Harold Tull- Cavalier Tactica
This keyword is huge and filled with situational models.
I haven't really decided on a place where artillerist outshines dead silent in schemes and strats, but if they are a bubble keyword artillerist can be the better choice. Artillerist has 3 important things to me. His gun is good enough to threaten things, his stone trigger plus launch into space can get you early schemes, and he is the only guild master with 2 significant totems. He can really benefit from the free shots from the hex bows or wall or a free swing from the emmi. The walking cannons can do a horrifying amount of damage. They have an expensive bonus action heal, and can move a friendly artillery or scheme. Works out ok, especially if they also hold an informants marker for you. Artillerist crew card flips when you kill, and flips back when your uniques die. Honestly I rarely remember the ability it gives, and the shockwave isn't usually worth a stone.
Dead silent goes hard on his melee attack. The built in tome helps keep him upright (a friend calls that unkillable, but I disagree) and the raises giving insight is nice. If you already have the hidden or don't need it, you can always drop scheme markers. Because it's free, it doesn't raise suspicion. His rapid teleport is nice, and the ability to eat markers with it can win you the game sometimes. When you don't need that, the rapid gun is a fine alternative. I thought I would use asset acquired more. And there have been a few games I did, but I would usually rather kill. This crew doesn't punish kidnaps effectively enough to spend master AP on it.
Dead silents crew card boosts for getting artillery markers down Many games I'll put out three with jasper activation 1 and then my crew is super fast
Louisa is the heart and soul of this crew. So much speed, a solid rapid action gun, don't mind me, and her control the land
The sappers are personal favorites of mine, outperforming their low cost with htk and a reliable rapid move.
Rocketeers are fast but fragile. A good player will deal with them because their defenses suck.
Hex bows are useful turrets. They kinda work in both. Don't miss that their best trigger can also generate lures and kinetic grenade from allies. At least one strong opponent recent said they were op.
Kings wall is interesting. I think it's fine at 9, but it's usually crowded out for better options. Lure is good, and is hold down, and he can surprise people with his scheming occassionally
Watson is only if you need token removal, and even then look at prop first.
Domingo has a lure and that start of activation push, but his attack and rapid suck.
Avel moves friendlies better but otherwise is like his husband as a rare take.
Mariya can do a lot of damage but is fragile. At 10 SS I'm not sure she is worth it, but some damage heavy builds she just kills things.
Rosie is kinda card heavy. But can do a lot if you save cards for her. Probably my fave beater in keyword at this point, but still left out a lot Jasper is auto in my dead silent crews. A good gun for 4 SS, no need to get risky with him, and his demise makes killing him a pain. Can teleport far in magic Xmas land when needed
Dead Silents totem, Smokestack. Ride with me, concealing terrain, min3 with crit on a charge. Armor Dropped a monk with a RJ for me recently so I am high on him.