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Lurkers are a different breed from playing a Threshold
team and requires a totally different mindset at some points and yet some the
elements in building a good Threshold team still applies to building a solid
Lurker villains to challenge a Threshold player. In this article I am going to break it into
two parts, the first will discuss understanding the importance of leadership in
the Lurker list and the second part building that list into something effective.
Command Structure
Part 1: Picking a Leader
First, you have to develop a balance of leaders to
followers. By this, you should have at least one model that has the “Command”
ability so you can match a Threshold team on a basic level by being able to activate
not only that model but two other models as well. By adding other models with
“Lieutenant”, adding the “Improved Command” or adding other models with the
ability to “Command” to allow more options for you to move more pieces in the
game. Sadly, the last option can eat your points up quickly and the first two
are easier to purchase with 1 extra build point yet is limiting in that same
fact.
Models with Command: Cult Leader, Fishman (with Demagogue),
Ghoul King, High Priest, Mad Scientist, Mummy, Rouge Threshold Character,
Serpentman (with Demagogue) and the Witch.
Also, the Rouge Threshold Agent has Lieutenant and some
other unit types like Swarms can take the Queen option to command just their
specific type of models on the table, a cheaper option in some respects but
limited in application.
Looking at the list above, you have a good variety of
options, but many are very expensive as the cheapest two are 5 and 6 points
(Cult Leader and Mad Scientist) and the highest could cost you 12 and 15 points
base with no upgrades (such as the upgraded Fishman and High Priest). The Mummy
and the Witch are your middle of the road options, but the witch is very weak
but a spell caster plus when you start into upgrades she can start to be pricey
also and she can only Command her Familiars. The Mummy is solid except he causes Fear so you have to look at other
options to keep your human Lurkers from making Resolve checks. When you are
looking at your build, this is a critical step as it determines what you have
leftover to upgrade your leader and add to the rest of the Lurker list.
Another option is again to take Lieutenant on a cheap option
like a Cultist (costing 2 points) that would allow you to activate another
model. So, if you had a model with command (that is 3 models active), a
Lieutenant can add another one allowing you to chain a Lurker group together
allowing you to activate more models. The only downside is keeping within
command range which I will talk about later.
Command Structure
Part 2: The Minions
Every good villain has a cast of minions to die on his
behalf and carry out his evil plans, so your leader should to!
Adding the shock troops can seem like an easy task but can
quickly become a daunting task once you start looking at various options
including Skills, Weapons, Plot Points, Spells and other Upgrades.
The only real limit is what is available for you to use as
Lurker models as the rest is up to you. Do you feel like building something to
a theme or just putting out an A team of villains to challenge the Threshold team?
One of the easy solutions to any psychology issues you may
have in the game is simply taking the “Drug Crazed” Plot Point for 4 points.
Pricey, but if you are human heavy and there is some factor of psychology this
could become a very wise investment. A good case in point is the King in Yellow
Scenario that would keep your “actors” sane while they summon the Yellow King
in their play.
Many missions also require you to have at least as many
Threshold models that the other player has or perhaps even one or two more. This
has to be considered along with the command structure you want and how much you
want to be able to activate Lurkers in the game to do things. If you have too
few Lurkers once you take a loss or two, you may find you have wasted Command
options and become frustrated.
An option to consider is taking some “Alert” Lurkers as I
call them AL ’s.
They sit in a spot and guard a spot. Usually they (Cultists or Henchmen) have a
rifle, shotgun or .45 pistol (if anything a .22) and they wait for a Threshold
model to walk within 10” and you can take a snap shot at them. I found this
works well with the Plot Point “The Stars are Right” for some nice rerolls
making your Lurker even more effective. Plus, in the event the leader is taken
out, they can still maintain their Alert status and be useful as you activate
other elements in your Lurker list.
Sometimes a balance to a list is required for a good Lurker
list to be effective. If you build a strong hand to hand and no shooting only
to go up against a Threshold team packed full of long ranged firepower of
rifles for example you could be in for a tough game. Having a good list of
ranged ability and hand to hand allows your leader to use his Command skill to
where it is best suited. Early on, a Cultist or two with a rifle can snipe at
the Threshold team, then as they get closer, the hand to hand elements activate
and go forward leaving the “shooter” Lurkers in Alert mode to defend some vital
spot or protect something and if anything can be activated to assist in a fight
as you take losses in the Lurker list.
Command Structure
Part 3: Protecting your Leader
It is vital that you keep your leader from harm when
possible as he (or she) is the key element to being able to activate more than
one model at a time in the game. A canny Threshold player will try to take out
the Leader quickly to limit the Lurker’s ability to act and react to the game
giving the Threshold team a huge advantage.
Always try to keep your leader in or around some type of
cover to gain some type of cover save, it may even be worthwhile to invest in
an upgrade (like a vest or skill) that boosts their ability to survive (extra
wound or CON for example) but again, these can get expensive quickly so these
options will have to be looked at wisely. Also, try to watch range differences
when you’re deploying and moving. Pay attention to the range of the Threshold
weapons on the other side, because they will aim your way if possible.
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