|Mills, you look a little different...|
Mei Feng - Mei Feng actually has a number of choices when it comes to upgrade selection, the only auto-include is Seismic Claws for that sweet sweet combo action, then a (not very) tough choice of whether or not to use Arcane Reservoir; after that it's up to my opponent. If I suspect they're playing with incorporeal or ranged game, Vapormancy is a must and with the Vent Steam trigger making Ca & Sh actions that much harder. Marker manipulation? Thunderous Smash can lead a hand, deleting with ease all common markers, if it's a more lower end defense crew I'm facing, Price of Progress or Recharge Soulstone to take advantage of the situation and of course, the ever-present Instill Energy if I need a even more Ap. Lots of options but it makes for crucial decisions during the list building step, I can't take upgrades for the fun of it then find out they aren't being used whatsoever.
Emberling - Unlike push totems, Emberling won't feature in every list but as a Wk5 significant Incorporeal 3ss model, it has merit to scheme run if necessary. Depending on my opponent's models and their damage output, I could charge into a model (10" threat range) lay 0-4 burning on it then have Feng join in and get her +damage flip against them without having to spend her own trigger, end of turn via Stoke the Flames the burning deals damage and doesn't fall off.
Amazing if this actually happened but it's nice to think about if the situation comes up.
His Cool Down ability is far too costly but it's worth a blind flip if there's nothing else to do.
Kang - A model with mixed reactions. He is a tank to take down and hit's like one too but damn is he slow with average threat range and head of the Wk4 club. His Rousing Speech and The Worker's Champion buffs are the main reason I would take him, against horror duels, undead or constructs he's turns the regular model into a real threat... if he could just get up the board, which is why I take...
The Captain - If there's one crutch I have in Arcanists, it's this guy. Being able to increase my deployment zone by 5" for up to three models and generally assisting models afterwards makes The Captain a hard cut. If I'm already filling my ranks with 10ss-12ss he can stay at home but if I require speed over brawn, The Captain w/ Patron's Blessing is at my side.
Joss - Playing Arcanists? Give me two good reasons why you aren't packing Joss. He's got decent defenses, one of which grants him reactivate, an Axe which ignores all common barriers and a (2) action God Punch with 5/8/10 damage that can paralyze and can turn dead targets into Mei Feng bounce pads (as well as being one himself). Such a good model and a hard cut when he doesn't fit a list (for some strange reason).
Howard Langston - Psst, if Frame for Murder is in the pool and I've hired Howard, he's the guy you have to kill to give me 2 or 3 vp. Tell no one.
Hank is unfortunately the model that does a lot but never survives the game. In the past I've used him as a scheme runner, as who the heck is going to mess with him but that's 12ss/13ss for a job that could be done by a model who's a third less expensive. Not this time round.
Terrifying (Living) 12 and Armor +1 are not wonderful buffers against an average def/wp but Nimble with Flurry are evil and having an easy Decapitate trigger going off with those three attacks is a model killer right there. In the future I need to pick and choose my targets and avoid using a quarter of my list as one scheme runner.
December Acolyte - From the Shadows with the ability to slow models and force discards is the primary reason I love bringing these guys so much. Their Smell Weakness is situational as if the Acolyte is on the table they are a massive target but when it comes into play against a target already in combat it turns that difficult to end model into a plate of instant mash potato. Lacks any synergy with Feng out of weakness smelling but when it offers this much to a crew, it doesn't need any.
Psst also a Frame for Murder choice...
Metal Garmin - Ouch These guys took a beating with errata, nonetheless, against a crew that can't deal with armor these guys can hold the fort quite well and against constructs they provide a basically unbeatable 2 damage snipe attack through Magnetism (16" - 24" threat range). One of the most famous members of the Wk4 clubhouse, so again, it limits my choices when list-building. They've changed from an auto-include to a defensive model protector and that's fine, their job has changed drastically yes but they still have a place in my lists and for rail-walking purposes they're golden.
|Take it away!|
Moleman - What another non-construct!?
I like Molemen for their sheer fanatical dedication to solely one thing: The Mole Train! A pair of leap-frogging Molemen can cover a field in scheme markers and only long ranged armor busters can deal with it. Keep them out of the action and watch the markers hit the floor. Only really helpful for Breakthrough, Plant Explosive/Evidence and Protect Territory though, otherwise they do 8ss worth of nothing.
The Firestarter - His (most of the time) 3Ap and Flight makes him wonderfully mobile and if I really need an activated non-armored target to die at the end of the turn, pouring some tomes and soulstones on a model can almost always place a death mark on a model in question. Very fragile so I have to ensure he stays out of the way otherwise but for Vp gaining, this guy is a fantastic all-rounder for Arcanists.
Coryphee - The Coryphee's movement is ridiculous. As scheme runners and sometimes more importantly: Scheme hunters, you can't ask for a faster model, this speed with their native +flips to their def6 with Armor makes them hard to take down in one hit and so long as they aren't in the thick of things, they do their intended role perfectly. This is to say nothing about the complete absurdity that is the Coryphee Duet but sometimes a 14ss model is a lot to ask out of a list unless it's going to win this game all by itself.
Gunsmith - With all this burning going around, the Gunsmiths have a field day of triggers, random as they may be and also the heavily overlooked defense from those same burning models. Successfully ignite a model and the Gunsmiths are shooting better at it and have double +flips to any retaliation against them, which normally gives Smiths Fast or piles on more burning. Having some more anti-armor/HTK tech to go alongside Joss is icing on the cake.
Mechanical Rider - Sometimes you just want marker based schemes won. Pro-terri, Breakthrough, Power Ritual, both Plants, you just want to say "Yes I've won them" and Mech Rider has a high chance of doing just that. With the new errata on Metal Garmin you can even summon more than one thing now, giving it much more options. Just gotta keep it out of the limelight until turn 3, otherwise it goes down pretty darn easily.
Johan - Condition removal is big, being able to end ALL of them from a 10" range is even better. A 4+ of rams isn't guaranteed every turn but it's a least a decent probability so if my models are rooted, poisoned, etc etc the M&SU Merc has my back. A member of the Wk4 club so it does limit my options if I require Johan but with Finish the Job, a Relic hammer and flurry so long as he's where he needs to be, he hits hard.
Blessed of December - When possible, I always bring a leaping model in the box purely for times when Stake a Claim rears it's head or my regular scheme runners are likely to have their armor ignored. The shields to her wounds are almost non-existent but if needed she has a pretty mean attack that can heal so for backfield purposes she performs well.
Fire Garmin - Cheap, ranged burning with a melee that gives burning and a def trigger that gives burning and upon death, gives burning...
Damage is sub-standard but the Garmin aren't here for damage, they are here to set up the rest of the crew for burning goodness.
Wille - I have to be honest, I've never had luck with Wille the Demo man but that was due to who I was throwing him up against. Ideally I want him going against def5 or armored targets, as anyone else sort of chuckles at Wille's attempts at offense. His LOS ignoring attack Demo Charge is fine but going down to Sh4 kills it unless it's the very last activation or I just want to plink some cards out of the opponent's hand. Ranged attacks also drop him so he's going to be bunkered down at Sh4 anyway. sigh I want to try him out as the times I have seen across from me he's made an impact in the game so I think he just needs the right table.
Can't stay long, Mills says there's a club he wants to take me to, says he can't talk about it though.
Have fun out there.