4thstringer Posted April 10, 2014 Report Share Posted April 10, 2014 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? 1 Quote Link to comment Share on other sites More sharing options...
Tapdancer Posted April 10, 2014 Report Share Posted April 10, 2014 Don't stress over the latest board panic. mechanical rider prime example unstoppable winning machine meets guild lawyer.. 2 Quote Link to comment Share on other sites More sharing options...
decker_cky Posted April 10, 2014 Report Share Posted April 10, 2014 Riders are very vulnerable to death by a thousand cuts, and to any damage they take in the early turns. The early turn stuff is obvious, but the later turn stuff goes to the average defence and below average wounds/SS on a rider - to many models armour 1 is dropping most damage to 1, and to most models, armour 2 vs armour 17 makes no difference. Mech rider's attacks aren't very damaging either, and 8" is the biggest range, so if they want to drop schemes or draw cards, the rider needs to expose itself. It's also very vulnerable to pulse and blast damage, since it has no defence to that. Armour ignoring stuff doesn't work against the mech rider, but anything that disallows defensive triggers, or that attacks against will power doesn't have that built in defence. Pay attention to the available schemes and strategies for where the rider likely wants to drop scheme markers, and either avoid those spots, or make sure it doesn't succeed in its attacks when you're in those spots. Although it's stubborn, there's some willpower attacks that can be very effective (maybe you have to focus them to succeed). Quote Link to comment Share on other sites More sharing options...
Mister Shine Posted April 10, 2014 Report Share Posted April 10, 2014 Pine Box everything 9 Quote Link to comment Share on other sites More sharing options...
r4st4f4n Posted April 10, 2014 Report Share Posted April 10, 2014 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? Ahah! You have incomplete information, my friend! xD You are not aware that the model who came under the same focus in the Guild, is most probably scarier than those two from the gaming perspective, and a very strong countermeasure too. A no LoS, no Cover, 12" Range no Randomization in Melee, up to 18" when focused Austringer, which can hit Sh7 from the other side of buildings, inside, outside, on the top, in Auras, behind models, etc to infinity... AND can choose on trigger to force the opponent hand empty, one third at a time, no further duel or chance than a Sh7 vs Df. What better option against a model literally Hard to Wound, but low Df, you don't want to be in Lure Los of? And another one who relies on hand for her tricks, or she risks to waste all Ap attempting and failing actions? What better option generally, than drain opponents unique and vital hand by targeting whatever weak Peons he sent as "suckers"? Subtract from hand means subtract from all the crew, Master, Henchmen, Enforcers. Eventually, just by hitting his most insignificant models(even a Clockwork Trap, a model that doesn't even activate, and for its armlessness has been made immune to all kinds of Conditions). And having no hand, or nearly, this really means, no ifs, ands or buts, to play disadvantaged against the opponent. Also, this Pine Box everything Quote Link to comment Share on other sites More sharing options...
Mister Shine Posted April 10, 2014 Report Share Posted April 10, 2014 I have 11 Death Marshals for a reason That reason is Eric threw them at me. But also I like them. 2 Quote Link to comment Share on other sites More sharing options...
Fetid Strumpet Posted April 10, 2014 Report Share Posted April 10, 2014 Technically I have 7 death marshals. Quote Link to comment Share on other sites More sharing options...
Mister Shine Posted April 10, 2014 Report Share Posted April 10, 2014 So just started playing Malifaux? 2 Quote Link to comment Share on other sites More sharing options...
Joel Posted April 11, 2014 Report Share Posted April 11, 2014 It's 10 for me, I'm obviously letting the side down. Sorry guys. Quote Link to comment Share on other sites More sharing options...
Therril_83 Posted April 11, 2014 Report Share Posted April 11, 2014 another thing noone seems to mention when it comes to the riders, is that their pseudo-armor only works when using Df. So hit them with anything that targets Wp and they're only protected by their Stubborn-ability, which can be more or less cancelled by a Focus-action (consider that most abilities that targets Wp doesn't care about cover, so it evens out in that regard) I'm not saying they're easy to take down, but they're all quite expensive so they shouldn't be. They are by no means as hard as some people make them out to be. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted April 11, 2014 Author Report Share Posted April 11, 2014 Am I the only Guild Players without Death Marshalls? Quote Link to comment Share on other sites More sharing options...
SpiralngCadavr Posted April 11, 2014 Report Share Posted April 11, 2014 Yes? I have 6 though at most had 10 at one point. Quote Link to comment Share on other sites More sharing options...
wizuriel Posted April 11, 2014 Report Share Posted April 11, 2014 another thing noone seems to mention when it comes to the riders, is that their pseudo-armor only works when using Df. So hit them with anything that targets Wp and they're only protected by their Stubborn-ability, which can be more or less cancelled by a Focus-action (consider that most abilities that targets Wp doesn't care about cover, so it evens out in that regard) I'm not saying they're easy to take down, but they're all quite expensive so they shouldn't be. They are by no means as hard as some people make them out to be. What does Guild have that targets WP that can reliable hit the mechanical rider with? At 14" away from any model it can still easily summon a model, generate 1-2 scheme markers or let your opponent draw 1-2 cards while damaging a model. While in theory a death marshall can pinebox the rider, the arcanist player really doesn't need to bring their rider in close enough to give you the chance. Quote Link to comment Share on other sites More sharing options...
Ratty Posted April 12, 2014 Report Share Posted April 12, 2014 What does Guild have that targets WP that can reliable hit the mechanical rider with? At 14" away from any model it can still easily summon a model, generate 1-2 scheme markers or let your opponent draw 1-2 cards while damaging a model. While in theory a death marshall can pinebox the rider, the arcanist player really doesn't need to bring their rider in close enough to give you the chance. Burning goes straight through so Witchlings, Sonnia are good especially as Blasts also go straight through it's defense, so also Papa Loco, Aubella, Pathfinders. Witchling Handler to allow all your models to add burning, that means every model does an additional damage. Executioners can just stop her declaring the trigger. Obey her to shoot Perdita and then Quick Draw it back to ignore it's trigger. Poison also goes straight through so Sebastian in a Guild McMourning crew is good too, (Exorcist + McMourning can also cancel out it's trigger). But any good ranged damage will work early in the game. Quote Link to comment Share on other sites More sharing options...
entropolous Posted April 12, 2014 Report Share Posted April 12, 2014 Lawyer's OBJECTION!!!! targets WP. Only does a flat 2 damage, but causes slow/paralyzed one moderate/severe. Also don't forget about the executioner, whose attacks do not allow triggers. Plus he can use all thescheme markers and the mech rider poops ou to help chase it down. Quote Link to comment Share on other sites More sharing options...
Uktena Posted April 12, 2014 Report Share Posted April 12, 2014 Am I the only Guild Players without Death Marshalls? Nope. Witchlings....and now fire gamin. Quote Link to comment Share on other sites More sharing options...
EntrepeNinja Posted April 12, 2014 Report Share Posted April 12, 2014 I don't think they mean just any 10 death marshals. I think they mean 3 originals, 3 dead justice style, 3 new plastic style, and a Miss Terious. 10 individual sculpts. ENinja EDIT: ALSO! They added the game mechanic emoticons back in?! Quote Link to comment Share on other sites More sharing options...
Malicte Posted April 18, 2014 Report Share Posted April 18, 2014 Non-guild player checking in here with 5 Death Marshals. Pine Box ALL THE THINGS. Quote Link to comment Share on other sites More sharing options...
wizuriel Posted April 20, 2014 Report Share Posted April 20, 2014 Burning goes straight through so Witchlings, Sonnia are good especially as Blasts also go straight through it's defense, so also Papa Loco, Aubella, Pathfinders. Witchling Handler to allow all your models to add burning, that means every model does an additional damage. Executioners can just stop her declaring the trigger. Obey her to shoot Perdita and then Quick Draw it back to ignore it's trigger. Poison also goes straight through so Sebastian in a Guild McMourning crew is good too, (Exorcist + McMourning can also cancel out it's trigger). But any good ranged damage will work early in the game. I don't see why the mechanical rider needs to be closer to 12" from any enemy model (8" to shoot and 4" push with it's 0). If your opponent is just using the rider as an objective grabber he can stay 16" away from any models (double move for 12" and summon a model to claim the objective and push 4"). Also unless you surround the rider he can get 16" away from any failed assassination attempts unless you have some way to stop his 0 getting him out of combat . Unless a model has double blasts I don't think you're going to reliable be able to setup a scenario where you can hit the rider with blast damage. In terms of our threat ranges: Pinebox has a threat range of 7" Exorcist has a threat range of 7", but can deny the triggers from 13" away (provided you land your accusation) or can slow the rider from 15" away (helping you catch him). Excutioner has a threat range of 9" Austringer can extend any threat range by 2" Abula can also give a model an extra walk action. Perdita with obey has a 17" threat range bringing the rider at most 6"-10" away from your crew Sebastian + zombie chihuahua has a passive threat range of 12" McMorning + Sebastian should be able to catch the mech rider (McMorning has a 12" threat range, but with a lucky scalpel sling can get 16" threat and Sebastian passive works within 16") McMorning can also effectively give a model an extra walk (which can make a pretty scary 13" threat range executioner) Lucius can really cause a death marshal to hustle if you have some way to help with the horror tests. Witchlings / Witchling handler + long range shooting is imo the best way to go. Witchlings can set him on fire from 16" away Most of Guilds shooting with the Handler has a good 12-16" threat range. imo theoryfauxing a Sonnia crew is probably the most reliable way to counter the rider (and she is also the best counter to belle spam imo with the counter spell aura). Outside of Sonnia I think using an Exuctioner/Exorcist with Perdita and Abula would be effective (which would be expensive at 16points so already giving your opponent an activation advantage) or McMorning with similar tools. Quote Link to comment Share on other sites More sharing options...
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