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Hagisman

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Everything posted by Hagisman

  1. Sanctioned Spellcasters could be a good substitute I'd think. I don't come from a Lure heavy meta so Sidir has never been on my table.
  2. You don't need to heal someone 3 times or heal 3 separate models. You just have to get them above hard to kill.
  3. Nellie is a force multiplier for Guild beaters. She can give fast to models and give them extra attacks by using her Propaganda Attack action. I've found Francisco, Phiona Gage, and Ryle are the best with her. Typically she likes Henchmen and Austringers. Depends on her build, but Delegation is what I use a lot of. Mercenaries isn't a trap, but its just one of the many builds you can take with her. But why take a Trapper when you can take an Austringer.
  4. One of the big problems I've seen people have with Nellie is her Delegate. Not only does it throw out Fast, but if you are running an evidence light crew you can get heals off as well. I've healed Phiona and Frank both back up from their Hard to Kill with this. Not very strong, but strong enough that my opponent has to dedicate a second model to kill them.
  5. As far as my limited experience with Nellie goes 10t is a problem when loneswordsman is on the field. Nellie's Phiona Combo could take him out, but he's built to kill Guild Henchmen. As far as Negative goes Nellie is just a new master. Different tricks in Guild gets scorn a lot more than any other Faction in my opinion. A bunch of guys I play with are trying to get me to play out of the Guild box, but because they feel it doesn't have the depth their factions do. To each his own I say.
  6. I've got a friend using a modified metal Scales of Justice. Since it's blind folded.
  7. My suggestion: If that's not good on its own then add this: Use twice to get out of an 3 engagement, but Shooting Expert gives one AP to shoot.
  8. Corrections to wording. Move is not typically used in Malifaux rules, the wording is typically Push or Place, unless its Dr Grimwell.
  9. Santiago's problem isn't getting bogged down in my opinion. You can keep models out of melee in different ways. His main problem is that he doesn't bring anything new to the table that Guild doesn't already have. He is Sh6 with a that allows him to take the action again. Guild already has a lot of good shooting. At 8-6ss you are looking at: The Lone Marshal Nino Austringers Death Marshals These are really good shooting models that do something else as well. Santiago himself has the problem of not being able to do much else besides kill. In a Perdita crew you already have Perdita taking that spot as a Range 14 Sh7 master and she can use soulstones. Santiago is essentially a reverse Sabertooth Cerberus who gets better the more damage he takes. And in order to get that damage he has to get close to the enemy which will likely engage him as soon as they can. Santiago is fine in Low SS match ups, but he's still not the best shooter Guild has to offer. Especially if you consider point costs. And if you ignore him completely he is just an annoyance/distraction piece that's not winning games. All my opinion. I've stopped fielding him a while ago. He is my go to for Enforcer Brawls and Henchman Hardcore though.
  10. The results I've gotten have been pretty good so far. In strat and scheme pools with Show of Force and Hunting Party this has becomes very decent. I've had bad match ups with Ten Thunders especially when they bring the Lone Swordsman. List: 50 SS Guild Crew Nellie Cochrane + 5 Pool - Delegation (1) The Printing Press (3) Ryle (10) - A Debt To The Guild (1) Phiona Gage (8) - Wrath of The Guild (1) - A Debt To The Guild (1) Francisco Ortega (8) - Wade In (1) - A Debt To The Guild (1) Guardian (8) Guild Austringer (6) (exported from CrewFaux) Rule and Guardian are typically kept together so Ryle can get Grind to a Halt off with the Guardian's Protect for double defensive . Guardian is the only model I've swapped out so far. Originally he was a second austringer + upgrades, but I've seen the arguement for swapping him for Nino or a Hunter. Ryle getting into Melee is also just as deadly as his range and with Nellie I've increased his threat range significantly. Especially when I found out I can target him with Propaganda to push him 5 inches. Austringer will typically eat the opponent's hand turn 2 when I give him Fast. 3 Raptor attacks with Masks makes the rest of the list more dangerous. Nellie will typically give Frank Fast then Companion him. Later on in the turn I'll use the printing press to give Nellie +1 evidence so she drops a scheme marker. That way in the following turn she can use it to push 6 with her Zero action. This also helps getting her into Frank's El Mayor range. So far I've had no one try to attack Nellie though. Debt to the Guild is the best though. I've taken it on all 3 and it's boosted my damage significantly. I killed Perdita in one Frank charge at min damage 4(2 + built in crit + debt) with the possibility of being Min 6 if I have a high ram and stone. And with the refund of 1ss on death I get more resources for my other Henchmen to negate damage or get better card draw. 5ss can become 8ss. Debt + Fast + Nellie's Propaganda/Angry Mob is deadly to elite models. So far my only problem has been the Lone Swordsman ignoring armor and hard to kill. I've lost both Phiona and Frank to him on multiple occasions. And I've got no way I know of to deal with him yet. Strategy wise this list has done fine on Collect the Bounty for me as well as Interference. Interference may have been a fluke, but I killed so many enemy models by the end of game I was dropping Schemes for search the ruins with only Nino and Santiago to contend with. Good Schemes Show of Force, Hunting Party, Leave Your Mark, Exhaust their Forces,Covert Breakthrough, Undercover Entourage, Neutralize the Leader, Catch and Release, Search the Ruins, Mark for Death, Inspection, A Quick Murder. Bad Schemes Public Demonstration and Occupy their Turf due to low minion count. Frame for Murder because of high henchman count. Unknown Convict Labor, Take Prisoner, Detonate the Charges, Set Up What do you think?
  11. I can see swapping out Secret Asset for something else, but then Lucius is losing his 0 action. My other thought on that upgrade is that for Detonate the Charges and any scheme marker based schemes it can really mess with your opponent's placement. I've gotten 3vp for Plant Explosives by my opponent being too sure his scheme marker drop early on couldn't be stopped. So if I see Detonate the Charges or Setup I'll be sure to take Secret Assets. I forgot they get the focus before they can use their action. Good to keep in mind.
  12. If only we focused on the Child earlier on. So far it seems Neverborn are gonna get her.
  13. Lucius's suits for Issue Command determine when he activates and what he's doing: +Focus - You want to do this to a model who has yet to activate or Guild Riflemen as Focus disappears at the end phase of a turn. But this takes that could be better used for Hidden Sniper. And if your playing Guild rams could be better used for Critical Strikes on other models. +Interact - After succeeding the model can perform a 1 interact. Good at any point in the game. +Defensive - You want this to occur after a model has activated or if the model is in danger of being attacked. Good with models like Guardian and Wardens who have the Grind to a Halt defensive trigger on Df with . But this takes away from to use with What Lackeys are for. Nothing - The worst... You get to perform 1 action whomp whomp. Might as well just walk and use Commanding Presence. So just looking at the list of suits he needs he is already missed the versatility that Hans, Nurses, and Field Reporters have. You don't play Lucius, your control hand plays Lucius. He needed Reference the Field Guide or something that gives him his suit for Issue Command; Discard 1 card and add that suit to Issue Command. Otherwise he is just at the mercy of luck.
  14. 7+ which could drop scheme markers for Lucius's Issue Command.
  15. 20. If a model can be less than 5 pieces to assemble it will sure be in more than 15.
  16. I did well with Lucius at TempleCon when he first came out, but it was before knew his deal and all the Scheme changes. I managed to stack focus on models that could benefit from it the most. It was great when I had the red joker in hand. However, his scheme marker tricks are a lot less useful now. Search the Ruins is the only reason I'd take Legalese anymore. Having his 0 action be a 2ss upgrade is also completely unnecessary. And I'm devolving into ranting about how Lucius is a support master who can't even reliably support. He buffs minion models, but he does nothing to keep them from dying on the field. Even with the Brutal's Conflux for him he requires too many cards and soulstones to be viable. Terracota Warriors and Witchling Thralls are good models, but they don't fix what is inherently wrong with him. I'm happy that Hoffman puts Lucius in a corner in the Wave 4 book. He deserves it... End Rant...
  17. Judge with Unrelenting Leader becomes a very potent support piece. I could see throwing Frank in there with his push/pull. Get witchling Thrall engaged with a heavy hitter. Swap Lucius for Frank with "What lackeys are for" so that the Thrall gets to Ml attacks. Then Unrelenting Leader the Thrall for up to 4 attacks at .
  18. You can also take Perdita's Brutal Emissary for + to the cast so you don't have to stone.
  19. Right off the bat you will have problems completing the following strats and schemes, big thing is strats: Strategies Extraction - Ok list imo. Just because Judge and Frank can hold their own in the center board, but might run into problems if the opponent has more activations/models. Interference - 7 models that are good at killing in melee are more likely to be engaged by the end of the turn. Head Hunter - Good list as Lucius can Issue Command for a 1 Action + 1 Interact. Guard the Stash - Ok list imo. Same as extraction, but better. Joker - Collect the Bounty - 2 Henchmen, might want to rethink this. Both are good, but have targets on their backs. Hunting Party - You have 2 henchman and 1 Enforcer. The Judge will be using his Unrelenting Leader often so he might not assist in Henchman kills unless its Frank or himself. Papa is squishy if up close with his df and wp being what they are. Show of Force - Both henchmen have only one upgrade and if one dies you can't guarantee those points. (3) Neutralize the Leader - Lucius is durable. But if your opponent goes for a backfield support master the melee crew might be a detriment. (10)Public Demonstration - You have 1 melee minion and two support pieces that are squishy. Not a good combo. But Lucius does have a good teleport out of dodge action. (12)A Quick Murder - You are relying on a lot of Melee and if terrain is unfavorable and you can't guarantee it your opponent could move their High SS model away from Francisco, Judge and Witchling Thrall without issue. The Judge and Witchling Thrall are Quick Murder targets and the Thrall will probably go down faster. (13) Occupy their Turf - You have 1 minion model currently that I could see getting to the opposite side of the field easily, the Thrall. Papa might be better replaced with either of the following: Austringer (+1 SS to Pool) - Good at hand destruction. Mounted Guard (+0 SS to Pool) - Increases the charge range of your melee models and can chain activate another model if it gets its trigger off. Hunter (+0 SS to Pool) - Can slow and drag enemy models closer. Debt to the Guild (-1 SS to the Pool) - Increases damage, # of cards, and if model dies you gain a refund of its cost.
  20. 16. Austringers are not powerful because they have a high attack and do damage. Austringers are powerful because three hits with their trigger destroys an entire hand. 17. Two Austringers means war. 18. Having good stat lines means nothing if you don't have a hand to back it up. 18b. With no hand you are basing everything on luck while your opponent doesn't.
  21. Wrath and Sloth are not typical in my Nellie lists because you still pay merc tax with them. Envy is the best as he gives out focus and a Fast Grimwell with focus is no joke.
  22. Compared with other 8SS models Francisco is better in every way. Mainly because of El Mayor's +2 to Df and Wp, but also because he is a powerful beater. His only downside in my opinion is he can become a huge target and he needs Wade In to get Hard to Kill. In competitive Malifaux he is essential in Guild, but if you don't bring him you aren't going to be that much handicapped compared with what other crews can do. As far as Guild Crews go Francisco makes the original 3 masters better: Lady J - Df5 is her downside and she has a Df trigger if she succeeds the duel. So upping her to Df7 is amazing. Sonnia - Df4 is the lowest stat of a Master in Guild (Maybe Hoffman, but he has tricks to swap stats). her only way to up her Df is to use a zero action that can give a bonus to either Ca, Df, or Wp. You'll want to save that for Ca 9 so having Frank is a big YES!. I've been getting some good play with Frank in Nellie as well, because he can get fast to Flurry and move.
  23. Hagisman

    Family

    Nino is one of the better snipers for Guild to take. Better than a trapper or Hans with the merc tax in my opinion. Santiago is the only family member who I've never taken out of Perdita crews. Abuela as well, but I've got no table time with her.
  24. Sonnia's Witchhunters make Perdita's special rounds. Witched Bullets are especially good in game. I'm surprised that there aren't Mercs within the Ortega clan, but from the fluff the Ortegas are pretty chivalrous people who wouldn't be caught dead helping the Neverborn(exp. Tuco and Papa with Mama Z), Rezzers, or Gremlins.
  25. I got a win for Guild. I still don't know what Guild's getting for this aside from maybe being Ruthless/Brutal? I'd really like to see Alt Lawyer Models now with different Mask kits. The Fox Masked lawyer sounds interesting. Like Lawyers of different legal expertise have different masks.
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