Jump to content

Lugonn

Vote Enabled
  • Posts

    23
  • Joined

  • Last visited

Everything posted by Lugonn

  1. I've been trying to play Hoffman and I'm really struggling. I am only using Guild models right now and Melissa isn't out yet so that might be a part of my problem. But my turns are so awkward. Here's some of my problems: When does Hoffman activate? If I want to use power tokens then Hoffman should activate at beginning of the turn? But he also doesn't want to be on the front line, so if he activates behind my constructs they block him from moving forward. So he will probably Fast the guys in front. But now the rest of my guys go and move forward (maybe too far forward cause they are fast). The following turn because Hoffman stood in one spot he is no where near the other guys so his 6" Power Token handout is wasted. If he activates at the end of the turn I have a similar problem that if I moved my guys forward they'll be out of the 6" bubble when they activate. Plus he moves really slow and I got to get up close if I want to heal someone. How do I use the Assistant successfully? Should he sit next to Hoffman and magnet him forward then move forward himself? He will get lost behind too, and I really want him healing a beater. I AM supposed to be bubbling with Hoffman right? Right!?! How do you deploy on the first turn generally and what is your turn order when moving forward? I feel like I need to watch someone play him. I just learned from this thread that constructs can target themselves for power transfer for a free 2" push. So I should make sure I always have one token on them. What is a good use for the tokens? This turned into a lot of questions... any advice would be much appreciated.
  2. Lugonn

    The Jury

    Now that the Jury has been out for a while what are people's thoughts on her performance? For me she's been under performing, I did have really high expectations though. How do you get the best out of her?
  3. I learned a lot from the podcast. Need to get my thralls painted before I can try this out. I like the idea of working to attack a players hand. Its a different strategy I haven't tried before.
  4. Amazing job. This is what gets me excited, painted models and great terrain! Question: how did you build the cactus scatter terrain? Is there a tutorial anywhere
  5. Can someone explain to me who and what the Death Marshals are? I opened the box to discover that you have the option to either have regular heads or ghost rider heads. I don't have the big rulebook that has their entry and I want to know the fluff before I decide which heads to put on.
  6. You ranked the Guardian pretty high. I haven't used him much, I don't think at all outside a Hoffman crew. I always find him competing against Frank and defensive is no good against casters going after willpower. What makes you like him so much? I would definitely move Austringers higher up. Even with the nurf its still incredibly useful.
  7. I think Ferdinand Vogel in the new wave is what you're looking for. Arcanist model though but a mimic for Lucius. - Mask gives him the Red Tape like Lucius on his attack. - Mask lets him Push a living model 6" and have that model do a melee attack. - Or if beast mode after an attack the Mask lets him jump 5" to another target and make another attack. I see Jury sliding into a Lucius crew as it has fees that stack with lawyers. If only The Jury was a mimic as well.
  8. I have had my best success with Nellie. I am starting to believe Malifaux is about efficiency of AP use. Using evidence Nellie can use 1Ap to accomplish multiple things. Propaganda can deal damage (enough dmg over time can permanently remove AP for opponent), slow (-1AP to opponent), and push (situationally -1AP to opponent). Most models use 1AP do do one of those things, Nellie just did all 3 with 1AP. But other than Masters, what other models do other factions fear? So far we got Frank.
  9. Master Queeg I have recently started using. Its a 3" push that he can do to a model when he activates and then if you attack your model to do another push. Both ways deals 1dmg.
  10. So to make my opponent jealous of Guild, take models from 10 Thunders! I find that's why people fear Nellie too, bring Nellie and all of a sudden 4 of your models don't have to be from Guild. I agree that the masters in Guild are good and have a lots of abilities. In general all the master do cool things , that's what makes the masters. But I find that non-master models from other factions seem to have so many abilities on one card. If I look at our dogs, what is there to be jealous of? 3pts for an activation, but they essentially a walk, charge, drop scheme. Their claim to fame is that they are 3pts instead of the 4pts other factions have to spend to get an equivalent scheme runner? Frank is probably the best model in Guild, and something other factions should feel envious of. I just need to find something more valuable than Frank for him to protect, he is normally the first target. (I know I am salty, I'm playing games where it feels like there is nothing exciting I can do when its my turn to activate unless I play with my master.)
  11. I've failed to control the envy that overcomes me when I play against other factions. I understand the notion that the "grass is always greener on the other side", but I still can't stop the feeling. When I look past our masters and to the crew I can bring, there is generally nothing there that I feel my opponent cares about. Walk, Shoot. Walk, Drop Scheme Marker. Charge. On the other hand during my opponents turn he is doing all these crazy things that all synergize together. I look at their cards and I am confronted by a wall of text. Built in positive flips, movement tricks, shoot into engagements, summoning and so on. In general I see how efficient other factions can be with their AP. We are known to be the crew that has high damage and lots of shooting but I find every faction has access to heavy hitters and range attacks (cast attacks are way better than guns.) What non-master models can I bring that will make my opponents feel the way I do?
  12. I just read the Samael Hopkins card and he looks amazing. If target is burning his min damage is 5 for melee and 4 for ranged! So it leaves me with the question, what are the ways guild hands out burning?
  13. Thanks a lot guys, this is very helpful to a newer player like me. I love this thread.
  14. Sounds like a good plan, is there a good substitute if I don't own the Thralls?
  15. wanting advice for Hoffman or Lucius game this week. I don't have Frank or Austringers yet and no Anarchist/Neverborn models. Interference Leave Your Mark Dig Their Graves Tail'Em Inspection Claim Jump
  16. Hey guys Dr. Grimwell's Doctor's Orders says "... TARGET A FRIENDLY MODEL within 6" and then move the target up to 4" in any direction... Can Grimwell target himself with this ability? A quick answer would be great, I am going to play with him tonight. Thanks.
  17. Hey guys, I want to start using my Lawyers again and wanted to know what the best targets are for Special Damages. The ability gives a Fees +1 condition onto a target that makes them take 1 damage every time they deal damage. Anyone have some good stories where this ability really came through for them?
  18. What do I need to buy in order to get the cards needed for the Brutal Emissary. I am going to use an avatar model as a proxy but I still need the cards. Thanks!
  19. Its so hard to move away from Lucius, I just like the fluff so much. But if its been this long maybe I should move on to another master. I just read a spoiler for the Thrall and it looks very promising. Probably won't come out though for another 6 months. My hearts breaking about these Riflemen. I don't remember how I got the impression that they were a Guild staple. They are dealing great damage in the 2nd and 3nd turn but after that your right they don't do very much. Thanks for all the advice guys, lots for me to chew on.
  20. Hi guys, I have been playing for half a year now with Lucius and I'm really struggling. I need a little help on what direction I should go. My problem seems to be I don't kill very much and most games I am left with 1 or 2 models on the board. I am trying to win on schemes but towards the end of the game I have very few models to play with. What are the must have Guild models that are good in every crew? Are Rilfemen still good without Captain Dashel? Do people run them as threes or just a pair? Whats the most powerful non-master killy model? Like a high MI and damage track. What are people's experience with Guild Hounds? Do you need 4 to make them worthwhile? How many models/soulstones do you generally dedicate to scheme running? What are the best scheme running models for Guild? How often are you using a soulstone to redraw 2 cards? I feel like I do it almost every turn. What Guild models are good without Rams? I find all my models are Ram intensive. What are the 3" range models? I know Guardian, is there another? What are the best models for pushing / pulling in Guild? Favorite synergy between crew that's fun to play? Sorry for the long list, any help would be much appreciated.
×
×
  • Create New...

Important Information