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Hunt.er

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Posts posted by Hunt.er

  1. The Soulstone Miner is also a nice arcanist M & SU construct. I currently run with two of them, they are good for several schemes, droppin markers in enemys deplovment zone, being a 3VP "sucker" and can bind some suporting models in the early turns. It can use Soulstone like a henchman that keep him alive for a certain time.

  2. As youre lookin for an additonal guild master McCabe would be nice. He is dual 10T/Guild, so that you can also combine him with your Lynch Box. He is agile on his horse, his totem Luna supports Guild Hounds, wich are Guardsmen too, so they can be hired into Lucius Neverborn crew and get benefits from Dashel and the Guard Sergeant and therefore they will also be a good addtions to both masters.

  3. I would always say 2 Hunters are good to have (how suprisingly^^) and the soulstone miner  is good for special jobs. Beyond constructs the guild sergeant with the scheme marker movement could be an nice addition to your crew, depending on your schemes and strategy. And Taelor could be also a good mercenary henchman, cause she`s very powerful and has good stats.

  4. Lead isn`t toxic as long as you don`t combine it with organical ligands or put it in soulution. Only if you have an allergic reaction on it like many people have against Nickel you have to take care about it. But if your models will be fully covered with color the risks are below touching a grass stalk..

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  5. You should also think about one or two Soulstone Miners. With their "Enemy down below"-ability you could use them for some special jobs. They can use Soulstones also. And The Captain will be a good henchman for Ramos, to pull enemy models into your spider-swarms. His model isnt out yet, but you will find nice proxies for him.

  6. Guard Sergeant and Guild Hounds. The Sergeant  can move the markers at the right place and the Hounds are not only good for dropping markers, but for protect them also, cause they can charge for (1) getting effectively 3 attacks against an enemy close to the marker. Thats why a last standing dog isnt worthless as said above.

  7. I also dont catch those bad mentions about the new guild model stats. The Hounds could be matchwinners, combined with the Sergeant`s schememarkershift the can charge for 1 ap quiet early in the game. Riflemen makes charge actions harmful for the opponent, dashel supports them. Exorcists brings as much fear to Rezzers as nothing else. The Hunters with their mobility and pounce on chest can also marke three attacks per turn, while the enemy model gets slow. And as said certain times above: the ss-pool for usual games was raised from 35 to 50, so the balancing is locked on 50 and not on a lower value. I`m almost happy about the W2 stats so dont nag, just enjoy. ;)

  8. You shoud also try The Captain from wave 2. His Relict Hammer, agility, the upgrates that gives him casting expert and counterspell (ironside OR henchman) are quiet useful.

    The Soulstone Miner with "surprise from below" would give you the abilitiy to asassinate an unit with strong ranged attacks wich will mabye make much trouble.

    Both are only hireable as Acranists, but this is what you can try with the rail crew.

  9. I like Taelor, when she cries "Welcome to Malifaux!"^^. Depending on the opponents faction she really rock the table. As a Hench(wo)man, she can take upgrades, so finish  the job or anything else can do nice things.

  10. U will miss him, if you lost one of the two others ;). And about Hans is to say that he don`t impress me that much as i expected before. He looks fine, but in a game with so much LoS-blocking terrain like Malifaux he is with his very low Wk more a disadvantage than an burner. Its better using the third rifleman or one other guardsman with benefit than the hinking Hans.

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