Mafia "Skids", Fixer and Bodyguard (teamplay)

Card draw simulator

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Derived from
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Wolf · 73

This deck is made out of 2 cores and Dunwich + its Mythos packs. Me and my GF play on Standard, usually adapt a chaos bag a bit to our liking and sometimes play through core and Dunwich without changing the investigators or resetting decks. Sometimes we change the rules a bit, since this is our game and it's A GAME, but even in most vanilla this deck is pretty great, tested and works for me. I'm open to all constructive criticism and this is my first Decklist here on ArkhamDB, so even ideas on editing would be appreciated.

The deck is made around the legendary Thompson Submachine Gun, also called "Tommy Gun", or in this game and throughout history: "Chicago Typewriter". It's one of the best and most reliable guns of the 1920's, used extensively by mafia around the world and by soldiers all throughout WW2 and beyond. I own one and they're monsters. Seems perfect for fighting other monsters. They tear flesh and bone even in AH: TCG, so there you have it. Two of those together with Adaptable are this deck's first upgrades, so except in first or very rarely second scenario you always have your Ol' Trusty with you. Usually, if you manage to that point you are golden because our hero "Skids" with his own and his friend's extra actions is just insanely strong with Chicago Typewriter. When you get enough exp. you switch them for Rogue favourite .41 Derringer ASAP and never look back.

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First priority: - 2x .41 Derringer + 2x Chicago Typewriter = 8 xp

Second priority: +1 Adaptable = 1 xp

Base build: 9 xp

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After the first scenario get one Tommy Gun and Adaptable for 5 xp or if you are especially lucky, get two guns and get Adaptable later (you NEED it though because you and your deck are going to be evolving from a small-time conman to the real 1920 mafia fixer). Try to grind the earlier scenarios so you get the combo ASAP, then it's a breeze from there on out.

Then you need Extra Ammunition and you can exchange Backstab for Contraband for free, to have enough ammo for longer scenarios if you feel there are too many bad guys. Everybody has preferences and there's always a reliable Machete to deal with some starting enemies before you bring in the big guns though, so you can exchange Backstabs for something else if you don't like Contraband. I too like Backstabs, but I don't like keeping them later on, because equipping our weapons and allies is expensive enough and expensive weapons need expensive ammunition.

You won't need much of other cards in play than Tommy Gun, Leo (which is always auto upgrade for 1 xp - 2 total - if you can spare that much) and vs. bosses Physical Training for this strategy to work. So while pretty expensive, you can do it since you're a Rogue. If you feel you are poor and need more supplies, help yourself with Emergency Cache or add in Hot Streak (if you get it with ammo and Tommy Gun in your opening hand you've pretty much won).

If you get more exp. later, take Ace In The Hole, Sure Gamble or Gold Pocket Watch, since these are some of the best cards in the game and are always useful no matter the build or scenario. You can always upgrade to Vicious Blow (2), because it's just awesome.

Special consideration Is Quick Thinking (free with Adaptable) because, with high Combat Value you have at the end game, free extra actions are always welcome. If you like them, Leadership, Taunt, Emergency Aid, If It Bleeds and Teamwork are all cards you can take if you feel your friend needs more help or vice versa.

Dynamite Blast and Elusive are there to help you in the earlier scenarios (they have an amazing, but expensive combo too), but when you get your inventory (base build) you certainly won't need Elusive anymore. Dynamite Blast can be useful every time, but it's very expensive and could easily be switched later with something resource-cheap like Ace In The Hole or maybe even Lucky Dice (...Or Are They?) to win more. Bulletproof Vest, Elder Sign Amulet and Moment Of Respite always help, so get them if you don't feel confident, it's too hard, or you amounted physical or mental trauma (which is especially easy to get with Skids considering his low (2) Willpower).

Think On Your Feet is amazing with Rogue but since you're the bodyguard, you need to face the danger, not run away from it. Police Badge is an amazing card, but I find it expensive in already expensive deck. Rather use Ace in the Hole. Streetwise is also an amazing card, but completely useless for our non-coward hero "Skids".

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[PROtip1: You can start with .45 if you like them more and help yourself in combat with Physical Training, but I prefer more Combat Value from cheaper .41, since Skids starts with only 3, so this is more reliable while also 1 resource cheaper so you can get it out earlier and easier but with 1 less ammo. If you ask me, there isn't THAT much fighting in earlier scenarios, so I always manage]

[PROtip2: Of those shiny expensive Rogue cards Ace In The Hole can mean more Combat Value for Chicago Typewriter while in a pinch and Sure Gamble CAN turn - to + on the , , and tokens too!]

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