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Atherzon

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Everything posted by Atherzon

  1. Do consider normal Peacebringer damage 3/4/6 instead of 2/3/5 too strong for a four point model (i.e. the Death Marshal)? Because, barring some shenanigans, that is what it amounts to.
  2. Jonas, would you be okay if the models that have the required Ram on there Cb for Critical Strike had their damage increased by one and the Ram removed from their Cb? That would actually benefit them because flipping a Ram would still give the +1 to damage and they could use other triggers, as well. Also, they would not be susceptible to effects that remove suits from their stats. I just don't see the problem with Critical Strike if you think of it as a static damage boost with some drawbacks.
  3. If you replace you generic family member with a pair of Guild Hounds, you can get the counter within about 4" of your DZ. 1. Move one Guild Hound to within about 3" of the Treasure. 2. Obey the second Guild Hound to within 3" of the first one. 3. Move the second Guild Hound into B2B with the treasure and (2) Interact to pick it up. 4. Double Obey the Treasure-carrying Guild Hound, preferably ending in B2B with Perdita or another model that will carry it for the rest of the game in case it drops it before being able to move again or you want to pass it off early in the next turn. That's not far from your DZ and far enough away that most lists won't be able to catch up to you before you can get away. Also, it only leaves you overextended with a single Guild Hound.
  4. By the official Gaining Ground tournament rules, I think they have to be used as the specific Resurrectionist model that they are supposed to represent, but that is up to the TO, I'm sure.
  5. How effective would the following 25 ss list be? Seamus Rotten Belle Dead Justice as Dead Doxie Dead Judge as Punk Zombie Dead Marshal as Crooked Man Dead Marshal as Drowned I'm not sure about the cost of a Dead Doxie, but if you have room, you can add another Rotten Belle or the Guild Autopsy Dead Marshal. I would lean toward giving Seamus another Belle.
  6. As a mostly Guild player that has been considering delving into the dead, one of the things that has been holding me back is the popular style of play for Nicodem. The thought of spending my first turn or so killing my own models and summoning new ones to be competitive was a turn off. Thanks for the refreshing take on Q'iq'el.
  7. I haven't tried it yet, but Francisco seems to be optimum choice for this. With moderate damage and his natural ram for critical strike you do 4 damage. If you are lucky enough to flip a ram in the attack duel, even weak damage will do the trick. Also, you can companion activate the models, so that you can do 4 wounds to Santiago and move and shoot with him before you opponent can activate. Finally, Francisco makes a good partner for Santiago, anyway. He can counterattack anything that gets too close to his brother.
  8. Lucius is the Governor General's right hand man with a mysterious, dark secret the nature of which has not been revealed. His box set comes with some great models that you will likely use in other guild lists like Ryle, Hoffman's brother, the Lawyer, and Lucius himself, but I don't think it would make a good crew all by itself. You would likely have to pick up at least a blister of Guild Guard, as well, to have a workable crew. Lucius pretty strong in defense and has some decent attacks, but his strength is buffing other Guardsmen and making them take extra attacks. He can only hire Guardsmen and Elite Division models and totems. At the moment, I think that limits you to the Guard Captain, Guild Guard, Lawyer, Ryle, Austringer, and Guild Hounds (when they are released). He is too limited for me to suggest him as your first crew out of the box set. As for as "brotherly love" between Ryle and Hoffman: Ryle is more of an emotionless machine than a loving brother, and I suspect Hoffman still loves him, and he does want to help him return to normal, but he's not really comfortable around him. It is telling that Ryle comes in Lucius's box set instead of Hoffman's. The Viktoria box set is decent, but it is almost strictly melee and will be a real challenge to make work without additional models like Ronin and a Convicted Gunslinger or Hans for ranged support. There are some very good additional options for the Viktorias in the second book. Most of the Guild models are on 30 mm bases. All of the models that come in Perdita and Sonnia's box set are on 30 mm bases.
  9. Out of the box: Perdita and her family are one of the best ranged attack crews in the game, but two of the five models are pretty weak in melee. Perdita is very fast, deadly at range and melee, has pretty good defensive capability, and can stand up to quite a bit of punishment. If they are close enough to each other, you can activate all of the models at the same time for an alpha strike that can wreck your opponent to the point of not being able to respond meaningfully. Sonnia's crew consists of three minions, the Witchling Stalkers, that are pretty good at melee and damage your enemy when they die and a very deadly ranged minion, Samael, that can one shot a lot of things with a 6+ Ca value. Sonnia is pretty squishy and prefers to stay back and blast anything that gets too close. The entire crew gains benefits from facing magic-crews and everyone except for Samael has good defense against magic. Hoffman's box set is missing a few ingredients for a good crew, I believe. He can be fairly tough to kill with the Guardian by his side, but he doesn't have much to offer in the form of a return punch. Hoffman buffs, activates, and removes weaknesses from constructs. With a few key models that don't come in his box set, like the Peacekeeper and Ryle, he can be very deadly at range or melee and can be very fast. As far as Hoffman's background goes, he has polio and was a decent scientist Earthside that was always in the shadow of his brother, Ryle, that was both at the pinnacle of human capabilities, mentally and physically. Ryle took Hoffman to Malifaux in search of a cure for Hoffman's polio. They both almost died when they crossed the Breach. Ramos "saved" Ryle by turning him into a cyborg, but Ryle did not retain much of his humanity in the process. Hoffman gained the ability to control and power Constructs after crossing the Breach. He blames the Arcanists for Ryle's fate, but does not realize that Ramos is an Arcanist. He was recruited by the Guild to hunt down man/machine Constructs, and he accepted because it offered him an opportunity to investigate the Arcanists and get his revenge.
  10. There is a thread about the Lawyer having the Beast trait. I assume that the Lawyer's Beast trait and Lucius's hidden power are connected. I don't think that Lucius and the Lawyer's are completely human.
  11. In short, yes, you did it correctly. Here is a link to a recent thread in the rules forum that verifies that: http://wyrd-games.net/forum/showthread.php?t=20086.
  12. Would a Sonnia totem that had a Ca of 4 of tomes be too much? Just having that tome would make it a better choice for her most of the time.
  13. I picked up the Sonnia box recently and bought the Governor's Proxy instead of the Purifying Flame in case I ever wanted to take a totem. The Governor's Proxy can cast Sonnia's spells just as well. It may be susceptible to ranged attacks, but most models that kill it will die, also. The Wp bonus is great, and so is its Governor's Decree that lets you remove suits from opponents' Cb and Ca. I don't see many situations where I'd want the Purifying Flame.
  14. I own but haven't used the Governor's Proxy, yet. I think it is a very good totem that is even better in some match ups, but you may regret not picking up Perdita's Enslaved Nephelim for her, especially if you want to Obey models. The Enslaved Nephelim has the required mask for Obey.
  15. The recent poll shows that Perdita is our "best Master", she is usually regarded as the most competitive Guild Master, and she has been around since the first book, but I cannot find a tactica for her. Are my searching abilities lacking or is there truly no Perdita tactica? I know that people consider her a straightforward Master, but I think that there is a lot of nuance to her and her family to be discussed.
  16. The Enslaved Nephilim has the required mask in its Ca, so it just requires a high value card. I can't think of any other totem that Perdita has available with a mask in its Ca.
  17. I've been thinking about running Killjoy in a Perdita Crew because I really like the idea of the Ortegas harrying and luring him into combat with an enemy Crew. I'm considering using 3 Guild Hounds and all the Obeys the Ortegas have access to. A pack of 3 Guild Hounds can get 12" across the board and still use Sacrificed to bring him into play. With a base size of a little more than 2", a charge of 8" (10" versus NB), and 2" melee range, he can get into melee range of anything within 24" of the Sacrificed Guild Hound.
  18. I really like the idea of them not teaming up so much as the Ortegas just using Killjoy's natural agression toward other Neverborn to their advantage. It is a concept that I could have a lot of fun with.
  19. Ms. Criid isn't going to be leading the Guild Crew that teams up with the Arcanists, is she? That could make for "awkward glares".
  20. Dang, good point. I may have to consider using a couple Guild Hound, instead. Hmmm, actually, with the great movement the Guild Hound have, they may be a better candidate. You might be able to get Killjoy right in the middle of the enemy line in the first turn. You'll just have to have a Master or another Guild Hound nearby for one to be able to use Sacrificed.
  21. I have this great image in my head of the Ortegas tracking down Killjoy, and then harrying, goading, luring, and taunting him into a conflict with an enemy crew. They pull it off almost flawlessly, but a family pet, a Guild Hound, isn't quite quick enough and becomes a little snack for Killjoy right when they contact the enemy. Killjoy is too expensive for a 25 SS list, I think, but at 35 SS it could look like this: Perdita 4 SS cache Enslaved Nephilim Killjoy 2 Guild Hound Abuela Nino (or Santiago or Fransisco and 2 extra SS) It is, basically, Killjoy and the Guild Hound to sacrifice himself to lure the brute in, all the Obeys the Ortegas can bring to the table, and whatever family support that you like. I would take at least 2 Guild Hound for multiple reasons. You get a 1 SS discount for every two you hire, they get a free movement if activating near another Guild Hound, they have to be near another Guild Hound or Perdita to use Sacrificed, and if you opponent snipes one early on, you won't have to use a more expensive model to lure Killjoy to the combat. If nothing else, you can sacrifice the Enslaved Nephilim to bring in Killjoy. Also, I believe a pair of Guild Hound can move up to 12" and still one can be Sacrificed to Place Killjoy. With a Ch of 8", this will put Killjoy within range of almost everything on the board. I like the Obeys for Killjoy because he can charge all over the map with a charge range of 8" and melee range 2". He should never be out of reach of an enemy at the start of his activation. Too bad Killjoy is Unique. Who knows. Perdita might like her men big, strong, and hungry, and I think that even Killjoy would do as Abuela tells him. :handkiss:
  22. Immune to Influence does not work against Terrifying. This came up when I was playing a friend's Dreamer crew, and we asked on the rules forum. Perdita is never the defender during a Terrifying check, so Immune to Influence does not come into effect. Stubborn doesn't help versus Terrifying, either.
  23. I was flipping through my cards and noticed something about Samael that seems significant. His Flaming Bullets spell is his only (0) Action and it last until the end his next activation. It seems like it will usually be worthwhile to attempt to cast the spell even on turns that you don't plan to shoot with him (i.e. first turn when nothing is in range), so that if you succeed you won't have to worry about it the following turn. Of course, there isn't much reason to not attempt every turn.
  24. I think the Beast trait makes the lawyer even more interesting and may help shed a little light on what Lucius has to hide from everyone but the Governor.
  25. My vote goes to Perdita. I do like her versatility at range and melee and her supportive family, but I've only played three games (one with the Viks and two with the Ortegas), so I can't really base it on how she plays. I just like the monster-hunting, gunslinging, Mexican familia theme.
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