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Mxbedlam

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Everything posted by Mxbedlam

  1. I agree on using the Steward, just not sure using it on a doggo is the right choice
  2. Can't discount Detta in that too. She can peel something off of Basse and do a decent hit on them after they hit her, then a domadores finishes them off and heals her back up
  3. If Dash could blow them up like Somer does bayous and just get soulstones I'd be down with that. Normally though a summoned Sargent, Warden or Rifelman will do more work over the course of the game though. It is worth noting that you can summon anything else AND a dog if you need just to get the extra activation/ soulstone later on.
  4. I agree here as well. I generally hire in a mounted guard with No Prisoners on it, but I can see the summons. I think you can't quite discount hounds though. I don't know about summoning them with their mindless + slow, but 3 stones for a walk 6 significant model is damn good.
  5. Good to know. I really want it to work but man 2 cards feels rough unless the drop it triggers are just rolling out with the steward nearby.
  6. I agree. Unless the minions you are summoning are insignificant then summoning easily killed models feels like feeding your opponent points.
  7. Dashel Barker, guild's summoner. Guard Keyword Pros: Solid Tool box of models, Fairly sturdy master with built in LLC no upgrade needed, Crew grabs all the soul stones, very mobile, good access to fast and focus. Cons: Card hungry, needs enemy scheme markers to summon, very fragile models for the most part, lots of soulstones but only 2 soulstone users. Common keyword abilities: Pursue gives all guard models +1 to duels when their target has already activated making some models stat 7 on attacks! Loot Their Corpse eats corpse markers for soulstones. Two very solid abilities all around. Dashel's role: He is a mid table commander, who wants to get to a position, hold it and command his minions from that point, making him a solid choice for Turf War as he can command from the center point. Dashel wants to come into a scheme pool with lots of scheme marker heavy options, especially near the center line, so that he can force opponents to scheme choices. He's no slouch in combat either, not a true brawler but able to hold his own for a while. Dispatcher: This guy does a couple things for you, 1) he's a potential to summon off of in a pinch, 2) he stops your crew from being pulled around the board, and his consolidate power for a 5 masks gives you an enemy scheme marker to summon off of that doesn't hurt him Queeg: At first glance, Mr Queeg seems frustrating, giving a fragile crew access to fast for 2 damage seems harsh, but fast on models who are probably going to die in one shot anyway isn't losing anything especially as they can usually concentrate as a bonus thanks to Dashel. Add to that a 2" engage attack with some very strong triggers and one of your only models that can use soul stones to gaurantee a Drop It trigger makes Queeg fairly essential to the crew. There's tons of minions to summon, I won't go into them all but there are a few fun tricks to use. Guard has a ton of good models to be used in the right situations and at 8" on his summon the Captain can get models like executioners into the mix very quickly. Guild Steward: This guy might as well have Guard on his keyword. He's essential. Offering focus and heal to make Queeg's fast aura even better and protection money to turn that 5Masks from Dispatcher's Consolidate Power into a drawn card as well, not to mention all the drop it triggers. The steward is almost essential to get the crew's engine online and your opponent will think twice about killing him with his disturbing demise ability Pale Rider: More Mobility and unstoppable after turn 2, no should be surprised that this guild staple gets added to the list of common takes. Death Marshal Recruiter: Ok so this guy is a bit of a hot take, but for the (somewhat high) cost of 2 cards if a Guild Guard Patrol takes a hit and dies you can ditch to cards and turn it into a somewhat hardier Death Marshal. Its a fun trick but the crew is pretty card hungry to begin with. Good take if you think Tara or MIsaki might show up as he can attack buried models. Domadores de Cadaveres: Your Exectutioners will be engaged. Domadores can heal them and damage the enemy. Win/win. Jury: anti summoner tech. Playstyle: If you play Dashel you have to be willing to lose some pieces to gain advantages. His summons are often either pawns to take the hit or ballistic missles to go after a problem. There's very little resilience in the crew so you have to be willing to sacrifice some good soldiers for the cause. You should be very aware of the scheme pool, your opponent will be. If there are 2 scheme marker schemes then your opponent is either giving you free markers to summon off of or they are skewing towards other schemes. Removing choices in the pool is a very powerful tool. Any other insights? Disagreements?
  8. Basse with LLC is a tanky bastard. Top him off with a steward or a domadores to help him heal up and he gets even tankier. The combo of him and reichart into an unprepared crew is a lot of actions wasted trying to remove them.
  9. Spoilers for the Guild book ************************* ************************* ************************* ************************* Collodi is currently a head on a desk in Lucius' study.
  10. Making the subjects even more of a frustration to get rid of. SO you got this nigh immortal exploding chicken in your crew, and if you try to kill it, it will just keep exploding on you. If you push it away, it charges somewhere else AND Sparks can sneak in close and stop them from targetting models in range to heal or push out.
  11. I bring Gracie to help tow Z up and be a body guard as well
  12. So the Swamp witch has a lot going on and a bunch of people feel like she's OP and not fun to play against atm, but GG season 0 might have fixed that just a little bit. How are you playing Swampfiends and what are you bringing from the Neverborn side of the keyword into your lists? I almost always bring a Will O Wisp with me and Grootslangs are pretty strong as well. Bad Juju is a very strong with Zoraida even though his crazy low Df can really make him a target.
  13. Thats where Lenny and Criers come in. They can obey or toss the Subjects to get where they need to go.
  14. Nah. I think the 3rd Subject is more versatile than the Pult. The alpha strike might not be the right way for this as its a bit all in. Instead wait for them to position for you in turn 2 when you have everything ready to go. That way if you need to send a subject running to scheme run you can. and Banjo is needed to move EVERYTHING up all at once. Plus condition removal. That 2 inches on all your models makes a big difference
  15. Make Me Proud (Bayou) Size: 50 - Pool: 6 Leader: Som'er Teeth Jones Totem(s): Skeeter Skeeter 2 Hires: Test Subject Test Subject 2 Lenny Jones Sparks LeBlanc Test Subject 3 Gremlin Crier Banjonista References: Drunk and Stupid Good Ol' Boy Spit Hog Bayou Gremlin Gremlin Crier Banjonista Skeeter To just go all in on this stupidity.
  16. ooooooooooooooooooo I didn't even think about that bit of Jank. OMG ❤️
  17. This. It just jitterbugged around the pit trap in the middle of the board the whole game.
  18. Mxbedlam

    Sparks

    I suppose its a matter of stop theory faux and just get him on the table. I do think he is a Huge counter pick vs Mei Feng. Probably against Hoffman too, no power transfer makes them real sad. As far as Lucius goes, I don't know that Sparks has the movement to get close enough to matter but I could be wrong. Either way he is definitely a model they have to get rid of. Perhaps it'd be worth the Ghillie suit to keep him disguised?
  19. Mxbedlam

    Sparks

    You are correct. Sorry I read that as you obeying your big beaters.
  20. Mxbedlam

    Sparks

    Can't blast off friendly models, even the upgrade doesn't change that.
  21. I finally gave this list a test run tonight: Mah, Lass, 2x Test subject (coffee), 2x Rooster, 2x bushwhackers Game was: Flank, Idols, Assassinate, Deliver, Detonate, Claim Jump, Dig Graves Vs Tara I took Claim Jump and Dig Graves. The plan with the test subjects was to put a Trap in the middle of the board and Claim Jump with the Test Subject and just have it jitter in the middle for the game. The other was meant to go chase down idol markers. I lost the game, but the Test Subjects were phenomenal. At one point I had a test subject up to 22 DF which is hilarious. He attacked Nothing Beast and never once cared about theTerrifying check. So, I think this is a solid tech piece to add into a Tricksy crew when you want to hold a point forever.
  22. Give 2 Warpigs coffee and watch them smash into your opponent on turn 1. Its fun, especially if you managed to save your high masks for the occasion.
  23. Mxbedlam

    Sparks

    If he wasn't a paper bag stuffed with other paper bags already soaked in kerosene I could see that. Unfortunately, his counter tech wants him to be close up and he has no ways to keep himself alive once he's in the mix. At most he wastes 2 AP from their big beater to get taken down and then its business as usual. Doesn't seem worth the stones unless you are using him as a demolition expert with stuffed pigs or bayou gremlins.
  24. I start him with min 4 stones just because you really want those early drop it! triggers from Queeg or Dash so you have enemy scheme markers to summon off of. Drop It! Is probably one of the most important abilities/triggers in the game for Dash
  25. Arcane Reservoir alone is worth it, but I can think of a hundred other things that he does, like turn off triggers, end conditions, hand out focused. Give enemies stunned, give enemies slow, push damage on to pigs who will just heal back up or become convenient scheme markers. Brin is hands down one of the best models in the game.
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