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Ulfarr

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About Ulfarr

  • Birthday 07/16/1991

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  1. Good review sparkles! One thing though - Wardens. They are super nippy (15" move a turn if you drop a card), 6 wounds and armour 1 is reasonable resilience, and paralyse trigger on the ranged attack! They aren't the last line in guardsmen models but they add a nice bit of speed to an otherwise slow crew and have a nifty trigger.
  2. I think Lucius is one of the best Guild Masters myself. I may be biased . Consider picking up a couple of hounds as they are a fairly cheap, high speed model that can be good for grabbing objectives or chomping a weak minion. I'd strongly reccommend picking up the Drill Sgt. and then either two Austringers or three Riflemen - *crazy* shooting potential (if you are lucky with casting "Issue Command" you can conceivably pull off seven austringer shots a turn.) Add in what you get in the box and you have a very versatile jack of all trades crew with some cool tricks. You may also want to consider a Warden or maybe even the Guild Guard Captain when you expand into larger games as they have some cool tricks and a little bit of melee punch (the main weakness of a L - Dawg crew)
  3. I'll be honest, I've used Sonnia against raspy before and wasn't taken. Nice damage potential but Raspy outshoots. In my one other game against a raspy crew, the shooting was minimised by ice pillar spam...much way around this? Aside from win-stringers of course .
  4. Hey, I have a 45ss game coming up against Raspy... I'm thinking along the lines of a Lady J/ Witchling Melee beatdown list. Any tips/tricks for taking on the ice queen? Ulfarr
  5. MisterSparkles - Interesting to see your experiences with L-Dog! I too have found 2 is a good number of stones when he hangs back supporting. That said, as it has been suggested that throwing him at some fights isn't altogether a bad idea, in those circumstances a 4 cache might be better. I also share your love of the sarge... I had never really thought of Linking him to a melee model like the Captain, i'll try it out. Underdog - let me know how you get on with the Warden! I've used him twice so far - the first game he closed on Raspy like a shot, and it was only due to horrendously bad luck on my part that he didn't paralyse her. Second game he gad the treasure halfway back to my deployment zone on his second activation... Seems like a very fast/versatile model.
  6. Ok! Taking the feedback on, how about; Lucius (2 Cache) Captain Austinger x 2 Warden Guard x 3 2 Cache might seem somewhat low but I've never found Lucius to need more - people are obviously quite rightly scared of his pimping.
  7. Lucius does have a pimp cane. Nobody messes with the guy who has a pimp cane.
  8. I'd be inclined to agree about the riflemen. I've run them in two games so far - on a fairly open board against a Raspy crew they absolutely decimated anything that came close enough for combined arms, however on a more heavily covered board against Lynch they got eaten up by an illuminated (although they did a fair bit of killing beforehand.) That was why I was thinking of including the Captain - he's pretty resilient and with a decent damage spread on his axe, and in a pinch there's always the option of linking the Sarge to give a + twist to the melee flips. What would you say to dropping the regular Guard for another Warden? That would leave two to grab objectives, and another to cover the rifles.
  9. Hey all, The local group has been tossing around the idea of a fixed crew tourney for the near future. Could I get some thoughts on the merits of this Lucius crew? (35SS) Lucius - 3 Cache Drill Sergeant Guild Guard Captain Guild Guard Rifleman Rifleman Rifleman Warden Warden I'd like to think it's a decent mix between good shooting and some respectable melee power - I'm almost tempted to drop the Guild Guard for a third Warden, but would this be overkill? Thanks, Ulfarr.
  10. Yeah I though the same with the Riflemen, but those damn Belles went all kinds of lure crazy on 'em. He was running McMourning, 2 Belles, 4 canine remains, Nurse and 2 Desperate Mercs. It was pretty awkward to kill anything, 'cus the damn dogs kept hoovering up all the body parts . Are there some ways to take belles out reliably?
  11. Had my first game against McMourning yesterday, and all I can say is *ouch*. Although in fairness it was more to do with my lack of knowing anything about him. How do you folks generally deal with him? (Preferred masters, schemes,minions etcetera) Any tips/tricks would be welcome!
  12. I was thinking of running lady J, Lucius, a couple of wardens and something shooty. If lucius could have the wardens handing out paralyze and LJ giving them melee expert that could be a pretty nasty combat block (those fists have a decent damage spread!).... Maybe enough to take the Viks on?
  13. I'll certainly be watching the thread with interest! The local Tourney scene around here is pretty dominated by Outcasts and Arcanists IIRC so it's nice to see someone giving the steampunk cowboy dictators some love.
  14. Is Hoffstar the only "competitive" guild list? Also, No Ryle about? He's brutal with Hoff.
  15. If you do the firing squad with the Riflemen, you have to make "pew pew pew" noises. For science.
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