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4thstringer

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Everything posted by 4thstringer

  1. Haven't played him with NB but have had some success with him in my local meta. Here is what I have liked about him. 1. The ability to use his "That's what lackeys are for" to deliver a tank or beatstick to the front middle of the board really quickly. 2. Being able to activate his different minions around the board extra times gives him a really long reach of influence (especially with minions and guardsmen) EDIT: and can change the calculus of "can that model effect me this turn". 3. He is pretty darn hard to kill because he can for the most part hang back, and even if not is hard to hit. 4. (and I haven't done much of this yet) Getting to bring Doppelganger, Tannen and Graves or Candy can give the Guild a really different feel. 5. Using the Commanding presence to move your austringers up first turn often means you can get a couple rounds of hitting opponents with them before the crush engages. 6. Oftentimes I have the most effect with my minions with him, especially lawyers, riflemen (with daschell support), stalkers and Guild guard. This can be damage, bodies in place or interacts, or clogging up the works.
  2. I've used a Warden in a couple games, and the paralyze simply hasn't been a factor yet. I'm still hoping though (and I love his armor trigger, though he often competes with Ryle for tomes for me)
  3. I started with him as Guild, but I have been feeling the pull to the dark side as of late.
  4. The more the merrier. I will be there, and the Haven is a great atmosphere to play.
  5. So I was listening to the Malifools and Joel has suggesting that every master was able to handle every scheme pretty much equally. As a part of this, he noted that duel faction masters often need to use one faction or another to have the flexibility to cover all the schemes. So my question is this- With Lucius, if you had the chance to choose the faction after learning of the strats,what kind of build would you use for each Scheme? 1. Recon 2. Squatters rights 3. Turf War 4. Reckoning 5. stake a claim For the life of my, I cannot think how I would do Lucius reckoning without feeling like I was at a big disadvantage.
  6. Moxy- We had a great time with it, thanks for creating it. A few observations 1. people tended to cheat down to keep from killing each other's models on the kill flip 2. A person with an easier early set of games (myself) was able to quickly get an insurmountable lead in SS's, so we capped it at 50 and allowed the additional stones to be used as a sideboard. 3. If you have one individual who is timid and tends to run rather than playing it out, the 5 SS you get towards your crew was a huge bonus (I was able to depend on 6-7 SS increase in my crew every game after the guy I played the first two rounds made a run for it) 4. the areas which are group specific, like the gremlins areas,and the ressers areas tended to be the ones most often attacked (especially because we lacked a gremlins player) and after that it wasn't providing a bonus to the attacker anyways. Hope this is helpful
  7. I wouldn't mind running that crew with lucius. It is outside of what I would normally run, but Ryle can operate pretty well without support, and Lucius can get the executioner and at least some of the witchlings up the board pretty fast on the first turn. The biggest problem with such a crew is that it is relatively fragile, but damn would it hit hard.
  8. Just had an idea, let me know what you think Sam w/ vengeance bullet, 2 stalkers, 1 freidcorp specialist. Find a big piece of terrain to hide sam behind, catch their leader on fire and then finish him with sam's 3 shots I've never seen the games go more than 3 turns, so you have it at that point, especially if you can get 1 turf war point.
  9. Here's the rules: 20 ss + henchman leader 4 model max points start being counted turn 1 turf way and assassinate are the only strat/schemes 20 minute game time limit fixed list tourney No SS purchasing leftover points Here are some of the lists I have messed with, looking for your thoughts. Ryle, Peacekeeper and enforcer Ryle, badge of office, Hunter, Warden, witchling stalker Sam, witch hunt, badge of office, 2 Stalkers, death marshall Daschel badge of office, 2 riflemen, and warden (or death marshall)(this list tends to be feast or famine) Daschel, 2 riflemen, Frank So what would be your list in such a format. I've played some fun games in this format. Generally it ends up 3 rounds tops before time runs out, so an assassination run list would probably be really effective.
  10. I don't mind lucius in reckoning, as I find his minions to be quite Killy with riflemen and daschel, I would not use guild guard quite as much as suggested, as that leads to easy kills for your opponent. After the Riflemen, and probably a hunter, I would focus points on big killers with some survivability, like peacekeeper and Ryle.
  11. I think as long as people are playing in good faith, the time should be ok. It is really only going to be a problem if people start gaming the system.
  12. Kinda. I think it would be difficult to squeeze 5 or more rounds into that amount of time, but that generally the game was pretty much decided before then. I think if a player were playing for the 5 turn limit, planning to make a late turn splash, they could lose out by time. At least one game, had Arli decided to run with his master (who was his last model), my setup didn't allow me to get to the middle with enough guys to score a turf war point, so he may have been able to force a tie before 20 minutes. The bigger issues were that if someone had a lead, they could probably slow play out the 20 minutes. Also, if you got the assasinate 3 points, unless the other side was able to get to your henchman for the kill quickly, it was pretty much over.
  13. Me and our local henchman decided to try the Hardcore rules that were laid out for the NOVA open (and probably elsewhere, but that is where I saw it first), and what fun it was. Assassinate and Turf war, with close deployment. Henchmen led, 20 ss limit and a 4 model max. We played 4 or 5 games of it, myself using Ryle or Samael Hopkins led guild, with my opponent using Sebastian Ressers, Miranda Arcanists, Yan lo's Henchman (I forget his name) TT and Another TT that could fly and obey people. We really enjoyed that fast nature of it. Has anyone else tried that format, and what have you thought of it?
  14. I will probably still run that improvement this afternoon just to try out my 2 austringer + Doppelganger build today, but man is that a bummer. I'm going to experiment with a few of his upgrades this evening (Surprisingly loyal, Secret Objectives and either legalese, plant evidence or badge if facing assasinate), . We will see how it goes.
  15. So I was looking at Lucius, and I noticed an issue that I had not noticed before. His defense trigger provided by the secret service ability appears to require both a ram and a mask. So, if I understand correctly, I would have to drop a stone, and then most likely cheat in the second suit, just for the privilege of causing the harm from the attack to occur on a different model instead? Am I missing sometihng?.
  16. You guys are getting me excited about trying this out. I will try it against NB this week.
  17. I use a similar force and I love the Lawyer for versatility. He makes a decent objective runner with good defensive stats, the 0 ability for defensive stance and the ability to drop a scheme marker when he dies is a good combo. Add into that the fees ability, which causes real (if irrational) fear in many people in my meta, but especially against incorporal opponents, and you have a model who most of the time earns his points back.
  18. I think the Peacekeeper is the best choice. Sonnia's problem once people close in isn't ability to do melee damage, it is the fragility of the crew. While Frank would help with that some, with the low defenses across the board, a tarpit like the peacekeeper can hold off the enemy longer. I like the Killjoy idea too, but haven't used any mercs to know how well they would actually work. Have you considered a bunch of small minions to tarpit their melee attackers, so that sonnia and sam can keep doing their thing. I'm thinking Guild Guard or Hounds might buy you the time you need. Your damage potential already comes from plenty of other models. I haven't used the pathfinder and traps yet, but why was that a failure. I have considered trying that myself, so knowing it doesn't work before I buy models is really helpful.
  19. Am I the only Guild Players without Death Marshalls?
  20. So I was reading the Rotten Belles thread and the Mechanical Rider thread on some of the other Faction forums, and I started thinking, 1. What are the models which guild must specifically plan for when facing other factions? 2. What solutions do you have for those challenges? For example, it sounds like if you are playing against arcanists you need to be ready to handle Mechanical rider, and if you are playing against Ressers you have to plan for Belle spam (especially on certain schemes). So what are your counters for those, and other similar powerhouses?
  21. Wanted to know what the more experienced players here would think of this. I was thinking that I would like to use Lucius's ability to bring the Doppelganger to effectively have a 3rd austringer for the first two turns. I figure that should someone try to get into my backfield with a nice hand to hand ability, she can copy that instead and become the prime defender for my Austringers as well. Any thoughts?
  22. I am one of two guild players in my small meta, and we have most of the others covered with at least part time players.
  23. I guess it is just my meta. It is the rare situation where people are removing scheme markers. I am the only Lucius player, and we don't have anyone using the Specialist yet. I have seen the peacekeeper, but the people who play him haven't used their scheme marker removal yet.
  24. I don't have the rulebook with me, but none of us have realized that yet. Can you really remove all scheme markers you are touching with one action? damn. It hasn't really come up yet because noone has even removed the top one, though at least one game it was headed that way before the other guy had to leave. I like to stack them because it means I have to control less of the board, and he can drop multiple in a turn that way.
  25. So far both times I have played him it has been with a Lucius crew. The crew generally will include Ryle, some combo of austringers or riflemen with Dashell, a couple guild guard and a hunter (though I may start dropping the hunter for stalkers as the hunter's speed isn't needed as much against NB). The other models I own are the rest of the lucius box, the entire Sonya box, a peacekeeper, an executioner, and a warden. (I have 3 GG, 3 riflemen, 2 austringers.) I have thought about going all in on the horror duel avoidance, with my guild sarge, my lawyer, ryle and the warden as the main base of my force. I also have thought about borrowing Franc. from a friend to push coppellius away from my guys and into a 1:1 that will at worst tie him up and at best kill him off.
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