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Antipodean

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Everything posted by Antipodean

  1. Yes but shipping to the bottom of the world is prohibitively expensive. When I already have a badass with a machine gun.
  2. Plan to use a Miss Guided as KORE so I don't have all the duplicates. Once mounted on a 40mm.
  3. Played Lady Justice last night. Ley Lines, Breakthrough (selected), Leave Your Mark (selected), Assassinate, Hidden Martyrs, Sabotage Lady Justice, Scales, Dr Grimwell, Lone Marshall, Pale Rider, 2 Exorcist, Orderly. Versus TT Asami. I didn’t want to commit J early, so held back and used Concentrate/Decay (it didn’t do much.. drew a few cards to prevent Injured though). Used the gunline to pressure elsewhere - 2 Exorcists and Lone Marshall can put out some serious pain. Later I used a stone and a 5(R) to leap to within 2” of Ama No Ziko, made 4 attacks with built in GS positives for damage. Got it down to one wound and drew 3 stones for reduction. Ziko attempted to withdraw (was carrying Lodestone) but Lone Marshall later finished it. Elsewhere the Exorcism v Summon, & False Accusation + Into Dust put a ton of pressure out. Grimwell got thrown under a Jorogumo to slow it down. We ended early with J in the middle causing chaos and well on way to getting Breakthrough and Leave Your Mark. So Decay is pretty average, but is useful for card draw. Getting injured in range of 2 crossbows and a rifle is something enemy will need to prevent on a useful piece. As we expected, Inspiring Swordplay just doesn’t work with how Lady J plays. The ability to place 6”, get 4 attacks with (+) on dmg flips makes J a really good single target killer / resource drainer. No sure I could have done that with another Guild master. Exorcists and Marshall made a pretty devastating firebase.
  4. Agreed that the one sided nature of Lady J's abilities (killing) is lacking in comparison to other masters who can also kill (from debatable not as -> as good) and do support work. Technically Lady J can give out focus(es) and crew has plenty of better healing all over the place but still she tends to run solo to be effective. Many other masters can fight to a reasonably comparable degree and support. Stat wise - you are only looking at defensive stats then yes she is behind. However I place a lot of value in 2" melee range, mobility from leap, hard to wound, and unnatural vigour. I also really like final repose, against the right master and/or scheme pool.
  5. Disagree regarding low damage track - min 3, with crit strike, ability to stone and card for, means I can one shot most minions even on a double negative. Combine with the positive on non charge attacks, I can often get/pay for a straight flip on tougher items. Armour and Hard to Kill are still problematic though - choose targets wisely. I do agree terrifying/manipulative are issues, especially when the totem really helped out on that front in M2E. I'm frequently bringing Lone Marshall and an Exorcist if I think this is even a possibility.
  6. The McCabe thing is a combination of Bull Whip's basic damage 2/3/4, Rear Up Trigger, and Make Way! with Trample. Theoretically... 1.McCabe charges, gets to close to base of enemy model. Does the 2/3/4 Bull Whip attack (with Rear Up) 2.Push 2" per attack - trigger Make Way!, use Trample to move through enemy (so need to be closer than 2" really) for TN13 Mv duel for 2 damage. 3.Rear up for TN13 Df duel for 2 damage. All in a single action. Assuming all the space is available.
  7. I've only used Lady J a few times in M3E, but still find her fun and effective. I think she isn't quite as good as she was post broken promises M2E but certainly better than pre broken promises M2E. Having Leap on the back of the card is always worth using a stone and mid card for. Often I use end of turn one to get her up the board behind a wall with some focus, then turn 2/3 launch her into the squishy section of the enemy army. I can usually cut down at least 2-3 minions, then often watch the enemy spend 1-2 turns killing her off. So long as her death isn't a problem - /scheme/strat wise. That being said, Decay on her is very meh, and pine box in general for the keyword is still very weak and disappointing. Scales is -okay- for a totem for me. Gives an activation, card draw, and a late game distraction. Not outstanding but fine. I miss the WP bonus aura though. Judge is taken depending on strat/scheme pool, and also opponent - denying certain crews scrap and corpse markers is very powerful. Domador has to be one of the most reliable healers in the game, and come with a (suit included) selective obey to boot for early turns. The Lone Marshal is my favourite model of late, in and out of faction. Have yet to regret bringing him. Very tempted to put expert marksman on him. Death Marshall and DMR haven't been particularly stunning, I still run 1-2 of the former if I need some cheap activations. I will endeavour to use her a bit more and see how I go.
  8. For those of us stuck at the bottom of the world, shipping makes the special order items prohibitive. I wanted to pick up agent 46 but it comes out to about the same price as the whole combined new box.
  9. 1. Justice and the Marshall's! 2. Hoffman and the Augmented can put out pain with all the power tokens but not as mobile.
  10. Soulstone Miners are not Augmented, so only available when declaring Arcanists (booo). I've had success with medical automatons but I usually bring in a fleshly model or two. Even then I could have subbed others in. So yes, I think you can play 'Hoff with purely Guild.
  11. Glad I just converted up a dispatcher, Dashel now has card draw and actual summoning ability.
  12. Weekend before last I traveled to go to my first M3E event. 10 players. I only had a couple of games prior so results are more likely down to the commander than any underlying strength. I had Justice, Sonnia and Hoffman with me. Round 1 v TT. I took Hoffman and won 6-2 against Shenlong. He tried to assassinate early but ended up in the ball of metal death. Round 2 v TT. I took Justice thinking Asami was coming, but Misaki arrived and beat me down to 4-5 loss with a smash heavy crew. Round 3 v Arc. I took Justice again, against Colette. Was making progress but ended turn three 3-4 loss. More time may have helped here. Round 4 v TT. I played Hoffman and now out comes Asami heh. Big grind in middle with summons slowing me down. I however I won flanks leading to 5-5 draw. Round 5 v NB. I played Justice against Titania, put J out to tank and lure stuff in. She got to 1 wound and retreated. Then went on a murder rampage, winning 4-3 on turn 3 when ran out of time. Overall 5th - makes sense with 2 wins, 1 draw, 2 losses. Fun times, has got me keen to play more. Really feel Guild needs all 5 turns though.
  13. So tomorrow I head to my first M3E event to be played over the weekend. I've had about 4 games and even won 1 so feel well practiced. I'll be running Hoffman, Lady J and Sonnia throughout and see how I go.
  14. I'll commit to taking Guild to a tournament in November and see how I go
  15. I'm keen to try out Dashel, but I can't find the card for his Totem anywhere. Am I missing it?
  16. I've had some great success with Wastrels, but only in a McCabe crew. Outside of that I would take 1 maybe if field reporters and watchers weren't in competition at 4ss. Free defensive following only walk actions, and good use of the 2ap tactical action can be quite supportive. I wish death marshall's were a bit better, I used them heavily at the start but they just don't compare to other options at the moment.
  17. IMO: I'd also say the Brutal Effigy, he is a must take with Lady J. #1 priority. Also as an aside never leave home without the Lady J Swordfighter upgrade. For other models you probably want more minions to bulk out your forces to get to 50 soulstones with some options. I would go with Guild Hounds, Guild Guards, Field Reporters or Guild Austringers. All of these models fit into many Guild builds and give good, cheap activation. Pick up 1 or 2 options from this list. Lastly if you have $$ spare go for an extra beater to take the heat from Lady J. Peacekeeper is great, and I'm also very partial to Executioners or Witchling Thralls.
  18. Yep, Investigators seem to be a great toolbox for scheming/controlling that is unusual in Guild.
  19. Through the Breach multi part plastic kit. Though I've yet to actually paint or use them yet.
  20. I expected to lose most of my early games, for months, after starting Malifaux. In the end, I did. To me it is a easy to learn (basic mechanics/rules are simple) hard to master (model rules and/or scheme strategies are very complex and often win/lose the game for you). Don't be disheartened. Practice practice practice. Don't make same mistake twice (or three times). Try not to change master too often especially in the early days. Think about what you can afford to lose/not have go your way, don't let enemy strip your control hand early. Try to get value out of every AP you spend. Focus on the mission. Always feel free to come back to here for help [It's BS that 'Neverborn is weak and Guild OP' - Malifaux factions are surprisingly well balanced overall]
  21. Perhaps, but I like not having to spend more soulstones on him. If I had to choose between those upgrades and ready to work, even if the latter also cost one soulstone I would still prefer it. It's not ideal, but a reasonably effective way of getting an unused model back in the table.
  22. Personally I really like the fix upgrades. Having great fun with the executioner now he is ready to work.
  23. If there are no other criteria, Lady J because she is awesome (I'm not biased at all :P). You'll be wanting a Brutal Effigy with her though.
  24. Don't use them anymore, for reasons mostly stated above. Too fragile for enemy bury work - prefer the recruiter and the ashwood coffin. Too much of a generalist for other tasks that cheaper/tougher minions can accomplish. Which is a shame as the models and fluff are awesome...
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