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===Gaining Grounds Season 1=== Time to scheme. We have 5 familiar schemes with 7 new or returned # '''Breakthrough''' - Simple enough, spearhead through your opponents (or sneak around the side like a sneaky bastard) and start dropping schemes in your opponent's deployment zone. This is a NIGHTMARE on Corner deployment, since you have to be VERY particular where you're placing your scheme markers. # '''Take Prisoner''' - Ugh, another one where you need to leave an opponent alive the whole game. Not impossible, but you also need to isolate and keep that enemy minion isolated. # '''Vendetta''' - Probably the riskiest scheme. First point's simple. Damage a specific model you name at the start of the game, with a model you choose at the start of the game. Easy? Right. Leave it alive and below half, and you can only score at the end of that model's activation. Not so easy. Now keep your model alive until the end of the game and remove theirs. This one can be easy to get two points off of if playing super safe, but it can also pull one of your own models way out of combat. Take it carefully. # '''Assassinate''' - Good old fashioned bloodshed. Note the first point requires you to telegraph it. You HAVE To reveal it when your opponent is half health or below but NOT. DEAD. This makes it actually pretty hard to score in some situations. ESPECIALLY difficult to weigh against things like Von Schtook, who you want to kill early to make sure he can't buff his crew. # '''Claim Jump''' - Yikes. This can be hard to pull off. You have to put a model up in the center of the board, outside of engagement from any other model. This can be a huge problem if you can't get center control right out of the gate. End game point does require your Claim Jumper to be half health or higher too, so this is usually ideal for a model with self-healing. # '''Hidden Martyrs''' - Pick two models that are less than 13 stones combined. One has to die, the other has to live to the end of the game and be engaged with an enemy model of higher cost at the bottom of turn 5. This is practically a free first point in most setups. # '''Sabotage''' - Search the Ruins but with a terrain piece that's farther across the board than just 'the center line.' Also requires you to keep enemies away from it. It's not that difficult, but requires speed. # '''Catch and Release''' - See Deliver a Message but there's no interact and your model HAS to be a minion. After you deliver you need to run around like a chicken with your head cut off. Not as easy Deliver, but still doable with most setups. # '''Let Them Bleed''' - Damage your opponent's highest cost non Master models to below half, then damage your opponent's entire crew. It's interesting. Good for killy crews but really matchup dependent. There are some crews that have significant totems that'll never get in the mix. # '''Leave Your Mark''' - Spam scheme markers near the centerline. See Claimjump? It's that but more annoying. Some crews that can use False Claim or can drop schemes outside of standard Interact Actions will score this easy. Some may find it impossible. # '''Research Mission''' - The most matchup dependent Scheme. It's actually possible to not be able to score this on Public Enemies unless your crew has a way to generate markers. That being said, Freikorps, Wildfire, Revenant, can all easily accomplish these in just a few moves by generating their own marker addons. # '''Spread Them Out''' - Harness the LeyLine but you need to spread them puppies out on your opponent's side of the map instead of on the centerline. Good fun but requires you to spread. Not really as doable in so-called 'bubble crews.' # '''Runic Binding''' - More complex detonate charges. If you have access to out of Interaction scheme marker generation, which means an ability that drops friendly schemes as an action that's not Interact, it's easy to do. It's picked so rarely in my experience that most folks don't play to counter it.
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