M2E+Strategies+and+Schemes

=__**Schemes and Strategies, Basic Tactics.**__=

Here you can find some basic tactics and tips on winning strategies and schemes.

Stake a Claim


The only Strategy, that cannot reward both parties with Victory points. Therefore it takes more energy to accomplish as you have to place claim markers and discard the opponent ones at the same time to get this done. On the other hand every point you get out of this strategy is one step on your way to victory. The easiest way to get this Strategy done is by utilizing models that either have extra movement abilities, push your own models or allow them actions (like obey etc.). Perfect models for this would be models with Leap (Silurids, Necropunks) or Nimble. If you don’t have access to those, cheap Minions with a high wk will do the Trick as using their AP is less expensive resource wise. Don’t forget: Claim Markers are NOT scheme markers! They may therefore not be discarded by abilities that discard scheme markers or dropped with abilities like Finish the Job.

Turf War


One of two strategies that almost always need you to kill your opponents models to win. As you need to get his models away from the Turf Marker there are basically two ways to achieve that: kill them or move them. Killing should be doable by every Crew but is resource intensive and takes some turns to be done so thoroughly that your opponent is not rewarded VP. To counteract getting killed yourself take models which can take a beating or that are able to hide themselves from too much attention (Illusionary Forest, Smoke bombs, etc). If you want to get full 4 VP more than your opponent out of this scheme you’ll need models that can kick your opponent out of the 6” circle (Cojo, Belles, etc.). Be careful to only push them away AFTER they activated, otherwise, they’ll just walk back in.

Reckoning


The real kill strategy. It seems simple: kill without being killed, but there are ways to give you an advantage in the bloody brawl. First of course is Crew selection. Models that can pack a punch, without being to squishy, are perfect for this strategy (Peacekeeper, Railgolem, etc). Few strong models are better for this strategy, then loads of cheap models. Always plan which models you want to kill and how, there’s nothing more frustrating than the second model surviving with just one wd and therefore losing you the game. No overkill, if you don’t have to, don’t kill more than two models per turn. Bringing them down to 1 wd to kill them next turn and get the VP is more effective in the end.

Reconnoiter


Location location location… always keep track of where your models and those of your opponent are. Never place a model on any of the two centerlines or you might lose a table quarter that would have been yours. Try to choose another battlefield then the center. Models that can move enemy models (obey, lure, etc) can make a big difference, just lure push or obey his models close to the center or on one of the center lines. Don’t forget to only do that to models that have already activated or they’ll just walk back.

Squatters Rights


Decide for two markers right in the beginning and try to get these while you hold at least 2 additional ones. Markers can be hold by models with a high cc range or just resilient models that sit on the marker you want to keep from him. With standard and close deployment there’ll be 2 groups of two markers each 3,5” apart. A single model with a cc range of 3 can hold two markers without a problem. If you have the chance to be out of LoS to everything but the markers you have found the perfect position, but this is highly situational at best. You can of course use pressure and threat to keep your opponent from getting markers without losing his objective runner.