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Filox

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Everything posted by Filox

  1. Pandora is one of the biggest problem for the Guild, mostly because she plays quite versus Guild typical playstyle, which is control of the middle and going for active plays. Pandora shuts down all of those things very easily, although we have some option. Pale Rider is risky, either you get one good ultimate or you opponent will never let him use his triggers. Lone Marshal is great, he can pick off Candy at big distance and those not suffer much from Stunned. Lawyer will get your models out of Candy and will help you survive Misery ping damage while drawing some juicy cards. Undercover Reporter is also okay tech piece because it let's you remove one Sorrow/Aversion from your face. Agent 46 might be a little bit of help if he can engage Candy or Pandora at a right moment melting them down to adequative size. Alan Reid may prove useful to ban some of the enemy actions. Guild Steward with condition removal and heal proved to me being very useful in this match up. The play is to kill Candy before she drain your entire resources. After that it should be easier to handle her. In Woe the only playmaker is Padnora, Candy & Carver. Removing 1-2 or them out of equations should make the game much more easier, so just focus on one of them at the time.
  2. You easily get to vulnerable backline, like to only healing model in crew or a model with Arcane Reservoir. And that's only value on Turn 1. If you position yourself in a cover or forest most crews won't be even able to do anything about him. If you invest in Lawyer you also gonna get those nice high rams for even more damage potential and with only one focus you can charge, shoot and walk back to safety with no risks involved!
  3. It's normal in this kind of hobby. Warhammer players might be running good list and bang! New codex or supplement and here is your half of paycheck going into minis. As a Guild Player I would love to get faction overhaul
  4. Must had misunderstood 😅
  5. You take Phiona because Guild in Defensive abilities are lower then those of Rats. Our masters compared to others have none defensive abilities (outside of Hoff and Basse but they are part AR & ES) or something else to at least nullify the gap in those specs.
  6. Lone Marshal is bonkers even on his own. Focus charge and you can kill any 6 Wd minion/enforcer. He is great for opening kills. Guild does not have techs, that's why Pale Rider, Lawyers & Steward are becoming our cores instead of paring option.
  7. If you put it that way it might be true that they would hold this model good in position or die to it's activation, either way good trade. Yeah, slow might work. But they don't need an upgrade.
  8. Orderly are already Rare 2, and giving them good bonus for nothing is too good. I think that Stat 5 against enemy model + suit is enough
  9. I don't think they need slow, this model can only heal to be precise or act as meat for your crew. One weak model per turn for a trigger on a master is not OP.
  10. That is actually the best concept of master/totem I have seen.
  11. Fuhatsu is great example of super offensive henchmen. Comparing him to Francisco, Fuhatsu is harder to kill, brings more damage to the table. Francisco also has different job, that is correct, but Francisco won't hold long in combat, he will just get focused down way too quickly while Fuhatsu will probably shoot until the game ends. Viktorias are faster and have heal in keyword, great scheme runners, great offensive henchmen who brings utility also to the table, easy access to fast, great healer with good card draw. Family on the other hand have better range and better access to focus. For a game in which is all about mobility and being able to not die like pile of thrash, Family falls short, even on Guild standards. Please, don't make another Lenny, Do you know how cancerous is Big Hat? I had an idea of ability being better Gunfighter... Gunslinger: This model may treat his actions as range 1" and can take even if engaged. For being best gunner in entire Malifaux she does not show this very well. And comparing Family to Kin is also another joke... Also! Pistolero are the worst model in the game. Even Stolens deal more damage and bring more to the table then them,
  12. Not as much as you think. Problem with those models is that even thou they have serene and manipulative, they are still models with 4-6 Wounds with Df 5. Even though if focus would be canceled by Distracted, Nellie does not give out a lot of this condition anyway(Field Reporter, Alison and that's about it) to make it viable defensive tech, but at the end of the day it would help a little only against close combat crews. For Shooters it won't change at all and Fuhatsu will just blown them away anyway. And yes, they also cost 4 - 6 SS per model, but those models are not even doing anything good or special. Most of the Nellie crews run with maximum of single Field Reporter. Rest of the crew goes full rambo or some other special tech. Similar case is in Colette, after her nerf and Distracted buff she would still run most of her crews OOK because those cheap control-tech models are not bringing much to the table.
  13. I agree with a part about being a little bit more resilent and models which actually does something beside being control piece.
  14. Please remember that Family has low damage output without cards in mass card drain keyword. And even with those cards, your damage output is mediocre compared to other offensive crews. Their durability is very low, only model who can take the hit is non-existent, even for aggressive keyword like Family. Master who is 6/6 with no defensive abilities outside trigger which prevents an throw away shot at the end of the turn. And terrifying is not the problem, problem is that this keyword has only 4 playable models which 3 are Rare 1 and 1 minion who is also mediocre scheme runner. Which make them unable to play any decent strategies and schemes.
  15. Oh definitely not, and mass ignore of terrifying is bad.
  16. Actually I would like to add something to this. I think Family Values could actually be built in trigger on most actions. Pistelero could get By Your Side and Shielded +2 could be with Push instead of just instead.
  17. I had a great convo with some people yesterday and I actually changed my mind about getting next master being Asylum. We really need master with crew all about mobility. Getting OC Zipp or Misaki on symbols (same Collette and other schemers) is so frustraining when your opponent just zooms over your models and ends a game with 8 VP
  18. The issue is not with cross hiring, but the fact that all of the models listed above can do something else beside running straight at the enemy making single attack and dieing in not so spectacular fashion, they have an option like luring, scheming, tanking or just simply moving models around, Thrall on the other hand has none of those options.
  19. Guild can only play control type of game and yes, he is semi-aggressive piece. But he literally cannot be anything else, Kabuki Warriors bring you so much utility to the table with Lures, Distraction and Combat Finesse making it great OOK tech piece against Viks and other melee masters who rely solely on close combat. And as you see, all those models that I listed are not fun to attack in close combat. Yet, Thrall not only being easier to actually attack him, he's Demise is not supplement for defensive tech. You are coming with me is okay trigger but not to disengage Sonnia 'cause you are just gonna end up with big bomb next to your squishy master and it's fuze is really short. If you are shutting down Kabuki before they become relevant, imagine model for 1/6 of your Crew becoming relevant after getting killed in semi-spectacular fashion.
  20. It's not just Viscera being overtuned. Kentaouri, Kabuki Warrior, Goryo, Wokoku Raider, Sabertooth. All of those models are performing better in simple job. Strong melee minion. And not all of them are based on suecideing themself on 1 enemy model just two gain decent value in trade model for model (which Thrall usually don't get). There is not enough support them, and they itself don't bring much to the table. Every other of those models has something to protect himself from harm by being harder to hit, having reduction or just overpowering mobility. Thrall can either charge or do nothing, and only thing keeping him standing in this card lacking keyword is HtW, which most of the time is given for free in other keywords.
  21. Oh yeah, what do you guys think about Witchling keyword? I think the idea is nice, though they are way too weak to be decent hireables. It's true that you can run 15" and make a hit for 3/5/7 with Thrall, although they die way too easily with no real defensive tech to help them stay more then 1 turn in combat. I would personally like to see them gain like 1 more Wd or Arcane Shielded as Witch Hunters have. And maybe Witchling Handler could buff any Witchling, instead of Witchling minion with it's Mv bonus. It would open a way for enforcer/henchmen Witchling model in the future.
  22. Pro tip for round 2! If you are attacker go for Basse and choose left deployment. Right deployment is just a barren wasteland so your opponent cannot hide from Jonathans Bring Its and one Dust Cloud can block entire bridge. Remember only not to take Sand Worm. Double Austringers & Pathfinders might prove very strong on this map. LYM is your go to scheme.
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