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4thstringer

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Everything posted by 4thstringer

  1. There is a good analysis of Guild McMourning on Through the Breach podcast as well. I've tried him a couple times, and since I usually play Lucius, it was so far outside my normal experience that I hesitate to give any advice.
  2. I used Wings of Darkness last night. The flight was nice on Lucius, as he will often use his walk to set off commanding presence and his slow speed can sometimes limit his usefulness. The three cards thing didn't help as much, though it turned one hand from the absolute dregs to a pretty workable one.
  3. Crossroads describes him too. They said he has soulstones in the eyes of the mask, so have fun with that part.
  4. Honestly, I find turf war to at most to be a 1 point swing, so I would pick my group more for the schemes. Lucius can be useful(especially with his upgrade that gives other models accomplice) for getting deliver a message. And by announcing deliver a message, you force your opponent to decide between getting their master involved in taking the middle (which many NB masters want to do) and putting them at deliver the message risk, or otherwise). protect territory is a favorite of mine in general, and a Lucius crew will easily drop the markers needed. Lucius can be a real pain to assasinate or deliver a message to, but you could give him the badge if you were worried about it. finally, I would include Franc to get stuck in with appropriate upgrades and Nino to create a huge anti-interact bubble around Franc to prevent Line in the sand or protect territory. Honestly, my opponents almost never take entourage so I haven't really made a plan for facing it. Round this out with your favorite minions (I like guard, lawyers, wardens or pathfinders) to hang in the middle.
  5. Lucius can take an upgrade to let him include up to 4 out of faction Mimics or Guardsmen. That is how you end up with a mixed crew. For me, my most common includes are Doppelganger, Tannen and Graves into guild, or Lawyer, riflemen with Daschell, or austringers into NB (but honestly I don't play NB all that often).
  6. Has anyone used this with consistent success?
  7. Is the Guild Autopsy playable by guild?
  8. I play Lucius exclusively, and besides the minions (which you certainly want to include) , he is also good with strong but slow models who need some help getting to a useful place. His "Thats what lackeys are for" makes him an awesome delivery device for Peacekeeper, Teddy, Executioner, or whatever other beatstick you want to put into their face. Or with Sam Hopkins so that he is is a spot to rapid fire on an enemy model in the first turn. In fact, you could use Lucius to move Sam up first turn, let sam rapid fire, and then use beckoners to pull him back to avoid him suffering from countercharges. Tonight I am going to try to use Lucius to deliver Papa Loco into my opponent's midst, where he can do massive damage with his explosions before dying a fiery death. (I hope he doesn't read this before I do it). The one minion that noone has mentioned yet that I enjoy with Lucius is the Hunter. It is just such a solid minion.
  9. Agree on the Riflemen daschell module and the guard/Sarge combo. And I like the lawyer as a versatile scheme runner/utility and fees can make people sad face if you put it on their favorite model. I know with Lucius, and I assume some others this might be true too, that Guardsmen almost always earn their 4 points of SS even if they just keep busy a bigger model.
  10. The other thing I think he brings to the table is a decent bodyguard for the riflemen, to keep other models off of them for a while once they close in.
  11. Montressor is defilitely Squishy (santiago with the help of a few high masks took him out at range in one turn despite a black joker)
  12. Sounds like my Lucius Hoard is the way to go. Riflemen, Stalkers, Guard etc. Will give it a try.
  13. Without even mentioning the rest of Jack Daw's Crew, how do you deal with Jack himself? His curses are incredibly powerful and can pretty much take your most powerful or useful models out of the game. He is fast, and with his negative flips on every attack and damage flip against him, he is hard as crap to kill. Any advice?
  14. I don't have time to go full list, but some ideas Lucius is my main master, and I love Recon. If you have him going last, and cheap minions around the boundaries to shift, you can really control the scoring for recon (just stay out of the middle). I like the Hunter's three in push, but be careful not to end him on a line. Guild Sarge is fun for plant explosives, as you can have him throw the scheme markers at already activated model with his (0) Lawyer or Death marshall should be good for that too, because if they kill them, they will drop one. As said above, doppelganger is a delight for plant explosives as well. I may be the one guild player who hasn't really used Death marshals, but I would expect them to be really good in recon as stated above.
  15. I think guild guard halt trigger will make them discard a card to move or charge, but I don't have it in front of me. I like models with area simple duels to drain down cards. Things like the tormento upgrade for the ortegas.
  16. We did a 35 point game the other day which ended up with a really interesting scheme pool. We had plant explosives, spring the trap, LINS, Distract and bodyguard Strategy was reckoning and the deployment was standard. We were only playing 35 points, which made Reckoning almost impossible. We both only brought 5 models. His Jack Daw crew tore me apart. He didn't take a single point of damage, and his curses killed teddy and Tannen in a turn each. In the end, we had to end early after 4 turns, where we each had 3 points (I couldnt get a scheme marker to stay down for spring the trap after using 2 for plant explosives) while he would have nailed at least 1 point for the victory in the final turn, either from distract or reckoning, so I conceded the victory. John (Arli on here) is always a really fun opponent, and it was a really interesting matchup. So my question is: What particularly interesting scheme pools have you played?
  17. I really liked this discussion. I hadn't put much thought into my hand before, and it was really interesting.
  18. I don't think my local meta has hit the faux scheme runner stage yet, but I am afraid Arli will read this and start making me chase necropunks that aren't doing anything important.
  19. Guild Riflemen can get three. One on the flip, two from different abilities on their card. KABOOM.
  20. I used to run a similar crew, and I second switching the lawyer for the Guild Sarge. Bring the sarge and the austringer, as with the right schemes you can switch them in pretty handily. I really like Ryle, but watch out for models which ignore armor. They will chew through him really fast.
  21. You're generally correct. Most Masters have at least a few models that work extremely well with them...and possibly less well with others. Some Masters can field completely different crews every time.....Marcus and Nicodem spring to mind, but there are a few others as well. I would be tempted to list Lucius in on that. I have used him with a large variety of models, and he really seemed to have the flexibility to work with most of them.
  22. I play Lucius as my main master, and Sonnia as a second. I really like the entire Sonnia box set with lucius, as he can order around the stalkers and the condition removal is really nice and Samael really benefits from Lucius's ability to move him around the board, and Lucius gains from Sam's ability to hit like a freight train. I have also been digging the Tannen and graves twosome and doppelganger with lucius, and they play with neverborn too.
  23. Warning: Wave two heavy analysis because I play more wave 2 than wave 1. Just want to point out that Lucius (Wave two) is a scheme guy through and through. He can use his 3 ap to get around, while using his commanding presence to get his friendly models to take extra actions as well. Alternatively, with a mask he can use Issue command to have someone action and interact (great for distract, Ive double distracted in a turn with this one) or that what lackeys are for, which can help get a key piece in a key position while also dropping a scheme marker. I also like Lawyers and Guild Sarges as runners (who are also wave 2). Lawyers have decent speed, defensive stats and a resistance to Lucius causing them horror duels, as well as finish the job. Guild Sargent have their ability to move scheme markers with their 0 actions, which can be extremely useful for spring the trap, plant explosives, line in the sand, and protect territory. Other people have talked about watchers, guild guard and hounds, so I will not rediscuss here. Has anyone used Wastrels for this? What did you think?
  24. I like that as a proxy. Cool model.
  25. I would echo the surprise others have said about melee ability. I prefer my Stalkers in close combat, and though they truly shine at range, both Sonya and Sam can bring the pain in melee. They do lack speed though. As people above have said, the witchling handler can help with speed some. The Hunter can bring speed, as well as pulling models towards you so that you can charge them.
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