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4thstringer

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Everything posted by 4thstringer

  1. Lucius is a full on dual faction master for guild and neverborn now. He can bring mimics and guardsmen with him to either with his surprisingly loyal upgrade. His shtick is more ordering his minions around than anything in 2E. His That's What Lackeys Are For ability is my personal favorite, but his Commanding Presence is key to how I play him too.
  2. I'm digging it. Out of curiosity, do you not like the emissary with Lucius period?
  3. I've been wracking my brain trying to figure out a way to get good value out of the emissary. He seems to often not earn his points for me.
  4. When I was thinking about this kind of thing I wondered about friendly obeys, but I didn't think of abuela.
  5. Well that's what I get for theoryfauxing from a road trip without my books in front of me.
  6. I think I was thinking of a beta version. This will need a Austringer to have the trap drop me a marker.
  7. The trap is to give a spot to fling howard up to, friendly model and all. Emissary ends up next to papa, so he can fling him up to suicide bomb after howard activates next turn. The main gain from this is howard is up there to attack first turn, having not activated yet. It also let's you create havoc in their line, while keeping howard back. Edit: I've also considered killjoy in this, but at that point I think that's literally my whole crew.
  8. Copied from a Facebook conversation : "So I figured out what I am supposed to be doing with the brutal emissary with perdita and hoffman. I call it 1st Turn face wrecking. Here is the hoffman version. Package for hoff: BE, howard, Clockwork trap, papa, frank. Papa activates and powers up HL, frank does the same. Hoff activates, gives HL armor, loops in HL and BE, and tells the BE to box HL. Activate and do turn as normal, but make sure he ends up within 3 of papa. End of his turn hoff gets placed base to base with the Clockwork trap, allowing HL to show up, in charge range on 1st turn, while armor 2, Def 8, wp 8, + Damage flips." It's been pointed out to me that this is vulnerable to bj flips. Other than that, what do you think of this. I figure I could send papa in a similar manner, though less protected turn 2, once the opponent has bunched to deal with langston. Edit: as pointed out below I wound need an Austringer to make the trap drop a scheme marker.
  9. It sounded like you said that if you are shooting you don't have to take a horror duel for shooting at a terrifying model. That is incorrect. I could have misheard you though.
  10. I don't have the book myself, but someone in my group told me you could buy the upgrades that expand your crew selection early. Thanks for the heads up on Langston.
  11. Heres what I am thinking for mine, I figure I can make some people miserable with it Ryle [10] Arcanist assets [2] Howard Langston [12] plant evidence [1] Watcher [4] SS Miner [6] Call me crazy, but I think my opponents will be so distracted by the Ryle/Howard that my 2 schemerunners should be able to get done most schemes. Recon may murder me, but otherwise I think I can make this work. EDIT: fixed Langstons cost. Thanks AV EDIT 2: Arcanist assets will only be allowed if we house rule it to such. My bad. This is of limited help to everyone.
  12. Toshiro, fingers, apprentice wesley, lenny, Lady Ligea, abominations, models wtih fears given form or that damaging resser aura, sebastian, Jakuna, That oni that makes hazardous, Sue.
  13. So a couple question about Guild in SL. Any changes to our beta models? What do you look forward to using?
  14. The spider swarms are great if you can power loop them in with a ML 7 model, because their trigger to keep attacking becomes vicious.
  15. So many auras that are worth getting rid of, dampening field is where it's at. I like plant evidence a lot, finish the job is so versitile.
  16. What combos or lists do you like to use in guild which makes you different in your Guild crews? I'm looking to break free from my current listbuilding ennui and stagnation. One that I heard on a podcast (don't remember which one) is running more than one guardian with hoffman. It seems crazy to me, but I think I will have to try to get a second to give it a try.
  17. With Collodi you can give the 0 to a bunch of puppets. That makes s slippery crew more slippery.
  18. I need to get of metal and flesh.
  19. Funny you mention Molly, I have only faced her once, and it was a disaster. I didn't really pt together how she worked until it was too late, and I got crushed. I just had a tourney game where I accidently killed Lucius with the Daw's Curses that were on him. That ruse (completely unintentional by me) saved him from spring the trap. I'm going to assume he was fixing his alibi now..
  20. I don't have my books to compare other minions, but off the top of my head i puts them in the same category as Young Nephilim and Tannen, both of whom I consider fragile when I use them. They are the points they are because their offensive and tactical abilities are top notch, but it is important to know their weaknesses if you are going to use them properly.
  21. I think I said this in the gremlin thread, but I will repeat it here. I think part of the reason for the perception that guild minions are fragile is that the most popular ones, the Death Marshalls, the Witchling Stalkers, the Riflemen, and the austringers all pretty much are. They are two hit deaths for anyone with a min damage 3, and with a def 5 that is going to happen often. This ignores some of our tougher minions. The hunter is the most commonly taken one, but for a seven stone model I wouldn't call it very tough, The warden/guardian and the lawyer are a good bit tougher if you have the cards/suits to spare. The guild guard, especially in twos are a wonderful road block for 4 points, with their armor and 5 wounds. and of course, as was said earlier, shooting is a big deal and should be considered when thinking about the survivability of a model.
  22. An important note, guild guard are a decent toughness for their points, as are lawyers if you are looking for more survivable minions.
  23. That trophy is going to look soooo good on the haven's wall.
  24. I like the idea of making his 0 work with any scheme marker. would give good synergy to Lucius's thats what lackeys are for, Mcmornings ?inject? and would let him run in to avenge models with finish the job, which feels poetic.
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