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PanzerHarris

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Everything posted by PanzerHarris

  1. In a Perdita crew you're not struggling for killing power so having a denial piece like Dade doesn't cost you much. You may not be able to keep up with the opponent's scheme marker game by dropping your own markers, so play dirty and make them pick their markers back up again... Field Reporters can play nicely into that with their ability to flip enemy markers into friendly markers. If you don't need Perdita's Trick Shooting you can Hero's Gamble to try and boost your cards in hand once you're done deleting models.
  2. I've been experimenting with Perdita lately. Recently I've hit a couple of wins by using her and Francisco as an early 1-2 punch - with Fastest Draw your odds of winning initiative are very good, and Perdita and Francisco using Companion are quite capable of pointing at an enemy model and killing it, whilst being able to take a couple of punches in return. I like having the Nephilim and Granny around to pull them back out if things get too hot. The rest of the crew needs to be built for schemes. I have started getting mileage out of Santana standing next to Jury though - Santana has a trigger to keep shooting on a mask and I'm happy to throw rubbish cards to keep going, whilst Jury healing those two wounds on Francisco or Perdita can keep them going a lot longer than they should. To tell the truth I prefer to use Allison Dade with Transparency over Phiona, to drop scheme markers for Dig etc. She saps AP from the enemy crew and can do so from a healthy distance, with potential healing too. She also gets use from those dogs you may or may not have running around too.
  3. Speaking personally, I'm glad to see buffs spread liberally across the faction. Hoffman is now much improved at the hold ground role I used him for anyway. Justice is much more flexible when it comes to where she applies her violence. Lucius and his deep pockets and Dim Bulb are great. McMourning allows me to throw Sabretooth Cerberuses back at Arcanists. And so on. I've said many times that I still don't agree that Nellie is the be all and end all. She's 'Guild lite' - you can get a taste of our best models without having to adapt to the playstyle. For me she's just a tool in the box. But it's a tool that I might use a bit more given the fact that she can now rewrite schemes, so if a gamble doesn't pay off you're not up a certain creek without a certain implement.
  4. A timely Shield Bash to knock a model away from objectives can be amusing. If the opponent isn't expecting it and doesn't have a card to stop you it can cost them VPs.
  5. Witchling Thralls were seemingly designed for Lucius. They will automatically pass any Horror duel he makes them take, they're Minions so he can Issue Command, and then if he uses any scheme marker shenanigans they can attack when a marker is dropped nearby (once per turn but it's still cool!). That means under his tender ministrations, you can have one of these things attack 5 times in a turn (its 2 AP, his Horror duel walk, Issue Command, and then order someone to drop a nearby scheme marker) and it can do so at positive attack flips if he's nearby. He wasn't able to order Austringers around pre-errata - he can now. Those birds are still as useful as they ever were. I was put onto Guild Pathfinders by the Scottish Wizard Dave Laing. They work well with Master Queeg who has a similar I'll-walk-over-here-and-you'll-do-something mechanic with Minions and 0 actions, so Queeg can walk and make the Pathfinder summon or move traps, then Lucius or the Pathfinder itself can get more work out of that potentially armour-ignoring musket. Plus traps are great for Devil's Deal damage if you can't find anyone else to take it. Have tried a Rifleman line that actually worked. 2 Riflemen, Dashel and Queeg. Queeg walks twice, orders both Riflemen to Focus for a 0 off Dashel's aura. Queeg is a Guardsman himself so counts for the Riflemen Firing Line ability. Then the Riflemen can activate, take a Focussed shot at double positive to attack (Dashel giving an extra positive) with 14" range at Sh6 and a now 3/4/6 track, Focus for a 0 off Dashel, then shoot again. 4 of those hurts, and that's before Lucius orders more Focussed shots. Be prepared to use Dashel and Queeg to keep enemy models off the Riflemen though - Queeg's whip with its built in push is pretty great for that, as are summoned Guild Guard to block attack lanes. Guardians can give a lot of beef to a Lucius list. They can't be Inspiring Presence-d but they can be Issued Orders and they can receive the positive flips to attack at Ml7. And their Protect (double defensive to target model for a 7) is great to look after a vulnerable target. Of themselves Df6 with Armour and Grind to a Halt, they can stick around if you need them to. And all of that is just the Guild tech, without touching on Changelings for amusement value and Terracotta Warriors for swapping around Lucius' upgrades so he always has the right tool for the job. The key to any support Master who gets more AP out of their crew is to make sure you have actions in that crew that are worth taking.
  6. Just to confirm - it says on the page that it's a fully painted event. Is that definitely the case please?
  7. I speak from bitter experience of having way too much similar card luck. My decks are renowned for going 'oh no you don't!' to me at crucial moments. For that reason I will always Flurry given half a chance. Hoffman or McCabe will make Lord Stompy Bits (that's what I named mine!) Nimble for that reason. If I can make him Fast, then I'm very happy to harpoon my target first, drag it in and THEN Flurry. Don't underestimate the psychological effects of knowing you get 3 strikes with something that hits as hard as the Peacekeeper. I frequently have opponents refuse to throw in severe cards on the first couple of hits on the basis that there's many more to come, so moderates may well be enough. And don't forget the immutable laws of attacking a low Wound model with Flurry. Yes, you could kill it in one shot. And if you Flurry it will die first shot. If you don't Flurry, it'll survive the two normal attacks and you'll feel really rather stupid...
  8. PanzerHarris

    CANCELLED

    As we're 2 weeks away and not a single sign-up or confirmed attendee, reluctantly I've decided to cancel. Will have to think of something else!
  9. Paid up. Will try and herd the rest of the Squigs into doing likewise!
  10. Still not a choice for me - Badge of Office all the way. End of turn 1 I normally have Lady Justice embedded in the enemy crew having made her first kill. She needs to survive that top of turn 2 counterattack and then she can get back to killing things. The only way that happens is if you have the Badge. Counterstance is a massive help but a determined enemy will still get damage through making the Badge a necessity in my experience. It also protects you from that horrible horrible moment when you miss the Acrobatic Assault attack and don't get Counterstance.
  11. Deal! Will pay up on Friday and be there Sunday. Drop me a DM if you need terrain. My stash of 6 tables can be called on if necessary.
  12. Allow Broken Promises, I'll come and bring a car full and probably so will Harrogate. I don't buy the preparedness argument - that assumes people immediately study and learn everything they could possibly face when the book is out. Trust me - they don't. I own the book and I've only studied my faction's new toys. The try hards who will study can do so now courtesy of all the forum threads, pictures and leaks that are already in circulation... Most of us learn in game and that might as well be now as an arbitrary two weeks. Anyway. Your call. 😁
  13. It's OK. Baby Squig is still around to put Sidaway in a corner.
  14. And the Squigs team that kicked your arses will be as happy to deface your merchandise as we were your title bid.
  15. That's why I'm testing GG18 so hard. I don't want us left in the cold again...
  16. If I want Sandeep dead I don't find it too hard to accomplish - there are much more difficult Masters in the game to kill. He looks tough on paper but having played with and against him, he really isn't. That said, I'm not trying to push particular strategies on anyone. I just wanted to make the point that we have an answer to anything. Guild are not the pushovers or laughing stock we maybe used to be. And we certainly shouldn't be worried about our abilities on the top tables. Those are just fine thank you.
  17. I'll admit that towards the end of last year, I felt like playing Guild meant having one hand tied behind my back. We couldn't really hold ground, we struggled with scheme markers and marker manipulation, and we didn't have a lot of the finesse plays that a lot of the other factions did. At the moment though, I'm the most excited I've been to play Guild since that first glorious tournament I took Lady Justice to. Between the upgrades and our new models the gaps have been filled in the lineups and I'm not worried about taking on anyone with anything. The Masters I've been getting very strong results with lately (Justice, Hoffman, Lucius, Sonnia) got even better, McMourning and Perdita have taken huge steps forward and I can't wait to break out Rollins Black (alt McCabe) again. Probably the most important part of this is Lucius' elevation - we have a schemer now who's a damn good support master too. I don't buy the worry about difficult matchups - there are ways to win any game, even one that looks tricky on paper, and one of the key things with Guild is to remind the opposition how much we can do. Sandeep is incredibly squishy; players around me are actually hesitant to drop him against Guild because we can reach him and kill him. Hamelin can have all the activations he likes but it doesn't help him when Sonnia blows all the rats away or ranged threat takes out the lynchpin models like Obedient Wretches and Stolen, or the Hoffbots heal up the one or two damage a turn he's able to put on them. And summoned Bayou Gremlins make Guild Guard look like bastions of invincibility. It's worth taking Trappers or Pistoleros or even Riflemen to deal with the weakened summons whilst the rest of your crew scores your points. I'm far too erratic to be a top player - I have events where I'm too rubbish to win the spoon, and others where I'll roll over ex-Masters winners. But Guild have a lot of toys worthy of respect on the top tables, and they're not all that annoyance Nellie Cochrane...
  18. PanzerHarris

    CANCELLED

    Quick update - Wyrd have said I can count this as an 'organised play' event, so there will be a prize pack ordered and raffled off along with Guilders for everyone as a thank you. We will be using the most recent version of the GG18 pack, and I will make sure copies are available on the day.
  19. Or just use the excuse of crushing Guild bureaucracy. It's going to be a while before news reaches most of the outposts in the city. They can't automatically revoke his documents so they'll still look valid. That's the excuse I'll be using! Means I can't really justify Judge alongside him any more but I'll cope.
  20. Sorry, I don't ship to Russia. Customs clearance takes so long that buyers always open claims.
  21. Update with sold stuff and added Ressers
  22. My answer in Recon used to be McCabe and his dogs. Still is in Interference. My usual build sees McCabe and a couple of beefier models tasked with hunting down opposing models whilst the Guild Hounds and Luna go between table quarters as needed, scheme running if necessary. Taelor usually makes an appearance - Welcome to Malifaux means opposing summoners are very reluctant to summon in an area she can reach, which can stop them trying to take a particular table quarter. Badge of Speed and the accompanying pushes really help her mobility and a 3" reach is golden in Interference. Brutal Emissary will start appearing too I think. I like the idea of having Loot Bag in case an important upgrade gets lost, or if I need to change up in a hurry I can swap it out for Elixir or Cloak. Genuinely think McCabe is the best master for taking weaker models and making them perform way above their cost, and that's what we need in the absence of a true summoner of our own.
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