So I've been thinking about guild lists that get up into your opponents faces. Mainly for things like cursed object, turf war and plant explosives, but also because that suits my playstyle. It struck me recently that guild isn't too bad at this, with a couple exceptions
Augmented- between the give out of fast from Hoffman, and the speed of the watchers and hunters, and even the bunches of 2" pushes you can make, this crew can move up pretty quickly . If that wasn't enough, guardian throws can speed up anyone.
Elite- dependent on lucius, obeys and investigators (which pair delightfully with false witness), this crew is mid range for this I'd say.
Marshalls-imo the slowest bunch. Only lone Marshall and lj herself buck this.
Witch hunters- Sonia herself doesn't mind lagging behind. The handler helps get witchlings upfield, and the sanctioned spellcasters can move when they need to. Sam is also deceptively speedy.
Family- the push when focusing makes this not a standard gunline, but still rather slow overall.
Frontier- much of theirs is how far they start upfield, and the Pathfinders little push.
Journalists- kind of mixed again. The field reporters can really move, but this crew as a whole doesn't get going very fast.
Guard- mounted guard and queeg can do a lot of work to speed this crew up. The Sarge has that +1 move bubble, which is nice too. The mounted guard are especially interesting to me because if you use queegs push to get 2" up from a model, then place them on the other side of you, you are looking at guardian levels of speed. And then a second can help you get further upfield. Don't sleep on the dispatchers consolidate power to move upboard too. I think this one (which is what got me thinking about this) is the one that could use the most care and practice before use.
Versatile- the pale rider can do similar things to the mounted guard in early turns. Grimwell Has a decent push too
Edit: I forgot the whole point of this.
Am I wrong? Tell me what I've missed! Or am I a crazy person?