ignore morale duels, and a few of the Immune to Influence models make life slightly difficult for The Hanged.
There is almost nothing negative to say about the Hanged. They do have a moderate-high price, but its well worth paying. You can only have a maximum of two of them, which is all you will need.
Here's a comprehensive list of their Arsenal.
ABILITIES
Float - Forget terrain, he'll go where he wants.
Horrible End - All living models with 8" of an enemy you kill must make a WP -> 10 duel or fall back. Yes, it is that mean, and yes, it is anywhere on the battlefield.
Terrifying -> 13 - Yup, they're not only scary to the Player, but to their models as well.
Weapon, Condemned Whisper - Anytime this weapon deals damage, the defender must win a WP -> 11 or fall back.
Unrelenting Terror - When you target a model with the Hanged, it ignores any WP buffs that target has, yeah, I know.
ACTIONS -
(0) Smell Fear - Basically like no escape, except you don't need to nominate a target before hand.
(1) Last Words - Models within a 6" pulse must beat a WP -> 10 duel or fall back.
TRIGGERS
Horrifying - After you damage a target with Baleful Aura, the defender receives a -1 WP for the remainder of the game.
SPELLS -
(1) Hangman's Knot - Deals weak damage and pushes the enemy model 4" towards this model if you deal damage.
(1) Whispers from Beyond - Halves the target's health and they cannot be healed for the remainder of the game. Yes you can target anything, yes it has a range of 10". The Hanged have a cast of Six with a crow baked in and must beat a thirteen to cast this spell.
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Killjoy - 12 Soul Stone Cost
Many people see Killjoy and immediately think of the terrible acts of cruelty he can and will inflict upon the frail little baddies that he sees. While Killjoy can and obviously will bring the pain, your problem lies in who the pain is dealt to. At the beginning of his activation, you must discard a control card to even use him, and worse, if you can't; your opponent can. This is always an easy way to lose low cards in your hand but is generally not something desirable unless you happen to be carrying a Black Joker or a two of some suit you could care less about. The question you must ask is, "Is the reward worth the price?"
Sadly, for Seamus, the answer is a big, whopping "NO!"
You may think he looks dangerous and could handle his own against a ton of enemies, but he can't. I have taken Killjoy down with one Belle and Bete Noire on several occasions.
His high price also throws him right out the door for me as well. I cannot stop you from taking Killjoy along with your Seamus crew, and if you desire to take him, feel free. He is a melee juggernaut and there is no disputing that. I just feel your points could be spent better.
Here's a comprehensive list of his arsenal.
ABILITIES -
Blood Price - After the third turn, if there's no enemy model within his melee range at the start of the activation phase, which means before he or anyone else activates, he moves his walk towards the closest model and, if he can reach it, hits it. This can be foe or friend, it doesn't matter who.
Blood Sacrifice - He can only be deployed if you sacrifice a model for him, which isn't all too bad. But, you can't summon him during or after the fourth turn. So, yeah.
Black Blood - Deals 1 damage to all non-Neverborn targets within 3" every time he takes damage.
Ancestral Fury - He gets a +2 charge range against Neverborn.
Hard to Wound 2 - Pretty savvy for making people do less damage to him.
Out of Control - The ability that makes you discard a control card to control him, or if you can't, your enemy can discard a card to control him. If neither of you can discard a card, he activates like normal. Do not think that Necrotic Ministrations can save you if you use Killjoy to kill things to renew your deck, as you must activate Killjoy and... Kill things.
Terrifying -> 13 - For added effect?
Slow to Die - An extra (1) action as he dies? Ouch.
ACTIONS! -
(+1) Melee Expert - Yup. This, his damage, and Onslaught are the reason why he costs so many Soul Stones.
(0) Eat Your Fill - What keeps him alive for so damn long! Every time he kills a model with a melee attack, he fully heals. May be used immediately after killing an enemy. Realize that this is a (0) action and therefor CANNOT be taken as a Slow To Die effect, even if you successfully kill a target with your melee strikes. Your Onslaught may still trigger, because it is a CB trigger, but this MAY NOT. Keep this in mind when considering throwing him into the fray alone.
TRIGGERS -
Drag - When you hit someone with his chain, push them 4" towards Killjoy.
Onslaught - Basically, if this triggers, he makes ANOTHER melee strike. This can trigger indefinitely. And its really, really painful.
He looks good on paper, but I'd really suggest against it.
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BISHOP - 11 Soul Stone Cost
Bishop is probably the most adaptive Mercenary in the entire game. He is incredibly powerful and has the ability to augment his melee with one of four unique and very powerful Triggers, but more about them later.
With 10 Wd. 6 Defense(and the ability to make that a 8,) a combat of 7(And the ability to make that a 9), His charge only costs (1) AP, four unique combat triggers and two very useful defense triggers, packaged along with a whole bag of nasty spells, he is a definite yes in my book.
The problem? He costs you 11 soul stones. His low damage, when combined with his frailty are just not enough to make him a worthy investment, unfortunately, though if you feel as if you want to try him with Seamus, be my guest.
Here is a comprehensive list of his arsenal
ABILITIES -
(0)Adaptive Fighter - Allows you to place a suit of your choosing on his Cb or Df. Read on for why this is useful.
(+1)Melee Expert - Gives him an extra AP to spend on a Melee strike. Very nice.
Quick Strike - His charge only costs you (1)AP. Very, very awesome. Allows you to charge in and make up to 3 melee Strikes in a single activation! With a charge range 7", this is very, very powerful.
TRIGGERS -
Precise Blow - Requires a book; you can bake that in with (0)Adaptive Fighter. This allows him to ignore Armor and Hard to Wound. Very lovely.
Choke - Requires a Crow; you can bake that in with (0)Adaptive Fighter. After dealing damage with a Chain Wrapped Fist Strike; his target receives Slow. Also, very nice.
Critical Strike: Requires a Ram; you can bake that in with (0)Adaptive Fighter. Gives you +1 damage, very nice.
Toss Aside - Requires a Mask; you can bake that in with (0)Adaptive Fighter. Allows you to push the defender 3" away in any direction. Not so good, can be useful.
Disarm - Requires a ram and a book; you can bake that in with (0)Adaptive Fighter. This is a defense trigger, and forces an attacker who misses you to discard a control card for each ram or book in your Defense total.
Leap Away - Requires a mask; you can bake that in with (0)Adaptive Fighter. This is a defense trigger, and allows you to push this model in 4" in any direction you choose.
Riposte - Requires a ram and a mask; you can bake that in with (0)Adaptive Fighter. This is a defensive trigger, allows you to make a melee strike against an attacker that misses you without a resist duel on their part. Very nice.
SPELLS -
(0)Cage Fighter - Allows you to augment Bishop with one of three buffs;
Accurate Fist - Your Chain Wrapped Fist attacks receives +2 cb.
Penetrating Fist - Chain Wrapped Fist Attacks ignore armor; good if you don't want to use a Book for Precise Blow.
Blocking - Bishop recieves +2 Df. Awesome.
(1)Knock Out - If successfully cast, the target becomes Paralyzed. Very nice.
(1)Study Opponent - Bishop gains +1 Cb and a +1 damage flip against the nominated target, the best part, they can't resist this spell!
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Hans - 9 Soul Stone Cost
Hans is a sniper, tried and true. He has massive range and a plethora of skills to make things unhappy from a long ways away. For a Cost of 9 Soul Stones, massive range, and all sorts of goodies, many people like using him, and they've got a good point.
Hans will serve you well if you know how to use him. He is lethal from a distance but cannon fodder in melee. He can be worth the investment if you do your part to perserve him.
Taking Hans is an excellent idea for any strategy, but make sure you use him to his fullest.
Here is a comprehensive list of his arsenal
ABILITIES -
Bulletproof 2 - He takes -2 damage from any ranged attacks made against him, this is absolutely wonderful.
Ruthless - He kills Harmless and Pitiful models as if they were anyone else.
Sniper - He completely ignores cover, forest, and intervening models when declaring his target.
Weapon, Custom Sniper Rifle - He must either shoot or move, he cannot do both in the same activation.
ACTIONS -
(All)On the Move! - Allows him to move and then shoot, or shoot and then move. He cannot benefit from Sniper when this action is taken and his receives a -Flip to his attack and damage draw. Do not ever use this, move OR shoot. Do not ever use this, ever. I repeat: never use this.
TRIGGERS -
Critical Strike - You need a Ram, +1 damage if you trigger it.
Headshot - Exactly like Slit Jugular, feel free to abuse this, it makes life easy when you want to kill their master in a single turn.
SPELLS -
(0)Custom Ammunition - His Custom Sniper Rifle Strikes receive a certain buff;
Armor Piercing - Allows him to ignore Armor.
Explosive - Adds a blast to his moderate and sever damage, reduces severe damage to a 3. Adds a +Flip to his damage flips against living targets.
Silver - Damage flips against undead targets receive a +Flip.
Wooden - Damage against Neverborn targets receive a +Flip.
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MISAKI - 8 Soul Stone Cost
Misaki is certainly an interesting unit you could use, though I would suggest against it. She has a high Cb rating and moderate damage, moderate - low Defense and a high WP. She's not bad by any stretch of the word, but not entirely useful as she is melee centric for the most part.
Here is a comprehensive list of her arsenal.
ABILITIES -
Foresight - Allows her or her opponent to reflip the duel total if the difference is the same number or 1 lower than her opponent.
Weapon, Bisento - Magical. Good against spirits.
ACTIONS -
(+1) Melee Expert - Grants her one free AP to spend exclusively on a melee attack.
TRIGGERS -
Ten Thunders Strike - Gives her a +Flip in her damage flip for each ram in her attack duel total. Not bad, not bad at all.
SPELLS -
(0) Wind - Gives her Bisento a 6" range. Decent for all intents and purposes.
(1)Earth - Allows her to ignore Severe Terrain penalties until the Start Closing Phase.
(0)Fire - Gives her Bisento +2 damage, making it lethal to lesser units.
(0)Thunder - Adds blasts to her moderate and sever attacks.
--------------
TAELOR - 9 Soul Stone Cost
Taelor is almost entirely useless for a Seamus crew, though she does have some bonuses, such as a high damage output.
Here is a comprehensive list of her arsenal.
ABILITIES
Hard to Kill - Very dandy, though with 9 Wd, she's not really able to get into a heavy situation.
Hard to Wound 1 - Very nice, makes her survive longer.
Lifer - Ignores Morale Duels that are due to Terrifying, but nothing else. The hanged can still make her run away in plenty of other ways.
Weapon, Relic Hammer - Magical and ignores Armor. Very nice.
ACTIONS -
(+1) Melee Expert - Gives her an extra AP to spend exclusively on a Melee attack.
(1)Hammerstrike - Flip a card, EVERYTHING with a defense lower than that card that is within 3" of her is immediately pushed 3" away. This cannot be resisted, and includes your units and you enemies.
TRIGGERS -
Knockback - After you damage a defender with your hammer, push them 3" away from Taelor.
Shatter - When damaging a Construct, you gain +2 flip to your damage.
SPELLS -
(1)Menace - Basically like a reverse Lure, requires an 8 or better of anything to cast. You have better things to spend your points on.
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RENEGADE STEAMFITTER JOHAN - 7 Soul Stone Cost
Johan is a middle of the road unit. His Pistol is incredibly weak and nigh useless, but his Relic Hammer is good when paired with a Flurry. He's works better when paired with another M&SU unit, but chances are, you won't have one. I suggest against taking him.
Here is a comprehensive list of his arsenal.
ABILITIES -
Dues Paid -
Hard to Kill
Slow to Die
Solidarity
Weapon, Relic Hammer
ACTIONS -
(2)Flurry -
TRIGGERS -
Brutal -
Knockback -
-------------------
RONIN - 6 Soul Stone Cost
Filler text
Here is a comprehensive look at its arsenal.
ABILITIES
Always for Hire
Drifter
Harmless
Hard to Kill
Mobile
Weapon, Daisho
ACTIONS -
(+1) Melee Expert
(1)Defensive
(1)Peasant Clothes
(All)Run Through
(All)Seppuku
TRIGGERS -
Next Target -
----------------------
HAMELIN -10 Soul Stone Cost
Filler Text
Here is a comprehensive look at his arsenal
ABILITIES -
Growing Influence
Bully -
ACTIONS -
(0)Hungry Rats -
(+1)Casting Expert -
TRIGGERS -
Pestilent -
Growing Command -
SPELLS
(1)Black Death -
(1)Irresistable Dance
(1)Obey
(1)Piper's Lure
--------------
PLEASE NOTE: I will be adding every unit hireable by your crew to this list, and will expand each section to roughly three paragraphs per unit. This is, once again, a work in progress and I do have other things to do, but I will dedicate every spare second I can to giving you the best Seamus Errata that I can, so please, bear with me. :]
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A couple of Forenotes before I get to the strategies.
I did not include the Canine Remains into my list of things you may want to use because it is downright silly to waste the first two to three turns killing dogs and reviving them into Belles. You have better things to do with your time than sit idle and be worthless.
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25 SS SCRAP GAME CREW
A really good crew to use is honestly his box set + his totem, which will leave you at 20 SS, with 5 extra + his 2 cache for a total of 7 Soul Stones in your pool.
Or if you feel confident in your hand, you can add another Belle in for a total of 3 Soul Stone Cache.
Soulstones aren't as important for Seamus as they are for other masters, really. This is because of the two excellent sources of self healing that Seamus has, though you may need to burn a Soul Stone for damage mitigation if you get yourself into somewhere you'd rather not be.
Your Belles are relatively expendable but you should do what you can to keep them ticking for as long as possible, as the longer they live, the easier things will be.
An obvious supplementary fact is that you should never, ever leave a Belle on her lonesome unless you know absolutely for certain that she is far from danger.
Hard to Wound helps, but getting swarmed will inevitably end with a corpse counter behind enemy lines.
Madame Sybelle is a very useful, but situational tool for getting a Belle where you need her. Call Belle is a (0) action and activating her within 8" of Seamus gives her a total walk of one foot.
For Strategies such as Treasure hunt you could potentially seize the Treasure and be back safely before your opponent has time to breathe.
--------------------------------
TREASURE HUNT
25 SOUL STONE SCRAP GAME -
Seamus - 2 Soul Stone Cache
Madame Sybelle - 6 Soul Stone Cost
Copy Cat Killer - 2 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
- 24 Total, 3 Soul Stone Pool. (Or lose a Belle for 7 Soul Stones. I recommend against this!)
IF THIS IS YOUR STRATEGY
--------------------------------------
YOU WIN INIATIVE -
1. Activate Madame Sybelle and companion her with three of your four Belles.
2. Have Madame Sybelle move her full 12" towards the treasure, on a 3' by 3' game table, you should be within 4 inches.
3. Have Madame Sybelle cast (0) Call Belle, cheat if you must. Push the Belle 3 inches away from Sybelle, as near to the Treasure as possible.
4. Activate that Belle, have her (1) Interact to pick up the treasure, move her 4" walk back towards your Deployment Zone.
5. Activate one of the other three Belles, Lure Madame Sybelle twice, choose to forfeit the WP duel.
6. Activate another Belle, Lure Madame Sybelle once again, this should place you inches away from her starting location, right in the safety cradle that we have come to know as a swarm.
This leaves you with Seamus, his Copy Cat Killer and another Belle still ready to activate and the treasure secured or nearly secured on turn one. Realize that the Belle carrying the treasure is currently your most important asset and your foe will certainly try to stop her. Use your remaining unactivated units to ensure that Belle survives to round two, and attempt to get Seamus to within 6" of her.
On Turn two, put the Belle as far back away from every thing as you can and leave her there. This will leave you with 3 Belles, Seamus, his Copycat, and Sybelle to complete the rest of your schemes and will net you a guaranteed 4 VP. If anyone goes after that Belle, drop anything you're doing and Lure them as much as possible away from her, be sure to hit that unit with (1)Undead Psychosis.
IF THEY'VE TAKEN THE TREASURE! -
This is not at all a big deal, with a range of 18" on (1)Lure, you will have nothing to worry about.
IF THIS IS THEIR STRATEGY
-----
Honestly, do the exact same thing, just keep your girl away from everyone else as best as possible and use (1)Lure to intercept anyone who happens to go after her.
If they do manage to get the Treasure, simply cast lure on the target and it will force them to drop it.
------------
Side note; For most encounters, its good to take the Bodyguard Scheme because of Seamus' evasive maneuverability and his durability as well.
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DESTROY EVIDENCE
Same crew as before is recommended until you learn the ropes and choose your own.
IF THIS IS YOUR STRATEGY
--------
Depending on the location of the Evidence, can take longer.
Use (1)Lure and Belles of the Ball to its fullest potential, moving as a loosely - And I mean loosely - clustered group. This will keep you menacing and mobile.
One easy idea is to, instead of moving the full 12", move your Belles one at a time, 6" and then Lure a Belle close to her.
Activate that Belle, then move the lured Belle her full 12" - 8".
While this may seem redundant, you're getting a free 4" which will help you run around, and you'll have two Belles, Seamus, his Copy Cat, and Sybelle to deal with your other Schemes.
IF THIS IS THEIR STRATEGY
---------------------
Keep two Belles with Seamus and spread everyone else out to complete your` Strategy.
Use Seamus' (0)Trail of Fear and (1)The Face of Death paired with the Belle's Lure to force them into morale duels. Or, if you know what model they are using to Destroy the Evidence, hit it with a (1)Undead Psychosis and station Belle's near all of the evidence markers whilst continuing with the previously mentioned lure and scare tactic.
It may seem hectic, but that's precisely what you want.
The harder they have to think about getting things done, the easier you have to think about stopping them.
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PLANT THE EVIDENCE - 25 SS SCRAP
Same crew is still recommended, until you learn the ropes, then feel free to change into your comfort zone.
IF THIS IS YOUR STRATEGY
-------
Belles of the Ball and Madame Sybelle will get that job done, fast. really, really fast. Also, feel free to use Seamus for this instead of making your Belles handle the dirty work as he has... Fast.
IF THIS IS THEIR STRATEGY
---------
Are you kidding me? Lure them!
Abuse (1)Undead Psychosis.
Or simply finish your strategies and let them hustle and bustle about trying to succeed.
------------------------------
SLAUGHTER - 25 POINT SS SCRAP
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Bete Noire - 9 Soul Stone Cost
The Hanged - 8 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
--- Total Cost - 23 Soul Stone
This leaves you with a 4 Soul Stone Pool
IF THIS IS YOUR STRATEGY
-------
The strategy you use here really, really depends on who you're up against and what units they're using.
I will go through this based on Faction, though take this loosely, as the members of each faction vary greatly. Take note that Seamus is deadly and durable, but not immortal. Throwing him against a crew of heavy hitters will get him killed quickly, use him for direct support, not frontline assault.
THE GUILD -
Lady Justice - Its not as bad as it seems, although for a slaughter you'd really be banking on Corpse Counters for more Belles which they'll probably be denying you for the entire game. Regardless of who she is using in her Crew, force her to burn through her hand with everything you've read about before, but do not use Slit Jugular, as Lady J will eat Seamus alive. After their hand has dwindled, use your Hanged to Half her health and your Copy Cat Killer to finish the Job, burning everything you've got. From there, dismantle her crew piece by piece, paying close attention to their Executioner if they have one.
Sonia Criid - Nothing much to worry about, kill her heavy hitters first, she'll probably give you hell with your Hanged, but if you'd like, replace it with a Convict Gunslinger and Canine Remains to hit her with rabies and then die to become a Belle. Be weary of her spells, Violation of magic is capable of dealing very large amounts of damage to things with high amounts of WP and turning things that die by this effect into a Witchling stalker, as well as generating walls of fire, and just blowing things up in general. Once Sonia drops dead, everything else becomes a general cake walk.
Perdita Ortega - I have yet to play against Perdita but it seems like she'll activate all of her family much like you'll do. Play this game defensively as best as possible, leaving no one too close or too far away.
THE ARCANISTS -
Marcus - Try to keep his entire crew spread out and stay away from him until his big hitters are down. Then just close in and end it.
Rasputina - Kill her December Acolyte as quickly as possible, and then her Totem. Then her Gamins. Designate one Belle to be your Kiter and pull her Ice Golem everywhere you can away from your main strike force. You won't be getting many Belles from this crew so Cherish the one you have and think carefully because that Ice Golem is a big mean, angry rock. Rasputina has her own bag of tricks so try to kill he Gamin quickly and without remorse. Her December acolyte is the squishiest and most lethal to your lineup. Try to take her totem down near her so you can spawn Bete Noire right next to her and deal massive damage before she inevitably goes down.
Be prepared to burn Soul Stones for this fight.
Ramos - Ramos has a lot of Spiders and a bomb that is just mean, and most Ramos players will take the Steamborg Executioner, who is relatively identical to the Guild Executioner. This is another fight that will yield you few Corpse counters, depending on their exact crew, but cherish your Belle regardless, though you won't need to do much separating for this as they will do that on their own so as to not take damage from their bomb. Use this to its fullest potential, but whatever you do DO NOT LURE THE STEAMBORG EXECUTIONER (If they're using it.) Because that will be the end of your pretty little Belle. Try to kill off his spiders sparingly, as he will just make more. Your main goal here is Ramos, because his death will almost insure your victory.
-----------------------------
Seamus - 2 Soul Stone Cache
Copy Cat Killer 2 - 2 Soul Stone Cost
Bete Noire - 9 Soul Stone Cost
Convict Gunslinger - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total = 25
Leaving you with a 2 Soul Stone Pool
RESURRECTIONISTS
Dr. Douglas McMourning - McMourning is probably the worst of all the Masters to play against. He self heals easier than Seamus, deals more damage than Seamus, and can summon meaner things than Seamus. The key to taking down McMourning is avoiding the Mad Doctor himself, and instead aiming for the rest of his crew. This is because McMourning is lethal in close range. His Precise ignores Hard to Wound, meaning he will deal full damage to your entire crew and has tons of other nasty tricks up his sleeve, including the capability to bring in anything you're bringing.
McMourning players tend to do one of two things.
1.) They will bring in tons and tons of Dogs to sacrifice into tons and tons of Body Part counters that they will then use to turn into big, mean, nasty heavy hitters which you must contend with. Your best chance of taking down McMourning's flesh constructs is by piling a 3 versus one scenario in order to deal enough damage to bring it down.
2.) They will bring in tons and tons of dogs and swarm you. This is a much easier scenario to avoid by simply killing Sebastian, who they will take, if they do swarm with dogs. With Sebastian dead, the dogs cannot companion them, and they are then rendered cannon fodder.
Also be weary of a McMourning player pairing a nurse with a Flesh Construct or Dog. This will have disastrous results and is almost entirely unavoidable. If nothing else put your Belles in the way to soak up the vast damage their intended target would take. To defeat McMourning, you must, must, must, separate his units. Remember to cast (1) Undead Psychosis on Dr. McMourning as this will force him to stay 3" away from both your and his undead units. Very effective!
Sebastian is possibly the biggest target if he is in your enemy's crew. Use your two Belles to lure him into range of your Convict Gunslinger and blow his very small brain out. Remember your Gunslinger has Gunfighter and firing into melee doesn't mean a thing. If you do pull Sebastian and you don't kill him, he will more than likely kill one of your Belles. Don't be dissuaded, just pull out Bete and finish the job. While she may be far from their master, it doesn't matter, because taking Sebastian down early on will be massively detrimental to anything your opponent wants to do with McMourning.
If your opponent is using the Zombie Chihuahua, do not underestimate it, have your Convict Gunslinger take it out from afar if it is possible to do so safely. They will not use it offensively, sure, but it can pick corpse counters from the dead amongst other nasty things that merit it a swift death. Your Gunslinger's Ruthless does not ignore insignificant, so remember that when trying to hit it.
(Note that with Nicodem, you need to get past his Mindless Zombies and his Undead minions to beat him senseless, so more Belles are necessary. The damage that Sybelle, Seamus, and you Copy Cat do will be sufficient for Nicodem)
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
--Total of 24, leaving you a 3 Soul Stone Pool
Nicodem, the Undertaker -
Not nearly as deadly early on as Dr. McMourning, Nicodem is still a great danger in and of himself. Most players in larger games will pair Killjoy with Nicodem, but more than likely they won't do so in a 25 SS game, although it is still a possibility. If they do use Killjoy, replace both of the Belles with a Hanged, as you'll have ample Corpse Counters present to bring in more girls later on.
There are two key elements to success against Nicodem, Denying him Corpse Counters and getting in close, fast. Realize that Nicodem can summon any non spirit, non unique undead model in the game. This makes him incredible annoying as it is nigh impossible to predict your opponents strategy, however the best way to not have to, is to simply swoop up as many corpse counters as possible. Don't worry about pegging him with (1) Undead Psychosis as the player can simple choose to be Undead for the spell and it will have no effect.
If they take Mortimer, kill him. He is fat, slow, and fragile. Chances are they will keep Mortimer and Nicodem together in order to factory out Corpse counters and units, which could quickly and easily overwhelm you. Move your Belles, Sybelle, Seamus, and you Copy Cat one by one for the first turn, but keep them within 6" of each other. Turn two, companion your entire crew (Copy Cat omitted, of course.) and murder Mortimer. After Mortimer is dead, and you've taken his corpse counter. Go after Nicodem, and hit him with everything you've got. Remember that even though he CAN become undead, he is not invulnerable to Moral Duels, so force him into them as much as you can to burn his hand and Soul Stone Pool before you pick him apart. After Nicodem has fallen, the rest is well, history.
---------------------------------------------
(This will be a Control Card race, so ignore Belles and luring, take The Hanged and deal with him quickly.)
Seamus - 2 Soul Stone Cache
The Hanged - 8 Soul Stone Cost
The Hanged - 8 Soul Stone Cost
Convict Gunslinger - 6 Soul Stone Cost
----Total of 22, leaving you with a Soul Stone Pool of 5.
Seamus, the Mad Hatter
Yes, it can happen, yes it will happen. You may see the recommended crew and think, "Four models? No way!" Yes way. While there is almost no doubt that your Convict Gunslinger will be dead before the end of this game, so plan for it. Keep him away from your crew so that when he dies, and they inevitably spawn Bete Noire, she'll be no where near Seamus. Your Hanged may seem useless against undead but realize that Horrible End and Condemned Whisper are NOT a Morale Duel, they are WP duel, meaning the Belles are susceptible to it, and with a WP of 5, feel free to scare the Hell out of them. Even if they don't Fall Back, they'll be burning through precious cards. When you finally decide to end it, take both of your Hanged, hit Seamus with Whispers from Beyond and down him with your Seamus or your Gunslinger. His Belles will be annoying to put down, but they'll go down. If your opponent is grouping Seamus with his Belles, hit him with an (1) Undead Psychosis as with a walk of 4" they may very well be forced to pass with him for the entire turn. This can quickly turn the tides.
--------------------------------------------
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
THE NEVERBORN -
Lilith, the Mother of Monsters -
For Lilith, and any other Neverborn, realize that most of their units have very high WP and thus are harder to lure than other races. Your best bet would be to separate Lilith from her Mature Nephilim because the two of them can deal far too much damage to your Crew too fast. In this Encounter, your best chance is to avoid Lilith altogether because of the sheer power she brings to the table. Try to kill her Terror Tots and Young Nephilim and just ignore her and her Mature Nephilim as best as possible until absolutely necessary or, if you'd fancy, after her smaller units are down, simple lure the two of them around until the end of the game.
If given a lucky break and you can catch Lilith with an empty Soul Stone Pool and hand, go berserk and try to drop her as fast as possible with Slit Jugular, otherwise, don't bother.
It'd be best to just try and deny your opponent their Strategy / Schemes while killing their smaller units and preserving your own.
Pandora -
I have never faced Pandora; so unfortunately I cannot give you any advice on how to successfully kill her.
Zoraida the Hag -
Zoraida can recruit any living model with a WP of 4 or less. You know what that means, don't you? Scare the living hell out of them! Ignore Zoraida for the most part, lure her totem away from her constantly to cause problems for her and preserving whatever unit chosen for the Conduit. Its a very random game as Zoraida has a very large group of models she can recruit, its simply your opponents preference. Don't bother trying to kill Zoraida unless you mark her with Seamus' (0) No Escape! and surround her. If Zoraida falls it does not necessarily mean the game is over so do not let you guard down!
-------------------------------------------
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
The Outcasts!
Som'er Teeth Jones -
Possibly the most annoying Master out of any you will ever encounter. Som'er Teeth's army consists of very weak Gremlins in very large numbers, with some Piglets and Warpigs peppered in. Nothing your girls can't handle quickly. Som'er Teeth has an affinity for emptying your entire hand and the cost of his own health so if you are a huge fan of Killjoy it would be very wise to forfeit him in favor of something you'll be able to control. All of his units can hurt themselves to receive (+1) Fast, so remember this.
Do what you can to take Som'er down as fast as possible to make life easier to keep your hand and then eradicate his frail little gremlins.
As a personal preference, I like to hit his Warpigs with Excessive Bleeding to make my opponent want to keep attacking me because I've just never really had any damage dealt through it.
Leviticus -
Leviticus favors Rusty Alyce and Steam punk abominations. The main thing that you want to remember is that he will revive himself through his Hollow Waif, his Totem. A lot of his spells and abilities are done by causing himself wounds and then wounding you. The only way to permanently kill Leviticus? Kill him and his Totem in the same activation. Which is in no way a problem for you. So bring him down quickly before he can merge his Steam punk Abominations into a Desolation engine.
I honestly don't know much more as I have seldom played Leviticus.
The Viktoria Sisters - Don't use Spirits, they have magic weapons. Their weapons have 3" range, so make sure you use (1) Undead Psychosis. Separate the Sisters early on to secure a quick kill and then bring the team down slowly and carefully.
--------------------------------------------
I WILL ADD MORE ON THOSE INDIVIDUAL ENCOUNTERS WHEN MY KNOWLEDGE BASE EXPANDS FURTHER.
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Escape and Survive!
IF THIS IS YOUR STRATEGY
--------------------------------
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
This is very easy to accomplish. You have very cheap and very durable units, should a Belle fall, summon another one in her place, it needs no special mention. Focus more on completing your Schemes as this will get you a guaranteed 4 VP.
IF THIS IS THEIR STRATEGY
--------------------------------
Refer to the respective Slaughter guide of the master they are using.
----------------------------
Reconnoiter!
IF THIS IS YOUR STRATEGY!
---------------------------
Put two Belles each in two of the Quarters, fill a third with Sybelle and Seamus. Its best to position them on the fourth or fifth turn, focusing instead on your other Schemes until then. You should have no problem doing this if you position your Belles behind cover. After the fourth turn stop worrying about denying them VP and instead focus on moving far into 3 of the four quarters. If the enemy tries to deny you by placing more units than you, either hit them with an insignificant, or lure them using your Belles in another section.
IF THIS IS THEIR STRATEGY!
-------------------------
Keep Sybelle and a Belle together with Seamus. Use your other Belles to complete your Strategy and Schemes, use your trio to Lure, beat, and Excessive Bleed your target.
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A Line In The Sand
IF THIS IS YOUR STRATEGY
------------------------------------------
One of the more annoying but still relatively simple ones. Its best to wait until turn Three to begin this as chances are your opponent will come right behind you and disarm the bombs. Try to designate two Belles strictly for luring enemy models away from the dynamite.
IF THIS IS THEIR STRATEGY
-----------------------------------
(1) Lure may be one of the most obvious answers. Wait for them to spend their 2 walk actions to get to the Dynamite and then lure them away from it. Or, if they have already armed it, Seamus has (+1) Fast, meaning.... 3 AP! If it's within his walk, make him disarm it for (2) Interact. Don't forget to hit as many units with Excessive Bleeding as possible, when safe to do so.
---------------------
Claim Jump!
IF THIS IS YOUR STRATEGY
------------------------------
Stack your ladies on top of the marker Turn 1 via Belles of the Ball. They aren't going anywhere, and you can bring everything to you if you want it dead. Use Seamus, Sybelle, and your Copycat to finish off your other Schemes.
IF THIS IS THEIR STRATEGY
-------------------
(1) Lure, (1) Lure, (1) Lure. One less obvious idea is to let them pile a ton of guys on the token while you do what you need to, and come turn five or six, companion Seamus with Sybelle, and hit them with Undead Psychosis and then stack Sybelle on the Token. Be weary, as instant rage will inevitably ensue as they were more than likely thinking they were on top of their game.
----------------------------
Contain Power!
IF THIS IS YOUR STRATEGY!
-----------------------------------------
Follow the strategy for their respective Slaughter page, or just pile everything you have on their master except your totem and then use Mistaken Identity to get Seamus out of the heaping pile of dead he's lying in.
IF THIS IS THEIR STRATEGY
---------------
With (+1) fast, Hard to Wound 2, Hard to Kill, Live for Pain, Necrotic Ministrations, and a 4" aura of Terrifying -> 14, I'm sure you'll be just fine. Just don't get stupid or cocky, and remember to abuse cover an LoS.
------------------ ------------
Deliver a Message!
IF THIS IS YOUR STRATEGY
---------------------------------
1. Companion a Belle with Madame Sybelle, Move them next to each other, about 20-25 inches away from the enemy master in turn 1.
2. Move Seamus separately but within 8" of the two so your intention does not seem entirely obviously.
3. Turn 2, activate Seamus immediately and cast (0)Trail of fear, moving into 12" range of the target of your message. Then, cast (1)Undead Psychosis at the target, cheating it as high as possible, making sure you get the INTENDED TARGET OF YOUR MESSAGE!!! Then companion Madame Sybelle and the Belle, then move Sybelle 12" directly towards the intended target, cast (0) Call Belle, push the Belle 3" BEHIND Madame Sybelle, activate the Belle and lure the Master / Henchmen twice.
4. Turn three activate the Belle, companion her with Madame Sybelle and Lure twice, the enemy should now be within range of Madame Sybelle who can (2)Interact to deliver the message. Prepare to get hit!
IF THIS IS THEIR STRATEGY
-----------
Keep your Belles away from Seamus and Madame Sybelle and lure everything that gets close to either one of them away as much as possible. This scheme is very hard to deny as you must still attempt to complete your Strategy / schemes while fleeing from their units. It should be relatively easy to deny them the 4 VP for completing it in the first four turns, however.
--------------------
Supply Wagon!
IF THIS IS YOUR STRATEGY
---------------------------
Attempt to occupy them with your Belles and keep your girls at least 6" away from the wagon so that there will be no chance of AoE damage. You don't need to worry about any ranged attackers which is a huge relief, so just keep the pressure on with your girls, Sybelle included, while Seamus and his Copy Cat go after your Strategy and Schemes. Keep your girls on your enemy's units until the caravan is in the middle, at which point you want to spread out and begin to use slow / Lure combos to ensure that no damage comes to the Caravan for maximum VP. Don't feel too bad if you only get 2 VP for this, as it is VERY hard to stop it from taking any damage.
IF THIS IS THEIR STRATEGY
---------------------------
Chances are, they're going to stack their units all around the Caravan. Use this to your advantage, start off by taking Seamus in and using his (0) Trail of Fear and (1) The Face of Death and even possibly (1) Undead Psychosis and then drop a Belle on the Caravan side closest to those affected. Don't use Seamus or the Belles to do any damage to the Caravan, use Sybelle and (2) Flurry, as she could potentially destroy the Caravan in a single activation. You should be able to do this by turn four, after which you can go after your Strategy and Schemes.
--------------------
Turf War!
IF THIS IS YOUR STRATEGY
-----------------
Definitely the easiest Strategy you could get. Move as a whole group across the table and stay there. If you have this, you might as well take the scheme Stake a Claim and Body Guard. Hole up in one spot and use Terrain to LoS your enemy for the Entire game. It's hilarious, really, to watch them reenact a Benny Hill episode.
IF THIS IS THEIR STRATEGY
------------------
Do I even need to say it? (1) Lure. Don't worry about using Seamus for (1) Undead Psychosis, its a waste. Use Sybelle and him to complete your objectives while your opponent struggles to keep his units on your side of the field.
One important thing to note; DO NOT MASS COMPANION YOUR GIRLS EVER IF THIS IS THEIR STRATEGY!!! its stupid and will make you vulnerable to swarm tactics.
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I believe that is it for the strategies! Whew!
Now for general tactics!
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General Tactics
I'll post tons of general tactics that work well in most games to further your success.
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1. Don't let Seamus work alone, always pair him with a Belle unless otherwise noted.
This is useful if you break your Crew into two groups, one with Seamus, and one with Sybelle, as both are capable of simultaneous activation, so both can be on two seperate sides of the Play Field accomplishing two very different goals at the same time.
2. Don't take your Copy Cat Killer for granted. Sure, he only has four health and low stats, but he also has a gun! While Seamus' .50 Flintlock is merely one of his many commodities, your Copy Cat's .50 Flintlock IS his shining trait. He can put a hole in anything you don't like, so don't leave him in the back.
Mistaken identity works good for getting Seamus out of trouble, but it also works for getting your Copy Cat to safety to fight another day! Units that are too tough for your Totem may not be so tough against Seamus. Keep this in mind, as once your Copy Cat and his gun are gone, they're gone for good.
Your Copy Cat is so insignificant, some people may think nothing of killing him! Take him directly to their master, and let Bete Noire or Killjoy teach them to think twice!
4. A Sybelle saved is a Sybelle earned. You spent six hard earned Soul Stones on Madame Sybelle, so don't go throwing her under the boat for another unit! Sure, she's not so tough, but take care of her, and eventually, she'll take care of you!
5. None of your units are as tough as anything bigger than a 30mm base... Alone. One Belle does a not a good army make. Four or five though? They do.
6. Seamus has a cast of 7crow and a combat of... Five. Remember that you have (1)Live For Pain, and that its your cast versus their defense. Live for Pain does relatively the same amount of damage as a Bag O' Tools strike, and can HEAL you! Cast it on a hurt Belle for +2 Wd and a free control card! Then use your (0) Arise, my Sweets! to bring her back, good as new!
7. Madame Sybelle's Shriek has a range of 12"! and deals the average of her two melee attacks combined, as well as forces Living targets to win a WP -> 11 duel! Remember this at all times.
8. Using 50% of the potential of a unit means your entire crew is only operating at 50% of its maximum efficiency! When you get a new crew, read their cards extensively, learn them inside and out before they ever set foot on a play field.
9. Triggers and (0) actions cannot be used with (1) Magical extension, and with a cast of 3, most of your spells are useless, right? WRONG! The Face of Death instantly gives your totem a 4" aura of Terrifying -> 14! If this is used wisely with Mistaken identity or just Seamus himself, it can make a sticky situation turn in your favor very quickly.
Keeping your Totem close to Seamus and using this spell will free up one of Seamus' one actions that could potentially be used for a certain firearm that I have generally claiming to be a waste of an AP.
10. Your Totem is Insignificant, but that isn't necessarily bad! It makes him generally more ignored by your opponent, until you shoot them in the face. Just because they pay no mind to him does not mean you should too.
11. When a model is Slow, it receives only 1 AP. You have multiple Belles who can make multiple units receive slow in one cast, and a Master who can reduce the WP of every living thing within a foot of him by 2, don't forget this.
12. 12" is a lot bigger than you would think.
13. You may never need to, but Seamus can make healing flips!
14. You may also never need to, but Seamus can make Mitigation flips!
15. Target your opponent's fastest units with Excessive Bleeding.
16. Understand that Seamus is a master of Denying!
17. Your Crew will generally not have a high damage output, forcing you to take multiple turns in bringer larger foes down. (0) No Escape can fix that!
18. (1) Live for Pain is a (1) spell, your totem can use it to heal himself! Don't forget this!
19. If you have a model surrounded with Belles and it happens to kill one, use her Slow to Die action to Cast Undress and make it easier to kill with your remaining forces.
20. Casting Distract on the Model that killed you as a Slow to Die action is stupid, for obvious reasons.
21. Lure can push units into Severe Terrain at their full walk, forcing them to spend their next activation walking out of it with the Walk Penalties applied. This does not work for units with float/shambling/fly, however. And you should be certain to know the distance of their walk so that you do not push them through it and leave your Belle wide open.
22. Think three steps ahead. Look at every single aspect of your current situation before you activate a Model. Think who would best take advantage of the situation.
23. Learn the cards in your Control Card Hand. There's no point in casting a spell with a high cost unless you know you have what it takes to Cast it. If you've been dealt a bad hand, find other methods around the situation.
24. Feel free to pile multiple girls on a big target. They may die, yes, but they're replaceable, and its not.
25. Use terrain to its fullest, LoS ranged units, (1)Lure dangerous enemies into severe terrain, close off escape routes.
26. Try to drain your enemies Soul Stone pool within the first three turns. There are few ways to replace them and once they're gone, they're gone.
27. Don't waste your Soul Stones for mitigation flips on anything that can't deal four or more damage. That amount of damage can be easily restored in one to two actions.
28. Unless absolutely necessary, don't use Soulstones for healing flips. Save them for mitigation and in a high damage battle, (0) Arise, my Sweets!
29. When in an encounter against a horde of Lesser creatures, you need not always kill them. Simply hit them once with an Excessive Bleeding and they are insignificant for the remainder of the game and they are also forced to complete an UNCHEATABLE WP->12 duel or they will be counted as killed for any VP applicable. This is essentially equal to killing three units in a single activation if placed well or coupled with Mistaken identity.
30. When targeting a unit that has a higher defense than your Combat (Of five.) Remember you have (1)Live For Pain. This spell is your Ca(7crow) versus their defense. With a range of 6", damage of 2/2/5 and the possibility to heal yourself, this can be better than getting into Melee ranged with a heavy hitter and picking him off from a distant range!
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Unit Combinations
I will list several unit combinations that work effeciently for you to consider.
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Madame Sybelle + Rotten Belles (Lure and Flurry!)
The name says it all. Take one to three Belles and companion them to Sybelle, draw the enemy within 2" of Madame Sybelle, and have her Flurry them. For added fun, have one Belle cast Undress!
Seamus + Rotten Belles (Forced Movement)
As a final (1) Action, cast Seamus' Undead Psychosis on a particularly mean enemy model, and then companion him with a Belle and have her (1)Lure that model into melee range. This will force your target to spend their first action of that models activation moving at least 3 inches away. Rendering them relatively useless, as your army consists entirely of the dead. For added fun, activate (0)Trail of Fear and (1)The Face of Death.
Seamus + Bete Noire (The End of Him!)
If your opponent insists on strapping their Totem to their master, have Seamus run in and end its pitiful life, using its death to place Bete Noire into base contact of said dead creature. Use Seamus any remaining actions to activate (1)The Face of Death and then hit your opponent's master with a Bag of Tools strike, cheating to trigger Slit Jugular. They will be forced to discard something, right? Next, use Bete Noire to do the same thing, only this time via flurry. With a 6 card hand and a maximum amount of 8 Soul Stone Cache, this is an instant drain or resources and possibly the death of their master. For added fun, raise their totem into a Rotten Belle!
Seamus + Rotten Belle (Lure out of Danger)
Nothing says you can't lure your own guys, and you have the right to forfeit any WP duel you'd like. If you get Seamus into a sticky situation, use a Rotten Belle's Lure to get him out of it. Remember, he's PUSHED, so no disengaging strikes or anything! For added fun, hit the clustered foes with (1)Distract.
Seamus + Rotten Belle (Lure and No Escape)
Mark a unit with (0)No Escape and then use your three AP, do NOT move 6" or higher away from the marked model. After which, Activate the Rotten Belle and hit the target with (1)Lure. For added fun, make them insignificant!
Hans + Rotten Belles (Constant fire)
Select a unit that you wish to slay and constantly lure it into range of Hans. This will allow Hans to remain stationary and lay down a lot of lead. Watch units attempting to slay Hans as well, luring them away from him.
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ANNOYING THINGS YOU CAN DO!
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Seamus (I'm not afraid of you! Wait...)
(0)Trail of Fear + (1)The Face of Death works wonders, and with Alone in the Dark......
Seamus + Copy Cat Killer (Two is better than one!)
At the start of Seamus' activation, pair him with his Copy cat Killer. Run him a maximum of 8" and fire his .50 Caliber Flintlock. Then Activate his Copy Cat, cast (1) Mistaken Identity, and do it again. Two moderates can essentially kill anything in the game.
Madame Sybelle + Rotten Belles (You're going to hate this next part...)
Companion two or three Belles with Madame Sybelle and spam Distract on everything you can! Watch as your opponent burns everything they have so that they can do more than one walk.
For added fun, if a powerful enemy is within Sybelle's Melee Range, Flurry it and apply Fester as many times as possible and then have one Belle cast Distract and the rest run away and Lure Sybelle out of its range.
Rotten Belles (No Voodoo for you)
When playing against Zoraida, taunt her Voodoo Doll. With a range of 18 inches and several Belles you can move it half way across the battlefield, forcing her to walk it back before she is effective with it again.
For added fun, Distract it too.
For newer Zoraida players, this is the game breaking moment, as they can no longer Obey your Belles to attack Seamus.
Seamus (I hate Birds)
Kill one of Nicodem's Vultures and use Seamus' (0) No Escape on the other, but do this only after an area is empty of Corpse counters and you're certain your VP is high enough to net you a win. Watch the rage as he cannot use his Vultures to get those Counters.
Seamus - (Anything you can do, I can do better, well no I can't)
Use one of Nicodem's Mindless Zombies to summon a Rotten Belle. Have her cast distract on Nicodem.
Rotten Belles (Because you don't have other stuff to do to day, anyway.)
Spread two Rotten Belles equal distances away from an enemy. Continually taunt one of your enemies Units between the two Belles. For added fun, let it go and then make it insignificant.
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I will certainly add to this Tactica if anyone finds it the least bit useful.
Current status: Working out fine details for Molly. Upgrading her Arsenals description. Finishing up Avatar form, then removing empty Model spots until they can be fleshed out in greater detail.
This guide is intended to explain several ways that Seamus' Crew CAN work, not how he should or must in order to attain a victory. The ideas presented in this work of Literature are my own and are simply an attempt to expand the playstyle of anyone who reads this page.
Please, add anything that I've missed, or if I've skimmed too lightly over something you'd like to know more about, feel free to comment as well.
Let's begin with a look at the Good, the Bad, and the Ugly.
----------------Strengths------------------
Mobility - Seamus' crew is very mobile and thus synergizes well with other mobile models. This often works well against crews designed to counter the "Slow Moving, resurrecting Tank" class of crew, as they're going to expect your crew to be on the slower side of the Resurrectionist spectrum. Your Belles, when activated within 8" of Seamus, gain Belles of the Ball, allowing them to move 2" farther per walk action they take. That's 12" if you use both walk actions, or, effectively one third of the Battlefield. This, coupled with the optional Miss Molly Squidpiddge's Extraordinary Dead makes for an incredibly fast Belle. There's also quite a few additional ways you can effectively "Slingshot" a Belle to a specific location, but more on how to do that later.
Battlefield Control - Your Belles' (1)Lure is an incredible spell. Because of Seductive, they gain a +4(mask) whenever they cast Lure, or, effective a Ca 8 autocast. This makes you extremely efficient at forcing things to be where you want them, and when coupled with Seamus' (0)Trail of Fear, your Lure is almost always a guaranteed success. But the power of (1)Lure comes with two faces, one, for the offensive trap, and two for defensive reinforcement. One of the many things that makes Seamus so impossible to kill is the fact that he simply cannot be locked down by your opponent, ever. By utilizing (1)Lure, you can throw him (Or any friendly model, for that matter,) into any stupid accident and then immediately pull him back to safety. Remember, as a friendly model, you may always choose to Auto-fail any Spell Resist duel using the Wp stat. There's an entire armory of additional models, spells, and tactics that can help bolster your already impressive array of Battlefield control, but more on that later.
Durability - Your entire army is intended to simply not die, and if your enemy is absolutely intent on killing your girls, they're going to have to pour resources into doing so. Not to mention that Seamus is Hard to Wound 2, Hard to Kill, and has a whole bag of ways to heal himself back up to full. Although many other models, (Such as the Onryo, the Convict Gunslinger, or Crooligans) are much easier to kill, you will have ways of sustaining them throughout the game by use of intelligent choices and practical movement.
Morale - Most of your crew is often going to be immune to Morale Duels outright, and if they aren't, most of your crew will be Terrifying enough to counter it. Not to mention, Seamus' Avatar of Dread gives all friendly models in play Terrifying->12 or Terrifying +1 if they've already got the stat. Against many crews, Terrifying won't do much good, but against the ones that are affected, it's outright lethal.
----------------Weaknesses---------------
Damage - Through standard crew building, you often won't deal that much damage. Even models like the Onryo that are capable of high damage thresholds won't be utilized as such, they'll be far more worthy to you if used for support roles. In situations such as Slaughter, you'll be banking on outliving your opponent over outright killing them, anyway. With Seamus, don't expect high damage output period.
Compatability - Seamus and his crew only works well with a few other models, meaning you'll probably be filling any Soul Stone gaps you have with more of the same models that you already have than you will be adding entirely new models. I personally, don't think that's a bad thing, but in some situations your opponent can learn your tricks and exploit their weaknesses. But once again, the point of this tactica is to help you expand your thought process when playing Seamus.
Summoning - Although Seamus has a cast of 7(Crow), it is relatively difficult to summon a Belle, as you need to both use a (0) action to do it and use a 10 or better of Crows. Often times I will favor cutting my losses and using Seamus for a much more efficient role. This drawback can be negated by the addition of Molly Squidpiddge, as she can summon Rotten Belles, Crooligans, Madame Sybelle, and Dead Doxies. This allows you to forgo spending as many points as usual on the necessary Rotten Belle in favor of other more pricey models. Keep in mind that Molly costs 9 Soul Stones and requires 2 Corpse Counters instead of Seamus' requirement of only one, so in 25 SS games and lower, she can be skipped in favor of a classic list.
------------------The Ugly------------------
The Guild - The Guild brings a wide array of damage and utility based crews. Most guild crews are going to be far slower than you will be, so in most games that's going to be your biggest defense. Three out of four Guild masters work best with mostly living models, meaning your Terrifying ability is going to be working overtime often. Against most guild crews you'll want to be bolstering your Terrifying stat with things like Molly/Avatar, The Hanged, or Onryo. You'll also want to look into Night Terrors when you're facing Perdita or C. Hoffman as they're going to help mitigate a lot of Ranged damage and cost fairly little to do so.
The Arcanists - The Arcanists are fairly spell oriented with heavily defensive Construct/ Non-living models. They bring lots of slow models bolstered by one or two (Or more) faster "assassin" models. Masters like Rasputina or Marcus are going to be spreading their crew out, with a large force moving together and smaller assassin breed models like the Razorspine Rattler or Sabretooth Cereberus that'll be out chasing down priority targets. Your basic Resurrectionist models are sometimes outclassed by Arcanists, but you can always even the score with Mercenaries like the Freikorps Trapper, Lazarus, or Sue. Bringing in any of these models with your standard resurrectionist models will give you a very powerful edge, even if your opponent is taking the same Mercenary as you. This is because your models are more powerful at reducing the current viability of your opponent's models at a greater rate than your opponent can do to you.
Resurrectionists - Nicodem summons better than you, McMourning damages better than you, and Kirai moves faster than you. That leave Seamus with a single specialization: The Tank. Seamus and his crew have more than enough tools to never go down, and can continue to truck on to victory. Versus Nicodem, you'll be playing a game of Denial. That is, not killing and not being killed. Some Nicodem players will bring along models specifically to gain Corpse Counters in the early turns of a game, so all you can do is deny Counters for the remainder of the game. Against McMourning, you'll want to work on Sheparding him into a Terrifying Trap, explained later. Kirai is just going to be a race and a beatdown. Against her, you'll want models like Taelor or Sue because they can deal high magic damage or nerf spell casting, respectively.
The Neverborn - The Neverborn are almost all unanimously high Wp, high Df, high Wd, high mobility, high damage, spell casting monsters. Against practically all Neverborn crews, you will be at a disadvantage and must play extraordinarily carefully as Neverborn crews are designed to give newer players a large amount of wiggle room for failure, whereas, although Seamus is very newbie friendly, he has less room to fail than a Neverborn player will. If you calculate all of your moves several activations before they take effect, identify possible traps, and work strongly for counter-play, you should find most Neverborn players losing grips with victory. A lot of the time, it's going to take practice to really get down everything a certain crew can do. You will probably feel vastly overwhelmed during your first Pandora or Zoraida game, but don't lose hope. A lot of their most powerful plays have hard counters that are available to you. Just read this tactica and practice board street-smarts and you'll be raking in the VP in no time.
The Outcasts - All Outcast crews rely heavily on a single aspect. Learning that aspect is going to lead you to victory much quicker.
*The Victorias are designed to appeal to newer players. That is, they're highly mobile and deal large amounts of damage and have tons and tons of boobs. Their main gimmick is High Damage over multiple models, and don't be surprised if you lose 2-3 Belles to a single Vicky in a single activation, it can happen. The problem for the Victorias is simply your Belles coming back, and back again. You can whittle down an entire Victoria crew by just dying on top of them about 20 times or so.
* Som'er Teeth Jones has three gimmicks available to him, but can only really utilize one at a time. Som'er Teeth is designed with VERY experienced players in mind and you probably won't see many newbies sticking with him until much later in their Malifaux career. A very detailed counter-list to all of the Som'er tactics will be later on in this guide.
* Hamelin the Plagued is designed for those who enjoy powerful debuffs coupled with low damage over many models. Hamelin has a much higher focus on using their Master quickly and ignoring him later on, and he also works well when close to his crew. So you'll want to displace him as quickly as possible and attempt to keep him out of the way for as long as you can. If Hamelin catches up to Seamus, he does have a high possibility to kill him in a single activation and this must avoided at all costs. Detailed explanations as to how to counter Hamelin will be explained later on.
*Leveticus is all about denying you and reviving each turn. You've got to understand that if you want any chance in hell at permabanning Levi, you MUST go for his Waifs first. With a Wp of 9, you'll want to bring the fight to them. Things like the Shikome, the Convict Gunslinger, or Dead Doxy is a must have for dealing with Leveticus. I suggest, and only in this case do I suggest, taking at least a single Shikome and a lot of cheap models. It'll allow you to out activate him and then destroy his Waif with the Shikome. You may need to wait a turn or two to catch him in the perfect moment but once you deal with Levi, the game is yours.
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The Mad-Hatter himself,
Seamus, of the four Resurrectionist Masters, is what we will classify as a Support - Tank. He doesn't do nearly as much damage as McMourning, is absolutely incapable of the speed that Kirai has, and cannot summon nearly as well as Nicodem. What he can do, however, is survive a nuclear winter. Everything he is capable of doing is geared towards ensuring the survival of both he and his Harem. His crew is more mobile than a lot of other crews, but that doesn't mean there aren't a few masters that can run circles around him for days.
There is no master or crew in the game more durable than Seamus and his Belles, period. Absolutely no other model in the game has the potential to survive the Hell one can put the madman through and walk out trucking. Newer players are offered a lot of wiggle room when playing, which makes Seamus a great pick-up-and-go master for anyone.
There's also a lot of room for excellent skill improvement for masterful players of Malifaux and a lot of the most experienced players in the world have a strong affinity for Seamus because of the absolute versatility you can acheive with such a small model pool.
Success with Seamus varies little from success with other masters, it requires knowledge of both player's schemes and strategies, and an intimate knowledge of your playfield. That is to say, study things well. The More you Know...
People oft times think that to win a game of Malifaux you must eradicate your enemy and will thus put in many heavy hitters and damage dealers. This is a fact that bears little burden on you, should Seamus be your master. The Mad Hatter and his crew are far from excessively lethal, but all of his crew are very, very practical. For every situation forced upon you, there is an answer, a response that will invariably allow success.
The .50 Caliber Flintlock strike is often considered to be Seamus shining trait, though I haven't a clue why. The weapon has a moderate range, moderate combat rating, and absolutely no triggers to augment it. It is further bogged down with its limit of one shot per turn. There is little shine to this when looked at in depth. You will use it, yes, but you will learn that relying heavily on this gun will end with you failing miserably on a constant basis.
Seamus is plagued with both a moderate Combat rating and a very low melee damage on his Bag 'O Tools, and while it does have two powerful triggers to augment it, you aren't going to be focusing on using the Bag 'O Tools to help you with much of anything.
If playing as Seamus, you must realize his sole purpose is not to simply deal damage, but to carve a swath into the enemy force to make way for your troops to complete your strategy and schemes with little resistance. This will be a hard learned lesson if ever you try to run in head on, guns and bag ablaze, towards your enemy.
It is clear that whoever developed Seamus took the time to give him a way in and out of literally any situation you will find yourself in without making him appear overpowered, so kudos to them.
Let me begin with a brief comprehensive overview of this list.
ABILITIES:
Belles of the Ball - Friendly Belles that activate within 8" of Seamus move 2 inches farther per walk action they take. Excellent mobility when you take into consideration Shambling. This Ability will extend the +2 Wk to BOTH Actions a friendly Belle takes so long as they began their Activation within Seamus' range.
Hard to Wound 2 - This Ability gives ANY attacker :-fate:-fate when Damaging Seamus. This means that the best one could hope for on a basic Damage flip versus Seamus is :-fate , and that's only if they manage to get their Total Number 10 higher than yours. Meaning most Damage flips are going to be at :-fate:-fate:-fate versus Seamus.
Hard to Kill - Can never be killed from a single attack. In most games you won't even see this Ability take effect as it is just far too hard to kill Seamus.
Necrotic Ministrations -Never forget that Seamus has this. Anytime a living or undead model dies within 6" of Seamus, you draw a Control card and heal 2 wounds, for free! This is an amazing ability to have and you should never take it lightly! This, coupled with three shots of Live for Pain are generally a guaranteed full heal!
Terrifying -> 12 - This number is fairly low, giving your attacker a relatively high chance to beat it on the initial flip, but regardless, it does force everything susceptible to Terrifying to beat the Wp->12 duel in order to even hit you. Your spell, (1)The Face of Death overrides this for its duration, meaning, if your foe beats the Wp ->14 duel, they need not also pass the Wp ->12 duel. When used in conjuction with (0)Trail of Fear, Seamus becomes a fairly effective terror engine.
Weapon, .50 Flintlock - may only be used once per turn. But really, if you know what you're doing, thats all you need.
Actions:
(+1) Fast - An extra AP to spend on anything you so choose, aside from (0) spells, actions or abilities.
(0) No Escape - A single target model within 6" has... No escape. If they move, or are forced to move, Seamus will Charge them. Valuable for many things, further detail later on.
(0)Trail of Fear - Creates a 12" Aura that gives all living models -2 Wp. This a great Anti-Master ability because it augments the effectiveness of Terrifying as most masters in Malifaux are living.
(0) Womanizer - Allows a single Belle within 6" to Activate immediately after Seamus. If used on Madame Sybelle, you may also activate any number of Belles within 6" of Sybelle as well. This will be elaborated on further down in the document.
Triggers
Excessive Bleeding - This is pre-suited and is an instant insignificant so long as damage is dealt. Often works well if you lure in a quick model, and then smack it with Insignificant so as to prevent any further meddling from that model.
Slit Jugular - Instant death or the loss of two Soul Stones or control cards. You must flip an additional crow for this to take effect. Using this Trigger on a model affected by (0)No Escape is a Manifestation requirement for Seamus' Avatar.
SPELLS:
(0) Arise, my Sweet! - Incredibly powerful summon spell. Rotten Belles are super tanks and can be dropped smack dab in the middle of an enemy death squad to stop them from doing practically anything. Dead Doxies, who have an ability that allows you to summon them as well from (0)Arise, My Sweet! are very powerful support and mobility units. You can often change the tide of a battle by simply overwhelming your foe with too many Belles.
(1) The Face of Death - :aura 4. Terrifying->14. Possibly his most powerful spell, whether they pass it or not, they're burning cards and Soul Stones. Couple this with (0)Trail of Fear and you've got one painful way to drain cards or deny tons of schemes. Also useful to save a nearby unit in peril. It's entirely possible to put a single enemy model in the middle of three seperate Terrifying->14 duels. (Have Seamus cast it, have your Totem cast it, have model use (0)The Gorgon's Tear.) Casting this spell in two seperate Activations is a Manifestation Requirement for his Avatar.
(1) Live for Pain - Deal ranged damage and heal yourself for the amount you deal. Its your cast versus their defense, too, sweet! This Spell is going to keep you trucking for days. Don't feel guilty for Spamming it on a single model. You can heal a maximum of 17 Wd if you spend 3 AP casting this spell and kill the model as a result.
(1) Undead Psychosis - Target enemy and several nearby enemies as well (Depending on your luck / Control cards) cannot come within 3" of nearby Undead. Need I explain how wonderful this is? One lovely thing to do is combine this with your Belle's Lure to pull them in, hit them, and then force them to flee. Wash, rinse, repeat.
That wraps up the basic information on Seamus, more on how precisely to use him after I cover his essential units and those he works with well.
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Molly Squidpiddge - 9 Soul Stone Cost
Molly Squidpiddge was designed with the Avatar of Dread in mind. In a standard game, she brings very little that Seamus does not himself have. She augments Belles decently but isn't very effective at leading them alone. She is a very powerful spellcaster with some incredibly powerful spells, but is a very difficult stand alone model.
Many of the most seasoned and expert players you'll run into will tell you that Molly is the worst of the Henchmen, and they're not entirely wrong. She's pretty bad for most masters- except Seamus. Molly is a powerful addition to a Harem crew for a handful of reasons.
For starters, she furthers the vast mobility of Belles, by adding a base of +2 Wk via Extraordinary Dead so long as Walk Actions are initiated within the 4" aura. This means your "Out of the Gate" movement action for Rotten Belles is going to be 8", or 9" for Dead Doxies.
Here is a comprehensive list of her (vast) arsenal.
ABILITIES -
Extraordinary Dead - Allows Belles that are within 4" of Molly to move an extra 2" to the walk actions initiated while within the aura. This does not work like Seamus' Belles of the Ball. The +2" only applies to walk actions made within 4" of Molly.
Hard to Wound 1 - Not nearly as useful as it may seem. If something hits her, you will feel it.
Necrotic Spray - On Molly, this is really not that useful. The death of Molly is far more important than the two or three Wds the model striking her will suffer. Don't rely on this to deter anything, it won't work.
Pitiful - One of the many ways she can harm an enemy with Twisted Mind. This is decent, but she only has a Wp of 5, so don't rely too highly on this to stop incoming damage.
Slow to Die - Cast (1)The Philosophy of the Uncertain for great justice, o
Special Forces Leader (Horror) - Worthless for Seamus, obviously. This is also currently worthless for Molly as well, as the only Horror currently in existence is the Rogue Necromancy.
Superior Dead - This stops Molly from being targeted by effects that specifically target the Undead, I have found it two prevent only two abilities in game, both from the intended crew of Lady Justice.
ACTIONS -
(+1)Instinctual - Allows Molly to use an additional (0) action/spell each activation. You will learn quickly to abuse this.
(0)Impossible Knowledge - This is a very situation action, I've used it very few times, but it will deter your foe from striking your Belles with something that has a small amount of health.
(0)The Gorgon's Tear - Gives Molly Terrifying -> 14. This does stack with the Pitiful effect. Two Wp duels in one? Nice! This combination, when used with Seamus' (0)Trail of Fear and (1)The Face of Death are a very, very effective terror engine.
(0)Uncontrollable Crying - Reapplies Pitiful, use this at the end of her activation.
(1)Reveal Phillip - Can be used twice, forces all living models within 4" to make a Wp -> 12 duel. This is very fun to spam in the middle of a huge group of enemies. Whether or not it takes effect, your opponent will be burning cards.
TRIGGERS -
Masterful Dead - Allows you to discard two Control Cards to avert any damage dealt to Molly. This ability still does not sit well with me. It does have its uses, but it worries me when I use it. You must flip a crow for this Df trigger to take effect.
Twisted Mind - Anytime Molly wins a Wp duel and so long as you flip a crow in the duel total, she will inflict 2 Wd on the unit that initiated the Duel. This is absolutely wonderful, use it well.
SPELLS -
(0)Undead Construction - Sacrifice two Corpse Counters and summon one Belle, or one Horror with a base size no larger than 30mm, or summon her totem, the Necrotic Machine. This can be used to bring Madame Sybelle Back. It also has a lower CC than Seamus' (0)Arise, my sweets! Allowing you to remove an excess of corpse counters for a lower card requirement. This spell may become much, much more valuable as more Horror class models are released, but is currently only useful for the two aforementioned activities.
(0)Whispered Secret - Against many crews, this spell is absolutely wonderful. It allows you to steal one of your target's (1) spells and cast it. Think of all the possibilities...
(1)Imbue Vigor - Grants the target +3 to their Wk. I personally dig this with Seamus, because well... 7" walk + (1)Live for Pain.
(1)The Philosophy of the Uncertain - Allows you to sacrifice Molly and then kill the target model. Use this with Molly's totem, never use this with Molly, unless you're using it as her Slow to Die action.
(1)The Shocking Truth - Consider this spell to be her weapon. This is her only way to really deal any offensive damage. It has a Rg of 3" and allows you to deal low damage with some nasty side effects, like Slow, and Paralyze. Never, ever, and I mean NEVER neglect this spell. It will have cataclysmic effects on those you wish to cataclysmically effect.
(1)Terrible Secret - This was the spell I never abused, and feel absolutely stupid for doing so. Gives the target model -2 Flip on all attack and defense flips, practically guaranteed uselessness for that turn. Use this on big baddies to pave the way for your Belles to utterly destroy mostly anything.
I will be added tons of general tactics for Molly Squidpiddge soon.
SEAMUS' BOX CREW - 2 Soul Stone Cache
Madame Sybelle - 6 Soul Stone Cost
Madame Sybelle is actually a very key component to one of the many tricks up your sleeve. By spending Seamus' (0) action on Womanizer and using it to companion Madame Sybelle, you can in turn companion as many Belle's as you'd like so long as they are within 6" of Madame Sybelle, and you may activate them in any order you so choose. This ability can act as a double edged blade; as after you have activated your many Belles, your opponent will have numerous sitting ducks, so to say, so use this strategy sparingly.
Many people will send Sybelle into the fray alone or very loosely guarded thinking that her abilities and moderately high health will keep her alive. This is far from the truth. Use Sybelle to bolster your troops, not to lead them. Together, they work well, alone, they die swiftly. Strategies with her will be listed at the end of this Strategem.
Madame Sybelle's triggers are excellent when used with Flurry, capable of shutting down the most powerful of foes within a single activation. She should not be neglected, but she should not be abused either, lest she meet a swift demise.
Let me go over a short, comprehensive list of her arsenal.
ABILITIES -
Hard to Wound 1 - Definately not bad, but not good, as Sybelle is not replaceable.
Regeneration 1 - Never forget she has this. It will keep her chugging along throughout the battle.
Slow to Die - Very nice to have to pop off one last swing before she drops.
Terrifying -> 12 - Not a high number, but generally forces the lesser units in your enemy's force to burn cards in order to cause damage.
Flurry - Works well if you pair her with a Belle or two to draw the enemy to you and then finish them off.
TRIGGERS -
Fester - -1/-1 Walk and charge, cumulative. Very useful. Use this well. It will not only cause problems for several strategies, but it will make escape even more difficult. This effect lasts the entirety of the game you are playing and therefor has a much larger impact than you may think. Note: You must strike with your fan in order for this to take effect.
Rot - Always nice if you flip a crow, this gives you a +flip to the damage flip.
Rough Trade - Once again, forces them to burn cards in order to take an action again, very excellent. Note: you must strike with your Riding crop for this to take effect.
SPELLS -
(0) Call Belle - Very excellent way to bring in back up if you get into trouble. Not as effective once you master Madame Sybelle, though still has its use in certain situations.
(1) Crave Punishment - Absolutely wonderful when fighting against certain masters, absolutely useless when fighting others. Removes the benefit of any armor that target has until the Start Closing Phase.
(1) Lure - Unfortunately, I must say that unless you are truly hard pressed and out of any other options, never use this spell with Madame Sybelle.
(1) Shriek - Very, very amazing spell. Never forget she has this. This gives you the ability to force an enemy into a WP-> 11 Morale duel so long as they are living. The damage is decent, but not worth noticing.
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ROTTEN BELLE - 4 Soul Stone Cost
Few units can match the cost efficiency of a Rotten Belle. Four Soul Stones for an 8 Health, hard to wound 1, slow to die, and shambling model. A very excellent unit, even before you take into account its wonderful arsenal of spells or its Synergy with its intended master.
If you wish to play Seamus, you absolutely must get used to using these, no doubt. These girls go perfectly with Seamus, in every way, shape, and form.
When used properly and to their fullest, a single Rotten Belle can bring your foes tactic to a screeching halt. She can bring out any foe you'd like with incredible ease, pulling them straight into the utmost unfavorable conditions.
Lure is, however, only one of the three very powerful spells your Belles have acess to. I will detail them in further on.
Here is a short comprehensive list of the Rotten Belle's arsenal.
ABILITIES -
Hard to Wound 1 - Really, really good for a unit that can be easily replaced. This, paired with their high-moderate health, makes them an excellent minion.
Companion (Sybelle) - Excellent for activating a majority of your forces before your opponent can react.
Seductive - Adds a +4 mask to your cast when you're casting (1)Lure. Excellent.
Shambling - Ignores severe terrain penalties; bolsters your aforementioned great mobility.
Slow to Die - You get one 1 AP cost spell or action when your Belle dies. Useful for getting off that last (1)Undress on her attacker or hitting your opponent's favorite unit with a (1)Distract.
TRIGGERS -
Rot - Decent when using Teeth & Nails, as you already have one Crow baked in.
SPELLS -
(1) Distract - Allows you to slow one to many target enemies. This is a very, very powerful spell and the reason that your Belles have a cast of 4.
(1) Lure - PUSHES the target their walk towards you. Remember, they are NOT making an action when they move and they are being PUSHED, not moved, so NO disengaging strikes.
(1) Undress - The target receives -2 DF until the Start Closing Phase. Works wonders when you're chain activating your Belles to take down their heaviest hitter.
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That is the entirety of his Box Set, now on to more units.
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-----------------TOTEMS----------------
In this section I will give a brief but comprehensive list of ALL totems you may use, including Abilities, Actions, spells, and utility.
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COPY CAT KILLER - 2 Soul Stone Cost
Certainly a useful investment, though not as game-changing as some would think. His extra .50 Caliber Flintlock is definitely nice for added damage, though the fact that he has a Combat of 3 and takes one wound out of his four every time he uses makes it risky to use.
He's certainly a good way to draw fire because of his frailty, allowing his death to bring out a more... Sinister unit. More on that later.
A short list of his arsenal -
ABILITIES -
Companion (Seamus) - Useful for getting two .50 Caliber Flintlock shots off in one activation, other than that, nothing really. They must be within 4" to companion, so his Mistaken Identity is rendered relatively useless and a waste of an AP, unless your Copycat Killer is under cover and Seamus is not. The more you use the Copy Cat Killer, the less you will use this skill and the more you will end up Suiciding him.
SPELLS -
(1)Magical Extension - Every totem in the game has this spell. It allows this totem to cast one of its connected Masters (1) spells. You may cheat this cast with Soul Stones. (0)Arise, My Sweets cannot be cast with this spell, as it is a (0) spell.
(1)Mistaken Identity - Definitely has its uses, don't throw it out the window. It's truly a situational spell, as you will only need it a fraction of the time.
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GRAVE SPIRIT - 1 Soul Stone Cost
Though this Totem is cheaper than the Copy Cat killer, it is far more frail and not nearly as lethal, nor can it save Seamus if he is in a bind. This totem can, however, give one of your units Armor 2, effectively doubling its durability.
One common strategy is to link the Grave Spirit with Madame Sybelle and then use her as a pseudo tank. This is both effect and cost efficient, and should not under any means be underestimated.
Here is a comprehensive list of its arsenal.
ABILITIES -
Companion(Master) - Allows you to companion the Grave Spirit with your master. No real reason to do this with Seamus, but the option is available to you if the need arises.
Strength from Below - The ability to give your linked unit Armor 2. The only real use for this totem. Also makes this unit immune to ranged attacks and spells, so long as it is linked to something.
ACTIONS -
(0)Link - Allows you to link this unit to another, thus activating Strength from Below. When the linked unit moves, this unit automatically moves into Base to Base contact with it. This unit must stay in Base to Base contact with the linked target at all times or the effect fades.
SPELLS -
Magical Extension - Every totem has it, this one is just as useful as everyone else's.
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Malifaux Child - 3 Soul Stone Cost
The Malifaux child is a relatively useless totem, with low stats, a higher Soul Stone Cost than your Copy Cat and no real damage output. It does allow you to discard a card from your hand and draw another, but that's about it.
Here's a brief and comprehensive list of its arsenal.
ABILITIES -
Companion(Master) - Allows you to companion the Malifaux Child with your master. No real reason to do this with Seamus, but the option is available to you if the need arises.
Harmless - Makes it harder for your enemy to kill him.
SPELLS -
(1)Magical Extension - You know the drill.
(0)Misplaced Sympathy - The spell that allows you to discard a card and draw another. You need a 7 of masks or better to do this.
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STUDENT OF CONFLICT - 4 Soul Stone Cost
For Four Soul Stones, you'd best be getting what you paid for in a Totem, right? Wrong. This is Totem does have its uses, but your Copy Cat Killer will serve you better. If you either of the Mercenary totems, I would suggest this one, though for Four Soul Stones, he's going to cost you as much as one of your Rotten Belles, so... You decide.
Here is a comprehensive list of its Arsenal
ABILITIES -
Companion(Master) - Yada, yada.
ACTIONS -
(All)Assist - Allows you to give one of your units Fast for that turn. Pretty decent.
SPELLS -
(1)Combined Efforts - Allows you to remove the Insignificant characteristic on a model until the start of its next activation. Not too bad, either.
(1)Magical Extension - Every Totem has it, and this one is just as useful.
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Necrotic Machine - 2 Soul Stone Cost
The Necrotic Machine is Molly Squidpiddge's intended totem. You can take this Totem and connect it to Molly, and then take your Copy Cat and connect it to Seamus, all in one crew.
The Necrotic Machine, I've found, is actually a decent damage dealer. With a Cb of 4(crow) and Poison 3 he can put practically anything down quickly. Add to that his (1)Magical Extension of (1)The Philosophy of the Uncertain and you have yourself one very lethal little robot. His Ca of 4(crow) is very low, but this can and should be cheated and coupled with Soulstones. I have, on numerous occasions, killed my opponent's master with this tactic. I strongly suggest using this little bastard, he'll live up to your expectations.
Here's a list of his arsenal.
ABILITIES -
Companion (Master) - Yada,yada.
Hard to Wound 1 - I have found this to be actually really effective in draining their hand. This dude is scary, and they'll want him dead the second he drops their biggest hitter right off the bat.
Molly's Toy - Allows Molly to heal this little guy! You won't get to use that much, because he's going to be all over the place killing things, and whatnot.
Undead Construct - He drops a Corpse Counter instead of a scrap counter.
ACTIONS -
(0)Create Undeath - This is nice if you're taking a Mercenary that you know is going to get into Melee, so you can give them Necrotic Spray. I'm sure it has its uses with other masters, but not with Seamus.
TRIGGERS -
Undead Infection - Poison 3 - Great God almighty, Poison 3?! This is lethal. Very, very lethal.
SPELLS -
Magical Extension - Use this to cast (1)The Philosophy of the Uncertain on your opponent's favorite damage dealer, or Master. If you cast this with your Totem, have both the cards in your hand to back it up, and the Soul Stones to make it completely irresistable.
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MODELS YOU MAY CONSIDER
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BETE NOIRE - 9 Soul Stone Cost
Bete Noire is a good idea in games with a higher Soul Stone pool. For a 25 point game, I would personally invest in her just because I love her, but its not always a necessity and there are other units you may desire. She is nigh invulnerable due to her Slow to Die and (1)One with the Night, so long as you keep a 10 in your hand for when your opponent eventually hits her with practically anything that can attack. At four health, she is deathly fragile, so do not place her anywhere near an unactivated model that can do any real damage.
What Bete Noire lacks in health and WP, she makes up for with incredibly high Defense and damage capability. She is still able to hold her own in some situations, though your best bet with her is as a hit-and-let-them-bury-her tactic. If you choose to bring her out, make sure you have a 10 or higher in your hand that isn't going anywhere for a while.
Here is a short, comprehensive list of her arsenal -
ABILITIES -
Tenebrous Aura - Ranged attacks made against her beyond 8" receive a -2 two flip. Very good.
Drawn to Death - The only way she can be brought to the field, not much else to it. Realize she is PLACED, not SUMMONED. Meaning she gets her full activation the turn she is brought out. Yeah, deadly.
Slow to Die - You will ALWAYS use the (1) action to cast (1) One With the Night. If you don't you lose her, for the rest of the game.
Feed on Death - An ability I had initially overlooked for so long, this ability gives Bete Noir (+1)Fast if a model is killed within 3" of her until the start closing phase. Absolutely phenomenal.
Paired Knives - Flip two cards, pick the highest. For Combat.
ACTIONS -
(2)Flurry - Always cast Depraved tactics before you flurry. For the most lethal flurry, use Groin Strike.
TRIGGERS -
Rot - She's already got one crow baked in to her Paired Knives. So hope for the other, and if you've used Groin Strike, you've got yourself +3 Flip! Ouch!
Slit Jugular - Once again, the lovely Slit Jugular comes around. Although, personally I would strongly suggest against using this skill with Bete, as she can dish out loads and loads of damage and Slit Jugular will just get in the way of that.
SPELLS -
(1) One With the Night - Use this as your Slow to Die action. It will bury and fully heal her, and you can summon her on the next turn.
(0) Depraved Tactics - You've got the crow built right in and this is her only 0 action. There is absolutely no reason not to use this before you hit anything. You need a four or better of anything and you can choose one of three excellent buffs. Realize that if you do this and then flurry, you have the same buff for all three strikes.
Sever Spine - LIVING models hit are paralyzed. Hello, enemy master.
Groin Strike - Damage flips receive +2 flips.
Mutilate - Models hit receive slow, no real reason to choose this over the other two, but any of the three make life incredibly easy.
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CROOKED MAN - 4 Soul Stone Cost
The Crooked Men, though not particularly compatable with Seamus, do add a much needed counter to Ranged crews, via (1)Shafted and Crooked so don't feel too bad about taking them.
Here is a comprehensive list of their arsenal.
ABILITIES -
Crooked - The Crooked Man gains +2 DF when being attacked by a Ranged attack.
Evasive 2 - Crooked Men take -2 Dg from blasts, which is dandy.
Slow to Die - Always cast (1)Shafted when killed by Melee.
TRIGGERS -
Bury - If you flip a Crow whilst hitting them with Melee, they receive Paralyzed.
SPELLS -
(1)Cave In - Low damage, but generates Blast markers with Moderate and Severe Damage. It can be useful, so don't write it off.
(1)Shafted - You generate a Shafted Marker at the feet of the Crooked man and any unit that ends its activation within 3" of that marker receives a nasty punishment.
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CANINE REMAINS - 2 Soul Stone Cost
The Canine remains are your standard cheap and weak swarm unit. They get buffs when put in a group and can companion with Sebastian. They are very, very weak alone, but are actually quite formidable in a swarm. This unit is more intended for McMourning, but you can use them too.
If you decide that Canine Remains are they way to go, I suggest you invest in Sebastian as well, as he can companion them to enable Swarm Tactics.
Here is a comprehensive list of their arsenal.
ABILITIES -
Hard to Wound 1 - Useless, they have three health, expect them to die.
Hunting Dogs - Enemy units within 3" of two dogs or more receive -2 Df. This is actually really useful for Swarm Tactics.
Pack Mentality - Allows your dogs to ignore their Insignificant trait when they're grouped together. Very nice.
Man's Best Friend - What allows you to swarm with them, when one Canine Remains is companioned, ALL canine remains within 6" are also companioned.
ACTIONS -
(0)For you, Master - Allows them to give their Corpse Counters to your Master, Seamus. These dogs are 2" faster than Seamus, so this isn't entirely a bad thing.
(1)Bloodhound - Instantly charge a unit who has received 1 or more wd. Use this as a group and you will kill things, a lot.
TRIGGERS -
Rabies - If you flip a Crow while attacking, your target receives -2 WP until the end of the game.
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FLESH CONSTRUCT - 7 Soul Stone Cost
The Flesh Construct is a Juggernaut with an unfortunate weakness. He appears daunting and your opponent will thus pick him to pieces quickly. While this could be an effective lure, he costs you 7 souls stones that will simply leave your Cache and crew emptier than it should be.
Here is a comprehensive list of his arsenal.
ABILITIES -
Hard to Wound 2 - Can be good, if your opponent doesn't single him out and kill him quickly.
Ceaseless Advance - At the start of the closing phase and if no model is within this big fella's melee range, he will move his Walk towards the closest enemy model, if an enemy unit is in his melee range, he will hit it.
Dumb - Receives Slow at the start of his activation unless you discard a control card. If you discard the Black Joker, he receives fast. The Red Joker works too, but is probably not a good idea.
Immune to Influence - No WP duels for the big guy, cool!
Undead Construct - He drops 2 Corpse counters upon death.
TRIGGERS -
Rend Flesh - If you flip a crow whilst flipping for his attack duel, you do +2 damage!
SPELLS -
(1)Devour - Sacrifice the target living Ht 1 model. Decent against some units.
(1)Fling - Push the target 4" away from this unit, and then move this unit the closest possible distance to the target for his Melee range. (2")
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NURSE - 5 Soul Stone Cost
A Nurse's sole purpose is to bolster your forces. She is not at all decent in combat and will get torn apart if you put her into such a situation. Your best bet with a nurse is to put her into a group of 3 to 4 Belles and have her heal them and give them the +2 melee Df buff at all times.
Here is a comprehensive list of her Arsenal.
ABILITIES -
Harmless - Attackers must make a WP -> 12 duel before they can hit her, if she has not activated yet in that turn.
ACTIONS -
(0)Attendant - Friendly units in Base Contact with the nurse receive +1 Armor when targeted by a ranged attack.
(0)Bedside Manner - Friendly units in Base Contact with the Nurse receive +2 Df when targeted by a melee attack.
(2)Furious Casting - Its Flurry but for casting. Discard a control card and cast 3 spells.
TRIGGERS -
Lethal Mixture - If you flip a Crow whilst attacking a unit, her damage can become 1/3/6.
Sedate - If you flip a Crow whist attacking a unit, that target can receive Slow.
SPELLS -
(1)Life Support - Its pretty much Slit Jugular.
(1)Massive Dose - Applies a powerful buff to the target, but will later force that target to be sacrificed. Can only be cast on friendly units.
Painkillers - Target model cannot be killed, sacrifice it during the end of its next activation.
Speed - Target gains Reactivate. Sacrifice it during the Start Closing Phase.
Stimulant - Target gains +2/+2 Wk / Cg, +4 cb and a +flip to its damage, Sacrifice the target at the start of the Closing Phase. Most players who use nurses choose this for obvious reasons.
(All)Surgery - Completely heal all the Wd the target has suffered. Whether this spell is successful or not, both the Nurse and the Target receive Slow.
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PUNK ZOMBIE - 5 Soul Stone Cost
The Punk Zombie is the basic foot soldier of the Undead Armies. It has a very low durability rating, but a very high damage output. Punk Zombies do not move quickly and many players will oft times find themselves using both AP to move towards a foe, after which they are slain. This can be frustrating, yes, but luckily, you have your Belles!
Pairing a Rotten Belle and a Punk Zombie is always a good idea, as she can bring the target in, and he can put it down.
Here is a comprehensive list of their abilities.
ABILITIES -
Hard to Wound 1 - Relatively useless. The Punk Zombie is frail and will die quickly unless you take measures to protect it.
ACTIONS -
(2)Flurry - Discard a card and make (3) attacks on the selected target. This is amazing when you can use it! Remember to bring a Belle so you can pull the enemy to your Punk Zombie.
TRIGGERS -
Rot - Always good if you get a crow!
SPELLS -
(1)Self Mutilate - Deal up to 3 wd to yourself and then inflict the same number of wd on your target. Remember that once this spell is successfully cast, you will deal the damage to yourself whether your foe resists or not.
(1)Slice and Dice - A two inch pulse for three Wd. Very good.
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NECROPUNK - 3 Soul Stone Cost
Necropunk is rarely used asset to the Resurrectionists bag of tricks. They can quickly overwhelm your foes and, if used correctly, mean a swift death for anyone.
The only question is, "Are they better than my Belles?" and the answer is a whopping "No."
They cost nearly the same as your Belles, have half the health, move at the same speed as your Belles, and have no synergy with Seamus.
I would pass on these little guys.
Here is a comprehensive list of their Arsenal.
ABILITIES -
Arachnid - They move their Cg when climbing and ignore severe terrain, not bad.
Overpower - Good if you take multiple Necropunks, bad if you don't. It Slows any enemy surrounded by 2 or more Necropunk.
Slow to Die - Always nice to get in one last swing before you die.
Hard to Kill - Can never be killed in a single attack. This is what makes them so annoying.
Undead Construct - When killed, this unit generates a Corpse Counter.
ACTIONS -
(2)Flurry - Always lovely.
TRIGGERS -
Rot - Always nice if you flip a crow.
SPELLS -
(0)Leap - Moves your charge, ignoring any intervening anything.
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Mortimer, the Gravedigger - 7 Soul Stone Cost
Mortimer, the Gravedigger is a polar opposite to his intended master. He is fat, slow, and a total waste of time. Don't expect his use to you to exceed that.
He is capable of a few nifty things, such as creating Corpse Counters and even summoning units that you yourself cannot. He is solely an option of preference, not necessity, as he does outweigh Sebastian or Sybelle in certain fields, and they outweigh him in others.
Here is a comprehensive list of his arsenal.
ABILITIES -
Regeneration 1 - Restores 1 wd each time he activates. Generally not going to help you if the enemy gets a hold of him, but always nice to have.
ACTIONS -
(0)Six Feet Under - Gives him Hard to Wound 2 when targeted by ranged attacks and he may not be moved or pushed, use this last.
(0)Zombie Companion - Allows him to companion anything undead, generally outweighed by his other (0) action.
TRIGGERS -
Bury - If you flip a Crow while casting (1)Empty Grave, the target is Paralyzed instead of Slow.
A Grave for You - After damaging the defender with a Shovel Strike, cast (1)Empty Grave on that target.
SPELLS
(1)Exhume - Allows Mortimer to generate a Corpse Counter within 6" of himself. Very nice.
(1)Empty Grave - The target takes low damage and receives Slow.
(1)Fresh Meat! - All friendly undead models within 15" of Mortimer move their walk towards him.
(All) Make My Own Friends - Sacrifices two corpse counters to summon one non spirit, non unique undead unit.
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Sebastian, Morgue Assistant - 6 Soul Stone Cost
Sebastian, the Morgue Assistant. Our most fond and loveable unit of all time. He costs the same as Madame Sybelle, but deals massively more damage and can heal your units and even make his own puppies. So is he worth the investment? Yes.
When used in unison with your Belles, he makes for one mean, nasty man with a saw in his hand and bolts in his head.
The only problem you will find is that he is very difficult to keep from dying; as your enemy will most certainly not share your affinity for his adorably chubby face. This problem can generally be fixed by simply removing theirs, via his large rotating sawblade.
Here is a comprehensive list of his arsenal.
ABILITIES -
Body Parts - Allows you to exchange any number of Soul Stones for Body Part Counters at the beginning of the game. Do NOT do this, ever. This also allows him to turn Corpse Counters into two Body Part Counters. Do this if you want more dogs, otherwise never use this ability ever.
Hard to Wound 1 - Not good, not bad. Don't rely on this to keep him ticking.
ACTIONS
(+1)Melee Expert - Grants him an extra AP to spend exclusively on a melee attack.
(0)For you, Master - Allows him to give Seamus the Corpse Counters he's carrying, always so king.
(0)Here Boy! - This is what allows him to mass companion his Canine Remains and is very, very essential if you plan on coupling him with the dogs.
(1)Surgeon - Discard a Control Card and make a healing flip on a friendly undead unit. No, you cannot heal Sebastian with this as he is not undead.
TRIGGERS
A Piece for Me - Requires a Crow, but after damaging a defender with your Sawblade, you gain a Body part counter.
SPELLS
(1)Bloody Harvest - Inflicts four damage to all units within a pulse of 3".
(All)Gather Parts - Has a difficult CC, but gives Sebastian 2 body part counters.
(1)A Man's Best Friend - Allows Sebastian to sacrifice two Body Part Counters and summon a Canine Remain.
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CONVICT GUNSLINGER - 6 Soul Stone Cost
This model costs roughly half of Bete Noire, but brings in some much needed ranged fire power opposed to her melee centric force. Some people prefer the Convict Gunslinger for this reason, and they aren't wrong. It is entirely a choice of personal preference. The Convict Gunslinger certainly has more WD than Bete, but much less defense.
One problem you will find with this unit is that he is often times singled out because of his ranged combat. It's very frustrating to invest five points in something that is very fragile and once gone, gone for good. With Bulletproof 1, you may find him better against certain ranged-focused crews, but against melee heavy crews, he is fairly weak. Though he can work well with Rotten Belles, you must constantly babysit him instead of focus on your strategy and schemes if you value his life.
I personally do not like the Convict Gunslinger, but he certainly does bring some much need ranged firepower to the table, so don't write him off until you try him.
Here's a comprehensive list of his arsenal.
ABILITIES -
Bulletproof 1 - Like armor, but for ranged only. Decent at some times.
Gunfighter - Allows him to fire and fight into melee with no penalty, with 2/3/4 and a combat of 6, life isn't all too bad.
Ruthless - Allows him to fire on Pitiful and Harmless without a WP duel, not bad at all.
Paired Pistols - Flip two cards, pick the highest for his combat.
TRIGGERS -
Faster'n You! - If a ranged attack 12" or farther misses him, he instantly deals damage as if he had hit the attack with a paired pistol strike. Very, very nice against ranged crews.
Trigger Happy - Pretty much Onslaught, only with a different name. You have a Ram baked in, you need a mask.
SPELLS -
(1) Suppressing Fire - Your target and enemy models within 3" of that have to discard a control card or that model becomes paralyzed. Very fast way of emptying their hand. Moderate difficulty cast, not a bad spell.
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THE HANGED - 8 Soul Stone Cost
The Hanged are possibly the utmost brutal unit in the Ressurectionist's army. They are spirits, Rare 2, and downright nasty.
There is no question as to why they are so coveted. Adding a Hanged to your Crew will more than likely scare the bejeebus out of your opponent and rightly so. There is almost no drawback to a Hanged and they synergize with any Ressurectionist master.
They are hard to bring down, but once they're gone, they're gone.
They are masters of Morale Duels, scaring the Hell out of everything is what they do. The Hanged are useful in practically any scenario because of the vast amount of fear they bring with them.
The Only perceivable drawback you will encounter is if you are facing another undead crew, as they ignore morale duels, and a few of the Immune to Influence models make life slightly difficult for The Hanged.
There is almost nothing negative to say about the Hanged. They do have a moderate-high price, but its well worth paying. You can only have a maximum of two of them, which is all you will need.
Here's a comprehensive list of their Arsenal.
ABILITIES
Float - Forget terrain, he'll go where he wants.
Horrible End - All living models with 8" of an enemy you kill must make a WP -> 10 duel or fall back. Yes, it is that mean, and yes, it is anywhere on the battlefield.
Terrifying -> 13 - Yup, they're not only scary to the Player, but to their models as well.
Weapon, Condemned Whisper - Anytime this weapon deals damage, the defender must win a WP -> 11 or fall back.
Unrelenting Terror - When you target a model with the Hanged, it ignores any WP buffs that target has, yeah, I know.
ACTIONS -
(0) Smell Fear - Basically like no escape, except you don't need to nominate a target before hand.
(1) Last Words - Models within a 6" pulse must beat a WP -> 10 duel or fall back.
TRIGGERS
Horrifying - After you damage a target with Baleful Aura, the defender receives a -1 WP for the remainder of the game.
SPELLS -
(1) Hangman's Knot - Deals weak damage and pushes the enemy model 4" towards this model if you deal damage.
(1) Whispers from Beyond - Halves the target's health and they cannot be healed for the remainder of the game. Yes you can target anything, yes it has a range of 10". The Hanged have a cast of Six with a crow baked in and must beat a thirteen to cast this spell.
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Killjoy - 12 Soul Stone Cost
Many people see Killjoy and immediately think of the terrible acts of cruelty he can and will inflict upon the frail little baddies that he sees. While Killjoy can and obviously will bring the pain, your problem lies in who the pain is dealt to. At the beginning of his activation, you must discard a control card to even use him, and worse, if you can't; your opponent can. This is always an easy way to lose low cards in your hand but is generally not something desirable unless you happen to be carrying a Black Joker or a two of some suit you could care less about. The question you must ask is, "Is the reward worth the price?"
Sadly, for Seamus, the answer is a big, whopping "NO!"
You may think he looks dangerous and could handle his own against a ton of enemies, but he can't. I have taken Killjoy down with one Belle and Bete Noire on several occasions.
His high price also throws him right out the door for me as well. I cannot stop you from taking Killjoy along with your Seamus crew, and if you desire to take him, feel free. He is a melee juggernaut and there is no disputing that. I just feel your points could be spent better.
Here's a comprehensive list of his arsenal.
ABILITIES -
Blood Price - After the third turn, if there's no enemy model within his melee range at the start of the activation phase, which means before he or anyone else activates, he moves his walk towards the closest model and, if he can reach it, hits it. This can be foe or friend, it doesn't matter who.
Blood Sacrifice - He can only be deployed if you sacrifice a model for him, which isn't all too bad. But, you can't summon him during or after the fourth turn. So, yeah.
Black Blood - Deals 1 damage to all non-Neverborn targets within 3" every time he takes damage.
Ancestral Fury - He gets a +2 charge range against Neverborn.
Hard to Wound 2 - Pretty savvy for making people do less damage to him.
Out of Control - The ability that makes you discard a control card to control him, or if you can't, your enemy can discard a card to control him. If neither of you can discard a card, he activates like normal. Do not think that Necrotic Ministrations can save you if you use Killjoy to kill things to renew your deck, as you must activate Killjoy and... Kill things.
Terrifying -> 13 - For added effect?
Slow to Die - An extra (1) action as he dies? Ouch.
ACTIONS! -
(+1) Melee Expert - Yup. This, his damage, and Onslaught are the reason why he costs so many Soul Stones.
(0) Eat Your Fill - What keeps him alive for so damn long! Every time he kills a model with a melee attack, he fully heals. May be used immediately after killing an enemy. Realize that this is a (0) action and therefor CANNOT be taken as a Slow To Die effect, even if you successfully kill a target with your melee strikes. Your Onslaught may still trigger, because it is a CB trigger, but this MAY NOT. Keep this in mind when considering throwing him into the fray alone.
TRIGGERS -
Drag - When you hit someone with his chain, push them 4" towards Killjoy.
Onslaught - Basically, if this triggers, he makes ANOTHER melee strike. This can trigger indefinitely. And its really, really painful.
He looks good on paper, but I'd really suggest against it.
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BISHOP - 11 Soul Stone Cost
Bishop is probably the most adaptive Mercenary in the entire game. He is incredibly powerful and has the ability to augment his melee with one of four unique and very powerful Triggers, but more about them later.
With 10 Wd. 6 Defense(and the ability to make that a 8,) a combat of 7(And the ability to make that a 9), His charge only costs (1) AP, four unique combat triggers and two very useful defense triggers, packaged along with a whole bag of nasty spells, he is a definite yes in my book.
The problem? He costs you 11 soul stones. His low damage, when combined with his frailty are just not enough to make him a worthy investment, unfortunately, though if you feel as if you want to try him with Seamus, be my guest.
Here is a comprehensive list of his arsenal
ABILITIES -
(0)Adaptive Fighter - Allows you to place a suit of your choosing on his Cb or Df. Read on for why this is useful.
(+1)Melee Expert - Gives him an extra AP to spend on a Melee strike. Very nice.
Quick Strike - His charge only costs you (1)AP. Very, very awesome. Allows you to charge in and make up to 3 melee Strikes in a single activation! With a charge range 7", this is very, very powerful.
TRIGGERS -
Precise Blow - Requires a book; you can bake that in with (0)Adaptive Fighter. This allows him to ignore Armor and Hard to Wound. Very lovely.
Choke - Requires a Crow; you can bake that in with (0)Adaptive Fighter. After dealing damage with a Chain Wrapped Fist Strike; his target receives Slow. Also, very nice.
Critical Strike: Requires a Ram; you can bake that in with (0)Adaptive Fighter. Gives you +1 damage, very nice.
Toss Aside - Requires a Mask; you can bake that in with (0)Adaptive Fighter. Allows you to push the defender 3" away in any direction. Not so good, can be useful.
Disarm - Requires a ram and a book; you can bake that in with (0)Adaptive Fighter. This is a defense trigger, and forces an attacker who misses you to discard a control card for each ram or book in your Defense total.
Leap Away - Requires a mask; you can bake that in with (0)Adaptive Fighter. This is a defense trigger, and allows you to push this model in 4" in any direction you choose.
Riposte - Requires a ram and a mask; you can bake that in with (0)Adaptive Fighter. This is a defensive trigger, allows you to make a melee strike against an attacker that misses you without a resist duel on their part. Very nice.
SPELLS -
(0)Cage Fighter - Allows you to augment Bishop with one of three buffs;
Accurate Fist - Your Chain Wrapped Fist attacks receives +2 cb.
Penetrating Fist - Chain Wrapped Fist Attacks ignore armor; good if you don't want to use a Book for Precise Blow.
Blocking - Bishop recieves +2 Df. Awesome.
(1)Knock Out - If successfully cast, the target becomes Paralyzed. Very nice.
(1)Study Opponent - Bishop gains +1 Cb and a +1 damage flip against the nominated target, the best part, they can't resist this spell!
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Hans - 9 Soul Stone Cost
Hans is a sniper, tried and true. He has massive range and a plethora of skills to make things unhappy from a long ways away. For a Cost of 9 Soul Stones, massive range, and all sorts of goodies, many people like using him, and they've got a good point.
Hans will serve you well if you know how to use him. He is lethal from a distance but cannon fodder in melee. He can be worth the investment if you do your part to perserve him.
Taking Hans is an excellent idea for any strategy, but make sure you use him to his fullest.
Here is a comprehensive list of his arsenal
ABILITIES -
Bulletproof 2 - He takes -2 damage from any ranged attacks made against him, this is absolutely wonderful.
Ruthless - He kills Harmless and Pitiful models as if they were anyone else.
Sniper - He completely ignores cover, forest, and intervening models when declaring his target.
Weapon, Custom Sniper Rifle - He must either shoot or move, he cannot do both in the same activation.
ACTIONS -
(All)On the Move! - Allows him to move and then shoot, or shoot and then move. He cannot benefit from Sniper when this action is taken and his receives a -Flip to his attack and damage draw. Do not ever use this, move OR shoot. Do not ever use this, ever. I repeat: never use this.
TRIGGERS -
Critical Strike - You need a Ram, +1 damage if you trigger it.
Headshot - Exactly like Slit Jugular, feel free to abuse this, it makes life easy when you want to kill their master in a single turn.
SPELLS -
(0)Custom Ammunition - His Custom Sniper Rifle Strikes receive a certain buff;
Armor Piercing - Allows him to ignore Armor.
Explosive - Adds a blast to his moderate and sever damage, reduces severe damage to a 3. Adds a +Flip to his damage flips against living targets.
Silver - Damage flips against undead targets receive a +Flip.
Wooden - Damage against Neverborn targets receive a +Flip.
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MISAKI - 8 Soul Stone Cost
Misaki is certainly an interesting unit you could use, though I would suggest against it. She has a high Cb rating and moderate damage, moderate - low Defense and a high WP. She's not bad by any stretch of the word, but not entirely useful as she is melee centric for the most part.
Here is a comprehensive list of her arsenal.
ABILITIES -
Foresight - Allows her or her opponent to reflip the duel total if the difference is the same number or 1 lower than her opponent.
Weapon, Bisento - Magical. Good against spirits.
ACTIONS -
(+1) Melee Expert - Grants her one free AP to spend exclusively on a melee attack.
TRIGGERS -
Ten Thunders Strike - Gives her a +Flip in her damage flip for each ram in her attack duel total. Not bad, not bad at all.
SPELLS -
(0) Wind - Gives her Bisento a 6" range. Decent for all intents and purposes.
(1)Earth - Allows her to ignore Severe Terrain penalties until the Start Closing Phase.
(0)Fire - Gives her Bisento +2 damage, making it lethal to lesser units.
(0)Thunder - Adds blasts to her moderate and sever attacks.
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TAELOR - 9 Soul Stone Cost
Taelor is almost entirely useless for a Seamus crew, though she does have some bonuses, such as a high damage output.
Here is a comprehensive list of her arsenal.
ABILITIES
Hard to Kill - Very dandy, though with 9 Wd, she's not really able to get into a heavy situation.
Hard to Wound 1 - Very nice, makes her survive longer.
Lifer - Ignores Morale Duels that are due to Terrifying, but nothing else. The hanged can still make her run away in plenty of other ways.
Weapon, Relic Hammer - Magical and ignores Armor. Very nice.
ACTIONS -
(+1) Melee Expert - Gives her an extra AP to spend exclusively on a Melee attack.
(1)Hammerstrike - Flip a card, EVERYTHING with a defense lower than that card that is within 3" of her is immediately pushed 3" away. This cannot be resisted, and includes your units and you enemies.
TRIGGERS -
Knockback - After you damage a defender with your hammer, push them 3" away from Taelor.
Shatter - When damaging a Construct, you gain +2 flip to your damage.
SPELLS -
(1)Menace - Basically like a reverse Lure, requires an 8 or better of anything to cast. You have better things to spend your points on.
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RENEGADE STEAMFITTER JOHAN - 7 Soul Stone Cost
Johan is a middle of the road unit. His Pistol is incredibly weak and nigh useless, but his Relic Hammer is good when paired with a Flurry. He's works better when paired with another M&SU unit, but chances are, you won't have one. I suggest against taking him.
Here is a comprehensive list of his arsenal.
ABILITIES -
Dues Paid -
Hard to Kill
Slow to Die
Solidarity
Weapon, Relic Hammer
ACTIONS -
(2)Flurry -
TRIGGERS -
Brutal -
Knockback -
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RONIN - 6 Soul Stone Cost
Filler text
Here is a comprehensive look at its arsenal.
ABILITIES
Always for Hire
Drifter
Harmless
Hard to Kill
Mobile
Weapon, Daisho
ACTIONS -
(+1) Melee Expert
(1)Defensive
(1)Peasant Clothes
(All)Run Through
(All)Seppuku
TRIGGERS -
Next Target -
----------------------
HAMELIN -10 Soul Stone Cost
Filler Text
Here is a comprehensive look at his arsenal
ABILITIES -
Growing Influence
Bully -
ACTIONS -
(0)Hungry Rats -
(+1)Casting Expert -
TRIGGERS -
Pestilent -
Growing Command -
SPELLS
(1)Black Death -
(1)Irresistable Dance
(1)Obey
(1)Piper's Lure
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PLEASE NOTE: I will be adding every unit hireable by your crew to this list, and will expand each section to roughly three paragraphs per unit. This is, once again, a work in progress and I do have other things to do, but I will dedicate every spare second I can to giving you the best Seamus Errata that I can, so please, bear with me. :]
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A couple of Forenotes before I get to the strategies.
I did not include the Canine Remains into my list of things you may want to use because it is downright silly to waste the first two to three turns killing dogs and reviving them into Belles. You have better things to do with your time than sit idle and be worthless.
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25 SS SCRAP GAME CREW
A really good crew to use is honestly his box set + his totem, which will leave you at 20 SS, with 5 extra + his 2 cache for a total of 7 Soul Stones in your pool.
Or if you feel confident in your hand, you can add another Belle in for a total of 3 Soul Stone Cache.
Soulstones aren't as important for Seamus as they are for other masters, really. This is because of the two excellent sources of self healing that Seamus has, though you may need to burn a Soul Stone for damage mitigation if you get yourself into somewhere you'd rather not be.
Your Belles are relatively expendable but you should do what you can to keep them ticking for as long as possible, as the longer they live, the easier things will be.
An obvious supplementary fact is that you should never, ever leave a Belle on her lonesome unless you know absolutely for certain that she is far from danger.
Hard to Wound helps, but getting swarmed will inevitably end with a corpse counter behind enemy lines.
Madame Sybelle is a very useful, but situational tool for getting a Belle where you need her. Call Belle is a (0) action and activating her within 8" of Seamus gives her a total walk of one foot.
For Strategies such as Treasure hunt you could potentially seize the Treasure and be back safely before your opponent has time to breathe.
--------------------------------
TREASURE HUNT
25 SOUL STONE SCRAP GAME -
Seamus - 2 Soul Stone Cache
Madame Sybelle - 6 Soul Stone Cost
Copy Cat Killer - 2 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
- 24 Total, 3 Soul Stone Pool. (Or lose a Belle for 7 Soul Stones. I recommend against this!)
IF THIS IS YOUR STRATEGY
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YOU WIN INIATIVE -
1. Activate Madame Sybelle and companion her with three of your four Belles.
2. Have Madame Sybelle move her full 12" towards the treasure, on a 3' by 3' game table, you should be within 4 inches.
3. Have Madame Sybelle cast (0) Call Belle, cheat if you must. Push the Belle 3 inches away from Sybelle, as near to the Treasure as possible.
4. Activate that Belle, have her (1) Interact to pick up the treasure, move her 4" walk back towards your Deployment Zone.
5. Activate one of the other three Belles, Lure Madame Sybelle twice, choose to forfeit the WP duel.
6. Activate another Belle, Lure Madame Sybelle once again, this should place you inches away from her starting location, right in the safety cradle that we have come to know as a swarm.
This leaves you with Seamus, his Copy Cat Killer and another Belle still ready to activate and the treasure secured or nearly secured on turn one. Realize that the Belle carrying the treasure is currently your most important asset and your foe will certainly try to stop her. Use your remaining unactivated units to ensure that Belle survives to round two, and attempt to get Seamus to within 6" of her.
On Turn two, put the Belle as far back away from every thing as you can and leave her there. This will leave you with 3 Belles, Seamus, his Copycat, and Sybelle to complete the rest of your schemes and will net you a guaranteed 4 VP. If anyone goes after that Belle, drop anything you're doing and Lure them as much as possible away from her, be sure to hit that unit with (1)Undead Psychosis.
IF THEY'VE TAKEN THE TREASURE! -
This is not at all a big deal, with a range of 18" on (1)Lure, you will have nothing to worry about.
IF THIS IS THEIR STRATEGY
-----
Honestly, do the exact same thing, just keep your girl away from everyone else as best as possible and use (1)Lure to intercept anyone who happens to go after her.
If they do manage to get the Treasure, simply cast lure on the target and it will force them to drop it.
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Side note; For most encounters, its good to take the Bodyguard Scheme because of Seamus' evasive maneuverability and his durability as well.
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DESTROY EVIDENCE
Same crew as before is recommended until you learn the ropes and choose your own.
IF THIS IS YOUR STRATEGY
--------
Depending on the location of the Evidence, can take longer.
Use (1)Lure and Belles of the Ball to its fullest potential, moving as a loosely - And I mean loosely - clustered group. This will keep you menacing and mobile.
One easy idea is to, instead of moving the full 12", move your Belles one at a time, 6" and then Lure a Belle close to her.
Activate that Belle, then move the lured Belle her full 12" - 8".
While this may seem redundant, you're getting a free 4" which will help you run around, and you'll have two Belles, Seamus, his Copy Cat, and Sybelle to deal with your other Schemes.
IF THIS IS THEIR STRATEGY
---------------------
Keep two Belles with Seamus and spread everyone else out to complete your` Strategy.
Use Seamus' (0)Trail of Fear and (1)The Face of Death paired with the Belle's Lure to force them into morale duels. Or, if you know what model they are using to Destroy the Evidence, hit it with a (1)Undead Psychosis and station Belle's near all of the evidence markers whilst continuing with the previously mentioned lure and scare tactic.
It may seem hectic, but that's precisely what you want.
The harder they have to think about getting things done, the easier you have to think about stopping them.
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PLANT THE EVIDENCE - 25 SS SCRAP
Same crew is still recommended, until you learn the ropes, then feel free to change into your comfort zone.
IF THIS IS YOUR STRATEGY
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Belles of the Ball and Madame Sybelle will get that job done, fast. really, really fast. Also, feel free to use Seamus for this instead of making your Belles handle the dirty work as he has... Fast.
IF THIS IS THEIR STRATEGY
---------
Are you kidding me? Lure them!
Abuse (1)Undead Psychosis.
Or simply finish your strategies and let them hustle and bustle about trying to succeed.
------------------------------
SLAUGHTER - 25 POINT SS SCRAP
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Bete Noire - 9 Soul Stone Cost
The Hanged - 8 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
--- Total Cost - 23 Soul Stone
This leaves you with a 4 Soul Stone Pool
IF THIS IS YOUR STRATEGY
-------
The strategy you use here really, really depends on who you're up against and what units they're using.
I will go through this based on Faction, though take this loosely, as the members of each faction vary greatly. Take note that Seamus is deadly and durable, but not immortal. Throwing him against a crew of heavy hitters will get him killed quickly, use him for direct support, not frontline assault.
THE GUILD -
Lady Justice - Its not as bad as it seems, although for a slaughter you'd really be banking on Corpse Counters for more Belles which they'll probably be denying you for the entire game. Regardless of who she is using in her Crew, force her to burn through her hand with everything you've read about before, but do not use Slit Jugular, as Lady J will eat Seamus alive. After their hand has dwindled, use your Hanged to Half her health and your Copy Cat Killer to finish the Job, burning everything you've got. From there, dismantle her crew piece by piece, paying close attention to their Executioner if they have one.
Sonia Criid - Nothing much to worry about, kill her heavy hitters first, she'll probably give you hell with your Hanged, but if you'd like, replace it with a Convict Gunslinger and Canine Remains to hit her with rabies and then die to become a Belle. Be weary of her spells, Violation of magic is capable of dealing very large amounts of damage to things with high amounts of WP and turning things that die by this effect into a Witchling stalker, as well as generating walls of fire, and just blowing things up in general. Once Sonia drops dead, everything else becomes a general cake walk.
Perdita Ortega - I have yet to play against Perdita but it seems like she'll activate all of her family much like you'll do. Play this game defensively as best as possible, leaving no one too close or too far away.
THE ARCANISTS -
Marcus - Try to keep his entire crew spread out and stay away from him until his big hitters are down. Then just close in and end it.
Rasputina - Kill her December Acolyte as quickly as possible, and then her Totem. Then her Gamins. Designate one Belle to be your Kiter and pull her Ice Golem everywhere you can away from your main strike force. You won't be getting many Belles from this crew so Cherish the one you have and think carefully because that Ice Golem is a big mean, angry rock. Rasputina has her own bag of tricks so try to kill he Gamin quickly and without remorse. Her December acolyte is the squishiest and most lethal to your lineup. Try to take her totem down near her so you can spawn Bete Noire right next to her and deal massive damage before she inevitably goes down.
Be prepared to burn Soul Stones for this fight.
Ramos - Ramos has a lot of Spiders and a bomb that is just mean, and most Ramos players will take the Steamborg Executioner, who is relatively identical to the Guild Executioner. This is another fight that will yield you few Corpse counters, depending on their exact crew, but cherish your Belle regardless, though you won't need to do much separating for this as they will do that on their own so as to not take damage from their bomb. Use this to its fullest potential, but whatever you do DO NOT LURE THE STEAMBORG EXECUTIONER (If they're using it.) Because that will be the end of your pretty little Belle. Try to kill off his spiders sparingly, as he will just make more. Your main goal here is Ramos, because his death will almost insure your victory.
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Seamus - 2 Soul Stone Cache
Copy Cat Killer 2 - 2 Soul Stone Cost
Bete Noire - 9 Soul Stone Cost
Convict Gunslinger - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total = 25
Leaving you with a 2 Soul Stone Pool
RESURRECTIONISTS
Dr. Douglas McMourning - McMourning is probably the worst of all the Masters to play against. He self heals easier than Seamus, deals more damage than Seamus, and can summon meaner things than Seamus. The key to taking down McMourning is avoiding the Mad Doctor himself, and instead aiming for the rest of his crew. This is because McMourning is lethal in close range. His Precise ignores Hard to Wound, meaning he will deal full damage to your entire crew and has tons of other nasty tricks up his sleeve, including the capability to bring in anything you're bringing.
McMourning players tend to do one of two things.
1.) They will bring in tons and tons of Dogs to sacrifice into tons and tons of Body Part counters that they will then use to turn into big, mean, nasty heavy hitters which you must contend with. Your best chance of taking down McMourning's flesh constructs is by piling a 3 versus one scenario in order to deal enough damage to bring it down.
2.) They will bring in tons and tons of dogs and swarm you. This is a much easier scenario to avoid by simply killing Sebastian, who they will take, if they do swarm with dogs. With Sebastian dead, the dogs cannot companion them, and they are then rendered cannon fodder.
Also be weary of a McMourning player pairing a nurse with a Flesh Construct or Dog. This will have disastrous results and is almost entirely unavoidable. If nothing else put your Belles in the way to soak up the vast damage their intended target would take. To defeat McMourning, you must, must, must, separate his units. Remember to cast (1) Undead Psychosis on Dr. McMourning as this will force him to stay 3" away from both your and his undead units. Very effective!
Sebastian is possibly the biggest target if he is in your enemy's crew. Use your two Belles to lure him into range of your Convict Gunslinger and blow his very small brain out. Remember your Gunslinger has Gunfighter and firing into melee doesn't mean a thing. If you do pull Sebastian and you don't kill him, he will more than likely kill one of your Belles. Don't be dissuaded, just pull out Bete and finish the job. While she may be far from their master, it doesn't matter, because taking Sebastian down early on will be massively detrimental to anything your opponent wants to do with McMourning.
If your opponent is using the Zombie Chihuahua, do not underestimate it, have your Convict Gunslinger take it out from afar if it is possible to do so safely. They will not use it offensively, sure, but it can pick corpse counters from the dead amongst other nasty things that merit it a swift death. Your Gunslinger's Ruthless does not ignore insignificant, so remember that when trying to hit it.
(Note that with Nicodem, you need to get past his Mindless Zombies and his Undead minions to beat him senseless, so more Belles are necessary. The damage that Sybelle, Seamus, and you Copy Cat do will be sufficient for Nicodem)
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
--Total of 24, leaving you a 3 Soul Stone Pool
Nicodem, the Undertaker -
Not nearly as deadly early on as Dr. McMourning, Nicodem is still a great danger in and of himself. Most players in larger games will pair Killjoy with Nicodem, but more than likely they won't do so in a 25 SS game, although it is still a possibility. If they do use Killjoy, replace both of the Belles with a Hanged, as you'll have ample Corpse Counters present to bring in more girls later on.
There are two key elements to success against Nicodem, Denying him Corpse Counters and getting in close, fast. Realize that Nicodem can summon any non spirit, non unique undead model in the game. This makes him incredible annoying as it is nigh impossible to predict your opponents strategy, however the best way to not have to, is to simply swoop up as many corpse counters as possible. Don't worry about pegging him with (1) Undead Psychosis as the player can simple choose to be Undead for the spell and it will have no effect.
If they take Mortimer, kill him. He is fat, slow, and fragile. Chances are they will keep Mortimer and Nicodem together in order to factory out Corpse counters and units, which could quickly and easily overwhelm you. Move your Belles, Sybelle, Seamus, and you Copy Cat one by one for the first turn, but keep them within 6" of each other. Turn two, companion your entire crew (Copy Cat omitted, of course.) and murder Mortimer. After Mortimer is dead, and you've taken his corpse counter. Go after Nicodem, and hit him with everything you've got. Remember that even though he CAN become undead, he is not invulnerable to Moral Duels, so force him into them as much as you can to burn his hand and Soul Stone Pool before you pick him apart. After Nicodem has fallen, the rest is well, history.
---------------------------------------------
(This will be a Control Card race, so ignore Belles and luring, take The Hanged and deal with him quickly.)
Seamus - 2 Soul Stone Cache
The Hanged - 8 Soul Stone Cost
The Hanged - 8 Soul Stone Cost
Convict Gunslinger - 6 Soul Stone Cost
----Total of 22, leaving you with a Soul Stone Pool of 5.
Seamus, the Mad Hatter
Yes, it can happen, yes it will happen. You may see the recommended crew and think, "Four models? No way!" Yes way. While there is almost no doubt that your Convict Gunslinger will be dead before the end of this game, so plan for it. Keep him away from your crew so that when he dies, and they inevitably spawn Bete Noire, she'll be no where near Seamus. Your Hanged may seem useless against undead but realize that Horrible End and Condemned Whisper are NOT a Morale Duel, they are WP duel, meaning the Belles are susceptible to it, and with a WP of 5, feel free to scare the Hell out of them. Even if they don't Fall Back, they'll be burning through precious cards. When you finally decide to end it, take both of your Hanged, hit Seamus with Whispers from Beyond and down him with your Seamus or your Gunslinger. His Belles will be annoying to put down, but they'll go down. If your opponent is grouping Seamus with his Belles, hit him with an (1) Undead Psychosis as with a walk of 4" they may very well be forced to pass with him for the entire turn. This can quickly turn the tides.
--------------------------------------------
Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
THE NEVERBORN -
Lilith, the Mother of Monsters -
For Lilith, and any other Neverborn, realize that most of their units have very high WP and thus are harder to lure than other races. Your best bet would be to separate Lilith from her Mature Nephilim because the two of them can deal far too much damage to your Crew too fast. In this Encounter, your best chance is to avoid Lilith altogether because of the sheer power she brings to the table. Try to kill her Terror Tots and Young Nephilim and just ignore her and her Mature Nephilim as best as possible until absolutely necessary or, if you'd fancy, after her smaller units are down, simple lure the two of them around until the end of the game.
If given a lucky break and you can catch Lilith with an empty Soul Stone Pool and hand, go berserk and try to drop her as fast as possible with Slit Jugular, otherwise, don't bother.
It'd be best to just try and deny your opponent their Strategy / Schemes while killing their smaller units and preserving your own.
Pandora -
I have never faced Pandora; so unfortunately I cannot give you any advice on how to successfully kill her.
Zoraida the Hag -
Zoraida can recruit any living model with a WP of 4 or less. You know what that means, don't you? Scare the living hell out of them! Ignore Zoraida for the most part, lure her totem away from her constantly to cause problems for her and preserving whatever unit chosen for the Conduit. Its a very random game as Zoraida has a very large group of models she can recruit, its simply your opponents preference. Don't bother trying to kill Zoraida unless you mark her with Seamus' (0) No Escape! and surround her. If Zoraida falls it does not necessarily mean the game is over so do not let you guard down!
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Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
The Outcasts!
Som'er Teeth Jones -
Possibly the most annoying Master out of any you will ever encounter. Som'er Teeth's army consists of very weak Gremlins in very large numbers, with some Piglets and Warpigs peppered in. Nothing your girls can't handle quickly. Som'er Teeth has an affinity for emptying your entire hand and the cost of his own health so if you are a huge fan of Killjoy it would be very wise to forfeit him in favor of something you'll be able to control. All of his units can hurt themselves to receive (+1) Fast, so remember this.
Do what you can to take Som'er down as fast as possible to make life easier to keep your hand and then eradicate his frail little gremlins.
As a personal preference, I like to hit his Warpigs with Excessive Bleeding to make my opponent want to keep attacking me because I've just never really had any damage dealt through it.
Leviticus -
Leviticus favors Rusty Alyce and Steam punk abominations. The main thing that you want to remember is that he will revive himself through his Hollow Waif, his Totem. A lot of his spells and abilities are done by causing himself wounds and then wounding you. The only way to permanently kill Leviticus? Kill him and his Totem in the same activation. Which is in no way a problem for you. So bring him down quickly before he can merge his Steam punk Abominations into a Desolation engine.
I honestly don't know much more as I have seldom played Leviticus.
The Viktoria Sisters - Don't use Spirits, they have magic weapons. Their weapons have 3" range, so make sure you use (1) Undead Psychosis. Separate the Sisters early on to secure a quick kill and then bring the team down slowly and carefully.
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I WILL ADD MORE ON THOSE INDIVIDUAL ENCOUNTERS WHEN MY KNOWLEDGE BASE EXPANDS FURTHER.
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Escape and Survive!
IF THIS IS YOUR STRATEGY
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Seamus - 2 Soul Stone Cache
Copy Cat Killer - 2 Soul Stone Cost
Madame Sybelle - 6 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
Rotten Belle - 4 Soul Stone Cost
---Total of 24, leaving you with a Soul Stone Cache of 3.
This is very easy to accomplish. You have very cheap and very durable units, should a Belle fall, summon another one in her place, it needs no special mention. Focus more on completing your Schemes as this will get you a guaranteed 4 VP.
IF THIS IS THEIR STRATEGY
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Refer to the respective Slaughter guide of the master they are using.
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Reconnoiter!
IF THIS IS YOUR STRATEGY!
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Put two Belles each in two of the Quarters, fill a third with Sybelle and Seamus. Its best to position them on the fourth or fifth turn, focusing instead on your other Schemes until then. You should have no problem doing this if you position your Belles behind cover. After the fourth turn stop worrying about denying them VP and instead focus on moving far into 3 of the four quarters. If the enemy tries to deny you by placing more units than you, either hit them with an insignificant, or lure them using your Belles in another section.
IF THIS IS THEIR STRATEGY!
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Keep Sybelle and a Belle together with Seamus. Use your other Belles to complete your Strategy and Schemes, use your trio to Lure, beat, and Excessive Bleed your target.
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A Line In The Sand
IF THIS IS YOUR STRATEGY
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One of the more annoying but still relatively simple ones. Its best to wait until turn Three to begin this as chances are your opponent will come right behind you and disarm the bombs. Try to designate two Belles strictly for luring enemy models away from the dynamite.
IF THIS IS THEIR STRATEGY
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(1) Lure may be one of the most obvious answers. Wait for them to spend their 2 walk actions to get to the Dynamite and then lure them away from it. Or, if they have already armed it, Seamus has (+1) Fast, meaning.... 3 AP! If it's within his walk, make him disarm it for (2) Interact. Don't forget to hit as many units with Excessive Bleeding as possible, when safe to do so.
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Claim Jump!
IF THIS IS YOUR STRATEGY
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Stack your ladies on top of the marker Turn 1 via Belles of the Ball. They aren't going anywhere, and you can bring everything to you if you want it dead. Use Seamus, Sybelle, and your Copycat to finish off your other Schemes.
IF THIS IS THEIR STRATEGY
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(1) Lure, (1) Lure, (1) Lure. One less obvious idea is to let them pile a ton of guys on the token while you do what you need to, and come turn five or six, companion Seamus with Sybelle, and hit them with Undead Psychosis and then stack Sybelle on the Token. Be weary, as instant rage will inevitably ensue as they were more than likely thinking they were on top of their game.
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Contain Power!
IF THIS IS YOUR STRATEGY!
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Follow the strategy for their respective Slaughter page, or just pile everything you have on their master except your totem and then use Mistaken Identity to get Seamus out of the heaping pile of dead he's lying in.
IF THIS IS THEIR STRATEGY
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With (+1) fast, Hard to Wound 2, Hard to Kill, Live for Pain, Necrotic Ministrations, and a 4" aura of Terrifying -> 14, I'm sure you'll be just fine. Just don't get stupid or cocky, and remember to abuse cover an LoS.
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Deliver a Message!
IF THIS IS YOUR STRATEGY
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1. Companion a Belle with Madame Sybelle, Move them next to each other, about 20-25 inches away from the enemy master in turn 1.
2. Move Seamus separately but within 8" of the two so your intention does not seem entirely obviously.
3. Turn 2, activate Seamus immediately and cast (0)Trail of fear, moving into 12" range of the target of your message. Then, cast (1)Undead Psychosis at the target, cheating it as high as possible, making sure you get the INTENDED TARGET OF YOUR MESSAGE!!! Then companion Madame Sybelle and the Belle, then move Sybelle 12" directly towards the intended target, cast (0) Call Belle, push the Belle 3" BEHIND Madame Sybelle, activate the Belle and lure the Master / Henchmen twice.
4. Turn three activate the Belle, companion her with Madame Sybelle and Lure twice, the enemy should now be within range of Madame Sybelle who can (2)Interact to deliver the message. Prepare to get hit!
IF THIS IS THEIR STRATEGY
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Keep your Belles away from Seamus and Madame Sybelle and lure everything that gets close to either one of them away as much as possible. This scheme is very hard to deny as you must still attempt to complete your Strategy / schemes while fleeing from their units. It should be relatively easy to deny them the 4 VP for completing it in the first four turns, however.
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Supply Wagon!
IF THIS IS YOUR STRATEGY
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Attempt to occupy them with your Belles and keep your girls at least 6" away from the wagon so that there will be no chance of AoE damage. You don't need to worry about any ranged attackers which is a huge relief, so just keep the pressure on with your girls, Sybelle included, while Seamus and his Copy Cat go after your Strategy and Schemes. Keep your girls on your enemy's units until the caravan is in the middle, at which point you want to spread out and begin to use slow / Lure combos to ensure that no damage comes to the Caravan for maximum VP. Don't feel too bad if you only get 2 VP for this, as it is VERY hard to stop it from taking any damage.
IF THIS IS THEIR STRATEGY
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Chances are, they're going to stack their units all around the Caravan. Use this to your advantage, start off by taking Seamus in and using his (0) Trail of Fear and (1) The Face of Death and even possibly (1) Undead Psychosis and then drop a Belle on the Caravan side closest to those affected. Don't use Seamus or the Belles to do any damage to the Caravan, use Sybelle and (2) Flurry, as she could potentially destroy the Caravan in a single activation. You should be able to do this by turn four, after which you can go after your Strategy and Schemes.
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Turf War!
IF THIS IS YOUR STRATEGY
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Definitely the easiest Strategy you could get. Move as a whole group across the table and stay there. If you have this, you might as well take the scheme Stake a Claim and Body Guard. Hole up in one spot and use Terrain to LoS your enemy for the Entire game. It's hilarious, really, to watch them reenact a Benny Hill episode.
IF THIS IS THEIR STRATEGY
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Do I even need to say it? (1) Lure. Don't worry about using Seamus for (1) Undead Psychosis, its a waste. Use Sybelle and him to complete your objectives while your opponent struggles to keep his units on your side of the field.
One important thing to note; DO NOT MASS COMPANION YOUR GIRLS EVER IF THIS IS THEIR STRATEGY!!! its stupid and will make you vulnerable to swarm tactics.
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I believe that is it for the strategies! Whew!
Now for general tactics!
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General Tactics
I'll post tons of general tactics that work well in most games to further your success.
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1. Don't let Seamus work alone, always pair him with a Belle unless otherwise noted.
This is useful if you break your Crew into two groups, one with Seamus, and one with Sybelle, as both are capable of simultaneous activation, so both can be on two seperate sides of the Play Field accomplishing two very different goals at the same time.
2. Don't take your Copy Cat Killer for granted. Sure, he only has four health and low stats, but he also has a gun! While Seamus' .50 Flintlock is merely one of his many commodities, your Copy Cat's .50 Flintlock IS his shining trait. He can put a hole in anything you don't like, so don't leave him in the back.
Mistaken identity works good for getting Seamus out of trouble, but it also works for getting your Copy Cat to safety to fight another day! Units that are too tough for your Totem may not be so tough against Seamus. Keep this in mind, as once your Copy Cat and his gun are gone, they're gone for good.
Your Copy Cat is so insignificant, some people may think nothing of killing him! Take him directly to their master, and let Bete Noire or Killjoy teach them to think twice!
4. A Sybelle saved is a Sybelle earned. You spent six hard earned Soul Stones on Madame Sybelle, so don't go throwing her under the boat for another unit! Sure, she's not so tough, but take care of her, and eventually, she'll take care of you!
5. None of your units are as tough as anything bigger than a 30mm base... Alone. One Belle does a not a good army make. Four or five though? They do.
6. Seamus has a cast of 7crow and a combat of... Five. Remember that you have (1)Live For Pain, and that its your cast versus their defense. Live for Pain does relatively the same amount of damage as a Bag O' Tools strike, and can HEAL you! Cast it on a hurt Belle for +2 Wd and a free control card! Then use your (0) Arise, my Sweets! to bring her back, good as new!
7. Madame Sybelle's Shriek has a range of 12"! and deals the average of her two melee attacks combined, as well as forces Living targets to win a WP -> 11 duel! Remember this at all times.
8. Using 50% of the potential of a unit means your entire crew is only operating at 50% of its maximum efficiency! When you get a new crew, read their cards extensively, learn them inside and out before they ever set foot on a play field.
9. Triggers and (0) actions cannot be used with (1) Magical extension, and with a cast of 3, most of your spells are useless, right? WRONG! The Face of Death instantly gives your totem a 4" aura of Terrifying -> 14! If this is used wisely with Mistaken identity or just Seamus himself, it can make a sticky situation turn in your favor very quickly.
Keeping your Totem close to Seamus and using this spell will free up one of Seamus' one actions that could potentially be used for a certain firearm that I have generally claiming to be a waste of an AP.
10. Your Totem is Insignificant, but that isn't necessarily bad! It makes him generally more ignored by your opponent, until you shoot them in the face. Just because they pay no mind to him does not mean you should too.
11. When a model is Slow, it receives only 1 AP. You have multiple Belles who can make multiple units receive slow in one cast, and a Master who can reduce the WP of every living thing within a foot of him by 2, don't forget this.
12. 12" is a lot bigger than you would think.
13. You may never need to, but Seamus can make healing flips!
14. You may also never need to, but Seamus can make Mitigation flips!
15. Target your opponent's fastest units with Excessive Bleeding.
16. Understand that Seamus is a master of Denying!
17. Your Crew will generally not have a high damage output, forcing you to take multiple turns in bringer larger foes down. (0) No Escape can fix that!
18. (1) Live for Pain is a (1) spell, your totem can use it to heal himself! Don't forget this!
19. If you have a model surrounded with Belles and it happens to kill one, use her Slow to Die action to Cast Undress and make it easier to kill with your remaining forces.
20. Casting Distract on the Model that killed you as a Slow to Die action is stupid, for obvious reasons.
21. Lure can push units into Severe Terrain at their full walk, forcing them to spend their next activation walking out of it with the Walk Penalties applied. This does not work for units with float/shambling/fly, however. And you should be certain to know the distance of their walk so that you do not push them through it and leave your Belle wide open.
22. Think three steps ahead. Look at every single aspect of your current situation before you activate a Model. Think who would best take advantage of the situation.
23. Learn the cards in your Control Card Hand. There's no point in casting a spell with a high cost unless you know you have what it takes to Cast it. If you've been dealt a bad hand, find other methods around the situation.
24. Feel free to pile multiple girls on a big target. They may die, yes, but they're replaceable, and its not.
25. Use terrain to its fullest, LoS ranged units, (1)Lure dangerous enemies into severe terrain, close off escape routes.
26. Try to drain your enemies Soul Stone pool within the first three turns. There are few ways to replace them and once they're gone, they're gone.
27. Don't waste your Soul Stones for mitigation flips on anything that can't deal four or more damage. That amount of damage can be easily restored in one to two actions.
28. Unless absolutely necessary, don't use Soulstones for healing flips. Save them for mitigation and in a high damage battle, (0) Arise, my Sweets!
29. When in an encounter against a horde of Lesser creatures, you need not always kill them. Simply hit them once with an Excessive Bleeding and they are insignificant for the remainder of the game and they are also forced to complete an UNCHEATABLE WP->12 duel or they will be counted as killed for any VP applicable. This is essentially equal to killing three units in a single activation if placed well or coupled with Mistaken identity.
30. When targeting a unit that has a higher defense than your Combat (Of five.) Remember you have (1)Live For Pain. This spell is your Ca(7crow) versus their defense. With a range of 6", damage of 2/2/5 and the possibility to heal yourself, this can be better than getting into Melee ranged with a heavy hitter and picking him off from a distant range!
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Unit Combinations
I will list several unit combinations that work effeciently for you to consider.
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Madame Sybelle + Rotten Belles (Lure and Flurry!)
The name says it all. Take one to three Belles and companion them to Sybelle, draw the enemy within 2" of Madame Sybelle, and have her Flurry them. For added fun, have one Belle cast Undress!
Seamus + Rotten Belles (Forced Movement)
As a final (1) Action, cast Seamus' Undead Psychosis on a particularly mean enemy model, and then companion him with a Belle and have her (1)Lure that model into melee range. This will force your target to spend their first action of that models activation moving at least 3 inches away. Rendering them relatively useless, as your army consists entirely of the dead. For added fun, activate (0)Trail of Fear and (1)The Face of Death.
Seamus + Bete Noire (The End of Him!)
If your opponent insists on strapping their Totem to their master, have Seamus run in and end its pitiful life, using its death to place Bete Noire into base contact of said dead creature. Use Seamus any remaining actions to activate (1)The Face of Death and then hit your opponent's master with a Bag of Tools strike, cheating to trigger Slit Jugular. They will be forced to discard something, right? Next, use Bete Noire to do the same thing, only this time via flurry. With a 6 card hand and a maximum amount of 8 Soul Stone Cache, this is an instant drain or resources and possibly the death of their master. For added fun, raise their totem into a Rotten Belle!
Seamus + Rotten Belle (Lure out of Danger)
Nothing says you can't lure your own guys, and you have the right to forfeit any WP duel you'd like. If you get Seamus into a sticky situation, use a Rotten Belle's Lure to get him out of it. Remember, he's PUSHED, so no disengaging strikes or anything! For added fun, hit the clustered foes with (1)Distract.
Seamus + Rotten Belle (Lure and No Escape)
Mark a unit with (0)No Escape and then use your three AP, do NOT move 6" or higher away from the marked model. After which, Activate the Rotten Belle and hit the target with (1)Lure. For added fun, make them insignificant!
Hans + Rotten Belles (Constant fire)
Select a unit that you wish to slay and constantly lure it into range of Hans. This will allow Hans to remain stationary and lay down a lot of lead. Watch units attempting to slay Hans as well, luring them away from him.
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ANNOYING THINGS YOU CAN DO!
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Seamus (I'm not afraid of you! Wait...)
(0)Trail of Fear + (1)The Face of Death works wonders, and with Alone in the Dark......
Seamus + Copy Cat Killer (Two is better than one!)
At the start of Seamus' activation, pair him with his Copy cat Killer. Run him a maximum of 8" and fire his .50 Caliber Flintlock. Then Activate his Copy Cat, cast (1) Mistaken Identity, and do it again. Two moderates can essentially kill anything in the game.
Madame Sybelle + Rotten Belles (You're going to hate this next part...)
Companion two or three Belles with Madame Sybelle and spam Distract on everything you can! Watch as your opponent burns everything they have so that they can do more than one walk.
For added fun, if a powerful enemy is within Sybelle's Melee Range, Flurry it and apply Fester as many times as possible and then have one Belle cast Distract and the rest run away and Lure Sybelle out of its range.
Rotten Belles (No Voodoo for you)
When playing against Zoraida, taunt her Voodoo Doll. With a range of 18 inches and several Belles you can move it half way across the battlefield, forcing her to walk it back before she is effective with it again.
For added fun, Distract it too.
For newer Zoraida players, this is the game breaking moment, as they can no longer Obey your Belles to attack Seamus.
Seamus (I hate Birds)
Kill one of Nicodem's Vultures and use Seamus' (0) No Escape on the other, but do this only after an area is empty of Corpse counters and you're certain your VP is high enough to net you a win. Watch the rage as he cannot use his Vultures to get those Counters.
Seamus - (Anything you can do, I can do better, well no I can't)
Use one of Nicodem's Mindless Zombies to summon a Rotten Belle. Have her cast distract on Nicodem.
Rotten Belles (Because you don't have other stuff to do to day, anyway.)
Spread two Rotten Belles equal distances away from an enemy. Continually taunt one of your enemies Units between the two Belles. For added fun, let it go and then make it insignificant.
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I will certainly add to this Tactica if anyone finds it the least bit useful.