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HowNot2Wargame

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HowNot2Wargame last won the day on September 21 2014

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About HowNot2Wargame

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  1. will wait to seem deployment, terrain, schemes and strategy before picking master, but then most masters I have a core which then build/adapt to the pool.
  2. So I think you are right that you want to plan out which sections of the board you need to control and when, and if this is the same for your opponent. For example in Turf War I may want to turn my back two markers early, but fully expect them to be neutral/enemy controlled by the end of the game. By that point I should have centre then as many of the enemy markers as I need. How you are going to do that is really going to be crew vs crew dependent. For example a few models scattered around which can do mass pushes to get everyone away for claim jump. Hence in your example that may be something to bear in mind on the strength of taking claim jump or not. If we both have breakthrough, I may need to get a model there by moving, they may have models which can 'teleport' there. Hence they are not going to need to provide a 'safe corridor' for their model. Hence the premium placed on Soulstone Miners in Arcanists. In short I think it's always worth evaluating these questions during deployment, and making notes as such to reflect on with a specific crew. However I think this needs to be something you iterate on with a specific crew, rather than able to build a general framework if that makes sense?
  3. I would personally take Perdita for a 2nd Master as you get similar dmg from distance (more focused then spread out sure) and Kicking Cans can be a total life saver, and probably more useful in guild then summoning witchlings personally.
  4. I've found quellers felxible enough to run down flanks with a Sanctioned, allowing me to get witchlings, handler (s) and Sonnia down the middle pushing the crew back. I also really like the crew for any corner/flank deployment as the range on most models allows thern to cover each other and always interact with the enemy crews. +1 vote for keeping Sonnia back a bit throwing fireballs, but people will always try to close on her and her healing sword helps a lot personally.
  5. 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...
  6. 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?)
  7. 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?
  8. I’ve never summoned with her, but threat of it has been really useful
  9. Yeah would be for you with your painting
  10. 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?
  11. Don't underestimate the Lone Marshall's shoot 7. It helps so much in getting damage through.
  12. 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.
  13. Oh hadn’t realised that, that’s for highlighting
  14. 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?
  15. As a great philosopher once sung “free your mind, and the rest will follow.”
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