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HowNot2Wargame last won the day on September 21 2014

HowNot2Wargame had the most liked content!

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About HowNot2Wargame

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  1. Yeah when you obey, they drop their own scheme marker as they are still friendly to their crew. Nellie dumps on that with her exclusive interview and you can control whatever interact it will be. So much fun if I could find someone playing showgirls who hadn't realised that,. I don't like gotcha's but I couldn't resist that one...
  2. So not sure how useful but.... Steamfitters with Hoffman look ok. Drop, Walk, bonus to drop if I have a card or scrap nearby (If I have read it right?)
  3. I am now verging to play Sonnia in Turf War and Plant Explosives, and then Lady Justice in Corrupted Idols and Reckoning. I think both crews with some versatile models can handle vast majority of schemes. what do people think?
  4. I’ve never summoned with her, but threat of it has been really useful
  5. Yeah would be for you with your painting
  6. So I have been playing through all of the guild crews during beta, and it's come down to me thinking that if I just want to play one crew and learn it inside out, its either Lady J or Sonnia. I can't decide so please help me choose. Which one would you use if you could only play one of them into any strat and scheme pool, and why?
  7. Don't underestimate the Lone Marshall's shoot 7. It helps so much in getting damage through.
  8. Also the distracted is handy to put people back in the box. Need to get them in when acitivated so they activate and then you can shut them back in. +1 to the points about it being more of a scoring tool rather than a denial of ap tool. Also allows me to hum 'man in the box' by Alice in Chains each time I use it.
  9. Oh hadn’t realised that, that’s for highlighting
  10. People underestimate how great loot their corpses is in making sure you can get cards in your hand from the start. I've regularly been using 2 stones for cards to help get 13/12 for Executioners or Mounted. That does require quite a bit of hiding of Dashel and Quueg but that is sort of my play style with them (using 'Guard' for turf war primarily). I am also quite happy a couple of dogs going out to pick up corpses before they die for me to resummon on a later turn if needs be (however inefficient that probably is!). I agree with you on guild and speed, especially the list you have already. For example in my most regular Master/Crews Dashel/'Guard' = I usually start with two mounted, and then think of Rifleman/2 hounds or double rifleman with hounds being summoned as first port of call. Hoffman/'Augmented' = I usually start with double Watcher and Double Hunter, then build from there. If board terrain is sparse then I do have to say Watchers get dropped. Lucius/"Elite" = I find two Lawyers help to speed up most people, but I do find Pale Rider comes into this crew more times than not. Sonnia/"witch hunter" = I'm usually using her for Corrupted Idols and while yes I sometimes get Stalkers up early if terrain allows, not usually using speed in this crew in fairness (it does have it). I think there has been quite a bit about the slowness of Guild compared to other factions. I think this is more about our lack of 'place' abilites, but I think this is part of the jack of all trades, master of none nature of guild. Most models can flex, but they are never going to be 'the best' in their field. What we do have as listed is raw speed, and when we do get a place it turns out pretty strong like Lady J :). Only thing I would say that Watcher on a board with suitable cover to hide is worth the 4+1ss due to its flight/place. That is really dependent on board as even with Arm+1 it dies to a stiff breeze. Hope this helps? Thoughts?
  11. As a great philosopher once sung “free your mind, and the rest will follow.”
  12. Nah I think posi’s are same as stats and vary
  13. Thanks @matt for the clarity and thanks @Dark Reaper and @Edegan for the discussion. That was really useful for me at least!
  14. Hi @Edegan - Interesting point. Saying that I am not that means you need to take an action within an action. I *think* elsewhere in the book (forgive me, don't have it too hand at work to check/point too), it does say an action needs to be completed before the next action starts. Hence you complete the action, but the result of the action is then to take the action. If you do get nested actions, then this probably does need to be clarified in timings as obey is fairly common action. Hopefully it doesn't involve If statements.......
  15. I agree with Dark Reaper. You need to resolve the first action before you start the 2nd (even though its the outcome of the first). Happy to be corrected if people have other points.
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