Leveticus, Outcast Master
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"And he that killeth a beast, he shall restore it: and he that killeth a man, he shall be put to death." - Leviticus 24:21

leviticus.jpg

Overview


Leveticus is a steampunk necromancer, a scavenger who recovers stray parts both dead and mechanical and salvages them into horrible new creations. He’s quite a departure from most Masters, in that his mechanics revolve around the fact that he’ll probably die several times and keep coming back. He also has the dubious pleasure of having the absolute largest possible hiring pool of any master in the game.

Playing against Leveticus the first time can be a shock: he’s easy to kill but keeps coming back. His attacks almost always hit, do decent to huge damage, and bypass most defenses. He jumps around the board. He summons by killing you, and his Core Crew models all have unusual mechanics of dying, being reborn, being created, and combining together.


Once you get used to him, he’s still very dangerous and potent. His resilience and his mobility all rely on odd crew mechanics: to come back from the dead, he needs a Hollow Waif, plus another model to anchor the Hollow Waif.

The simple version of Leveticus’ core mechanics: When he dies, he gets buried instead (unless he dies while buried, of course). He can then unbury in base contact with any of his Hollow Waifs at the end of the turn, but only if the Hollow Waif has another model of 6+ soulstone cost (generally called an “anchor” or “babysitter”) within 6” and LoS.

Leveticus has very few Wounds for a Master (8) and he can burn through those Wounds to make his attack better through an Ability called Channel. He really likes to burn through those Wounds, and the easiest way for him to get them back is to die and come back again. He can turn enemies (and, with an Upgrade, Scrap Markers) into Abominations. He has a ranged attack (Unmaking) with a fairly mediocre damage profile (2/3/4) but he can often cheat that damage flip, and the damage can’t be reduced and ignores Hard to Wound and Hard to Kill, so it’s a very consistent level of damage.

It's important to check the official FAQ, as Leveticus had a few changes made on 7th July 2016 (specifically, lowering his cache to 1 and reworking Channel so it's once per turn) and some older stat cards may not be up-to-date.


Mobility


Leveticus’s mobility is deceptive. He’s got a Walk of 4 and a Charge of 5. Often, especially at the beginning, he’ll need to spend an AP or two to walk up to get in range to attack an enemy.

But his mobility is actually a lot better than that when supported by his Crew. He can hop around the board between turns, summoning a new Hollow Waif with his (0) Sanguine Evocation and then Sacrificing himself, only to show up elsewhere between turns. This leads to an odd kind of mobility, where the rest of the Crew can move around, and Leveticus can hop between them to be where he’s needed every turn.

If he’s not going to do this, Leveticus also has another movement trick. As a (0) action, he can sacrifice a friendly Undead model and jump into base contact with it before it goes away. This sounds like a very expensive kind of Mobility, and it can be, but two of his Core Crew are built to work well with this: his Abominations keep appearing all over the place anyway, and Ashes and Dust can come back from being sacrificed fairly easily. It’s still an expensive trick, since Leveticus can’t summon a Hollow Waif on a turn when he does this, but it can be very handy.


Offense


Ranged


Leveticus’s offensive options are a bit terrifying.

His main attack is Unmaking. It’s got a Ca of 7 with a built-in tome, it’s resisted with Wp, and it’s got a gun icon, so he’s affected by cover and shooting into melee. It only does 2/3/4 damage, but that damage ignores Armor (and Armor-like abilities), Hard to Kill, and Hard to Wound. Once per turn, it’s got an added positive twist from Channel, so he can cheat in higher damage. With a 7 Ca and a positive twist from Channel, Unmaking almost always hits the target.

Unmaking has several very good triggers. There’s a built-in trigger that gives a (1) melee action to the target if he hits a friendly model. This is handy: it means that Leveticus can shoot into melee without much guilt. On a mask, he can give the victim Slow, which occasionally matters if the victim somehow survives Leveticus’ attack.

Also remember Power Leech, another trigger for Unmaking that means the target can't prevent damage with Soulstones. With this trigger, Leveticus can kill a Master or Henchman in a single activation if all goes well.

Melee


Leveticus also has a melee attack, Death Touch. It’s got a Ca of 6 with a built-in Crow, and it’s resisted with Df. He can use Channel with this attack, too, and should. It’s got two triggers, both of which require a Tome. The first, Face of Death, lets him discard up to three cards to get a positive twist on the damage flip. The second, Desolate Warping, summons an Abomination if the attack kills the target. The damage spread for Death Touch is wide: the attack does 1/3/8, but since he can get positive twists from Channel and Face of Death, Leveticus can almost always cheat the damage up.

(The only exception to this are targets with Impossible to Wound. Leveticus probably will have trouble with these targets, and may need to grind them down a bit to kill them.)

Passive


Leveticus can do a little bit of damage to opponents with Unmade and Entropic Demise, too. He does a point of damage on a Tome (built in for Df) when he wins a Wp/Df duel. If an enemy is within 6” of Leveticus, he can discard a card to increase this damage to 2. Most of his core crew has Unmade as well, and he can increase their Unmade damage as well. This doesn’t add up to much damage, but it can soften up attacks and make them hiss a little bit and sometimes hesitate to attack.

Resilience


Leveticus has a very strong Wp of 7. His Df is only 5, but he’s got a built-in trigger that does 1 damage if he wins a Df duel. He can discard a card to raise that by 1 with Entropic Demise if the enemy is close. This gives a little bit of discouragement for enemies to attack.

Really, though, Leveticus’s incredible resilience is based around his cycle of Pariah’s Soul and to some extent Sanguine Evocations. You can’t really kill him unless you kill his Hollow Waifs and/or babysitters.

Leveticus's Cycle of Reincarnation


This cycle has changed since the previous 1.5 version. He still comes back to life from a Hollow Waif, and needs them badly, but now the Waifs can be killed separately, and the Waifs also require an "anchor" or "babysitter": a friendly model that costs 6 soulstones or more.

Right now (M2E), here's the overall cycle of Leveticus, Hollow Waifs, and reincarnation:
  1. He's killed/sacrificed, either by summoning a Waif or because an enemy killed him (or yourself, but there's no advantage to this).
  2. Instead of actually dying, he's healed, de-Conditioned, and buried.
  3. At the end of the Turn, you can un-Bury him, but only next to an anchored friendly Hollow Waif. (That is, a Hollow Waif within 6" of a friendly 6+ss model.)
  4. If you un-Bury him, sacrifice that Waif.

Right now (M2E), there are two ways to get a Hollow Waif:
  • By hiring them at the beginning. They're free and you get two.
  • Leveticus can summon one as a (0) Action. This also sacrifices Leveticus, so he'll use up a Hollow Waif when he comes back, and there's no net gain.

Therefore:
  • At game start you're floating between 2<->3 Waifs. (He has two, but can summon a third, but one of them will die when he comes back.)
  • If he dies without summoning a Waif, or if your opponent kills a Waif, that goes down to 1<->2 Waifs. You have fewer choices where to bring him back, and you're closer to losing him for good.
  • If that happens again, it goes down to 0<->1 Waifs.
  • If he dies without summoning a Waif one more time, or if that one Waif gets killed, he's really gone for good.

You don't want to keep Leveticus alive. He wants to die and come back, as long as it's on your own terms. That’s how he heals and grows and moves and survives. Usually, this means you want him to take a turn, kill lots of enemies, then sacrifice himself to summon a Hollow Waif into a nearby hiding-spot behind terrain within 6" of Leveticus.

The only time you really want to consider keeping him alive too long is if your anchors/babysitters are all dead, or you want to send him somewhere that his crew isn’t.


Summoning


Leveticus can summon. Most of his summoning happens through his upgrades (see below) but he has two summoning abilities on his card.

First, he can summon a Hollow Waif as a (0) action. This also sacrifices him, which means he’ll use up a Hollow Waif coming back, so this Summon mostly will just break even. Breaking even isn’t that bad, though. If he dies without summoning a Hollow Waif, he’ll lose one of his precious Waifs (he starts with two, and can only summon one by sacrificing himself, so he’ll never have more than three. Summoning one brings a fresh unwounded Waif in, and gives him more options for where he comes back.

Second, he can summon an Abomination on a trigger from his Death Touch. With Upgrades, he’s got more ways to Summon Abominations, so over time they will often start cropping up.


Upgrades

For the most part, Leveticus will generally want to use his own Upgrades, rather than Outcast generics. It’s possible he’ll get some benefit from Scramble (which speeds him up), or Tally Sheet (which draws cards when he kills people, which is often) but for the most part, he’s got such good Upgrades that he’ll usually want to keep those.

Pariah of Iron / Pariah of Bone


Leveticus’ two Limited Upgrades, and they do similar things. Pariah of Iron lets him hire non-Gremlin Constructs from any faction. (This means no Lucky Effigies or Pigapults or Whiskey Golems, but everything else is on the table.) Pariah of Bone lets him hire non-Gremlin undead from any faction (This means no Stuffed Piglets.) Both cost 1ss, which is the extra cost you’d pay for a single out-of-faction Mercenary anyway, so it’s worth the Soulstone cost.

These upgrades aren’t actually all that necessary. Leveticus works really well with his core crew. But if you have an Undead model or construct that you want to work with, you can.

An interesting thing to note is that some models are both Undead and Constructs, so Levi can hire them either way. These include all the Iron Zombies models, the all-important Necropunks, and the durable Flesh Construct.

Many players prefer Pariah of Iron over Pariah of Bone, since Levi and his core crew use Scrap Markers and don’t get much use from Corpse Markers. The truth is, it’s mostly a matter of preference. He’ll work fine with either of them, and you’ll get some really interesting combination options. He’ll also work fine without either of them, just using his core crew.

The advanced version of this is “Choose your Pariah options based on the terrain, opponent, Strategy, and Schemes.” It’s pretty easy to get struck by decision paralysis if you try to optimize too much, though, and it’s often more beneficial to play with a Crew that you know and like, than to try to come up with new exotic combinations every game. The basic version, though, is “Choose your Pariah options based on comfort and mood, and you’ll do fine.”

From Ash


This is one of Leveticus’ bread-and-butter Summon Upgrades. It costs 2 soulstones. This one Summons an Abomination from a Scrap Marker. It’s handy! It synergizes well with Rusty Alyce’s From the Aether.

You can use this to bring back Abominations from the Scrap Markers they drop. You can use this if you have a lot of Constructs, to bring back Abominations as your guys fall. You can use this on your enemy Crew as you kill them.

This adds a lot of staying power to your Crew, keeping a steady supply of Abominations and increasing the chances of getting a Desolate Engine into play.

To The Earth Return


Leveticus’s attack boost. This costs only 1 Soulstone, and gives the Unnatural Wasting trigger, which requires a ram and does damage equal to half the opponents remaining Wounds (round up) if you get moderate or higher damage.

This is a great way to crack open a high-wound enemy model. It’s handy if you want to have Leveticus kill big enemy models. You’ll want to make sure you can cheat damage to use this — it’s less useful against an opponent with Hard Cover, or with Impossible to Wound. But being able to cheat in a 6 for moderate damage and do 7 damage is kind of a thrill.

Desolate Soul


Leveticus’s other Summon ability. This adds a trigger to Leveticus’s Unmaking, that requires a Crow and summons an Abomination if you kill a target.

It costs 2 Soulstones, but it’s worth it. Turning enemy models into Abominations is a nasty tactic, and one that you’ll get plenty of opportunities to use every game.

This is one of the places where Leveticus’s Soulstones often go. You generally know when you’re going to be able to kill an enemy model, because Leveticus does such consistent damage. If you don’t have a high Crow in hand, you can spend a Soulstone to gain an Abomination, which adds to your activation advantage.

Note also that Rusty Alyce can take this Upgrade, which gives her Clockwork Seeker some Abomination-making too. Since Rusty Alyce does a lot of damage with her attacks, this can be a way to generate even more Abominations. It’s a little expensive at 2 soulstones, especially if you also take From The Aether, but there’s a lot to be said for spamming the board with Abominations.


Tactics and Tips


Activations


Leveticus often gains a very big activation advantage during play. His core Totem is free and he can have two or three of them. During play he ends up killing enemy models about once a turn, and he often ends up spamming the table with Abominations. Ashes and Dust uses up a few Activations too.

Often, this means that you’ll have two or three activations at the end of the turn over the opponent. This is great if you can keep it: You can maneuver Hollow Waifs safely into the open to set up Leveticus for a respawn the next turn, you can cycle your Ashes and Dust safely, you can run objectives, or you can just kill the enemy crew as they run low on cards. You won’t always have the activation advantage, but usually you will.

Deciding when to activate Leveticus is a tough choice. If he’s threatened, you want to activate him early so that he can drop some apocalypse and disappear. If not, you may want to keep him ready throughout the turn. Leveticus does a great job of claiming some territory and wiping out anything that comes into it, so having him there as a threat can make opponents hesitate to approach.

Rusty Alyce often likes going last, if you’re hiring her. She’s a little fragile, so she doesn’t want to open herself up to attack, but the threat of her gunshots is often enough to keep her (and the Hollow Waif she’s probably protecting) safe.

Hollow Waifs can act whenever. If you’re going to bring them into the open, do it after the opponent has gone. If opponents are hunting and you want to keep them safe, you can activate them, use their (0) to get their tome for Unmade triggers automatically, and do some Defensive Stance.


Leading a Crew


Leveticus doesn't much lead his Crew. He uses them as tethers to come back to life while he rains down ruin on the enemy. The Crew is left to do what they please. In many cases, Leveticus needs the Crew to take care of objective-running while he claims a patch of land and destroys everything on it.

Leveticus Crews naturally organize into groups, usually three groups. Each group consists (at least) of an anchor (a 6ss or more model) and a Hollow Waif. Leveticus can jump between these teams each Turn by dying and coming back to life.

Strategies and Schemes


Leveticus does fine at most strategies. He’s great with Turf War, good with Reckoning (he’ll kill a model every turn, you just need someone else to kill the other), and can do the others (though he’ll benefit from some good objective-grabbers.)

Some Schemes scream out for Leveticus to take: Make Them Suffer is a natural choice because of Leveticus’s killing potential. Outflank works really well with Ashes and Dust. Assassinate is a pretty reasonable choice too.

Other Schemes give Leveticus trouble. Murder Protege is way too easy for the opponent to use against Ashes and Dust. Vendetta has trouble since Leveticus often lacks mid-cost combatants. Distract is difficult because Leveticus likes killing enemy models so much. Most of the Scheme Marker-based choices (Plant Explosives, Plant Evidence, Breakthrough, Protect Territory) require Leveticus to hire objective-grabbers to take care of, and often those objective grabbers can’t act as anchors. Still, Leveticus has plenty of hiring options and can grab very good models to meet most schemes.

Building a Crew


eveticus has a lot of difficult hiring choices. He really uses a lot of Soulstones (to get the triggers he needs, and for defense to stay alive if he hasn’t activated yet), so you want to keep some in reserve. He often needs good cheap objective-runners, but he also needs big pieces for Anchors. He’s got a lot of Upgrade options, and all of them help him do Leveticus-y things better. He has the largest hiring pool in the game.

Don’t panic. Seriously.

The worst thing you can do while hiring is to get confused and try to come up with some new perfect combination and end up with a ragtag crew that doesn’t synergize well, and even worse if it has insufficient or no Anchors.

If you’re not sure what to do, you can probably just hire the core crew and you won’t regret it. Spice it up with another Anchor that you think will work well.

Always hire two Hollow Waifs. They’re literally free, and Leveticus needs them. Don’t consider other Totems. It could be that someday someone will come up with an exotic Leveticus Crew build that benefits from some other Totem somehow, but it's doubtful.

His Core Crew is really good with him. Consider them. Learn to love them. Bring in other models when you think they’ll work well, but remember that the Core Crew is good.

Hire three anchors. If you hire fewer, you lose mobility and increase the chances that you’ll lose your anchors and therefore lose Leveticus. You can experiment a little with which anchors to hire: the Core Crew includes some great options, but there are other good choices to pick, especially if you have a model you want to try.

Save some Soulstones. Leveticus can burn through seven in a game without blinking. Three is a bare minimum.

Core Crew Models


Hollow Waif: Leveticus’s extra lives. These mostly feel like a manifestation of Leveticus’s resilience and movement, more than models in their own. For the most part, that’s accurate.

Abomination: Abominations are more like some sort of toxic industrial byproduct than a model, and are summoned more often than hired. Mostly, what Abominations really want to do is walk up to an enemy and sit there.

Desolation Engine: The Desolation Engine is more of an urban legend than an actual model that gets hired: a threat to scare opponents into spending their AP killing Abominations. It can be viable to hire a Desolation Engine in Turf War. All it needs to do is go into the middle a wreck face. Even if its got a high price tag it will summon two Abominations before going down, making its effective cost go down a lot. With some planning you can have a new one in no time.

Rusty Alyce: Leveticus’s Henchman and Protege. Rusty Alyce also has some nice crew support options.

Ashes and Dust: Ashes and Dust is another strange model that fits in well with Leveticus’s crew: brutal damage profile, strangely fragile and not at the same time, with a cycle of death and rebirth that really works better the more you understand it.

Lazarus: While he doesn’t summon any Abominations, and technically he’s part of the Freikorps, many consider Lazarus to be part of the Leveticus Core Crew. Lazarus makes a really good anchor for a Hollow Waif. Lazarus is very resilient, can copy (1) actions from nearby constructs, and has a deadly ranged attack which can provide with blasts.

Hodgepodge Effigy: Technically, the Hodgepodge Effigy isn’t part of Leveticus’s core crew, but it provides Soulstones to Leveticus for killing enemy models, which is tremendous synergy.

Other Outcast models


Freikorps Librarian: Leveticus uses his wounds as a resource, and the Librarian has a very good heal spell. It can also act as an anchor and has a really good Ca attack. The healing opens for some additional options for Leveticus' attack. It can save a whole effective activation even if an enemy has taken some wounds off Leve. Also it enables Leveticus to stay longer on the board, while still having wounds to attack enemies the following turn.

Freikorps Trapper: The Trappers is a very deadly long range threat, who can also act as an anchor. They can deploy up-field with From the Shadows, securing schemes or a nice sniping spot on top of building. They are extremely potent to kill mid range enemy targets, a perfect model for Vendetta.

Hannah: The Freikorps' henchwoman doesn't have heaps of synergy with Leveticus, but she still brings a lot to the table. She is especially good at locking down an area with a verity of her abilities.Hannah can also copy any non-master Ca action, which has a lot of potential.

Vanessa: Has a very nice Ca action, some card tricks, and a (0) action which lets her command a nearby construct to take a (1) action. A good (but expensive) pairing for Lazarus, and at times Ashes and Dust (granted that she can keep up with it).

Pariah of Iron Models


Necropunk: The Necropunk is too cheap to be a babysitter for Hollow Waifs, but it’s a favorite for grabbing objectives.

Mechanical Rider: Her late-game resilience, attacks, summoning abilities, and Scheme Marker manipulation bring a lot to the table for any Crew.

Teddy: Teddy is a huge expensive model, but has some very nice synergies with Leveticus.

Ryle: Another Construct Henchman. Ryle has a really good ranged attack, hits like a truck in melee, healing abilities, speed, and durability.

Soulstone Miner: The Soulstone Miner is a cheap durable anchor with a strong attack. It is especially good at Stake a Claim, which is a Strategy that often gives Leveticus trouble. Soulstone Miners can pop up nearly anywhere around the board at the end of each turn, granted it started the game buried. It is very resilient thanks to Armor +1 and its uncanny ability to use Soulstones. Its actions and abilities makes it very hard for opposing runners to deal with it, while the Miner can overpower most of its counterparts.

Some other likely Constructs include Vasilisa, all the Iron Zombies, the Flesh Construct, Hunter, Stitched Together, Coryphee, the Hooded Rider, Metal Gamin, Steam Arachnids, and most of the Effigies.

Pariah of Bone Models


Necropunk: The Necropunk is an undead-construct and as such can be hired with either kind of Pariah.

Crooligan: Another option for undead objective-grabbing. The Crooligan starts further upfield, has some great defensive tricks, and gets a free place when it Interacts.

Bete Noir: She can also appear out of nowhere for schemes like Distract, Cursed Option, and Deliver a Message. Her attacks are vicious, and she also fits in really nicely with Leveticus’s general mood of death and rebirth.

Rotten Belle: Rotten Belle is durable, has Pounce and a decent but not exceptional melee attack, and most importantly has a very very powerful Lure ability that can yank allies and enemies alike to wherever you want them to be. This comes in handy for Leveticus for a number of reasons. It saves his AP from being used to use walk actions in order to find angles of attack. Another very useful time to bring Rotten Bellles is for the Gaining Grounds 2015 strategy Head Hunder. With two to five Belles in the Crew its really easy to pin point an already activated target, and then simply drag it in. Leveticus and Alyce can then make short work of the target. Rinse and repeat.

Dead Doxy: Somewhat similar to the Rotten Belle, but it costs 6ss, so it can be used as an Anchor.

The Valedictorian: With a Walk 6 and Flight, Valedictorian can move quickly to get objectives, or fall back to act as an anchor. She has potent melee abilities that let her put out a lot of damage.

The Dead Rider: A very fast and deadly model. It can drag opponents up to 6" after hitting them with an successful attack, and it can strike three times a turn with its fairly accurate Scythe. Meaning that it can reap flanks or blitz into the middle of the fight and drag along fresh targets for Leveticus to finish.

Datsue Ba: A fairly cheap henchman who can attack from up close as well as from mid range. With a great charge stat together with incorporeal Datuse Ba can easily mix up her way of attack. She can chain her melee attack into her general casting attack, which enables her to get a flurry of attacks. Thus she can benefit greatly from Oathkeeper. Another important thing is that all of Datsue Ba's attack actions ignores Armor, making her a great pick against Arcanists. Datsue Ba also have some limited summoning. After killing enemy models (playing into Leveticus theme) she can either summon Gakis or Onryos.

The Hanged: Like Leveticus, they can do damage equal to half the opponents remaining wounds (round up). Unlike Leveticus though, their infamous casting attack Whispers From Beyond also gives out a condition which hinders the target from being healed. They are a fairly specialist model for Leveticus. At a whooping nine Soulstones, they aren't cheap minions, but this can come in handy in plenty of scenarios. If Make Them Suffer is around, the hanged men can be very hard to take down if they are the only minions you hired. Sure the opponent can still go after you Waifs instead, but then you can tailor the counter attack since you will know what is coming. In the Gaining Grounds 2015 strategy Collect the Bounty their minion status will also come in handy, since they will require more resources to get off the table than most minions. Another area where the Hanged shines are as anti-Gremlin tech. The Gremlins doesn't sport with the best Willpower stats, and the Hanged can abuse that in several different ways.

Some other likely Undead include the other Iron Zombies, the Flesh Construct, the Pale Rider, the Hanged, and Izamu the Armor.


Playing Against Leveticus


The biggest thing is, understand how Pariah's Soul works. Killing Leveticus slows him down only slightly. If you want to take him down, you'll need to kill his Waifs or anchors. Another viable tactic is to use push, place, or other movement effects late in the turn to try and separate the anchor from the Waif. Don't do this early since the anchors or Waifs can just walk into position. Whatever tactic you want to go with, make sure that you limit Leveticus' respawning options. If you let him roam free he will jump from flank to flank and kill exactly what you don't want him to kill. Another thing that is worth noting is that Deliver the Message is a particularly bad scheme against Leveticus, since he will be buried the majority of the game.

The Waifs will be hidden. Hunting them can weaken Leveticus' options, but it can also be an expensive waste of AP if you let it distract you from your own Strategies and Schemes. Especially since many Leveticus players easily fall into the pit fall of simply killing models instead of going for their schemes. Also, Leveticus' crew will have a hard time to complete scheme if you kill the designated scheme runners, since the rest of Leveticus crew is mostly big hitters. Necropunks and Crooligans are usually the ones to go after. If you can deny the Leve player some aspect of their game plan, the crew will have a hard time to change plans in game. From that point on, make it a race to 10 vp, and most of the time the Leve player will have a hard time keeping pace.

Leveticus does a lot of damage, very consistently. Expect him to kill one model a turn that's within range. Don't plan for your models to survive this: he's got a high Ca 7 with a lot of positive twists, and his damage isn't reduced by just about anything. There are Masters who spread damage wider or hit hard, but Leveticus is the most consistent: He will melt a model a turn, every turn. Be ready for that, and try to put speedbumps in his way while you grab your objectives. It is important to note that not even henchmen or masters are safe from Levetiucs' onslaught. He can shut down soul stone prevention with a trigger. If Assassinate or Murder Protoge are in the pool you will need to keep those models hidden. On the flip side, Frame For Murder is probably one of the easiest schemes to score against Leveticus.

Cover helps a lot! Leveticus' primary attack has a gun icon, and is affected by cover. Hiding behind hard cover counteracts the positive flip Leveticus gets to attack and damage, making his attacks much less consistent.

Attacking Leveticus is still a useful tactic, since it reduces his Wounds (which he uses for Channel) and if you can kill him before he activates, denies Leveticus an Activation. Since Leveticus can usually kill a model every Activation, killing him first is a good value.

Killing the waifs helps! They'll generally be hiding, but they're not actually hard to kill if you can get to them. This limits Leveticus's mobility and makes it more risky for him to die.

Killing the anchors helps! Any model of 6 soulstones or higher can anchor a waif. Killing anchors is a great way to get rid of Leveticus for good.


Ownership
This Tactica is based on work by Wyrd forums user Hateful Darkblack.
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