RustAndTheCity Posted October 2, 2017 Report Share Posted October 2, 2017 I tried Lady Justice with swordfighter today. It's a lot of fun. It seems to me that Lady J needs some help to get up the board in the early turns of the game. What are your preferred ways to do so? -judge with his shooting push -grimwell with discard to push for 1 ap -brutal emissary and his box -death Marshall's pine box -austringer with deliver orders How else can guild move her around? Thanks! Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 2, 2017 Report Share Posted October 2, 2017 Nurse Heartsbane can push her 6" with a single attack if you have a crow and are prepared to eat 2 damage. If you luck out on suits she can do it again from getting an attack out of her (0) but I wouldn't count on that. Francisco can get her a few inches up the board with the Hermanos upgrade and he is already handy to use for the el mayor buff. Quote Link to comment Share on other sites More sharing options...
icebreaker Posted October 2, 2017 Report Share Posted October 2, 2017 Rotten Belle with lure 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 2, 2017 Report Share Posted October 2, 2017 1 minute ago, icebreaker said: Rotten Belle with lure True, the domador gives that option now. Quote Link to comment Share on other sites More sharing options...
Atoli Posted October 2, 2017 Report Share Posted October 2, 2017 Master Queeg with his attack gives 6" Dead doxy can give her 5" WK EDIT: they both can give her 13" 1 Quote Link to comment Share on other sites More sharing options...
PanzerHarris Posted October 2, 2017 Report Share Posted October 2, 2017 Ah, my specialist subject... Francisco with Hermanos de Armas and Wade In, activates first, puts El Mayor on Justice, walks, Cover Me on Lady J to pull her 5" up, then get out of the way. Judge double walks, Stand for Judgment to pull her another 5". Master Queeg then charges (using Sadistic Streak for extra movement if he needs it). His whip has a 3" melee range, weak damage of 1 and a built in 3" push. 3" then 3" from him. If more movement is needed, I've taken Grimwell (yes, it's a 6-model crew with the Effigy) too for Doctor's Orders. Chaining all that together I've managed to get Lady Justice 16" out of her deployment zone and round a piece of blocking terrain before she's activated on the first turn. When she does go she's got El Mayor up and the Effigy has just about got enough range to reach her with Fear Not the Sword then Accomplice. 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 2, 2017 Report Share Posted October 2, 2017 24 minutes ago, PanzerHarris said: Francisco with Hermanos de Armas and Wade In, activates first, puts El Mayor on Justice, walks, Cover Me on Lady J to pull her 5" up, then get out of the way. He only gets her four inches up if he starts next to her since the push needs to be to the back of his base. Quote Link to comment Share on other sites More sharing options...
im_open_to_suggestions Posted October 2, 2017 Report Share Posted October 2, 2017 Granny Ortega obays the brutal emissary to bury Lady J. Emissary walks 12 inches up the board and out pops lady J. easy turn 1 charge in most set ups 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 2, 2017 Report Share Posted October 2, 2017 Judge and Franc are arguably more useful than granny and the emissary after that turn one charge. The emissary buff can be nice I guess. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted October 2, 2017 Report Share Posted October 2, 2017 Using Emissary is still definitely more efficient than spanking her with whatever to get her couple of inches further. Quote Link to comment Share on other sites More sharing options...
PanzerHarris Posted October 2, 2017 Report Share Posted October 2, 2017 2 damage for 6", and she'll heal it back with 2 swings. Worth it. 1 Quote Link to comment Share on other sites More sharing options...
im_open_to_suggestions Posted October 2, 2017 Report Share Posted October 2, 2017 8 minutes ago, PanzerHarris said: 2 damage for 6", and she'll heal it back with 2 swings. Worth it. or spank the emissary instead and have her move a total of 18inches up the board while protected from any other harm. (unless they have anti-bury shenanagins) Quote Link to comment Share on other sites More sharing options...
PanzerHarris Posted October 2, 2017 Report Share Posted October 2, 2017 I struggle to find a justification for the Emissary. It doesn't do a lot and then goes over to a stiff breeze. 10SS is way too much for one move that will then get it killed almost immediately. Queeg standing around with Promises on the other hand, that's a much more long term thing. Especially in a crew with Lady Justice, Francisco and Judge. Giving those guys positive flips, even if your aura only covers 2 of the 3, can feel unfair on your opponent sometimes. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted October 2, 2017 Report Share Posted October 2, 2017 28 minutes ago, PanzerHarris said: I struggle to find a justification for the Emissary. It doesn't do a lot and then goes over to a stiff breeze. 10SS is way too much for one move that will then get it killed almost immediately. Queeg standing around with Promises on the other hand, that's a much more long term thing. Especially in a crew with Lady Justice, Francisco and Judge. Giving those guys positive flips, even if your aura only covers 2 of the 3, can feel unfair on your opponent sometimes. Queek is significantly easier to kill than the Emissary. I don't follow your logic. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 2, 2017 Report Share Posted October 2, 2017 I don't get how people have so much trouble with the emissary dying. Arm 1 def 6 htk and 10 wounds, oh and a pseudo regen for the first few turns. Outside of certain peacekeeper, guardian, and pale rider, there aren't many tougher guild models. It's only problem is it needs to be in the thick of it to be effective, but it can bury things that are too scary. Quote Link to comment Share on other sites More sharing options...
PanzerHarris Posted October 2, 2017 Report Share Posted October 2, 2017 39 minutes ago, Myyrä said: Queek is significantly easier to kill than the Emissary. I don't follow your logic. 1. I don't do logic. I've won tournaments with Lady Justice and Colette, and can't make Nellie work. This is a logic-free zone. 2. Emissary has to be on the front lines to do his work. Queeg is sitting just behind the front lines, taking shots with his pistol and shoving away anything that breaks through with his long melee range and built in triggers. He's much harder for my opponent to actually get to as they have to get past the beaters first. 4 1 Quote Link to comment Share on other sites More sharing options...
Gnomezilla Posted October 2, 2017 Report Share Posted October 2, 2017 Also, emissary borrowing that sword!...I could face-tank Lady J's activation*, but then I was out of resources for the emissary's activation. *I love Improved Harness and a helpfully helping child (for the additional armor) so much! Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 2, 2017 Report Share Posted October 2, 2017 Bring All the pushes!!! Queeg, emissary, Francisco, Judge... Activation advantage is just a hoax 1 Quote Link to comment Share on other sites More sharing options...
PanzerHarris Posted October 2, 2017 Report Share Posted October 2, 2017 My favourite crew is still Lady Justice, Judge, Francisco, Grimwell, Queeg and Effigy. I don't get to use it very often (needs the right mix of schemes and strategies) but when I do, it brings the pain. That crew recorded the only 10-0 win in round 1 of the UK Nationals by tabling my Italian opponent in two and a half turns (I felt so guilty I gave the chap my foil Perdita card), and wiped out a Lilith crew in 3 turns in an event a few months back. Low activation count can work as long as you start making a serious dent in the opponent's numbers early! Smaller Sonnia crews work much the same way. 2 Quote Link to comment Share on other sites More sharing options...
trikk Posted October 2, 2017 Report Share Posted October 2, 2017 I find the Investigator to be the new Uberpusher. WIth 1-2 extra models for scheme markers you can get her around 9" up the field 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted October 2, 2017 Report Share Posted October 2, 2017 Here's an idea, gimme your thoughts. Lady J Crew with Grimwell, frank, papa, emissary and abuela (am I out of point yet?) use frank on grimwell and pull up emissary, use papa on grimwell, abuela force burys grimwell with emissary. Lady J walks up by frank Emissary double walks up (does curfew?), Grimwell gets out and walks up to something and lobotomizes it for the kill. Next turn, grimwell can lobotomize something else before you shuffle to bonuses to protect LJ or the emissary, and the rest move in to kill. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted October 2, 2017 Report Share Posted October 2, 2017 38 minutes ago, 4thstringer said: Here's an idea, gimme your thoughts. Lady J Crew with Grimwell, frank, papa, emissary and abuela (am I out of point yet?) use frank on grimwell and pull up emissary, use papa on grimwell, abuela force burys grimwell with emissary. Lady J walks up by frank Emissary double walks up (does curfew?), Grimwell gets out and walks up to something and lobotomizes it for the kill. Next turn, grimwell can lobotomize something else before you shuffle to bonuses to protect LJ or the emissary, and the rest move in to kill. I think there are so many ways to do this better that I feel too overwhelmed to even list them. 1 Quote Link to comment Share on other sites More sharing options...
RhiaCat Posted October 3, 2017 Report Share Posted October 3, 2017 I've always found Queeg to be a huge asset in a Lady J crew, less for his movement abilities and more because Promises is an amazing upgrade. The fact that he can get Lady J 6 inches of movement is just gravy, imo. While I like the idea of the emissary, the investment to get a Lady J hugely up the field early turns isn't worth the cost in my experience. The Emissary is good, but I don't know if he's 10 stones good. Your mileage may vary. I also think that after Francisco and Queeg, I find it REALLY difficult to shove another high cost model into a Lady J crew, and the Emissary tends to be my first cut. Quote Link to comment Share on other sites More sharing options...
FinalForm Posted October 3, 2017 Report Share Posted October 3, 2017 Obvious option is student of conflict, that gives Fast condition. Quote Link to comment Share on other sites More sharing options...
Ludvig Posted October 3, 2017 Report Share Posted October 3, 2017 34 minutes ago, FinalForm said: Obvious option is student of conflict, that gives Fast condition. But then you can't take the scales. 1 Quote Link to comment Share on other sites More sharing options...
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